How to get a spell Object's target and position? menu

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  1. #16
    demonguy's Avatar Member
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    Yes , it's the point....What i want to know is the function called when Flame Orb casting the spell.....
    Now The key is . When the Flame Orb cast the spell, There is a line between the orb and then target... That should be an animation..But what function handles that?

    What's more important:

    during the encounter "WarMaster Blackhorn" in DragSoul, Twilight Elite Slayer will cast a spell named "Blade Rush", before casting... There are will be some aura like spell effects on the ground to indicate its charge path and tell you to avoid it ... Unfortunately it isn't any type of Object....
    not Unit, not Dynamic Object,not GameObject.....But it should have a position right? I have trouble to get it!

    I've done something before, replaced entire row of Balde Rush in spell.dbc and the effects on the ground stood still... So I guess before casting ,sever will send some messages to tell client draw the path effect on the ground...At first i guess it should be a Dynamic Object but unfortunately it isn't any type of Object.......That's sick...
    Last edited by demonguy; 05-06-2012 at 12:03 PM.

    How to get a spell Object's target and position?
  2. #17
    demonguy's Avatar Member
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    Originally Posted by Xelper View Post
    You won't find objects or targets for these abilities. Units do not NEED to change their target to cast spells on people, obviously some do change their target.

    Flame Orb is an instant cast spell, which it casts on a valid unit nearby... It is also a server-side script handling the casting, they obviously have direct access to an object manager from their scripts and are probably using the GUID as the key for who they want it to attack next. It would be pretty pointless to do TargetUnit(GUID) CastSpell(X, GUID) when they can just call CastSpell. If you want to figure out this information there may be some function that is called when a unit/object casts a spell that MIGHT give you this information, but I have never looked into it.

    Yes,That's just what I was thinking.......When the server tells flame orb to cast the spell on a unit , client will surely call a function to play the animation ,draw a red line between flame orb and the target unit......

    But i don't know where to start... i'm not asking which function it is (Of course it's best to tell me if you know)..But where should i start to find the function?

  3. #18
    migtron's Avatar Corporal
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    Originally Posted by demonguy View Post
    But i don't know where to start... i'm not asking which function it is (Of course it's best to tell me if you know)..But where should i start to find the function?
    A possible approach to find this out is by using a modified version of the Direct3D debugging tool PIX (here) and step through the scene creation until whatever you are looking for is drawn. You can then back-trace that call.

  4. #19
    demonguy's Avatar Member
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    Seems to be a complex stuff , since i have not used DirectX3D API before, i will take a look,thanks...

  5. #20
    demonguy's Avatar Member
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    i got another idead...
    Things like that don't trigger COMBAT_LOG_EVENT(eg..flame orb cast a spell on a unit )..Why doesn't it trigger? Does sever tell it not trigger? Or the client judge it by itself?Can i make all these things trigger COMBAT_LOG_EVENT?

  6. #21
    demonguy's Avatar Member
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    How to get a spell Object's target and position?-1-jpg

    I've found the spellVisualIKit ID in spellVisualIKit.dbc...It's 23400 , the last line of SpellVisualKit.dbc,So i successfully changed its model...
    But the ID aren't found in SpellVisual.dbc and Spell.dbc, So is there a function to play a SpellVisualKit independently on a specific position WITHOUT creating any Objects??

    I've tested it ,it isn't Unit ,DynamicObject or any other object....So what it could be?
    Last edited by demonguy; 05-12-2012 at 03:28 AM.

  7. #22
    demonguy's Avatar Member
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    i have add a read trace to spellVisualKitDB.Rows[23400],and found it is used by CMissile::FireMissiles.... Is there anyone who knows about this function? Could someone give me some information?What do all arguments stand for and which one stands for the points XYZ?
    Last edited by demonguy; 05-24-2012 at 06:32 AM.

  8. #23
    demonguy's Avatar Member
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    So i solved it ... Now i share it ...

    As said above.... The auras on the ground of Blade Rush is a missile and is applied by CMissile:FireMissile.. and the last argument is the position pointer.....I didn't test it, but this argument is related to the instruction "sqrt((*float)a * (*float)a,(*float)a+4 * (*float)a+4,(*float)a+8 * (*float)a+8 )"...

    As for the red line between target and the caster of Flame Orb... it's a SpellChainEffect and is applied by CGUnit_C::PlaySpellVisualKit_PlayAnims...

    by the way, i found it by tracing read and write of SpellVisualKitDB.rows
    Last edited by demonguy; 05-29-2012 at 10:30 PM.

  9. #24
    Frosttall's Avatar Active Member
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    Thank you mate, very good explained

    +rep

  10. #25
    demonguy's Avatar Member
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    em....it seems that i'm wrong.. It's indeed a spellChainEffect and is applied by CGUnit_C::PlaySpellVisualKit_PlayAnims..But which argument stands for the target of the ChinEffect is not clear...Any ideas?

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