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数据库:world数据库:spell_proc_event

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数据库:world数据库:spell_proc_event [2023/10/03 23:20] – 创建 admin数据库:world数据库:spell_proc_event [2023/10/03 23:24] (当前版本) – [ppmRate] admin
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 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. 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.
  
-Name Bit Hex Comment +^Name^Bit^Hex^Comment^ 
-SPELL_SCHOOL_NORMAL 1 0x01 Physical Damage +|SPELL_SCHOOL_NORMAL|1|0x01|Physical Damage| 
-SPELL_SCHOOL_HOLY 2 0x02 Holy Damage +|SPELL_SCHOOL_HOLY|2|0x02|Holy Damage| 
-SPELL_FIRE 4 0x04 Fire Damage +|SPELL_FIRE|4|0x04|Fire Damage| 
-SPEL_SCHOOL_NATURE 8 0x08 Nature Damage +|SPEL_SCHOOL_NATURE|8|0x08|Nature Damage| 
-SPELL_SCHOOL_FROST 16 0x10 Frost Damage +|SPELL_SCHOOL_FROST|16|0x10|Frost Damage| 
-SPELL_SCHOOL_SHADOW 32 0x20 Shadow Damage +|SPELL_SCHOOL_SHADOW|32|0x20|Shadow Damage| 
-SPELL_SCHOOL_ARCANE 64 0x40 Arcane Damage+|SPELL_SCHOOL_ARCANE|64|0x40|Arcane Damage
 ==== SpellFamilyName ==== ==== SpellFamilyName ====
  
 This fireld controls what family name spells can proc the triggered spell. This fireld controls what family name spells can proc the triggered spell.
  
-ID Family Name +^ID^Family Name^ 
-0 Generic +|0|Generic| 
-3 Mage +|3|Mage| 
-4 Warrior +|4|Warrior| 
-5 Warlock +|5|Warlock| 
-6 Priest +|6|Priest| 
-7 Druid +|7|Druid| 
-8 Rogue +|8|Rogue| 
-9 Hunter +|9|Hunter| 
-10 Paladin +|10|Paladin| 
-11 Shaman +|11|Shaman| 
-13 Potion +|13|Potion| 
-15 Death Knight+|15|Death Knight
 ==== SpellFamilyMask0 ==== ==== SpellFamilyMask0 ====
  
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 A bitmask controlling what events trigger the spell. To combine possible events, add the proc bits together. A bitmask controlling what events trigger the spell. To combine possible events, add the proc bits together.
  
