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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(11)

signed

PRI

NO

0

Unique


SchoolMask

tinyint(3)

unsigned


NO

0



SpellFamilyName

smallint(5)

unsigned


NO

0



SpellFamilyMask0

int(10)

unsigned


NO

0



SpellFamilyMask1

int(10)

unsigned


NO

0



SpellFamilyMask2

int(10)

unsigned


NO

0



ProcFlags

int(10)

unsigned


NO

0



SpellTypeMask

int(10)

unsigned


NO

0



SpellPhaseMask

int(10)

unsigned


NO

0



HitMask

int(10)

unsigned


NO

0



AttributesMask

int(10)

unsigned


NO

0



ProcsPerMinute

float



NO

0



Chance

float



NO

0



Cooldown

int(10)

unsigned


NO

0



Charges

tinyint(3)

unsigned


NO

0



Description of the fields

SpellId

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.

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

SpellFamilyName

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

SpellFamilyMask0

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

SpellFamilyMask1

field-no-description|5

SpellFamilyMask2

field-no-description|6

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.

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

SpellTypeMask

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

SpellPhaseMask

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

HitMask

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

AttributesMask

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

ProcsPerMinute

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.

Chance

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

Cooldown

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

Charges

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