Paragon: narrow weapon bypass; cascade talent ranks; Savage Defense
* Weapon-narrow: replace blanket EquippedItemSubClassMask bypass with an explicit allowlist (IsParagonWeaponSubclassWildcardSpell, currently Maelstrom Weapon 51528 only). Applied at all three gates: Player:: HasItemFitToSpellRequirements, Player::CheckAttackFitToAuraRequirement, and Aura::IsProcTriggeredOnEvent. Maelstrom Weapon still procs from any weapon for Paragon, but Hack and Slash / Sword / Mace Specialization remain correctly weapon-gated. * Talent ability-rank cascade: TeachLevelGatedAbilityChainNoPanel + CascadeRanksForTalentLearnSpellEffects walk the SPELL_EFFECT_LEARN_SPELL chain a talent rank grants and learn each rank up to the player's level. Wired into HandleCommit (on talent purchase) and OnPlayerLevelChanged (on level-up). Fixes Mangle (and any future LEARN_SPELL talent) being stuck at rank 1 because Player::learnSkillRewardedSpells is intentionally disabled for Paragon's class skill lines. * Riding-skill gate for flight forms (IsParagonSpellAllowedByRidingSkill): Flight Form (33943) requires Expert Riding (34090); Swift Flight Form (40120) requires Artisan Riding (34091). Applied in PanelLearnSpellChain and TeachLevelGatedAbilityChainNoPanel so the cascade can't push past a rank the player isn't trained for. Also backticks `rank` in the level-up query (MySQL reserved word). * Savage Defense (62600) on the panel: the SpellData bake's blanket SPELL_ATTR0_PASSIVE filter dropped Savage Defense even though Druid trainer 33 sells it at level 40. Bake (in fractured-tooling) now carves out a small PASSIVE_TRAINER_ALLOWLIST and the regenerated paragon_spell_ae_cost.sql + 2026_05_11_05.sql migration surface it on the Druid Feral spell tab. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -472,6 +472,7 @@ INSERT INTO `paragon_spell_ae_cost` (`spell_id`, `ae_cost`) VALUES
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(61999, 1),
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(62078, 1),
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(62124, 1),
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(62600, 1),
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(62757, 1),
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(64382, 1),
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(64843, 1),
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@@ -0,0 +1,19 @@
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-- mod-paragon: surface Savage Defense (62600) on the Druid Feral spell tab
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-- of the Character Advancement panel.
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--
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-- The bake (tools/_gen_paragon_advancement_spells_lua.py) used to drop every
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-- SPELL_ATTR0_PASSIVE spell up front, even when the trainer explicitly sells
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-- it. That filter was correct for class-internal triggers (Feline Grace, etc.)
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-- but kicked out Savage Defense -- a passive that DRUID trainer 33 sells at
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-- level 40 (trainer_spell.sql line 2457). Bake now carves out a small
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-- PASSIVE_TRAINER_ALLOWLIST so legitimate trainer-taught passives survive.
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--
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-- The base file (data/sql/db-world/base/paragon_spell_ae_cost.sql) was
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-- regenerated alongside this migration so fresh deployments already have
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-- this row. Existing servers do not re-run base files on content change,
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-- so this update inserts the new (spell_id, ae_cost) pair idempotently.
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-- INSERT IGNORE keeps any per-row tuning a server operator may have already
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-- applied.
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INSERT IGNORE INTO `paragon_spell_ae_cost` (`spell_id`, `ae_cost`) VALUES
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(62600, 1); -- Savage Defense (Druid, trainer 33, level 40)
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@@ -987,6 +987,89 @@ void CollectSpellChainIds(uint32 baseSpellId, std::unordered_set<uint32>& out)
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}
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}
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// Riding-skill gating for spells whose effective rank in the spellbook
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// depends on the player's flying skill (currently the Druid forms
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// Flight Form 33943 / Swift Flight Form 40120). Returns true when the
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// player is allowed to learn this specific spell id at this moment.
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//
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// 33943 (Flight Form, 150% flight) requires 34090 Expert Riding.
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// 40120 (Swift Flight Form, 280% flight) requires 34091 Artisan Riding.
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//
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// Any other spell id is always allowed (returns true). Used by
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// `PanelLearnSpellChain` so a Paragon panel purchase / level-up cascade
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// silently skips the unaffordable rank but keeps walking the chain --
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// e.g. a player with Expert Riding only gets Flight Form, never Swift,
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// even though both ranks are in the same SpellChain.dbc graph.
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[[nodiscard]] bool IsParagonSpellAllowedByRidingSkill(Player* pl, uint32 spellId)
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{
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if (!pl)
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return true;
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if (spellId == 33943)
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return pl->HasSpell(34090) || pl->HasSpell(34091); // expert OR artisan
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if (spellId == 40120)
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return pl->HasSpell(34091); // artisan required for swift
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return true;
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}
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// Walk a rank chain and learn every rank up to the player's current
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// level (and not past riding-skill gates), without any of the
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// PanelLearnSpellChain panel/AE bookkeeping. Used by talent-grant
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// cascades (Mangle / Feral Charge / Mutilate / etc.) where the talent
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// LEARN_SPELL effect grants the rank-1 ability and stock would have
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// upgraded it via Player::learnSkillRewardedSpells -- but the Paragon
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// class-skill cascade is intentionally disabled (Player.cpp guard), so
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// nothing else picks up the higher ranks. Idempotent: skips ranks the
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// player already has, so safe to re-run on level-up / login.
