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Developer:Spell IDs

Revision as of 20:53, 12 February 2009 by John Adams (talk | contribs) (New page: == Spell ID Structure == It is important to understand these ranges are merely "padding", and no particular class or race really has 1,000 abilities assigned to it (not yet at least!) but ...)
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Spell ID Structure

It is important to understand these ranges are merely "padding", and no particular class or race really has 1,000 abilities assigned to it (not yet at least!) but this allows those who customize their Spells tables plenty of room to leave our default spells, but create some new ones of their own without losing the default data.

Note: This is only our suggestion, and in no way should anyone else feel they need to follow this example. Admins are free to customize ID's in anyway they deem fit for their environment.

Common

Common spells/abilities are those castable effects that every class (or race) might have, such as harvesting, tradeskilling, summoning a mount, or returning to a bind point.


Classes

The numbering scheme to follow for player Classes is "ClassID * 10000" (that is ten-thousand). Example, Guardian ClassID is 3. Multiply that by 10,000 and you have the starting of the Guardian Class spells (10,000 - 10,999).


Races

Racial Traits and Traditions are a little trickier, having been placed above the highest class ID (40) in the table, and following a similar concept as the ClassID... "(RaceID + 50) * 10000" (that is ten-thousand). Example, the Barbarian RaceID is 0 (zero). Add 50 to that, and multiply that by 10,000 and you have the starting of Barbarian Racial Tradition abilities (500,000).


Spell ID Chart

Below is a chart demonstrating the current Spell ID layout and why we chose to do it this way.

Spell ID Range
Designation
1 - 4999

General/Common spells such as "Sprint", "Call of...", or spells that every player has regardless of class.

5000 - 9999

Object interaction functionality, like "Burn Tent" or "Steal Book". These need "spells" merely for the casting timers and to cause a certain action to take place. They will never be spells you see in your Knowledgebook, and are only for this purpose. And there are surprisingly many of them.

10000 - 10999

Fighter Archetype - all common spells across all "Fighter" archetypes

20000 - 20999

Warrior Class - all common spells across all "Warrior" classes

30000 - 30999

Guardian Subclass - all spells specific to the "Guardian" subclass

40000 - 40999

Berserker Subclass - all spells specific to the "Berserker" subclass

50000 - 50999

Brawler Class - all common spells across all "Brawler" classes

60000 - 60999

Monk Subclass - all spells specific to the "Monk" subclass

70000 - 70999

Bruiser Subclass - all spells specific to the "Bruiser" subclass

80000 - 80999

Crusader Class - all common spells across all "Crusader" classes

90000 - 90999

Shadowknight Subclass - all spells specific to the "Shadowknight" subclass

100000 - 100999

Paladin Subclass - all spells specific to the "Paladin" subclass

110000 - 110999

Priest Archetype - all common spells across all "Priest" archetypes

120000 - 120999

Cleric Class - all common spells across all "Cleric" classes

130000 - 130999

Templar Subclass - all spells specific to the "Templar" subclass

140000 - 140999

Inquisitor Subclass - all spells specific to the "Inquisitor" subclass

150000 - 150999

Druid Class - all common spells across all "Druid" classes

160000 - 160999

Warden Subclass - all spells specific to the "Warden" subclass

170000 - 170999

Fury Subclass - all spells specific to the "Fury" subclass

180000 - 180999

Shaman Class - all common spells across all "Shaman" classes

190000 - 190999

Mystic Subclass - all spells specific to the "Mystic" subclass

200000 - 200999

Defiler Subclass - all spells specific to the "Defiler" subclass