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    spell_proc_event


    antz
     NOTE:  This page is auto-generated from the MAGNET DBDocs module,
                 Any changes made directly to this page will be lost when it is regenerated.

    Description of the 'spell_proc_event' table for MaNGOSOne

    This table holds information on what events (or procs) certain spells are activated. All spells in this table must have apply a SPELL_AURA_PROC_TRIGGER_SPELL (42) aura. Any nonzero entries in this table will overwrite the existing proc settings in the spell's DBC entry.

    Table Notes

    This table uses the 'MyISAM' DB Engine

    The Field definitions follow:

    Field Name Field Type Nullable Key Default Value Attributes Notes
    entry mediumint(8) unsigned NO PRI '0'   Spell ID [See Spell.dbc].
    SchoolMask tinyint(4) unsigned NO '0'   Spell school mask.
    SpellFamilyName smallint(5) unsigned NO '0'   Spell family name.
    SpellFamilyMask0 bigint(40) unsigned NO '0'   Spell family mask for effect 0.
    SpellFamilyMask1 bigint(40) unsigned NO '0'   Spell family mask for effect 1.
    SpellFamilyMask2 bigint(40) unsigned NO '0'   Spell family mask for effect 2.
    procFlags int(10) unsigned NO '0'   Flags defining conditions for aura to proc.
    procEx int(10) unsigned NO '0'   Flags refining proc condition.
    ppmRate float NO '0'   Proc frequency limit.
    CustomChance float NO '0'   Chance of proc.
    Cooldown int(10) unsigned NO '0'   Cooldown (in msec).

    Description of the fields

    entry mediumint(8) unsigned

    Spell ID [See Spell.dbc] of the aura that may proc during another spellcast or under other conditions defined in this table.

    SchoolMask tinyint(4) unsigned

    Spell school mask. Spell School is defined in in the second field of Spell.dbc entry. This value is the bitmask [See enum SpellSchoolMask in SharedDefines.h], where different schools may be combined.

    Name Value
    SPELL_SCHOOL_MASK_NORMAL 1
    SPELL_SCHOOL_MASK_HOLY 2
    SPELL_SCHOOL_MASK_FIRE 4
    SPELL_SCHOOL_MASK_NATURE 8
    SPELL_SCHOOL_MASK_FROST 16
    SPELL_SCHOOL_MASK_SHADOW 32
    SPELL_SCHOOL_MASK_ARCANE 64




    Note:
    Multiple school masks can be combined to have spell trigger on more than one spell school.

    SpellFamilyName smallint(5) unsigned

    Spell family name classifies the spell as intended mostly for specific character class, see enum SpellFamily in DBCEnums.h. The field is defined for each spell in Spell.dbc, see SpellFamilyName field of struct SpellEntry in DBCStructure.h.

    Name Value
    SPELLFAMILY_GENERIC 0
    SPELLFAMILY_ENVIRONMENT 1
    SPELLFAMILY_MAGE 3
    SPELLFAMILY_WARRIOR 4
    SPELLFAMILY_WARLOCK 5
    SPELLFAMILY_PRIEST 6
    SPELLFAMILY_DRUID 7
    SPELLFAMILY_ROGUE 8
    SPELLFAMILY_HUNTER 9
    SPELLFAMILY_PALADIN 10
    SPELLFAMILY_SHAMAN 11
    SPELLFAMILY_POTION 13

    SpellFamilyMask0 bigint(40) unsigned

    Spell family mask for EFFECT_0.
    The SpellFamilyMask is a 64-bit value defined for each spell in Spell.dbc [See SpellFamilyFlags field of struct SpellEntry in DBCStructure.h]. It classifies the spell into a group within each SpellFamilyName, presenting a simple way to recognizing spells, for example, one spell of different ranks. The 64-bit values are defined in the sources as UI64LIT() type.

    SpellFamilyMask1 bigint(40) unsigned

    Spell family mask for EFFECT_1.
    The SpellFamilyMask is a 64-bit value defined for each spell in Spell.dbc [See SpellFamilyFlags field of struct SpellEntry in DBCStructure.h]. It classifies the spell into a group within each SpellFamilyName, presenting a simple way to recognizing spells, for example, one spell of different ranks. The 64-bit values are defined in the sources as UI64LIT() type.

    SpellFamilyMask2 bigint(40) unsigned

    Spell family mask for EFFECT_2.
    The SpellFamilyMask is a 64-bit value defined for each spell in Spell.dbc [See SpellFamilyFlags field of struct SpellEntry in DBCStructure.h]. It classifies the spell into a group within each SpellFamilyName, presenting a simple way to recognizing spells, for example, one spell of different ranks. The 64-bit values are defined in the sources as UI64LIT() type.

    procFlags int(10) unsigned

    Bitmask defining conditions for aura to proc. Values may be combined by adding. If equals to 0, the value form Spell.dbc is used.