-Event Bit Hex Comment +^Event^Bit^Hex^Comment^ 
-PROC_FLAG_NONE 0 0x00000000  +|PROC_FLAG_NONE|0|0x00000000| | 
-PROC_FLAG_KILLED 1 0x00000001 Killed by aggressor +|PROC_FLAG_KILLED|1|0x00000001|Killed by aggressor| 
-PROC_FLAG_KILL 2 0x00000002 Kill that yields experience or honor +|PROC_FLAG_KILL|2|0x00000002|Kill that yields experience or honor| 
-PROC_FLAG_DONE_MELEE_AUTO_ATTACK 4 0x00000004 Successful melee attack hit +|PROC_FLAG_DONE_MELEE_AUTO_ATTACK|4|0x00000004|Successful melee attack hit| 
-PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK 8 0x00000008 Damage taken from melee hit +|PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK|8|0x00000008|Damage taken from melee hit| 
-PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS 16 0x00000010 Successful attack by a spell that use a melee weapon +|PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS|16|0x00000010|Successful attack by a spell that use a melee weapon| 
-PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS 32 0x00000020 Damage taken from a spell that use a melee weapon +|PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS|32|0x00000020|Damage taken from a spell that use a melee weapon| 
-PROC_FLAG_DONE_RANGED_AUTO_ATTACK 64 0x00000040 Successful ranged attack hit +|PROC_FLAG_DONE_RANGED_AUTO_ATTACK|64|0x00000040|Successful ranged attack hit| 
-PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK 128 0x00000080 Damage taken from ranged attack hit +|PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK|128|0x00000080|Damage taken from ranged attack hit| 
-PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS 256 0x00000100 Successful ranged attack by spells that use a ranged weapon +|PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS|256|0x00000100|Successful ranged attack by spells that use a ranged weapon| 
-PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS 512 0x00000200 Damage taken from spells that use a ranged weapon +|PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS|512|0x00000200|Damage taken from spells that use a ranged weapon| 
-PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS 1024 0x00000400 Done positive spell that has dmg class none +|PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS|1024|0x00000400|Done positive spell that has dmg class none| 
-PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS 2048 0x00000800 Taken positive spell that has dmg class none +|PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS|2048|0x00000800|Taken positive spell that has dmg class none| 
-PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG 4096 0x00001000 Done negative spell that has dmg class none +|PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG|4096|0x00001000|Done negative spell that has dmg class none| 
-PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG 8192 0x00002000 Taken negative spell that has dmg class none +|PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG|8192|0x00002000|Taken negative spell that has dmg class none| 
-PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS 16384 0x00004000 Done positive spell that has dmg class magic +|PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS|16384|0x00004000|Done positive spell that has dmg class magic| 
-PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS 32768 0x00008000 Taken positive spell that has dmg class magic +|PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS|32768|0x00008000|Taken positive spell that has dmg class magic| 
-PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG 65536 0x00010000 Done negative spell that has dmg class magic +|PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG|65536|0x00010000|Done negative spell that has dmg class magic| 
-PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG 131072 0x00020000 Taken negative spell that has dmg class magic +|PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG|131072|0x00020000|Taken negative spell that has dmg class magic| 
-PROC_FLAG_DONE_PERIODIC 262144 0x00040000 Successful done periodic (default: Negative ; For positive add PROC_EX_PERIODIC_POSITIVE(Not Implemented)) +|PROC_FLAG_DONE_PERIODIC|262144|0x00040000|Successful done periodic (default: Negative ; For positive add PROC_EX_PERIODIC_POSITIVE(Not Implemented))| 
-PROC_FLAG_TAKEN_PERIODIC 524288 0x00080000 Successful done periodic (default: Negative ; For positive add PROC_EX_PERIODIC_POSITIVE(Not Implemented)) +|PROC_FLAG_TAKEN_PERIODIC|524288|0x00080000|Successful done periodic (default: Negative ; For positive add PROC_EX_PERIODIC_POSITIVE(Not Implemented))| 
-PROC_FLAG_TAKEN_DAMAGE 1048576 0x00100000 Taken any damage +|PROC_FLAG_TAKEN_DAMAGE|1048576|0x00100000|Taken any damage| 
-PROC_FLAG_DONE_TRAP_ACTIVATION 2097152 0x00200000 On trap activation +|PROC_FLAG_DONE_TRAP_ACTIVATION|2097152|0x00200000|On trap activation| 
-PROC_FLAG_DONE_MAINHAND_ATTACK 4194304 0x00400000 Done main-hand melee attacks (spell and autoattack) +|PROC_FLAG_DONE_MAINHAND_ATTACK|4194304|0x00400000|Done main-hand melee attacks (spell and autoattack)| 
-PROC_FLAG_DONE_OFFHAND_ATTACK 8388608 0x00800000 Done off-hand melee attacks (spell and autoattack) +|PROC_FLAG_DONE_OFFHAND_ATTACK|8388608|0x00800000|Done off-hand melee attacks (spell and autoattack)| 
-PROC_FLAG_DEATH 16777216 0x01000000 Died in any way+|PROC_FLAG_DEATH|16777216|0x01000000|Died in any way
 ==== procEx ==== ==== procEx ====
  
