Spells.dbc menu

Shout-Out

User Tag List

Thread: Spells.dbc

Results 1 to 3 of 3
  1. #1
    keeevin92's Avatar Member
    Reputation
    8
    Join Date
    Jul 2007
    Posts
    203
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Spells.dbc

    Hey guys!

    I was looking at some posts about dbc editing and saw that you need to patch and such stuff. But I was wondering if you change a spells damage do you have to fix a patch for the spell to work like intended? I understand if you chance the tooltip or mana cost you need to fix the patch aswell but since it's damage maybe it won't be needed.
    So what about it?

    Spells.dbc
  2. #2
    turrikasd's Avatar Member
    Reputation
    5
    Join Date
    Dec 2008
    Posts
    90
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I can provide you some basic info about Spells.dbc... hope it helps!

    Patch 4.0.3.13329
    Code:
    Column 	Field 	Type 	Notes
    1 	ID 	Integer 	
    2 	Attributes 	Integer 	
    3 	AttributesEx 	Integer 	
    4 	AttributesExB 	Integer 	
    5 	AttributesExC 	Integer 	
    6 	AttributesExD 	Integer 	
    7 	AttributesExE 	Integer 	
    8 	AttributesExF 	Integer 	
    9 	AttributesExG 	Integer 	
    10 	AttributesExH 	Integer 	
    11 	unk_400_1 	Integer 	
    12 	CastTimesID 	iRefID 	
    13 	DurationID 	iRefID 	
    14 	PowerID 	iRefID 	
    15 	RangeID 	iRefID 	
    16 	Speed 	Float 	
    17 	VisualID1 	iRefID 	
    18 	VisualID2 	iRefID 	
    19 	IconID1 	iRefID 	
    20 	IconID2 	iRefID 	active
    21 	Name 	String 	
    22 	NameSubtext 	String 	
    23 	Description 	String 	
    24 	AuraDescription 	String 	
    25 	SchoolMask 	Integer 	
    26 	RuneCostID 	iRefID 	
    27 	MissileID 	iRefID 	
    28 	DescriptionVariablesID 	iRefID 	
    29 	DifficultyID 	iRefID 	
    30 	unk_400_2 	Float 	
    31 	ScalingID 	iRefID 	
    32 	AuraOptionsID 	iRefID 	
    33 	AuraRestrictionsID 	iRefID 	
    34 	CastingRequirementsID 	iRefID 	
    35 	CategoriesID 	iRefID 	
    36 	ClassOptionsID 	iRefID 	
    37 	CooldownsID 	iRefID 	
    38 	unk_400_3 	Integer 	
    39 	EquippedItemsID 	iRefID 	
    40 	InterruptsID 	iRefID 	
    41 	LevelsID 	iRefID 	
    42 	PowerID 	iRefID 	
    43 	ReagentsID 	iRefID 	
    44 	ShapeshiftID 	iRefID 	
    45 	TargetRestrictionsID 	iRefID 	
    46 	TotemsID 	iRefID 	
    47 	unk_400_4 	Integer
    Patch 3.3.5.12340
    Code:
    struct SpellEntry
    {
       uint32      Id;                                             // 0        m_ID
       uint32      Category;                                       // 1        m_category
       uint32      Dispel;                                         // 2        m_dispelType
       uint32      Mechanic;                                       // 3        m_mechanic
       uint32      Attributes;                                     // 4        m_attribute
       uint32      AttributesEx;                                   // 5        m_attributesEx
       uint32      AttributesEx2;                                  // 6        m_attributesExB
       uint32      AttributesEx3;                                  // 7        m_attributesExC
       uint32      AttributesEx4;                                  // 8        m_attributesExD
       uint32      AttributesEx5;                                  // 9        m_attributesExE
       uint32      AttributesEx6;                                  // 10       m_attributesExF
       uint32      AttributesEx7;                                  // 11       3.2.0 (0x20 - totems, 0x4 - paladin auras, etc...) --- Even more attributes needed, thanks MrLama for this
       uint32      Stances;                                        // 12       m_shapeshiftMask
       uint32      unk_320_2;                                      // 13       3.2.0
       uint32      StancesNot;                                     // 14       m_shapeshiftExclude
       uint32      unk_320_3;                                      // 15       3.2.0
       uint32      Targets;                                        // 16       m_targets
       uint32      TargetCreatureType;                             // 17       m_targetCreatureType
       uint32      RequiresSpellFocus;                             // 18       m_requiresSpellFocus
       uint32      FacingCasterFlags;                              // 19       m_facingCasterFlags
       uint32      CasterAuraState;                                // 20       m_casterAuraState
       uint32      TargetAuraState;                                // 21       m_targetAuraState
       uint32      CasterAuraStateNot;                             // 22       m_excludeCasterAuraState
       uint32      TargetAuraStateNot;                             // 23       m_excludeTargetAuraState
       uint32      casterAuraSpell;                                // 24       m_casterAuraSpell
       uint32      targetAuraSpell;                                // 25       m_targetAuraSpell
       uint32      excludeCasterAuraSpell;                         // 26       m_excludeCasterAuraSpell
       uint32      excludeTargetAuraSpell;                         // 27       m_excludeTargetAuraSpell
       uint32      CastingTimeIndex;                               // 28       m_castingTimeIndex
       uint32      RecoveryTime;                                   // 29       m_recoveryTime
       uint32      CategoryRecoveryTime;                           // 30       m_categoryRecoveryTime
       uint32      InterruptFlags;                                 // 31       m_interruptFlags
       uint32      AuraInterruptFlags;                             // 32       m_auraInterruptFlags
       uint32      ChannelInterruptFlags;                          // 33       m_channelInterruptFlags
       uint32      procFlags;                                      // 34       m_procTypeMask
       uint32      procChance;                                     // 35       m_procChance
       uint32      procCharges;                                    // 36       m_procCharges
       uint32      maxLevel;                                       // 37       m_maxLevel
       uint32      baseLevel;                                      // 38       m_baseLevel
       uint32      spellLevel;                                     // 39       m_spellLevel
       uint32      DurationIndex;                                  // 40       m_durationIndex
       uint32      powerType;                                      // 41       m_powerType
       uint32      manaCost;                                       // 42       m_manaCost
       uint32      manaCostPerlevel;                               // 43       m_manaCostPerLevel
