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数据库:world数据库:spell_proc_event

spell_proc_event 表


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表结构

FieldTypeAttributesKeyNullDefaultExtraComment
EntryMEDIUMINTSIGNEDPRI 0
SchoolMaskTINYINTSIGNED 0
SpellFamilyNameSMALLINTUNSIGNED 0
SpellFamilyMask0INTUNSIGNED 0
SpellFamilyMask1INTUNSIGNED 0
SpellFamilyMask2INTUNSIGNED 0
procFlagsINTUNSIGNED 0
procExINTUNSIGNED 0
procPhaseINTUNSIGNED 0
ppmRateFLOATSIGNED 0
CustomChanceFLOATSIGNED 0
CooldownINTUNSIGNED 0

字段说明


Entry

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

SchoolMask

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.

NameBitHexComment
SPELL_SCHOOL_NORMAL10x01Physical Damage
SPELL_SCHOOL_HOLY20x02Holy Damage
SPELL_FIRE40x04Fire Damage
SPEL_SCHOOL_NATURE80x08Nature Damage
SPELL_SCHOOL_FROST160x10Frost Damage
SPELL_SCHOOL_SHADOW320x20Shadow Damage
SPELL_SCHOOL_ARCANE640x40Arcane Damage

SpellFamilyName

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

IDFamily Name
0Generic
3Mage
4Warrior
5Warlock
6Priest
7Druid
8Rogue
9Hunter
10Paladin
11Shaman
13Potion
15Death Knight

SpellFamilyMask0

This field controls what spells' family flags can proc the triggered spell (you can find SpellFamilyFlags of some spell, using SpellWork).

SpellFamilyMask1

This field controls what spells' family flags can proc the triggered spell (you can find SpellFamilyFlags of some spell, using SpellWork).

SpellFamilyMask2

This field controls what spells' family flags can proc the triggered spell (you can find SpellFamilyFlags of some spell, using SpellWork).

procFlags

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.

EventBitHexComment
PROC_FLAG_NONE00x00000000
PROC_FLAG_KILLED10x00000001Killed by aggressor
PROC_FLAG_KILL20x00000002Kill that yields experience or honor
PROC_FLAG_DONE_MELEE_AUTO_ATTACK40x00000004Successful melee attack hit
PROC_FLAG_TAKEN_MELEE_AUTO_ATTACK80x00000008Damage taken from melee hit
PROC_FLAG_DONE_SPELL_MELEE_DMG_CLASS160x00000010Successful attack by a spell that use a melee weapon
PROC_FLAG_TAKEN_SPELL_MELEE_DMG_CLASS320x00000020Damage taken from a spell that use a melee weapon
PROC_FLAG_DONE_RANGED_AUTO_ATTACK640x00000040Successful ranged attack hit
PROC_FLAG_TAKEN_RANGED_AUTO_ATTACK1280x00000080Damage taken from ranged attack hit
PROC_FLAG_DONE_SPELL_RANGED_DMG_CLASS2560x00000100Successful ranged attack by spells that use a ranged weapon
PROC_FLAG_TAKEN_SPELL_RANGED_DMG_CLASS5120x00000200Damage taken from spells that use a ranged weapon
PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS10240x00000400Done positive spell that has dmg class none
PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_POS20480x00000800Taken positive spell that has dmg class none
PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_NEG40960x00001000Done negative spell that has dmg class none
PROC_FLAG_TAKEN_SPELL_NONE_DMG_CLASS_NEG81920x00002000Taken negative spell that has dmg class none
PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS163840x00004000Done positive spell that has dmg class magic
PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_POS327680x00008000Taken positive spell that has dmg class magic
PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_NEG655360x00010000Done negative spell that has dmg class magic
PROC_FLAG_TAKEN_SPELL_MAGIC_DMG_CLASS_NEG1310720x00020000Taken negative spell that has dmg class magic
PROC_FLAG_DONE_PERIODIC2621440x00040000Successful done periodic (default: Negative ; For positive add PROC_EX_PERIODIC_POSITIVE(Not Implemented))
PROC_FLAG_TAKEN_PERIODIC5242880x00080000Successful done periodic (default: Negative ; For positive add PROC_EX_PERIODIC_POSITIVE(Not Implemented))
PROC_FLAG_TAKEN_DAMAGE10485760x00100000Taken any damage
PROC_FLAG_DONE_TRAP_ACTIVATION20971520x00200000On trap activation
PROC_FLAG_DONE_MAINHAND_ATTACK41943040x00400000Done main-hand melee attacks (spell and autoattack)
PROC_FLAG_DONE_OFFHAND_ATTACK83886080x00800000Done off-hand melee attacks (spell and autoattack)
PROC_FLAG_DEATH167772160x01000000Died in any way

procEx

procExBitHexComment
PROC_EX_NONE00x0000000If none can tigger on Hit/Crit only (passive spells MUST defined by SpellFamily flag)
PROC_EX_NORMAL_HIT10x0000001
PROC_EX_CRITICAL_HIT20x0000002
PROC_EX_MISS40x0000004
PROC_EX_RESIST80x0000008
PROC_EX_DODGE160x0000010
PROC_EX_PARRY320x0000020
PROC_EX_BLOCK640x0000040
PROC_EX_EVADE1280x0000080
PROC_EX_IMMUNE2560x0000100
PROC_EX_DEFLECT5120x0000200
PROC_EX_ABSORB10240x0000400
PROC_EX_REFLECT20480x0000800
PROC_EX_INTERRUPT40960x0001000Melee hit result can be Interrupt (not used)
PROC_EX_FULL_BLOCK81920x0002000Block all attack damage
PROC_EX_RESERVED2163840x0004000
PROC_EX_NOT_ACTIVE_SPELL327680x0008000Spell mustn't do damage/heal to proc
PROC_EX_EX_TRIGGER_ALWAYS655360x0010000If set trigger always no matter of hit result
PROC_EX_EX_ONE_TIME_TRIGGER1310720x0020000If set trigger always but only one time (not implemented yet)
PROC_EX_ONLY_ACTIVE_SPELL2621440x0040000Spell has to do damage/heal to proc
PROC_EX_NO_OVERHEAL5242880x0080000Proc if heal did some work
PROC_EX_NO_AURA_REFRESH10485760x0100000Proc if aura was not refreshed

procPhase

A bitmask for matching phase of a spellcast on which proc occurs.

procPhaseBitHexComment
PROC_SPELL_PHASE_NONE00x0000000
PROC_SPELL_PHASE_CAST10x0000001
PROC_SPELL_PHASE_HIT20x0000002
PROC_SPELL_PHASE_FINISH40x0000004

ppmRate

Proc per minute. If 0 the value will be taken from DBC.

ppmRate is a rate and therefore will not be guaranteed to prox X amount of times per minute. ppm is calculated by this formula

((WeaponSpeed * PPM) / 600.0f);   // result is chance in percents (probability = Speed_in_sec * (PPM / 60))

CustomChance

If non-zero, chance for spell to trigger.

Cooldown

Internal Cooldown (ICD) in milliseconds.

数据库/world数据库/spell_proc_event.txt · 最后更改: 2023/10/03 23:24 由 admin

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