MR.Farrarie

solved
WOD SpellVisualMissile

https://wowdev.wiki/DB/SpellVisualMissile

guys I wanted to make a new spell in wod and I found that they changed the missile ID from spellvisual.db2 to SpellVisualMissile.db2

but I cant find any link between the spell and the missile in SpellVisualMissile.db2

and I cant find anything in the web that can tell me what is the column 2 in SpellVisualMissile.db2

the only thing I know is column 3 is the column that have the id of the missile in spellvisualeffectname.db2

 

can any one tell me what is the link between the spell and spellviualmissle.db2

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SpellVisualMissile.db2 seems to hook into SpellVisual directly, at least on 7.1.0 22996. Here's what I figured:

Using spell 206356 (Greed) and Effectname spells7FX_Rogue_Greed_Missile.mdx, I traced the following route through the files. You can see the connectors from one file to the next by the number that I have bolded and underlined.

spellxspellvisual
206356    1    54114    0    0    0    0    0    0    96393

spellvisual
0    0    65637    0    0    0    0    576    65615    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    0    7399    255    34    54114    0    0    0

spellvisualmissile
0    300    82436    0    0    0    0    0    0    7399    26314    0    0    750    3720    50    34    8520    0    0

effectname
26314    spells7FX_Rogue_Greed_Missile.mdx    0    0    0.5    0.25    0.75    1    0    0    0    0    0    0

Hope that helps.

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thanks a lot the spell I was using didn't have a missle id

but other spell have

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waaaait. how did you open spellxspellvisual ?! with barnacles wdbx editor ??? cause i always get an error on this file.

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4 minutes ago, lululalaland said:

waaaait. how did you open spellxspellvisual ?! with barnacles wdbx editor ??? cause i always get an error on this file.

I don't know how Razmataz did it but in wod its working in legion it give an error.

 

 

 

and even after I did a new spellvisualmissle the new spell don't have a missle only precasting

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@lululalaland As informed by a friend:

Go to the WDB5 Parser, select SpellXSpellVisual, parse it and save it under any build number. It will give an error (unable to save definitions) but don't worry about that.

Then open the .db2 with the WDBX Editor like normal and select the duplicated entry.

The parser will work and not work simultaneously. You should then export it to SQL for easy editing in an actual database program.

@MR.Farrarie Do you mind PMing me an example of a spell you've made - all the DB2s it runs through?

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On 28.1.2017 at 2:12 PM, Razmataz said:

@lululalaland As informed by a friend:

Go to the WDB5 Parser, select SpellXSpellVisual, parse it and save it under any build number. It will give an error (unable to save definitions) but don't worry about that.

Then open the .db2 with the WDBX Editor like normal and select the duplicated entry.

The parser will work and not work simultaneously. You should then export it to SQL for easy editing in an actual database program.

@MR.Farrarie Do you mind PMing me an example of a spell you've made - all the DB2s it runs through?

Alright i see ... it works perfectly. except that it can only be edited once it seems, right ? because i cant open it again after editing some spells. And no i cant parse it either cause its unable to save for whatever reason. but hey i can change the spells i want once ... its something ... ive been searching for a way to do it for ages ! thx a lot mate

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This is why I've been using ADBS instead of DB2s. I can overwrite Blizzard values with pseudo hotfixes or create new ones without a hitch (with some limitations).

You could alternatively find the duplicates and dispose of them in the DB2 before saving it. Then editing it should be easy.

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22 hours ago, Razmataz said:

This is why I've been using ADBS instead of DB2s. I can overwrite Blizzard values with pseudo hotfixes or create new ones without a hitch (with some limitations).

You could alternatively find the duplicates and dispose of them in the DB2 before saving it. Then editing it should be easy.

would you mind explaining how ??

the converting to adb and back

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@lululalaland

You use the WDBXEditor to open the DB2 and then you open the corresponding ADB named file but from your Blizzard/Cache/ADB/EnUS/ folder. Doing this allows you to import directly from a SQL table into the ADB - I use this because otherwise I have to send 450,000 hotfix entries and it takes too long.

Alternatively you use the hotfix_data table from your up to date server. You fill in data in the hotfixes table for the DB2 you want to add content to, then add a hotfix_data entry with the corresponding hash (https://raw.githubusercontent.com/TrinityCore/WowPacketParser/master/WowPacketParser/Enums/DB2Hash.cs) and ID from the table.

I.e, 

Spell_Effect
0    0    1    0    0    0    0    0    0    0    0    999000    0    6    260    0    0    0    0    0    0    21    0    0    0    0    1    0    999000    0    0    0

Hotfix_Data
4030871717    999000    0    0

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9 minutes ago, Razmataz said:

@lululalaland

You use the WDBXEditor to open the DB2 and then you open the corresponding ADB named file but from your Blizzard/Cache/ADB/EnUS/ folder. Doing this allows you to import directly from a SQL table into the ADB - I use this because otherwise I have to send 450,000 hotfix entries and it takes too long.

Alternatively you use the hotfix_data table from your up to date server. You fill in data in the hotfixes table for the DB2 you want to add content to, then add a hotfix_data entry with the corresponding hash (https://raw.githubusercontent.com/TrinityCore/WowPacketParser/master/WowPacketParser/Enums/DB2Hash.cs) and ID from the table.

I.e, 

Spell_Effect
0    0    1    0    0    0    0    0    0    0    0    999000    0    6    260    0    0    0    0    0    0    21    0    0    0    0    1    0    999000    0    0    0

Hotfix_Data
4030871717    999000    0    0

"my up to date server" heh ... playing on retail xD .. but ill see what i can do

ps: im just reverting the animations to their former glory. and srsly thx dude already it wouldnt have been possible without your fix ... i mean there are so many ppl looking for a way to change the animations back and this just helps soooooo much. I dont even have the words to describe my gratidude lol :D

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