View Full Version : [SOLVED] [DBC] Spell.dbc Spell Class Mask values?

01-22-2016, 09:13 PM
Hey folks!

I decided to pick up again modifying World of Warcraft (I really wish I had more time but studies get in the way :'( qq) and I'm at the point where my two classes' shells are done and I'm about to begin creating spells, talents and items.

But the point arises, as it did before on my previous project:
How do I modify SpellClassMask values? They're usually just mumbo jumbo such as 13564308915 and whatnot, making no sense. The reason as to why I'm wondering is because:

Having a custom spell changed with talents (A good example is a 1/5 talent that gives it 5% less cooldown per talent or perhaps 5% damage per talent) is something I really don't know how it works. I do know it's SpellClassMasking (or at least, fairly certain).

So my question is, is it actually possible to add talents/setbonuses/equip effects that alter cooldown of specific spells? If so, what's the right way to go about it?

To make it simple let's have a scenario:
I have a spell called Void Bolt. My Class has a talent called Voidsink which increase it's damage by 5% per talent point. How do I tell the talent spell to increase it's damage by 5%? What about doing multiple modifications per talent such as damage AND cooldown?

If anyone has anything to aid me further, it would be MUCH apprecited.

Hopefully I wasn't too confusing - and thank you!

PS. Where did my other posts go and my previous threads? D: Was there a purge?

So by playing around, I figured out a little more with the Hexadecimal to Decimal convertor. These abilities have their set Flags but the flags are all, to me, a bunch of mumbo jumbo.
Is it really possible to.. come up with a random string of numbers as a flag that the DBC will then cover for those spells? It sounds.. extremely unreasonable to me.

01-30-2016, 07:19 AM
Well, I don't have an answer to your specific question, but I can explain a bit about how masks work.

Basically they're just flags, added together. For example:


So what that means, is that if I wanted my color to be purple, I would add blue and red together, to get 3. So the random mumbo jumbo number that I would enter would be 3. They're designed like this, following a base 2 increase, because every value gives a unique result. For example, here are some results:

3-Blue + red (1 + 2)
5-Yellow + blue (4 + 1)
6-Yellow + red (4 + 2)
7-Yellow + blue + red (4 + 1 + 2)

I hope that helps. To try and answer your question, you can look up what the different numbers represent, and you should be able to combine them to make the effect you desire. These values aren't the same everywhere, so you'll have to look up new ones for each dbc or database or whatever.

02-06-2016, 06:35 PM
From what I was able to gather a lot of the spellmasks are used in the SpellFamilyName and not SpellID's.

For instance, a druid talent would reduce cooldown of certain spells which I deducted after busting my butt off that it matched SpellFamilyName instead of SpellID's added themselves (and in hex, on top of that).

I'll have to go deeper into this before I'm comfortable enough to write more about the method <_>

But thank you, your information was able to take me further ahead. :)