Смердокрыл Posted June 5, 2016 Share Posted June 5, 2016 Hey! I'm really bad at editing spells (trust me, I've tried a lot), so I thought I would gather up some spell ideas and ask the people here how to create each one. Since these are very basic "templates", I would learn myself that way. So, the general types of spells I want to create: Morph spell - simple spell (aura) which, when used,would perform the same function as the .morph command. Then, when the aura is removed (by rclicking on it's icon, for example), it would demorph your character. It would also be much much better if this aura would not be removed on logoff. Of course I understand that I will have to create a spell like that for every model I want to use. Scale spells - four spells which would 1)Increase your characters size by 1; 2)Decrease your characters size by 1; 3)Increase your characters size by 0.1; 4)Decrease your characters size by 0.1 Flying spell - same as .gm fly on (*off on unaura). Possibly with flying speed increase. Also, I'd like this spell to use the flying, not swimming animation kit, so it could be used on dragon models. Attach spell - attaches a certain model on your character. For example, an item, or a spell (e.g. eye glow). Would be nice if it used attach points instead of coordinates. Faction spell - makes you friendly/hostile with a certain faction. There are two good examples called "Faction override - {Alliance/Horde}". I'd be very thankful if someone explained how to create at least one of the listed spells. Additional question: I'm replacing destro warlock spell models with their fel versions (basically, by changing the ids in SpellVisualKit), but I can't find how the casting effect (one that appears on your characters hands) is set. Could someone tell me? or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 10, 2016 Author Share Posted June 10, 2016 Anyone? or not Link to comment Share on other sites More sharing options...
Grindi Posted June 10, 2016 Share Posted June 10, 2016 Morph spell - такие спеллы делаются с помощью: / such spells can be done by using: effect 6 (SPELL_EFFECT_APPLY_AURA) aura id 56 (SPELL_AURA_TRANSFORM) target - 1 (self) misc value = айди моба, в которого ты хочешь морфануть / creature's id Scale spells : effect 6 (SPELL_EFFECT_APPLY_AURA) aura id 239 (SPELL_AURA_MOD_SCALE) base points = % увеличения/уменьшения размера / scale % target - 1 (self) Flying spell - такого рода спеллы сделать нельзя; Нужно скриптовать через ядро. / cant be done via dbc, you must script it in core Attach spell: effect 6 (SPELL_EFFECT_APPLY_AURA) aura id 4 (Dummy) (используется, как пустышка, не нужно скриптовать) target - 1 (self) spell visual = айди визуального эффекта, который ты заранее создал / id of visual effect Faction spell: effect 6 (SPELL_EFFECT_APPLY_AURA) aura id 139 (SPELL_AURA_FORCE_REACTION) target - 1 (self) base points - 4 misc value = айди фракции / faction id Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 12, 2016 Author Share Posted June 12, 2016 Ok, this is more about gameobjects than spells, but: I'm trying to make a gameobject which would prevent players who stand on it from casting spells. I made it a "trap" object and then tried two things: Set the spell to be a permanent spell silence aura. This is not good because the aura stays on the character when he walks away from the object, which it shouldn't. Set the spell to a timed spell silence aura and set the cooldown to it's duration. This also does not work, because of that stupid pvp thing where if you apply a silence spell multiple times, it's duration will halve every time. What should I do? or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 12, 2016 Author Share Posted June 12, 2016 On 10.06.2016 at 10:24 PM, Grindi said: effect 6 (SPELL_EFFECT_APPLY_AURA) aura id 56 (SPELL_AURA_TRANSFORM) target - 1 (self) misc value = айди моба, в которого ты хочешь морфануть / creature's id I can't find any of those fields in my Spell.dbc. Are you sure it works in Cata? or not Link to comment Share on other sites More sharing options...
