DB/SpellVisualKit
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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.
Besides the obvious effects for different attachments, there is "character procedures" (`m_characterProcedure`, `m_charProc[4]`) which have additional non-DB/SpellVisualEffectName effects, like equipping items or coloring the target.
0.5.3.3368
struct SpellVisualKitRec { uint32_t m_ID; uint32_t m_kitType; uint32_t m_anim; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_headEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_chestEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_baseEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_leftHandEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_rightHandEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_breathEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_specialEffect[3]; uint32_t m_characterProcedure; float m_characterParam[4]; foreign_keyⁱ<uint32_t, &SoundEntriesRec::m_ID> m_soundID; foreign_keyⁱ<uint32_t, &SpellEffectCameraShakesRec::m_ID> m_shakeID; };
unknown version
struct SpellVisualKitRec { uint32_t m_ID; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_startAnimID; foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_animID; #if version > ? foreign_keyⁱ<uint32_t, &AnimKitRec::m_ID> m_animKitID; #endif foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_headEffect; // attached to Head foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_chestEffect; // attached to Chest foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_baseEffect; // attached to Base foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_leftHandEffect; // attached to SpellLeftHand foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_rightHandEffect; // attached to SpellRightHand foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_breathEffect; // attached to Breath foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_leftWeaponEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_rightWeaponEffect; foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_specialEffect[3]; // attached to Special1…3 foreign_keyⁱ<uint32_t, &SpellVisualEffectNameRec::m_ID> m_worldEffect; foreign_keyⁱ<uint32_t, &SoundEntriesRec::m_ID> m_soundID; foreign_keyⁱ<uint32_t, &SpellEffectCameraShakesRec::m_ID> m_shakeID; uint32_t m_charProc[4]; float m_charParamZero[4]; float m_charParamOne[4]; float m_charParamTwo[4]; float m_charParamThree[4]; #if version > ? uint32_t m_flags; #endif };
unknown version
Column Field Type Notes 1 m_ID Integer 2 m_startAnimID Integer Seems to be caster animation of some sort... 3 m_animID Integer Caster animation. 4 m_headEffect Integer Visual effect over the head. 5 m_chestEffect Integer Visual effect at chest. 6 m_baseEffect Integer Visual effect at the base/ground. 7 m_leftHandEffect Integer Visual effect at right hand. 8 m_rightHandEffect Integer Visual effect at left hand. 9 m_breathEffect? Integer Visual effect of AOE spells/abilities. 10 m_leftWeaponEffect? Integer Unknown 11 m_rightWeaponEffect? Integer " 12 m_specialEffect[3]? Integer " 15 m_worldEffect Integer " 16 m_soundID Integer Sound effect associated with the visual effects. 17 m_shakeID Integer 18 m_charProc Integer[4] Known value "17" reference to item_entry in column 26, example spell - 58493(mohawk grenade), point to item 43486 (Mohawk Mask) 22 m_charParamZero Float[4] Colormask converted from HEX to DECIMAL (can be used for caster or target color) 26 m_charParamOne Float[4] 30 m_charParamTwo Float[4] 34 m_charParamThree Float[4]