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--- a/docs/spell_proc.md
+++ b/docs/spell_proc.md
@@ -8,215 +8,39 @@ This table holds information on what events (or procs) certain spells are activa
**Structure**
-<table>
-<tbody>
-<tr class="odd">
-<td><p><strong>Field</strong></p></td>
-<td><p><strong>Type</strong></p></td>
-<td><p><strong>Attributes</strong></p></td>
-<td><p><strong>Key</strong></p></td>
-<td><p><strong>Null</strong></p></td>
-<td><p><strong>Default</strong></p></td>
-<td><p><strong>Extra</strong></p></td>
-<td><p><strong>Comment</strong></p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#spellid">SpellId</a></p></td>
-<td><p>int(11)</p></td>
-<td><p>signed</p></td>
-<td><p>PRI</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p>Unique</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#schoolmask">SchoolMask</a></p></td>
-<td><p>tinyint(3)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#spellfamilyname">SpellFamilyName</a></p></td>
-<td><p>smallint(5)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#spellfamilymask0">SpellFamilyMask0</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#spellfamilymask1">SpellFamilyMask1</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#spellfamilymask2">SpellFamilyMask2</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#procflags">ProcFlags</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#spelltypemask">SpellTypeMask</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#spellphasemask">SpellPhaseMask</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#hitmask">HitMask</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#attributesmask">AttributesMask</a></p></td>
-<td><p>int(10)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#procperminute">ProcsPerMinute</a></p></td>
-<td><p>float</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#chance">Chance</a></p></td>
-<td><p>float</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p><a href="#cooldown">Cooldown</a></p></td>
-<td>int(10)</td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p><a href="#charges">Charges</a></p></td>
-<td><p>tinyint(3)</p></td>
-<td><p>unsigned</p></td>
-<td><p><br />
-</p></td>
-<td><p>NO</p></td>
-<td><p>0</p></td>
-<td><p><br />
-</p></td>
-<td><p><br />
-</p></td>
-</tr>
-</tbody>
-</table>
+| Field | Type | Attributes | Key | Null | Default | Extra | Comment |
+|-----------------------|-------------|------------|-----|------|---------|--------|---------|
+| [SpellId][1] | int(11) | signed | PRI | NO | 0 | Unique | |
+| [SchoolMask][2] | tinyint(3) | unsigned | | NO | 0 | | |
+| [SpellFamilyName][3] | smallint(5) | unsigned | | NO | 0 | | |
+| [SpellFamilyMask0][4] | int(10) | unsigned | | NO | 0 | | |
+| [SpellFamilyMask1][5] | int(10) | unsigned | | NO | 0 | | |
+| [SpellFamilyMask2][6] | int(10) | unsigned | | NO | 0 | | |
+| [ProcFlags][7] | int(10) | unsigned | | NO | 0 | | |
+| [SpellTypeMask][8] | int(10) | unsigned | | NO | 0 | | |
+| [SpellPhaseMask][9] | int(10) | unsigned | | NO | 0 | | |
+| [HitMask][10] | int(10) | unsigned | | NO | 0 | | |
+| [AttributesMask][11] | int(10) | unsigned | | NO | 0 | | |
+| [ProcsPerMinute][12] | float | | | NO | 0 | | |
+| [Chance][13] | float | | | NO | 0 | | |
+| [Cooldown][14] | int(10) | unsigned | | NO | 0 | | |
+| [Charges][15] | tinyint(3) | unsigned | | NO | 0 | | |
+
+[1]: #spellid
+[2]: #schoolmask
+[3]: #spellfamilyname
+[4]: #spellfamilymask0
+[5]: #spellfamilymask1
+[6]: #spellfamilymask2
+[7]: #procflags
+[8]: #spelltypemask
+[9]: #spellphasemask
+[10]: #hitmask
+[11]: #attributesmask
+[12]: #procsperminute
+[13]: #chance
+[14]: #cooldown
+[15]: #charges
**Description of the fields**
@@ -279,291 +103,81 @@ A bitmask controlling what events trigger the spell. To combine possible events,
**Example:** 32+64=96 (PROC\_FLAG\_TAKEN\_MELEE\_SPELL\_HIT + PROC\_FLAG\_SUCCESSFUL\_RANGED\_HIT)
-<table>
-<thead>
-<tr class="header">
-<th><p><strong>Event</strong></p></th>
-<th>Flag</th>
-<th><p><strong>Bit value</strong></p></th>
-<th><p><strong>Comment</strong></p></th>
-</tr>
-</thead>
-<tbody>
-<tr class="odd">
-<td><p>PROC_FLAG_NONE</p></td>
-<td>0</td>
-<td><p>0x00000000</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_KILLED</p></td>
-<td>1</td>
-<td><p>0x00000001</p></td>
-<td><p>Killed by agressor</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_KILL_AND_GET_XP</p></td>
-<td>2</td>
-<td><p>0x00000002</p></td>
-<td><p>Kill that yields experience or honor</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_MELEE_HIT</p></td>
-<td>4</td>
-<td><p>0x00000004</p></td>
-<td><p>Melee attack hit successful</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_MELEE_HIT</p></td>
-<td>8</td>
-<td><p>0x00000008</p></td>
-<td><p>Damage taken from melee hit</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT</p></td>
-<td>16</td>
-<td><p>0x00000010</p></td>
-<td><p>Successful attack by spells that use a melee weapon</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_MELEE_SPELL_HIT</p></td>
-<td>32</td>
-<td><p>0x00000020</p></td>
-<td><p>Damage taken from spells that use a melee weapon</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_RANGED_HIT</p></td>
-<td>64</td>
-<td><p>0x00000040</p></td>
-<td><p>Ranged attack hit successful</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_RANGED_HIT</p></td>
-<td>128</td>
