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 MaNGOSZero
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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