       uint32      manaPerSecond;                                  // 44       m_manaPerSecond
       uint32      manaPerSecondPerLevel;                          // 45       m_manaPerSecondPerLeve
       uint32      rangeIndex;                                     // 46       m_rangeIndex
       float       speed;                                          // 47       m_speed
       uint32      modalNextSpell;                                 // 48       m_modalNextSpell 
       uint32      StackAmount;                                    // 49       m_cumulativeAura
       uint32      Totem[2];                                       // 50-51    m_totem
       int32       Reagent[8];                                     // 52-59    m_reagent
       uint32      ReagentCount[8];                                // 60-67    m_reagentCount
       int32       EquippedItemClass;                              // 68       m_equippedItemClass (value)
       int32       EquippedItemSubClassMask;                       // 69       m_equippedItemSubclass (mask)
       int32       EquippedItemInventoryTypeMask;                  // 70       m_equippedItemInvTypes (mask)
       uint32      Effect[3];                                      // 71-73    m_effect
       int32       EffectDieSides[3];                              // 74-76    m_effectDieSides
       float       EffectRealPointsPerLevel[3];                    // 77-79    m_effectRealPointsPerLevel
       int32       EffectBasePoints[3];                            // 80-82    m_effectBasePoints (don't must be used in spell/auras explicitly, must be used cached Spell::m_currentBasePoints)
       uint32      EffectMechanic[3];                              // 83-85    m_effectMechanic
       uint32      EffectImplicitTargetA[3];                       // 86-88    m_implicitTargetA
       uint32      EffectImplicitTargetB[3];                       // 89-91    m_implicitTargetB
       uint32      EffectRadiusIndex[3];                           // 92-94    m_effectRadiusIndex - spellradius.dbc
       uint32      EffectApplyAuraName[3];                         // 95-97    m_effectAura
       uint32      EffectAmplitude[3];                             // 98-100   m_effectAuraPeriod
       float       EffectMultipleValue[3];                         // 101-103  m_effectAmplitude
       uint32      EffectChainTarget[3];                           // 104-106  m_effectChainTargets
       uint32      EffectItemType[3];                              // 107-109  m_effectItemType
       int32       EffectMiscValue[3];                             // 110-112  m_effectMiscValue
       int32       EffectMiscValueB[3];                            // 113-115  m_effectMiscValueB
       uint32      EffectTriggerSpell[3];                          // 116-118  m_effectTriggerSpell
       float       EffectPointsPerComboPoint[3];                   // 119-121  m_effectPointsPerCombo
       uint32      EffectSpellClassMaskA[3];                       // 122-124  m_effectSpellClassMaskA, effect 0
       uint32      EffectSpellClassMaskB[3];                       // 125-127  m_effectSpellClassMaskB, effect 1
       uint32      EffectSpellClassMaskC[3];                       // 128-130  m_effectSpellClassMaskC, effect 2
       uint32      SpellVisual[2];                                 // 131-132  m_spellVisualID
       uint32      SpellIconID;                                    // 133      m_spellIconID
       uint32      activeIconID;                                   // 134      m_activeIconID
       uint32      spellPriority;                                  // 135      m_spellPriority     
       char*       SpellName[16];                                  // 136-151  m_name_lang
       uint32      SpellNameFlag;                                  // 152 
       char*       Rank[16];                                       // 153-168  m_nameSubtext_lang
       uint32      RankFlags;                                      // 169 
       char*       Description[16];                                // 170-185  m_description_lang 
       uint32      DescriptionFlags;                               // 186 
       char*       ToolTip[16];                                    // 187-202  m_auraDescription_lang 
       uint32      ToolTipFlags;                                   // 203 
       uint32      ManaCostPercentage;                             // 204      m_manaCostPct
       uint32      StartRecoveryCategory;                          // 205      m_startRecoveryCategory
       uint32      StartRecoveryTime;                              // 206      m_startRecoveryTime
       uint32      MaxTargetLevel;                                 // 207      m_maxTargetLevel
       uint32      SpellFamilyName;                                // 208      m_spellClassSet
       uint64      SpellFamilyFlags;                               // 209-210  m_spellClassMask NOTE: size is 12 bytes!!!
       uint32      SpellFamilyFlags2;                              // 211      addition to m_spellClassMask
       uint32      MaxAffectedTargets;                             // 212      m_maxTargets
       uint32      DmgClass;                                       // 213      m_defenseType
       uint32      PreventionType;                                 // 214      m_preventionType
       uint32      StanceBarOrder;                                 // 215      m_stanceBarOrder 
       float       DmgMultiplier[3];                               // 216-218  m_effectChainAmplitude
       uint32      MinFactionId;                                   // 219      m_minFactionID 
       uint32      MinReputation;                                  // 220      m_minReputation 
       uint32      RequiredAuraVision;                             // 221      m_requiredAuraVision 
       uint32      TotemCategory[2];                               // 222-223  m_requiredTotemCategoryID
       int32       AreaGroupId;                                    // 224      m_requiredAreaGroupId
       uint32      SchoolMask;                                     // 225      m_schoolMask
       uint32      runeCostID;                                     // 226      m_runeCostID
       uint32      spellMissileID;                                 // 227      m_spellMissileID 
       uint32      PowerDisplayId;                                 // 228      PowerDisplay.dbc, new in 3.1
       float       unk_320_4[3];                                   // 229-231  3.2.0
       uint32      spellDescriptionVariableID;                     // 232      3.2.0
       uint32      SpellDifficultyId;                              // 233      3.3.0

