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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@@ -7143,14 +7143,16 @@ bool Player::CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEf
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if (spellInfo->EquippedItemClass == -1)
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return true;
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// Fractured / Paragon: cross-class wildcard relaxes weapon-class subclass
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// gates on per-swing proc matches. A Paragon's talent list spans every
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// class so a stock weapon-subclass mask (e.g. Maelstrom Weapon's
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// axe/mace/staff/fist/dagger restriction) excludes weapons the player
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// can legitimately wield. Accept any equipped weapon in attackType slot
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// when listener is a Paragon AND the spell gates on ITEM_CLASS_WEAPON;
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// ITEM_CLASS_ARMOR (shield) gates still enforce the original mask.
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if (spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && IsParagonWildcardCaller(this))
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// Fractured / Paragon: cross-class wildcard relaxes the weapon-subclass
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// gate ONLY for the curated allowlist of cross-class proc talents
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// (currently just Maelstrom Weapon 51528-51532). Weapon-specialization
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// talents like Sword Specialization, Mace Specialization, Hack and
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// Slash, Two-Handed Weapon Specialization etc. deliberately stay
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// weapon-gated for Paragon -- the player picks a weapon and the
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// matching specialization passive activates, same as any class.
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if (spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON
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&& IsParagonWildcardCaller(this)
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&& IsParagonWeaponSubclassWildcardSpell(spellInfo->Id))
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return GetWeaponForAttack(attackType, true) != nullptr;
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Item* item = GetWeaponForAttack(attackType, true);
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@@ -12591,15 +12593,19 @@ bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item cons
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if (spellInfo->EquippedItemClass < 0)
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return true;
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// Fractured / Paragon: cross-class wildcard relaxes weapon-class subclass
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// gates so passive talent auras (e.g. Maelstrom Weapon talents 51528-51532)
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// attach for any equipped weapon, not just the talent's restrictive
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// subclass mask. Mirrors CheckAttackFitToAuraRequirement so per-swing
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// proc match agrees with talent-attach time. Still requires *some* weapon
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// to be equipped (otherwise unarmed Paragons would auto-activate every
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// weapon-gated talent in the game). ITEM_CLASS_ARMOR (shield) is left
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// alone -- shield-gated talents still need an actual shield.
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if (spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && IsParagonWildcardCaller(this))
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// Fractured / Paragon: cross-class wildcard relaxes the weapon-subclass
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// gate ONLY for the curated allowlist of cross-class proc talents
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// (currently just Maelstrom Weapon 51528-51532) so the passive talent
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// aura attaches when the player wields a non-stock weapon. Weapon-
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// specialization talents (Sword/Mace Specialization, Hack and Slash,
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// Two-Handed Weapon Specialization, etc.) deliberately stay weapon-
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// gated -- they're meant to bind to a specific weapon type. Still
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// requires *some* weapon equipped (unarmed Paragons don't auto-activate
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// weapon talents). ITEM_CLASS_ARMOR (shield) is left alone -- shield-
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// gated talents still need an actual shield.
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if (spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON
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&& IsParagonWildcardCaller(this)
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&& IsParagonWeaponSubclassWildcardSpell(spellInfo->Id))
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{
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for (uint8 i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
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if (Item const* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
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@@ -103,6 +103,29 @@ bool ParagonFamilyMatches(Unit const* listener, uint32 expectedFamily, uint32 ac
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return expectedFamily == actualFamily;
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}
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bool IsParagonWeaponSubclassWildcardSpell(uint32 spellId)
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{
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if (!spellId)
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return false;
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// Resolve to the first-rank id so callers can pass any rank.
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uint32 firstRankId = spellId;
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if (SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId))
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if (SpellInfo const* first = info->GetFirstRankSpell())
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firstRankId = first->Id;
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switch (firstRankId)
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{
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// Maelstrom Weapon (talent ranks 51528 / 51529 / 51530 / 51531 / 51532).
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// Cross-class proc talent that should fire off any equipped weapon
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// for a Paragon caster (1H sword, polearm, staff, fist, dagger, etc.).
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case 51528:
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return true;
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default:
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return false;
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}
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}
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float baseMoveSpeed[MAX_MOVE_TYPE] =
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{
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2.5f, // MOVE_WALK
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@@ -2287,6 +2287,19 @@ private:
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// beyond what they already include via Unit.h's transitive headers.
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[[nodiscard]] bool ParagonFamilyMatches(Unit const* listener, uint32 expectedFamily, uint32 actualFamily);
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// Fractured / Paragon: returns true iff `spellId` is on the curated allowlist
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// of cross-class proc talents whose `EquippedItemSubClassMask` should be
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// bypassed for Paragon casters (e.g. Maelstrom Weapon ranks 51528-51532).
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// Used by `Player::HasItemFitToSpellRequirements`,
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// `Player::CheckAttackFitToAuraRequirement`, and
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// `Aura::IsProcTriggeredOnEvent` to let these specific talents fire from
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// any equipped weapon while keeping weapon-specialization talents
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// (Sword Specialization, Mace Specialization, Hack and Slash, Two-Handed
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// Weapon Specialization, etc.) gated by their stock weapon-class mask.
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// The allowlist is matched against `SpellInfo::GetFirstRankSpell()`'s id
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// so all ranks of a talent are covered by listing the rank-1 id.
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[[nodiscard]] bool IsParagonWeaponSubclassWildcardSpell(uint32 spellId);
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namespace Acore
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{
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// Binary predicate for sorting Units based on percent value of a power
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@@ -2255,20 +2255,17 @@ uint8 Aura::GetProcEffectMask(AuraApplication* aurApp, ProcEventInfo& eventInfo,
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return 0;
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if (!item->IsFitToSpellRequirements(GetSpellInfo()))
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{
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// Fractured / Paragon: cross-class wildcard relaxes weapon-
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// class subclass gates on per-event proc evaluation. This
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// mirrors Player::CheckAttackFitToAuraRequirement and
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// Player::HasItemFitToSpellRequirements -- without this
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// third bypass, the talent attaches (HasItemFit lets it),
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// the per-swing match accepts the weapon (CheckAttackFit
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// lets it), but IsProcTriggeredOnEvent still kills the
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// proc here for any weapon outside the talent's stock
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// subclass mask (e.g. Maelstrom Weapon on a Paragon
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// wielding a 1H sword or polearm). Restricted to
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// ITEM_CLASS_WEAPON so shield-gated talents still need
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// an actual shield.
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// Fractured / Paragon: cross-class wildcard relaxes the
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// weapon-subclass gate ONLY for the curated allowlist of
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// cross-class proc talents (currently just Maelstrom Weapon
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// 51528-51532). Weapon-specialization talents (Sword/Mace
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// Specialization, Hack and Slash, Two-Handed Weapon
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// Specialization, etc.) deliberately stay weapon-gated for
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// Paragon. Restricted to ITEM_CLASS_WEAPON so shield-gated
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// talents still need an actual shield.
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if (!(GetSpellInfo()->EquippedItemClass == ITEM_CLASS_WEAPON
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&& IsParagonWildcardCaller(target)))
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&& IsParagonWildcardCaller(target)
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&& IsParagonWeaponSubclassWildcardSpell(GetSpellInfo()->Id)))
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return 0;
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}
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}
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