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This page provides details on how to load spell effects onto an NPC

  • This table allows you to load specific spell effect bonuses onto an NPC without use of spells or buff slots. [Ie. Give an NPC an innate Damage Shield or Chance to Critical Hit]
  • These effects will remain on the NPC until it dies, however they can be modified by buffs/debuffs or any other regular spell effect that would interact.
  • The values entered in the base,limit and max fields work exactly the same as those fields in the spells_new table. 
  • Detailed list of Compatible Spell Effects for use in this table.

​How to Load your effects on an NPC

  1. Create a new ID in npc_spells_effects
  2. Enter that ID in the npc_type table column 'npc_spells_effects_id'
  3. Enter into this table the specific data for your effect.
npc_spells_effects_entries database schema
Field Name Field Description Field Type Field Default Value
id Represents an auto_increment field (passive field, not used) int(11) auto_increment
npc_spells_effects_id This is the primary key that is linked to npc_spells_effects table int(11) 0
spell_effect_id The actually spell effect id, Compatible Spell Effects  for a detailed list of a ALL spell effects SpellEffects . smallint(5) 0
minlevel The minimum level required for the actual NPC to be in order to be able to apply the effect tinyint(3) unsigned 0
maxlevel The maximum level required for the actual NPC to be in order to be able to apply the effect tinyint(3) unsigned 255
se_base Base effect values. Details for all effects can be found here  SpellEffects int(11) 0
se_limit Effect limit values. Details for all effects can be found here  SpellEffects int(11) 0
se_max Effect max values. Details for all effects can be found here  SpellEffects int(11) 0

§npc_spells_effects_entries

Used With
Loaded When
  • On zone init/boot (static zone on its initial boot, dynamics on each startup of a zone) spells are then cached from the database
Loaded From ZoneDatabase::GetNPCSpellsEffects in zone/MobAI.cpp