-<td><p>0x00000080</p></td>
-<td><p>Damage taken from ranged attack hit</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT</p></td>
-<td>256</td>
-<td><p>0x00000100</p></td>
-<td><p>Successful Ranged attack by spells that use a ranged weapon</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_RANGED_SPELL_HIT</p></td>
-<td>512</td>
-<td><p>0x00000200</p></td>
-<td><p>Damage taken from spells that use a ranged weapon</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT</p></td>
-<td>1024</td>
-<td><p>0x00000400</p></td>
-<td><p>AoE spell hit successful (not 100% sure if unused)</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_POSITIVE_AOE</p></td>
-<td>2048</td>
-<td><p>0x00000800</p></td>
-<td><p>Positive AoE spell hit taken (not 100% sure if unused)</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT</p></td>
-<td>4096</td>
-<td><p>0x00001000</p></td>
-<td><p>AoE damage spell hit successful (not 100% sure if unused)</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_AOE_SPELL_HIT</p></td>
-<td>8192</td>
-<td><p>0x00002000</p></td>
-<td><p>AoE damage spell hit taken (not 100% sure if unused)</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL</p></td>
-<td>16384</td>
-<td><p>0x00004000</p></td>
-<td><p>Positive spell cast successful (by default only on healing)</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_POSITIVE_SPELL</p></td>
-<td>32768</td>
-<td><p>0x00008000</p></td>
-<td><p>Positive spell hit taken (by default only on healing)</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT</p></td>
-<td>65536</td>
-<td><p>0x00010000</p></td>
-<td><p>Negative spell cast successful (by default only on damage)</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT</p></td>
-<td>131072</td>
-<td><p>0x00020000</p></td>
-<td><p>Negative spell hit taken (by default only on damage)</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_DONE_PERIODIC</p></td>
-<td>262144</td>
-<td><p>0x00040000</p></td>
-<td><p>Periodic damage / healing done, determined from flags 14-17</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_TAKEN_PERIODIC</p></td>
-<td>524288</td>
-<td><p>0x00080000</p></td>
-<td><p>Periodic damage / healing taken, determined from flags 14-17</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_TAKEN_ANY_DAMAGE</p></td>
-<td>1048576</td>
-<td><p>0x00100000</p></td>
-<td><p>Any damage taken</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_ON_TRAP_ACTIVATION</p></td>
-<td>2097152</td>
-<td><p>0x00200000</p></td>
-<td><p>On trap activation</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_TAKEN_OFFHAND_HIT</p></td>
-<td>4194304</td>
-<td><p>0x00400000</p></td>
-<td><p>Off-hand melee attacks taken (not used)</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_FLAG_SUCCESSFUL_OFFHAND_HIT</p></td>
-<td>8388608</td>
-<td><p>0x00800000</p></td>
-<td><p>Successful off-hand melee attacks</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_FLAG_DEATH</p></td>
-<td>16777216</td>
-<td><p>0x01000000</p></td>
-<td><p>Died in any way</p></td>
-</tr>
-</tbody>
-</table>
+| 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.
-<table>
-<tbody>
-<tr class="odd">
-<td><p><strong>Event</strong></p></td>
-<td><strong>Flag</strong></td>
-<td><p><strong>Bit</strong></p></td>
-<td><p><strong>Comment</strong></p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_SPELL_TYPE_NONE</p></td>
-<td>0</td>
-<td><p>0x00000000</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_SPELL_TYPE_DAMAGE</p></td>
-<td>1</td>
-<td><p>0x00000001</p></td>
-<td>only damaging spells</td>
-</tr>
-<tr class="even">
-<td><p>PROC_SPELL_TYPE_HEAL</p></td>
-<td>2</td>
-<td><p>0x00000002</p></td>
-<td><p>only healing spells</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_SPELL_TYPE_NO_DMG_HEAL</p></td>
-<td>4</td>
-<td><p>0x00000004</p></td>
-<td><p>all other spells</p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_SPELL_TYPE_MASK_ALL</p></td>
-<td>7</td>
-<td><p>0x00000007</p></td>
-<td><p>All masks combined</p></td>
-</tr>
-</tbody>
-</table>
+| 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.
-<table>
-<tbody>
-<tr class="odd">
-<td><p><strong>Event</strong></p></td>
-<td><strong>Flag</strong></td>
-<td><p><strong>Bit</strong></p></td>
-<td><p><strong>Comment</strong></p></td>
-</tr>
-<tr class="even">
-<td><p>PROC_SPELL_PHASE_NONE</p></td>
-<td>0</td>
-<td><p>0x00000000</p></td>
-<td><p><br />
-</p></td>
-</tr>
-<tr class="odd">
-<td><p>PROC_SPELL_PHASE_CAST</p></td>
-<td>1</td>
-<td><p>0x00000001</p></td>
-<td>trigger when spell has just finished casting</td>
-</tr>
-<tr class="even">
-<td><p>PROC_SPELL_PHASE_HIT</p></td>
-<td>2</td>
-<td><p>0x00000002</p></td>
-<td>trigger when the spell hits its target</td>
-</tr>
-<tr class="odd">
-<td><p>PROC_SPELL_PHASE_FINISH</p></td>
-<td>4</td>
-<td><p>0x00000004</p></td>
-<td>trigger after spell has done all its effects on all targets</td>
-</tr>
-<tr class="even">
-<td><p>PROC_SPELL_PHASE_MASK_ALL</p></td>
-<td>7</td>
-<td><p>0x00000007</p></td>
-<td><p>All masks combined</p></td>
-</tr>
-</tbody>
-</table>
+| 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 |
+| 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:
@@ -574,17 +188,16 @@ PROC\_HIT\_NONE will trigger on:
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 &gt; 60 |
+| 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