DB/SpellVisualEffectName: Difference between revisions

From wowdev
Jump to navigation Jump to search
mNo edit summary
Line 6: Line 6:
   {{Template:Type|stringref}} m_fileName;
   {{Template:Type|stringref}} m_fileName;
   uint32_t m_specialID;            // UNITEFFECTSPECIALS
   uint32_t m_specialID;            // UNITEFFECTSPECIALS
   uint32_t m_specialAttachPoint;
   uint32_t m_specialAttachPoint;   // if < 0xC UNITEFFECTATTACHPPOINT else ??? <code>UnitEffectOneShot</code>
   float m_areaEffectSize;          // if the model's bounding sphere radius <= 0.001, scales the model <code>CGDynamicObject_C::UpdateModelLoadStatus</code>
   float m_areaEffectSize;          // if the model's bounding sphere radius <= 0.001, scales the model <code>CGDynamicObject_C::UpdateModelLoadStatus</code>
   uint32_t m_VisualEffectNameFlags; // <code>UnitEffectIsAuraWorldObject</code>
   uint32_t m_VisualEffectNameFlags; // <code>UnitEffectIsAuraWorldObject</code>
Line 58: Line 58:
   NUM_UNITEFFECTSPECIALS = 0x2B,
   NUM_UNITEFFECTSPECIALS = 0x2B,
   SPECIALEFFECT_NONE = 0xFFFFFFFF,
   SPECIALEFFECT_NONE = 0xFFFFFFFF,
};
enum UNITEFFECTATTACHPPOINT
{
  UNITEFFECT_ATTACHBASE = 0x0,
  UNITEFFECT_ATTACHHEAD = 0x1,
  UNITEFFECT_ATTACHLEFTHAND = 0x2,
  UNITEFFECT_ATTACHRIGHTHAND = 0x3,
  UNITEFFECT_ATTACHNONE = 0x4,
  UNITEFFECT_ATTACHBREATH = 0x5,
  UNITEFFECT_ATTACHCHEST = 0x6,
  UNITEFFECT_ATTACHSPECIAL1 = 0x7,
  UNITEFFECT_ATTACHSPECIAL2 = 0x8,
  UNITEFFECT_ATTACHSPECIAL3 = 0x9,
  UNITEFFECT_ATTACHCHESTBLOODBACK = 0xA,
  UNITEFFECT_ATTACHCHESTBLOODFRONT = 0xB,
  NUM_UNITEFFECTATTACHPOINTS = 0xC,
  UNITEFFECT_INVALID = 0xFFFFFFFF,
  };
  };



Revision as of 12:14, 10 October 2017

List of IDs and names for various models to be used.

0.5.3.3368

struct SpellVisualEffectNameRec {
  uint32_t m_ID;
  stringref m_fileName;
  uint32_t m_specialID;             // UNITEFFECTSPECIALS
  uint32_t m_specialAttachPoint;    // if < 0xC UNITEFFECTATTACHPPOINT else ??? UnitEffectOneShot
  float m_areaEffectSize;           // if the model's bounding sphere radius <= 0.001, scales the model CGDynamicObject_C::UpdateModelLoadStatus
  uint32_t m_VisualEffectNameFlags; // UnitEffectIsAuraWorldObject
};