-procEx Bit Hex Comment +^procEx^Bit^Hex^Comment^ 
-PROC_EX_NONE 0 0x0000000 If none can tigger on Hit/Crit only (passive spells MUST defined by SpellFamily flag) +|PROC_EX_NONE|0|0x0000000|If none can tigger on Hit/Crit only (passive spells MUST defined by SpellFamily flag)| 
-PROC_EX_NORMAL_HIT 1 0x0000001  +|PROC_EX_NORMAL_HIT|1|0x0000001| | 
-PROC_EX_CRITICAL_HIT 2 0x0000002  +|PROC_EX_CRITICAL_HIT|2|0x0000002| | 
-PROC_EX_MISS 4 0x0000004  +|PROC_EX_MISS|4|0x0000004| | 
-PROC_EX_RESIST 8 0x0000008  +|PROC_EX_RESIST|8|0x0000008| | 
-PROC_EX_DODGE 16 0x0000010  +|PROC_EX_DODGE|16|0x0000010| | 
-PROC_EX_PARRY 32 0x0000020  +|PROC_EX_PARRY|32|0x0000020| | 
-PROC_EX_BLOCK 64 0x0000040  +|PROC_EX_BLOCK|64|0x0000040| | 
-PROC_EX_EVADE 128 0x0000080  +|PROC_EX_EVADE|128|0x0000080| | 
-PROC_EX_IMMUNE 256 0x0000100  +|PROC_EX_IMMUNE|256|0x0000100| | 
-PROC_EX_DEFLECT 512 0x0000200  +|PROC_EX_DEFLECT|512|0x0000200| | 
-PROC_EX_ABSORB 1024 0x0000400  +|PROC_EX_ABSORB|1024|0x0000400| | 
-PROC_EX_REFLECT 2048 0x0000800  +|PROC_EX_REFLECT|2048|0x0000800| | 
-PROC_EX_INTERRUPT 4096 0x0001000 Melee hit result can be Interrupt (not used) +|PROC_EX_INTERRUPT|4096|0x0001000|Melee hit result can be Interrupt (not used)| 
-PROC_EX_FULL_BLOCK 8192 0x0002000 Block all attack damage +|PROC_EX_FULL_BLOCK|8192|0x0002000|Block all attack damage| 
-PROC_EX_RESERVED2 16384 0x0004000  +|PROC_EX_RESERVED2|16384|0x0004000| | 
-PROC_EX_NOT_ACTIVE_SPELL 32768 0x0008000 Spell mustn't do damage/heal to proc +|PROC_EX_NOT_ACTIVE_SPELL|32768|0x0008000|Spell mustn't do damage/heal to proc| 
-PROC_EX_EX_TRIGGER_ALWAYS 65536 0x0010000 If set trigger always no matter of hit result +|PROC_EX_EX_TRIGGER_ALWAYS|65536|0x0010000|If set trigger always no matter of hit result| 
-PROC_EX_EX_ONE_TIME_TRIGGER 131072 0x0020000 If set trigger always but only one time (not implemented yet) +|PROC_EX_EX_ONE_TIME_TRIGGER|131072|0x0020000|If set trigger always but only one time (not implemented yet)| 
-PROC_EX_ONLY_ACTIVE_SPELL 262144 0x0040000 Spell has to do damage/heal to proc +|PROC_EX_ONLY_ACTIVE_SPELL|262144|0x0040000|Spell has to do damage/heal to proc| 
-PROC_EX_NO_OVERHEAL 524288 0x0080000 Proc if heal did some work +|PROC_EX_NO_OVERHEAL|524288|0x0080000|Proc if heal did some work| 
-PROC_EX_NO_AURA_REFRESH 1048576 0x0100000 Proc if aura was not refreshed+|PROC_EX_NO_AURA_REFRESH|1048576|0x0100000|Proc if aura was not refreshed
 ==== procPhase ==== ==== procPhase ====
  
 A bitmask for matching phase of a spellcast on which proc occurs. A bitmask for matching phase of a spellcast on which proc occurs.
  
-procPhase Bit Hex Comment +^procPhase^Bit^Hex^Comment^ 
-PROC_SPELL_PHASE_NONE 0 0x0000000  +|PROC_SPELL_PHASE_NONE|0|0x0000000| | 
-PROC_SPELL_PHASE_CAST 1 0x0000001  +|PROC_SPELL_PHASE_CAST|1|0x0000001| | 
-PROC_SPELL_PHASE_HIT 2 0x0000002  +|PROC_SPELL_PHASE_HIT|2|0x0000002| | 
-PROC_SPELL_PHASE_FINISH 4 0x0000004 +|PROC_SPELL_PHASE_FINISH|4|0x0000004| | 
 ==== ppmRate ==== ==== ppmRate ====
  
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 ppmRate is a rate and therefore will not be guaranteed to prox X amount of times per minute. ppm is calculated by this formula ppmRate is a rate and therefore will not be guaranteed to prox X amount of times per minute. ppm is calculated by this formula
  
 +<code>
 ((WeaponSpeed * PPM) / 600.0f);   // result is chance in percents (probability = Speed_in_sec * (PPM / 60)) ((WeaponSpeed * PPM) / 600.0f);   // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
 +</code>
 ==== CustomChance ==== ==== CustomChance ====
  
数据库/world数据库/spell_proc_event.1696346437.txt.gz · 最后更改: 2023/10/03 23:20 由 admin

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