Talk:Spell.dbc/EffectApplyAuraName

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Specific Auras - Explained

&AuraEffect::HandleModRatingFromStat, //220 SPELL_AURA_MOD_RATING_FROM_STAT

Each rating number is found in Unit.h, EffectMiscValue = 2^rating and all ratings = -1

2^value means the value exponentially increased by two, meaning 2^0 is 1, 2^1 = 2, 2^2 = 4, 2^3 = 8, 2^4 = 16, 2^5 = 32, ect

   CR_WEAPON_SKILL             = 0,
   CR_DEFENSE_SKILL            = 1,
   CR_DODGE                    = 2,
   CR_PARRY                    = 3,
   CR_BLOCK                    = 4,
   CR_HIT_MELEE                = 5,
   CR_HIT_RANGED               = 6,
   CR_HIT_SPELL                = 7,
   CR_CRIT_MELEE               = 8,
   CR_CRIT_RANGED              = 9,
   CR_CRIT_SPELL               = 10,
   CR_HIT_TAKEN_MELEE          = 11,
   CR_HIT_TAKEN_RANGED         = 12,
   CR_HIT_TAKEN_SPELL          = 13,
   CR_CRIT_TAKEN_MELEE         = 14,
   CR_CRIT_TAKEN_RANGED        = 15,
   CR_CRIT_TAKEN_SPELL         = 16,
   CR_HASTE_MELEE              = 17,
   CR_HASTE_RANGED             = 18,
   CR_HASTE_SPELL              = 19,
   CR_WEAPON_SKILL_MAINHAND    = 20,
   CR_WEAPON_SKILL_OFFHAND     = 21,
   CR_WEAPON_SKILL_RANGED      = 22,
   CR_EXPERTISE                = 23,
   CR_ARMOR_PENETRATION        = 24


The second misc value column, which will be 3 columns over, (i.e. if this is your first effect and the rating is in column 111, this value will be 114, column 112 will be 115, and 113 will be 116) will always be the stat it is created FROM, of which the values being:

   STAT_STRENGTH                      = 0,
   STAT_AGILITY                       = 1,
   STAT_STAMINA                       = 2,
   STAT_INTELLECT                     = 3,
   STAT_SPIRIT                        = 4,






--Crow (talk) 17:15, 28 February 2021 (CET)



//142 SPELL_AURA_MOD_BASE_RESISTANCE_PCT

First misc value is spell school mask, 1 being physical and all numbers up to 126 as with the other ones that affect a specific spell school.

   Physical        = 1,
   Holy            = 2,
   Fire            = 4,
   Nature          = 8,
   Frost           = 16,
   Shadow          = 32,
   Arcane          = 64


The second misc value column, which will be 3 columns over, (i.e. if this is your first effect and the rating is in column 111, this value will be 114, column 112 will be 115, and 113 will be 116) seems to be the armor subclass of a specific item if a nonzero value, though I've only ever seen this used for SHIELD by increasing the shields armor value, theoretically you could use it for all armor subclasses?

Armor subclasses

Miscellaneous  =  0,
Cloth          =  1,
Leather        =  2,
Mail           =  3,
Plate          =  4,
Buckler(unused)=  5,
Shield         = 6,
Libram         = 7,
Idol           = 8,
Totem          = 9,
Sigil          = 10

The value used is one of the numbers above ^2, So to increase a shields armor value its 64 as 2^6 = 64.