docs-en:spell_proc.md

spell_proc

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The `spell_proc` table

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 entries in this table will overwrite the existing proc settings in the spell's DBC entry.

Structure

Field Type Attributes Key Null Default Extra Comment
SpellId INT SIGNED PRI NO 0 Unique
SchoolMask TINYINT UNSIGNED NO 0
SpellFamilyName SMALLINT UNSIGNED NO 0
SpellFamilyMask0 INT UNSIGNED NO 0
SpellFamilyMask1 INT UNSIGNED NO 0
SpellFamilyMask2 INT UNSIGNED NO 0
ProcFlags INT UNSIGNED NO 0
SpellTypeMask INT UNSIGNED NO 0
SpellPhaseMask INT UNSIGNED NO 0
HitMask INT UNSIGNED NO 0
AttributesMask INT UNSIGNED NO 0
ProcsPerMinute FLOAT NO 0
Chance FLOAT NO 0
Cooldown INT UNSIGNED NO 0
Charges TINYINT UNSIGNED NO 0

Description of the fields

The Spell ID that is capable to proc on an event. (Can use negative spellId for ranked spells)

This field contains a bitmask that controls on what types of spells the proc can be triggered. For example if an aura procs only when the unit it is casted upon is hit by shadow spells (spell 34914). To combine spell schools, just add the bit values.

School ID Bit Name
0 1 Physical
1 2 Holy
2 4 Fire
3 8 Nature
4 16 Frost
5 32 Shadow
6 64 Arcane

This field controls what family name spells can proc the triggered spell.

ID Family Name
0 Generic
3 Mage
4 Warrior
5 Warlock
6 Priest
7 Druid
8 Rogue
9 Hunter
10 Paladin
11 Shaman
13 Potion
15 Death Knight
53 Monk
107 Demon Hunter

This field controls what spells' family flags can proc the triggered spell.

field-no-description|5

field-no-description|6

If non-zero, used to override the original spell ProcFlags in DBC.

A bitmask controlling what events trigger the spell. To combine possible events, add the proc bits together.

Example: 32+64=96 (PROC_FLAG_TAKEN_MELEE_SPELL_HIT + PROC_FLAG_SUCCESSFUL_RANGED_HIT)

Event Flag Bit value Comment
PROC_FLAG_NONE 0 0x00000000
PROC_FLAG_KILLED 1 0x00000001 Killed by agressor
PROC_FLAG_KILL_AND_GET_XP 2 0x00000002 Kill that yields experience or honor
PROC_FLAG_SUCCESSFUL_MELEE_HIT 4 0x00000004 Melee attack hit successful
PROC_FLAG_TAKEN_MELEE_HIT 8 0x00000008 Damage taken from melee hit
PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT 16 0x00000010 Successful attack by spells that use a melee weapon
PROC_FLAG_TAKEN_MELEE_SPELL_HIT 32 0x00000020 Damage taken from spells that use a melee weapon
PROC_FLAG_SUCCESSFUL_RANGED_HIT 64 0x00000040 Ranged attack hit successful
PROC_FLAG_TAKEN_RANGED_HIT 128 0x00000080 Damage taken from ranged attack hit
PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT 256 0x00000100 Successful Ranged attack by spells that use a ranged weapon
PROC_FLAG_TAKEN_RANGED_SPELL_HIT 512 0x00000200 Damage taken from spells that use a ranged weapon
PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT 1024 0x00000400 AoE spell hit successful (not 100% sure if unused)
PROC_FLAG_TAKEN_POSITIVE_AOE 2048 0x00000800 Positive AoE spell hit taken (not 100% sure if unused)
PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT 4096 0x00001000 AoE damage spell hit successful (not 100% sure if unused)
PROC_FLAG_TAKEN_AOE_SPELL_HIT 8192 0x00002000 AoE damage spell hit taken (not 100% sure if unused)
PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL 16384 0x00004000 Positive spell cast successful (by default only on healing)
PROC_FLAG_TAKEN_POSITIVE_SPELL 32768 0x00008000 Positive spell hit taken (by default only on healing)
PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT 65536 0x00010000 Negative spell cast successful (by default only on damage)
PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT 131072 0x00020000 Negative spell hit taken (by default only on damage)
PROC_FLAG_DONE_PERIODIC 262144 0x00040000 Periodic damage / healing done, determined from flags 14-17
PROC_FLAG_TAKEN_PERIODIC 524288 0x00080000 Periodic damage / healing taken, determined from flags 14-17
PROC_FLAG_TAKEN_ANY_DAMAGE 1048576 0x00100000 Any damage taken
PROC_FLAG_ON_TRAP_ACTIVATION 2097152 0x00200000 On trap activation
PROC_FLAG_TAKEN_OFFHAND_HIT 4194304 0x00400000 Off-hand melee attacks taken (not used)
PROC_FLAG_SUCCESSFUL_OFFHAND_HIT 8388608 0x00800000 Successful off-hand melee attacks
PROC_FLAG_DEATH 16777216 0x01000000 Died in any way

Used to choose what types of spells may trigger the proc, to combine, just add the bit values.

