Paragon cross-class family wildcard + Predatory Strikes proc
- CONFIG_PARAGON_WILDCARD_FAMILY + Paragon.WildcardFamilyMatching (reloadable) - SpellInfo::IsAffected / IsAffectedBySpellMod(listenerOwner) for Paragon proc/mod wildcard - SpellMgr::CanSpellTriggerProcOnEvent(procOwner) + Aura::IsProcTriggeredOnEvent wiring - Player::IsAffectedBySpellmod passes listener for SpellMod wildcard - ParagonFamilyMatches helper + Nourish / Shred-Maul bleed gate usage in Unit.cpp - Spell::prepare: Paragon consumes 69369 for Nature spells <10s base cast (non-channeled) - spell_paragon_predatory_strikes + SQL 2026_05_11_00.sql (spell_proc + spell_script_names) Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -2268,6 +2268,15 @@ private:
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ValuesUpdateCache _valuesUpdateCache;
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};
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// Fractured / Paragon: helper for ad-hoc `switch (SpellFamilyName)` listener
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// gates scattered across Unit / SpellEffects / SpellAuraEffects. When the
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// listener (i.e. the unit holding the gating talent / aura) is a Paragon
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// AND `Paragon.WildcardFamilyMatching` is enabled, accept any source family
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// so cross-class procs / bonuses can fire. Stock classes use stock equality.
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// Defined inline here so call sites do not need an extra include for World.h
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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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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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