Grindi Posted June 12, 2016 Share Posted June 12, 2016 6 minutes ago, Смердокрыл said: I can't find any of those fields in my Spell.dbc. Are you sure it works in Cata? It works in LK, you didnt mention that you want to do it in cata. And yeah, it should work in cata too, cuz spell.dbc in cata looks like spell.dbc in LK, but spell effects are in another dbc. So yeah, you must edit 2 dbc in cata to do spells. Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 12, 2016 Author Share Posted June 12, 2016 5 hours ago, Grindi said: It works in LK, you didnt mention that you want to do it in cata. I did, in the tag 5 hours ago, Grindi said: So yeah, you must edit 2 dbc in cata to do spells. So you put the spell id into SpellEffects.dbc, not the other way around? https://wowdev.wiki/DB/SpellEffect or not Link to comment Share on other sites More sharing options...
Grindi Posted June 12, 2016 Share Posted June 12, 2016 In spell.dbc you must create new entry, put in all params that you want to use and than you must open spelleffects.dbc and create one line with effect for your spell. (You link those 2 dbc via SpellID in spelleffect.dbc (25column)) Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 14, 2016 Author Share Posted June 14, 2016 On 10.06.2016 at 10:24 PM, Grindi said: Faction spell: effect 6 (SPELL_EFFECT_APPLY_AURA) aura id 139 (SPELL_AURA_FORCE_REACTION) target - 1 (self) base points - 4 misc value = айди фракции / faction id Is this gonna make the faction friendly or hostile? How to make it opposite? On 10.06.2016 at 10:24 PM, Grindi said: Flying spell - такого рода спеллы сделать нельзя; Нужно скриптовать через ядро. / cant be done via dbc, you must script it in core But what about a mount spell with no mount? Kinda like Vial of Sands? And another spell I haven't added in the list: Animation spell - makes your character show a certain animation. Also, is it possible to make a spell that would replace animations? E.g. if you morph into a dragon and use .gm fly on, he will appear as walking on air or swimming. If you aplly the spell, those animations will be replaced with flying animations. or not Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 15 hours ago, Смердокрыл said: Is this gonna make the faction friendly or hostile? How to make it opposite? 15 hours ago, Смердокрыл said: base points - 4 1 - hostile, 4 - friendly 15 hours ago, Смердокрыл said: But what about a mount spell with no mount? Kinda like Vial of Sands? Vial of Sands works exactly like any other mount, but it have one effect more - morph effect. Any dmg can drop you from this "mount" and you cant use it indoor, so its not the solution. Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 15 hours ago, Смердокрыл said: Animation spell - makes your character show a certain animation. Also, is it possible to make a spell that would replace animations? E.g. if you morph into a dragon and use .gm fly on, he will appear as walking on air or swimming. If you aplly the spell, those animations will be replaced with flying animations. Its not possible on 3.3.5, but it is possible on 4.3.4. You should look at how Running Wild works. http://www.wowhead.com/spell=87840/running-wild Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 1 hour ago, Grindi said: Its not possible on 3.3.5, but it is possible on 4.3.4. You should look at how Running Wild works. Running Wild What about http://www.wowhead.com/spell=58806? I've seen many other let's say "technical" spells, which make you use an animation. P.S.How did you make the link to the spell look like that? or not Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 1 hour ago, Смердокрыл said: What about Permanent Feign Death (Drowned Anim)? I've seen many other let's say "technical" spells, which make you use an animation. This type of spells only force player or creature to use animation, they dont REPLACE animations. For example, running wild spell replace worgen's move and jump animation. 1 hour ago, Смердокрыл said: P.S.How did you make the link to the spell look like that? what do you mean? i just copied link from wowhead. Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 1 minute ago, Grindi said: This type of spells only force player or creature to use animation, they dont REPLACE animations. For example, running wild spell replace worgen's move and jump animation. Ok, thanks, I'll look into it. Oh, and another one, if you don't mind: Sheath spell - makes your character permanently sheathe/unsheathe his weapon, and it won't be affected by any of his actions (casting, animations, etc.) or not Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 2 minutes ago, Смердокрыл said: Sheath spell - makes your character permanently sheathe/unsheathe his weapon, and it won't be affected by any of his actions (casting, animations, etc.) You can do it by using disarm, but it will affect attack animations. Attack animations linked to weapons. Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 3 minutes ago, Grindi said: This type of spells only force player or creature to use animation, they dont REPLACE animations. For example, running wild spell replace worgen's move and jump animation. This is Running Wild in SpellEffect.dbc: As I understand, 6 is the effect and 358 is the aura id, but where do they link to? How do I know what these two numbers mean? 2 minutes ago, Grindi said: You can do it by using disarm, but it will affect attack animations. Attack animations linked to weapons. Disarm just hides your weapon, doesn't it? or not Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 2 minutes ago, Смердокрыл said: Disarm just hides your weapon, doesn't it? Nope, you also cant use spells which requires weapon. (But ofc you can use all of this spells as triggered spells) 2 minutes ago, Смердокрыл said: As I understand, 6 is the effect and 358 is the aura id, but where do they link to? How do I know what these two numbers mean? These numbers are scripted in Core. Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 1 minute ago, Grindi said: Nope, you also cant use spells which requires weapon. (But ofc you can use all of this spells as triggered spells) But what I need is for the weapon to be permanently sheathed or unsheathed. So, for example, while using the /talk animation, the character wouldn't automatically sheathe it, but would continue to hold it in his hand, swinging it around while talking. 3 minutes ago, Grindi said: These numbers are scripted in Core. So how can I know their meaning? Is there a page on the wiki? or not Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 1 minute ago, Смердокрыл said: So how can I know their meaning? Is there a page on the wiki? You should look open SpellEffects.cpp in src folder in your core. 3 minutes ago, Смердокрыл said: So, for example, while using the /talk animation, the character wouldn't automatically sheathe it, but would continue to hold it in his hand, swinging it around while talking. In AnimationData.dbc there are flags that are responsible for, whether to sheathe weapon or hide it. But it work only with animations. (any sort of animations) Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 3 minutes ago, Grindi said: You should look open SpellEffects.cpp in src folder in your core. And what about Aura Id? 4 minutes ago, Grindi said: But it work only with animations. (any sort of animations) Maybe the spell could hide the actual weapon your character has equipped, and attach the same model into his hand? or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 11 minutes ago, Смердокрыл said: And what about Aura Id? Ah, it's SpellAuraEffects.cpp or not Link to comment Share on other sites More sharing options...
Grindi Posted June 15, 2016 Share Posted June 15, 2016 11 minutes ago, Смердокрыл said: Maybe the spell could hide the actual weapon your character has equipped, and attach the same model into his hand? ...what? You want to hide weapon and put same weapon in the hand? Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 15, 2016 Author Share Posted June 15, 2016 12 minutes ago, Grindi said: ...what? You want to hide weapon and put same weapon in the hand? Yes, if it's not possible to just force the weapon to be unsheathed. or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 17, 2016 Author Share Posted June 17, 2016 On 10.06.2016 at 10:24 PM, Grindi said: Flying spell - такого рода спеллы сделать нельзя; Нужно скриптовать через ядро. / cant be done via dbc, you must script it in core Actually, there already is a spell like that (though it still uses the stupid swimming animation): http://ru.wowhead.com/spell=84017 or not Link to comment Share on other sites More sharing options...
Смердокрыл Posted June 22, 2016 Author Share Posted June 22, 2016 Hey! I made a little edit to SpellEffect.dbc and I get a worldserver crash with the following error: ./dbc/SpellEffect.dbc exists, and has 27 field(s) (expected 27). Extracted file might be from wrong client version or a database-update has been forgotten. or not Link to comment Share on other sites More sharing options...
Questions on custom spells
By Смердокрылin Serverside
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