    Despite

  3. #3
    keeevin92's Avatar Member
    Reputation
    8
    Join Date
    Jul 2007
    Posts
    203
    Thanks G/R
    0/0
    Trade Feedback
    0 (0%)
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Sorry if this is a noob question but still, is it possible to change the damage of example frostbolt by just changing the core or spells.dbc and not having a patch?

Similar Threads

  1. Spell DBC Error.
    By Ickybad in forum World of Warcraft Emulator Servers
    Replies: 4
    Last Post: 07-21-2008, 06:06 PM
  2. ArcEmu - Supporting 2.4.3, spell dbcs updated, fully working too! =)
    By Hasbro in forum World of Warcraft Emulator Servers
    Replies: 18
    Last Post: 07-17-2008, 08:18 PM
  3. Possible Invalid Format DBC/spell.dbc
    By jonny14 in forum World of Warcraft Emulator Servers
    Replies: 4
    Last Post: 05-08-2008, 01:48 PM
  4. [HELP] My spell.dbc is not working
    By kate1 in forum World of Warcraft Emulator Servers
    Replies: 9
    Last Post: 05-06-2008, 12:43 PM
  5. Release: Spell.dbc
    By meinson in forum World of Warcraft Emulator Servers
    Replies: 0
    Last Post: 11-13-2007, 04:09 PM
All times are GMT -5. The time now is 02:41 AM. Powered by vBulletin® Version 4.2.3
Copyright © 2025 vBulletin Solutions, Inc. All rights reserved. User Alert System provided by Advanced User Tagging (Pro) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Google Authenticator verification provided by Two-Factor Authentication (Free) - vBulletin Mods & Addons Copyright © 2025 DragonByte Technologies Ltd.
Digital Point modules: Sphinx-based search