enum UNITEFFECTSPECIALS
{
  SPECIALEFFECT_LOOTART = 0x0,
  SPECIALEFFECT_LEVELUP = 0x1,
  SPECIALEFFECT_FOOTSTEPSPRAYSNOW = 0x2,
  SPECIALEFFECT_FOOTSTEPSPRAYSNOWWALK = 0x3,
  SPECIALEFFECT_FOOTSTEPDIRT = 0x4,
  SPECIALEFFECT_FOOTSTEPDIRTWALK = 0x5,
  SPECIALEFFECT_COLDBREATH = 0x6,
  SPECIALEFFECT_UNDERWATERBUBBLES = 0x7,
  SPECIALEFFECT_COMBATBLOODSPURTFRONT = 0x8,
  SPECIALEFFECT_UNUSED = 0x9,
  SPECIALEFFECT_COMBATBLOODSPURTBACK = 0xA,
  SPECIALEFFECT_HITSPLATPHYSICALSMALL = 0xB,
  SPECIALEFFECT_HITSPLATPHYSICALBIG = 0xC,
  SPECIALEFFECT_HITSPLATHOLYSMALL = 0xD,
  SPECIALEFFECT_HITSPLATHOLYBIG = 0xE,
  SPECIALEFFECT_HITSPLATFIRESMALL = 0xF,
  SPECIALEFFECT_HITSPLATFIREBIG = 0x10,
  SPECIALEFFECT_HITSPLATNATURESMALL = 0x11,
  SPECIALEFFECT_HITSPLATNATUREBIG = 0x12,
  SPECIALEFFECT_HITSPLATFROSTSMALL = 0x13,
  SPECIALEFFECT_HITSPLATFROSTBIG = 0x14,
  SPECIALEFFECT_HITSPLATSHADOWSMALL = 0x15,
  SPECIALEFFECT_HITSPLATSHADOWBIG = 0x16,
  SPECIALEFFECT_COMBATBLOODSPURTFRONTLARGE = 0x17,
  SPECIALEFFECT_COMBATBLOODSPURTBACKLARGE = 0x18,
  SPECIALEFFECT_FIZZLEPHYSICAL = 0x19,
  SPECIALEFFECT_FIZZLEHOLY = 0x1A,
  SPECIALEFFECT_FIZZLEFIRE = 0x1B,
  SPECIALEFFECT_FIZZLENATURE = 0x1C,
  SPECIALEFFECT_FIZZLEFROST = 0x1D,
  SPECIALEFFECT_FIZZLESHADOW = 0x1E,
  SPECIALEFFECT_COMBATBLOODSPURTGREENFRONT = 0x1F,
  SPECIALEFFECT_COMBATBLOODSPURTGREENFRONTLARGE = 0x20,
  SPECIALEFFECT_COMBATBLOODSPURTGREENBACK = 0x21,
  SPECIALEFFECT_COMBATBLOODSPURTGREENBACKLARGE = 0x22,
  SPECIALEFFECT_FOOTSTEPSPRAYWATER = 0x23,
  SPECIALEFFECT_FOOTSTEPSPRAYWATERWALK = 0x24,
  SPECIALEFFECT_CHARACTERSHAPESHIFT = 0x25,
  SPECIALEFFECT_COMBATBLOODSPURTBLACKFRONT = 0x26,
  SPECIALEFFECT_COMBATBLOODSPURTBLACKFRONTLARGE = 0x27,
  SPECIALEFFECT_COMBATBLOODSPURTBLACKBACK = 0x28,
  SPECIALEFFECT_COMBATBLOODSPURTBLACKBACKLARGE = 0x29,
  SPECIALEFFECT_RES_EFFECT = 0x2A,
  NUM_UNITEFFECTSPECIALS = 0x2B,
  SPECIALEFFECT_NONE = 0xFFFFFFFF,
};

enum UNITEFFECTATTACHPPOINT
{
  UNITEFFECT_ATTACHBASE = 0x0,
  UNITEFFECT_ATTACHHEAD = 0x1,
  UNITEFFECT_ATTACHLEFTHAND = 0x2,
  UNITEFFECT_ATTACHRIGHTHAND = 0x3,
  UNITEFFECT_ATTACHNONE = 0x4,
  UNITEFFECT_ATTACHBREATH = 0x5,
  UNITEFFECT_ATTACHCHEST = 0x6,
  UNITEFFECT_ATTACHSPECIAL1 = 0x7,
  UNITEFFECT_ATTACHSPECIAL2 = 0x8,
  UNITEFFECT_ATTACHSPECIAL3 = 0x9,
  UNITEFFECT_ATTACHCHESTBLOODBACK = 0xA,
  UNITEFFECT_ATTACHCHESTBLOODFRONT = 0xB,
  NUM_UNITEFFECTATTACHPOINTS = 0xC,
  UNITEFFECT_INVALID = 0xFFFFFFFF,
};

1.12.1.5875

struct SpellVisualEffectNameRec {
  uint32_t m_ID;
  stringref name;
  stringref m_fileName;
  float m_areaEffectSize;
  float scale;
};

Structure

Column	Field 		Type 		Notes 
1 	ID				Integer 	
2 	name 				String 		The name of the model effects used for some editor probably 
3 	fileName 			String 		Location of the model 
4 	areaEffectSize 			Float 	        Probably flags or type of some sort but hard to tell 0.0 ~ 50.0, mostly 0.0 and 1.0
5 	scale				Float 	        another size modifier? only a few have not 1.0 or 0.0 "Acid Breath (45 yd)" has 45.0 ... 0.15 ~ 5.0, mostly 1.0 
6 	minAllowedScale 		Float 		since 95 is "Missile: Meteor (Scale: x3) and this column is 3.00.1 and 0.01 
7 	maxAllowedScale 		Float           1.0 ~ 100.0, mostly 100.0

--codejie_ 17:41, 28 April 2009