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  1. #1
    FinalSquall's Avatar Member
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    Seeking Guidance on Some Spell dbc Editing!

    Hey peeps.

    Basically I am running a Trinity 3.3.5 server and I am trying to create a new set bonus for Hunters. I want this bonus to give 40% increased damage for 10 seconds with a 10% chance to proc from Chimera shot.

    Basically I am creating the spell with SpellEditor v2 and I have pretty much just tried to copy the Hunter 2P tier 10 bonus. I have been trying, for now just to get my custom bonus to proc from serpent sting.So I have effectively copied spell 70727 and 70728 in spell.dbc (different id/proc chance etc ofc) and copied the Spell_proc_effect database table info for 70727 for my new spell.

    So I am figuring The problem is either 1) there is something I am misinterpreting with the nature of Spell family masks. 2) I would need to do add some code to the core for this (C++ oh god) 3) There is another dbc or database edit that needs to be made. Or possibly a combination of these =/. Or I guess spell editor v2 could have some missing important fields

    Any help with this would be very much appreciated. Effectively what im trying to do is make a custom setbonus proc that procs a custom spell.

    Thanks!
    Last edited by FinalSquall; 05-12-2014 at 11:41 AM.

    Seeking Guidance on Some Spell dbc Editing!
  2. #2
    stoneharry's Avatar Moderator Harry


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    Originally Posted by FinalSquall View Post
    Or I guess spell editor v2 could have some missing important fields
    Yes, this.

    I never wrote support for attributes which are hugely important and I really, really got bored of that project fast.

    You can use my old version of the spell editor (V1) to see this, but V1 is very unstable and can cause huge corruptions. See here:

    https://dl.dropboxusercontent.com/u/...lEditorGUI.zip
    http://www.ownedcore.com/forums/worl...ditor-gui.html ([TOOL] Spell Editor GUI)
    Last edited by stoneharry; 05-12-2014 at 11:51 AM.

  3. #3
    FinalSquall's Avatar Member
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    Cheers for the info mate. I now have me a somewhat OP proccing set bonus =P. Just added the attributes I wanted and used a reference for attr in the end. After using your tool the size of spell.dbc had gone down by 2MB so I figured its probably gone wrong somewhere =P
    Nows to see if I can simply add a spell mask of my own creation for chimera shot to use in spell_proc_effect (as it doesnt seem to have one in the dbc) and use it =/

  4. #4
    stoneharry's Avatar Moderator Harry


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    Originally Posted by FinalSquall View Post
    Cheers for the info mate. I now have me a somewhat OP proccing set bonus =P. Just added the attributes I wanted and used a reference for attr in the end. After using your tool the size of spell.dbc had gone down by 2MB so I figured its probably gone wrong somewhere =P
    Nows to see if I can simply add a spell mask of my own creation for chimera shot to use in spell_proc_effect (as it doesnt seem to have one in the dbc) and use it =/
    The spell might be coded in the emulator directly.

    Note that Blizzard is not that efficient at optimisation data usage. My tool removes duplicate strings, so you may find the size of the file decrease slightly which would be perfectly fine. But V1 is quite badly coded and I wouldn't trust anything it produces without constant checking. :P

  5. #5
    FinalSquall's Avatar Member
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    Cheers for the info, if the spell is coded in the emulator what script file would i find it in within VS? Pretty nooby with C++ but I could probably figure out how to do this. Ctrl+F (id of chimera shot) in Spell.cpp/SpellMgr.cpp and Spell.h not finding anything

  6. #6
    stoneharry's Avatar Moderator Harry


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    Originally Posted by FinalSquall View Post
    Cheers for the info, if the spell is coded in the emulator what script file would i find it in within VS? Pretty nooby with C++ but I could probably figure out how to do this. Ctrl+F (id of chimera shot) in Spell.cpp/SpellMgr.cpp and Spell.h not finding anything
    Use TrinityCore if you are not already, ArcEmu's spell engine is very much non-existent and built upon hacks. I don't have much experience with TrinityCore and cannot find where such would be coded from a quick glance, I would hope that everything is coded based on attributes/effects/flags and not be case-specific for spells.

  7. #7
    FinalSquall's Avatar Member
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    Yea, Trinity all the way. Getting a point of confusion with using both spell editor v2 and v1. When I open Spells on v1 the proc event seems to be one before what it shows as on editor v2 -.-

  8. #8
    stoneharry's Avatar Moderator Harry


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    Originally Posted by FinalSquall View Post
    Yea, Trinity all the way. Getting a point of confusion with using both spell editor v2 and v1. When I open Spells on v1 the proc event seems to be one before what it shows as on editor v2 -.-
    A bug in one of the programs, I am too busy to debug which one right now.

  9. #9
    FinalSquall's Avatar Member
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    Well thanks for all your help sir. I copied The original spell to new spell ids, even going for steady shot to proc it as with the original spell. But the effect is proccing from all spells not just steady shot. So I am forced to conclude either some code is needed (probably only like 1 line if there is but meh) or there is another dbc or db file/table that needs editing. Anyhow kudos for the tool with which I would not even have figured out enough to try this or get any kind of proccing spell up =)

    Scratch that, I figured it out =P. Also for your reference (if u still have any interest =P) I am pretty confident that it is SpellEditor v1 that is causing the issue mentioned above, among others
    Last edited by FinalSquall; 05-13-2014 at 12:23 PM.

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