Event Flag Bit Comment
PROC_SPELL_TYPE_NONE 0 0x00000000
PROC_SPELL_TYPE_DAMAGE 1 0x00000001 only damaging spells
PROC_SPELL_TYPE_HEAL 2 0x00000002 only healing spells
PROC_SPELL_TYPE_NO_DMG_HEAL 4 0x00000004 all other spells
PROC_SPELL_TYPE_MASK_ALL 7 0x00000007 All masks combined

At which phase may the spell trigger the proc, Normally one of them is used at the same time, but they might be combined too.

Event Flag Bit Comment
PROC_SPELL_PHASE_NONE 0 0x00000000
PROC_SPELL_PHASE_CAST 1 0x00000001 trigger when spell has just finished casting
PROC_SPELL_PHASE_HIT 2 0x00000002 trigger when the spell hits its target
PROC_SPELL_PHASE_FINISH 4 0x00000004 trigger after spell has done all its effects on all targets
PROC_SPELL_PHASE_MASK_ALL 7 0x00000007 All masks combined

Used to add special conditions to spells, some spells might trigger only on critical strikes, for example.

Event Flag Bit Comment
PROC_HIT_NONE 0 0x00000000 (special see footnote)
PROC_HIT_NORMAL 1 0x00000001 only non-critical hits
PROC_HIT_CRITICAL 2 0x00000002 only critical hits
PROC_HIT_MISS 4 0x00000004 self-explanatory
PROC_HIT_FULL_RESIST 8 0x00000008 only on full resist (no partial)
PROC_HIT_DODGE 16 0x00000010 self-explanatory
PROC_HIT_PARRY 32 0x00000020 self-explanatory
PROC_HIT_BLOCK 64 0x00000040 partial or full block
PROC_HIT_EVADE 128 0x00000080 self-explanatory
PROC_HIT_IMMUNE 256 0x00000100 self-explanatory
PROC_HIT_DEFLECT 512 0x00000200 self-explanatory
PROC_HIT_ABSORB 1024 0x00000400 partial or full absorb
PROC_HIT_REFLECT 2048 0x00000800 self-explanatory
PROC_HIT_INTERRUPT 4096 0x00001000 (not used atm)
PROC_HIT_FULL_BLOCK 8192 0x00002000 only on full block
PROC_HIT_MASK_ALL 12287 0x00002FFF All masks combined

PROC_HIT_NONE will trigger on:

  • PROC_HIT_NORMAL+PROC_HIT_CRITICAL, when trigger is TAKEN
  • PROC_HIT_NORMAL+PROC_HIT_CRITICAL+PROC_HIT_ABSORB, when trigger is DONE

Adds special behaviour to the proc, spell might trigger proc only if these conditions are fullfilled

Event Flag Bit Comment
PROC_ATTR_REQ_EXP_OR_HONOR 1 0x0000001 requires proc target to give exp or honor
PROC_ATTR_TRIGGERED_CAN_PROC 2 0x0000002 aura can proc even when spell is triggered by another
PROC_ATTR_REQ_MANA_COST 4 0x0000004 requires triggering spell to have a mana cost
PROC_ATTR_REQ_SPELLMOD 8 0x0000008 requires triggering spell to be affected by aura SpellId (only for mod drops)
PROC_ATTR_DISABLE_EFF_0 16 0x0000010 explicitly disables aura proc effect 0
PROC_ATTR_DISABLE_EFF_1 32 0x0000020 explicitly disables aura proc effect 1
PROC_ATTR_DISABLE_EFF_2 64 0x0000040 explicitly disables aura proc effect 2
PROC_ATTR_REDUCE_PROC_60 128 0x0000080 aura has a reduced chance to proc if level of proc actor > 60

If non-zero, this field controls the times per minute that the spell should proc. You might not set both ProcsPerMinute and Chance. in that case ProcsPerMinute takes precedence.

If non-zero, chance for spell to trigger. If both ProcsPerMinute and Chance are left in zero, takes ProcChance from DBC.

Define hidden cooldowns on the spell, in milliseconds. Also known as the proc's internal cooldown, or ICD.

Value must be >=0. If the value does not meet the condition the SQL will fail on spell_proc_chk_1.

If non-zero, overrides amount of aura charges available to proc. Else this value is taken from DBC.

  • docs-en/spell_proc.md.txt
  • 最后更改: 2024/03/15 19:08
  • 127.0.0.1