Well, this code is still in there:
	Code:
	//for some stupid reason SK procs return theirs one base off...
uint16 Mob::GetProcID(uint16 spell_id, uint8 effect_index) {
	bool sk = false;
	bool other = false;
	for(int x = 0; x < 16; x++)
	{
		if(x == 4){
			if(spells[spell_id].classes[4] < 255)
				sk = true;
		}
		else{
			if(spells[spell_id].classes[x] < 255)
				other = true;
		}
	}
	
	if(sk && !other)
	{
		return(spells[spell_id].base[effect_index] + 1);
	}
	else{
		return(spells[spell_id].base[effect_index]);
	}
}
 But the sk only proc spells should be set up to account for it.