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void TeachLevelGatedAbilityChainNoPanel(Player* pl, uint32 chainHead)
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{
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if (!pl || !chainHead)
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return;
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uint32 const playerLevel = pl->GetLevel();
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uint32 const firstId = sSpellMgr->GetFirstSpellInChain(chainHead);
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uint32 cur = firstId ? firstId : chainHead;
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while (cur)
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{
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SpellInfo const* info = sSpellMgr->GetSpellInfo(cur);
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if (!info)
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break;
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uint32 const reqLv = GetParagonPanelSpellRequiredLevel(info);
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if (playerLevel < reqLv)
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break;
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if (!pl->HasSpell(cur) && IsParagonSpellAllowedByRidingSkill(pl, cur))
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pl->learnSpell(cur, false);
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uint32 const next = sSpellMgr->GetNextSpellInChain(cur);
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if (!next || next == cur)
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break;
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cur = next;
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}
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}
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// Walk every SPELL_EFFECT_LEARN_SPELL on `talentRankSpellId` (the
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// `TalentEntry::RankID[r]` of a talent rank) and, for each granted
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// spell, run TeachLevelGatedAbilityChainNoPanel so the player ends up
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// with the highest rank their level can support. Mangle, Feral Charge,
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// Mutilate, etc. all fit this pattern.
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void CascadeRanksForTalentLearnSpellEffects(Player* pl, uint32 talentRankSpellId)
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{
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if (!pl || !talentRankSpellId)
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return;
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SpellInfo const* rankInfo = sSpellMgr->GetSpellInfo(talentRankSpellId);
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if (!rankInfo)
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return;
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for (uint8 e = 0; e < MAX_SPELL_EFFECTS; ++e)
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{
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if (rankInfo->Effects[e].Effect != SPELL_EFFECT_LEARN_SPELL)
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continue;
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uint32 const grantId = rankInfo->Effects[e].TriggerSpell;
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if (!grantId)
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continue;
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TeachLevelGatedAbilityChainNoPanel(pl, grantId);
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}
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}
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// True when `depSpellId` (any rank in its chain) is the target of a
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// SPELL_EFFECT_LEARN_SPELL on any rank of the anchor purchase chain
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// (`anchorChainHead` is the chain head / panel_spells.spell_id).
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@@ -1103,7 +1186,7 @@ void PanelLearnSpellChain(Player* pl, uint32 baseSpellId)
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if (playerLevel < reqLv)
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break;
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if (!pl->HasSpell(cur))
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if (!pl->HasSpell(cur) && IsParagonSpellAllowedByRidingSkill(pl, cur))
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{
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std::unordered_set<uint32> before = SnapshotKnownSpells(pl);
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if (diag)
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@@ -2085,7 +2168,23 @@ bool HandleCommit(Player* pl, std::string const& body, std::string* err)
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uint32 const targetRank = std::min<uint32>(currentRank + delta, MAX_TALENT_RANK);
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for (uint32 r = currentRank; r < targetRank; ++r)
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{
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pl->LearnTalent(tid, r, /*command=*/true);
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// Fractured / Paragon: talents that LEARN_SPELL an ability
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// (Mangle, Feral Charge, Mutilate, ...) only directly grant the
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// rank-1 ability spell. Stock classes auto-rank-up the granted
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// spell via Player::learnSkillRewardedSpells on level-up, but
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// that path is intentionally disabled for Paragon class skill
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// lines (Player.cpp guard) -- so without this cascade the
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// ability stays at rank 1 forever (Mangle Bear 33878 instead
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// of 33986 / 33987 / 48563 / 48564). Walk every LEARN_SPELL
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// target on this rank's RankID spell and grant the highest
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// rank the player's level allows.
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if (TalentEntry const* freshTe = sTalentStore.LookupEntry(tid))
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if (uint32 rankSpell = freshTe->RankID[r])
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CascadeRanksForTalentLearnSpellEffects(pl, rankSpell);
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}
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}
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for (auto const& [tid, delta] : talentDeltas)
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@@ -4013,6 +4112,45 @@ public:
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ReconcileEssenceForPlayer(player);
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SaveCurrencyToDb(player);
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PushCurrency(player);
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// Fractured / Paragon: rank-up cascade for level-up. Without this,
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// higher ranks of panel-purchased spells AND talent-LEARN_SPELL
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// granted abilities (Mangle, Feral Charge, Mutilate, ...) never
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// appear on ding because Player::learnSkillRewardedSpells is
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// disabled for the class skill line on Paragon (intentional, to
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// keep the panel as the sole authority over class abilities).
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//
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// Cheap re-walks: PanelLearnSpellChain / TeachLevelGated... both
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// skip ranks the player already has, so the only real work each
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// level-up is adding the one new rank the player just qualified
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// for (if any).
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if (QueryResult r = CharacterDatabase.Query(
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"SELECT spell_id FROM character_paragon_panel_spells WHERE guid = {}", lowGuid))
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{
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do
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{
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uint32 const head = r->Fetch()[0].Get<uint32>();
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PanelLearnSpellChain(player, head);
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} while (r->NextRow());
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}
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if (QueryResult tr = CharacterDatabase.Query(
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"SELECT talent_id, `rank` FROM character_paragon_panel_talents WHERE guid = {}", lowGuid))
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{
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do
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{
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Field* f = tr->Fetch();
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uint32 const talentId = f[0].Get<uint32>();
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uint32 const rank = f[1].Get<uint32>();
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TalentEntry const* te = sTalentStore.LookupEntry(talentId);
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if (!te)
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continue;
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uint32 const cap = std::min<uint32>(rank, MAX_TALENT_RANK);
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for (uint32 i = 0; i < cap; ++i)
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if (uint32 rankSpell = te->RankID[i])
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CascadeRanksForTalentLearnSpellEffects(player, rankSpell);
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} while (tr->NextRow());
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}
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}
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bool OnPlayerCanLearnTalent(Player* player, TalentEntry const* talent, uint32 /*rank*/) override
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