DB/SpellVisualKit: Difference between revisions

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  struct SpellVisualKitEntry // sizeof(0x9C)
  struct SpellVisualKitEntry // sizeof(0x9C)
  {
  {
     m_ID; // +0x0, size 0x4, type 0
     uint32_t m_ID;
     m_startAnimID; // +0x4, size 0x4, type 0
     uint32_t m_startAnimID;
     m_animID; // +0x8, size 0x4, type 0
     uint32_t m_animID;
     m_animKitID; // +0xC, size 0x4, type 0
     uint32_t m_animKitID;
     m_headEffect; // +0x10, size 0x4, type 0
     uint32_t m_headEffect;
     m_chestEffect; // +0x14, size 0x4, type 0
     uint32_t m_chestEffect;
     m_baseEffect; // +0x18, size 0x4, type 0
     uint32_t m_baseEffect
     m_leftHandEffect; // +0x1C, size 0x4, type 0
     uint32_t m_leftHandEffect;
     m_rightHandEffect; // +0x20, size 0x4, type 0
     uint32_t m_rightHandEffect;
     m_breathEffect; // +0x24, size 0x4, type 0
     uint32_t m_breathEffect;
     m_leftWeaponEffect; // +0x28, size 0x4, type 0
     uint32_t m_leftWeaponEffect;
     m_rightWeaponEffect; // +0x2C, size 0x4, type 0
     uint32_t m_rightWeaponEffect;
     m_specialEffect; // +0x30, size 0xC, type 0
     uint32_t m_specialEffect[3];
     m_worldEffect; // +0x3C, size 0x4, type 0
     uint32_t m_worldEffect;
     m_soundID; // +0x40, size 0x4, type 0
     uint32_t m_soundID;
     m_shakeID; // +0x44, size 0x4, type 0
     uint32_t m_shakeID;
     m_charProc; // +0x48, size 0x10, type 0
     uint32_t m_charProc[4];
     m_charParamZero; // +0x58, size 0x10, type 3
     float m_charParamZero[4];
     m_charParamOne; // +0x68, size 0x10, type 3
     float m_charParamOne[4];
     m_charParamTwo; // +0x78, size 0x10, type 3
     float m_charParamTwo[4];
     m_charParamThree; // +0x88, size 0x10, type 3
     float m_charParamThree[4];
     m_flags; // +0x98, size 0x4, type 0
     uint32_t m_flags;
  };
  };



Revision as of 19:38, 24 June 2016

This file is used to attach different spell effects from SpellVisualEffectName.dbc to certain points on the model. Each column corresponds to areas on a model such as hands, chest and base.

0.5.3.3368

struct SpellVisualKitRec {
  uint32_t m_ID;
  uint32_t m_kitType;
  uint32_t m_anim;
  uint32_t m_headEffect;
  uint32_t m_chestEffect;
  uint32_t m_baseEffect;
  uint32_t m_leftHandEffect;
  uint32_t m_rightHandEffect;
  uint32_t m_breathEffect;
  uint32_t m_specialEffect[3];
  uint32_t m_characterProcedure;
  float m_characterParam[4];
  uint32_t m_soundID;
  uint32_t m_shakeID;
};

Structure

struct SpellVisualKitEntry // sizeof(0x9C)
{
   uint32_t m_ID;
   uint32_t m_startAnimID;
   uint32_t m_animID;
   uint32_t m_animKitID;
   uint32_t m_headEffect;
   uint32_t m_chestEffect;
   uint32_t m_baseEffect
   uint32_t m_leftHandEffect;
   uint32_t m_rightHandEffect;
   uint32_t m_breathEffect;
   uint32_t m_leftWeaponEffect;
   uint32_t m_rightWeaponEffect;
   uint32_t m_specialEffect[3];
   uint32_t m_worldEffect;
   uint32_t m_soundID;
   uint32_t m_shakeID;
   uint32_t m_charProc[4];
   float m_charParamZero[4];
   float m_charParamOne[4];
   float m_charParamTwo[4];
   float m_charParamThree[4];
   uint32_t m_flags;
};


Column 	Field 				Type 		Notes 
1 		ID 				Integer 	
2 		iRefID_AnimationData		Integer 	Seems to be caster animation of some sort...
3 		iRefID_AnimationData 		Integer 	Caster animation.
4 		iRefID_SpellVisualEffectName	Integer 	Visual effect over the head.
5 		iRefID_SpellVisualEffectName	Integer 	Visual effect at chest.
6 		iRefID_SpellVisualEffectName	Integer 	Visual effect at the base/ground.
7 		iRefID_SpellVisualEffectName 	Integer 	Visual effect at right hand.
8 		iRefID_SpellVisualEffectName 	Integer 	Visual effect at left hand.
9 		iRefID_SpellVisualEffectName	Integer 	Visual effect of AOE spells/abilities.
10 		Unknown 			Integer 	Unknown
11 		Unknown 			Integer 	" 
12 		Unknown 			Integer 	" 
13 		Unknown 			Integer 	" 
14 		Unknown 			Integer 	" 
15 		iRefID_SpellVisualEffectName	Integer 	" 
16 		iRefID_SoundEntries		Integer 	Sound effect associated with the visual effects.
17 		iRefID_SpellEffectCameraShakes	Integer 	
18 		SpecificReference		Integer 	Known value "17" reference to item_entry in column 26, example spell - 58493(mohawk grenade), point to item 43486 (Mohawk Mask)
19 		Unknown 			Integer 	
20 		Unknown 			Integer 	
21 		Unknown 			Integer 	
22 		Unknown 			Float 		Colormask converted from HEX to DECIMAL (can be used for caster or target color)
23 		Unknown 			Float 		" 
24 		Unknown 			Float 		" 
25 		Unknown 			Float* 		null 
26 		Unknown 			Float 		" 
27 		Unknown 			Float 		" 
28 		Unknown 			Float 		" 
29 		Unknown 			Float* 		null 
30 		Unknown 			Float 		" 
31 		Unknown 			Float 		" 
32 		Unknown 			Float 		" 
33 		Unknown 			Float* 		null 
34 		Unknown 			Float 		" 
35 		Unknown 			Float 		"  
36 		Unknown 			Float* 		" null 
37 		Unknown 			Float* 		" --> associated with SpellVisualEffectName.dbc?; null