    Name Value (hex) Meaning
    PROC_FLAG_KILLED 0x00000001 00 Killed by aggressor
    PROC_FLAG_KILL 0x00000002 01 Kill target (in most cases need XP/Honor reward, see Unit::IsTriggeredAtSpellProcEvent for additinoal check)
    PROC_FLAG_SUCCESSFUL_MELEE_HIT 0x00000004 02 Successful melee auto attack
    PROC_FLAG_TAKEN_MELEE_HIT 0x00000008 03 Taken damage from melee auto attack hit
    PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT 0x00000010 04 Successful attack by Spell that use melee weapon
    PROC_FLAG_TAKEN_MELEE_SPELL_HIT 0x00000020 05 Taken damage by Spell that use melee weapon
    PROC_FLAG_SUCCESSFUL_RANGED_HIT 0x00000040 06 Successful Ranged auto attack
    PROC_FLAG_TAKEN_RANGED_HIT 0x00000080 07 Taken damage from ranged auto attack
    PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT 0x00000100 08 Successful Ranged attack by Spell that use ranged weapon
    PROC_FLAG_TAKEN_RANGED_SPELL_HIT 0x00000200 09 Taken damage by Spell that use ranged weapon
    PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT 0x00000400 10 Successful AoE (not 100% sure unused)
    PROC_FLAG_TAKEN_POSITIVE_AOE 0x00000800 11 Taken AoE (not 100% sure unused)
    PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT 0x00001000 12 Successful AoE damage spell hit (not 100% sure unused)
    PROC_FLAG_TAKEN_AOE_SPELL_HIT 0x00002000 13 Taken AoE damage spell hit (not 100% sure unused)
    PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL 0x00004000 14 Successful cast positive spell (by default only on healing)
    PROC_FLAG_TAKEN_POSITIVE_SPELL 0x00008000 15 Taken positive spell hit (by default only on healing)
    PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT 0x00010000 16 Successful negative spell cast (by default only on damage)
    PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT 0x00020000 17 Taken negative spell (by default only on damage)
    PROC_FLAG_ON_DO_PERIODIC 0x00040000 18 Successful do periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx)
    PROC_FLAG_ON_TAKE_PERIODIC 0x00080000 19 Taken spell periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx)
    PROC_FLAG_TAKEN_ANY_DAMAGE 0x00100000 20 Taken any damage
    PROC_FLAG_ON_TRAP_ACTIVATION 0x00200000 21 On trap activation
    PROC_FLAG_TAKEN_OFFHAND_HIT 0x00400000 22 Taken off-hand melee attacks (not used)
    PROC_FLAG_SUCCESSFUL_OFFHAND_HIT 0x00800000 23 Successful off-hand melee attacks

    procEx int(10) unsigned

    Flags refining proc condition, optional.

    Name Value (hex)
    PROC_EX_NONE 0x0000000
    PROC_EX_NORMAL_HIT 0x0000001
    PROC_EX_CRITICAL_HIT 0x0000002
    PROC_EX_MISS 0x0000004
    PROC_EX_RESIST 0x0000008
    PROC_EX_DODGE 0x0000010
    PROC_EX_PARRY 0x0000020
    PROC_EX_BLOCK 0x0000040
    PROC_EX_EVADE 0x0000080
    PROC_EX_IMMUNE 0x0000100
    PROC_EX_DEFLECT 0x0000200
    PROC_EX_ABSORB 0x0000400
    PROC_EX_REFLECT 0x0000800
    PROC_EX_INTERRUPT 0x0001000
    PROC_EX_EX_TRIGGER_ALWAYS 0x0010000
    PROC_EX_EX_ONE_TIME_TRIGGER 0x0020000
    PROC_EX_PERIODIC_POSITIVE 0x0040000

    ppmRate float

    The value limits the proc frequency. For melee (ranged?) damage spells it is the proc rate per minute. The actual proc may happen less frequently but not more frequently than defined here.
    If zero, falls back to flat chance from Spell.dbc.

    CustomChance float

    Chance of proc. If equals to 0, the standard value from Spell.dbc is used, else overrides it.
    Mostly used for spell debugging when it is convenient to set the chance to 100%.

    Cooldown int(10) unsigned

    A hidden cooldown used for some spell proc events, applied to _triggered_spell_.


    auto-generated by the getMaNGOS.eu MAGNET dbdocs module

    Edited by Antz

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