Fractured: strip class-spell reagents at load; Paragon relic ranged slot
- SpellInfoCorrections: zero Reagent/ReagentCount on spells with non-zero SpellFamilyName so class abilities no longer require shards, candles, etc., while profession crafts (SpellFamilyName 0) keep mats. Matches the client Spell.dbc bake in patch-enUS-4.MPQ. - Paragon_SC: OnPlayerIsClass returns true for CLASS_CONTEXT_EQUIP_RELIC for paladin/druid/shaman/warlock/dk so Paragon can equip all relic types in the ranged slot. - CLIENT-PATCHES: document Spell.dbc reagent pass, rune script order, and stock ammo slot behavior in patch-enUS-5. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -13,8 +13,8 @@ This file is the table of contents and install guide.
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| Artifact | Size | Purpose |
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| `patch-enUS-4.MPQ` | ~5 MB | DBC + GlueXML bake. Adds `CLASS_PARAGON` (id 12), the character-create slot, glue strings, talent-tab DBC entries, and the Paragon resource bar definitions. Required for character creation as Paragon to even show up. |
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| `patch-enUS-5.MPQ` | ~50 KB | FrameXML overrides. Replaces stock `PlayerFrame.lua` / `RuneFrame.lua` / `ComboFrame.lua` / `UnitFrame.lua` / `SpellBookFrame.lua` + `SpellBookFrame.xml` with Paragon-aware versions: rune simulator, combo-point simulator, server-authoritative resource sync over the `PARAA` addon channel, action-button usability + click guards, an expanded spellbook (higher `MAX_SPELLS`, 24 skill-line tabs instead of stock 8) so all-class spells render, and a tooltip post-processor that appends ", Paragon" to the "Classes:" line on class-restricted gear / glyphs (the server bypasses `AllowableClass` for class 12, but the engine paints the line red and omits Paragon — the Lua hook recolors it green and adds the name so the player can tell it's wearable). |
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| `patch-enUS-4.MPQ` | ~5 MB | DBC + GlueXML bake. Adds `CLASS_PARAGON` (id 12), the character-create slot, glue strings, game-table DBCs, and a patched `Spell.dbc`: **(1)** `RuneCostID` zeroed on every rune-cost spell so non–Death Knight clients still send DK casts (rune costs are shown via `RuneFrame.lua`); **(2)** `Reagent[]` / `ReagentCount[]` zeroed on every spell whose `SpellFamilyName` is non-zero (all class abilities), while profession crafts (`SpellFamilyName == 0`) keep their materials. Both edits mirror server load-time corrections so client preflight and server validation stay aligned. Required for character creation as Paragon to even show up. |
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| `patch-enUS-5.MPQ` | ~50 KB | FrameXML overrides. Replaces stock `PlayerFrame.lua` / `RuneFrame.lua` / `ComboFrame.lua` / `UnitFrame.lua` / `SpellBookFrame.lua` + `SpellBookFrame.xml` with Paragon-aware versions: rune simulator, combo-point simulator, server-authoritative resource sync over the `PARAA` addon channel, action-button usability + click guards, an expanded spellbook (higher `MAX_SPELLS`, 24 skill-line tabs instead of stock 8) so all-class spells render, Paragon stat tooltips on the character sheet, and a tooltip post-processor that appends ", Paragon" to the "Classes:" line on class-restricted gear / glyphs (the server bypasses `AllowableClass` for class 12, but the engine paints the line red and omits Paragon — the Lua hook recolors it green and adds the name so the player can tell it's wearable). The paper-doll **ammo slot** follows stock visibility rules (shown for hunters / ranged weapons; hidden when `UnitHasRelicSlot` applies). |
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| `patch-enUS-6.MPQ` | ~160 KB | The `ParagonAdvancement` addon. Replaces the talent pane (`N` key) for Paragon characters with the Character Advancement panel: per-class spell tabs, talent grid, Overview/Search tabs, AE/TE currency, commit / reset / preview, login-time toast suppression. |
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| `Wow.exe` | ~7.5 MB | 3.3.5a (build 12340) client byte-patched to skip the MPQ signature check so custom `patch-enUS-N.MPQ` files load. Diff against stock is a few bytes; everything else is unchanged. |
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@@ -233,7 +233,12 @@ tools\build_paragon_advancement_patch.ps1 -Deploy # -> patch-enUS-6.MPQ
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`patch-enUS-4.MPQ` is the DBC + GlueXML bake; the bake scripts live with
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the rest of the dev tooling and are not part of this repo by design
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(see the repo-tidy policy in `README.txt` next to this file).
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(see the repo-tidy policy in `README.txt` next to this file). Typical
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order on a maintainer machine:
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1. `fractured-tooling/from-workspace-root/_patch_spell_dbc_runes.py` — stage `Spell.dbc` with `RuneCostID` cleared.
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2. `fractured-tooling/from-workspace-root/_patch_spell_dbc_reagents.py` — same staged `Spell.dbc`, clear class-spell reagents for client preflight.
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3. `fractured-tooling/from-workspace-root/_make_paragon_dbc_patch.py` — rebuild `ChrClasses` / `CharBaseInfo` / game tables, then pack `patch-enUS-4.MPQ`.
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The patched `Wow.exe` is a one-time hex-edit of the stock 3.3.5a
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client. The diff is publicly documented in the WoW emulation community
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@@ -65,6 +65,37 @@ public:
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return true;
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}
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// Unified relic / ranged slot for class 12.
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// ----------------------------------------------------------------
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// CLASS_CONTEXT_EQUIP_RELIC is read in exactly two places in core
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// (PlayerStorage.cpp): FindEquipSlot's INVTYPE_RELIC switch, which
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// routes Librams/Idols/Totems/Misc/Sigils into EQUIPMENT_SLOT_RANGED
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// for the matching class only, and CanEquipUniqueItem's per-subclass
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// proficiency gate. By claiming this context for paladin/druid/
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// shaman/warlock/dk we let Paragon drop any of those relics into the
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// ranged slot exactly the same way each native class does, with no
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// core patch and no other side effects (the constant is not read
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// anywhere else in the codebase).
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//
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// Bows/guns/crossbows already equip via the regular
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// INVTYPE_RANGED/RANGEDRIGHT routing -- weapon proficiencies for
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// class 12 are seeded by the Paragon proficiency SQL migrations, so
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// they pass the GetSkillValue check in CanEquipUniqueItem.
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if (context == CLASS_CONTEXT_EQUIP_RELIC)
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{
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switch (unitClass)
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{
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case CLASS_PALADIN:
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case CLASS_DRUID:
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case CLASS_SHAMAN:
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case CLASS_WARLOCK:
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case CLASS_DEATH_KNIGHT:
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return true;
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default:
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break;
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}
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}
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return std::nullopt;
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}
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@@ -5368,6 +5368,44 @@ void SpellMgr::LoadSpellInfoCorrections()
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LockEntry* key = const_cast<LockEntry*>(sLockStore.LookupEntry(36)); // 3366 Opening, allows to open without proper key
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key->Type[2] = LOCK_KEY_NONE;
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// Fractured: strip reagent requirements from every player-class spell at
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// load time. Filtered by SpellFamilyName != 0 so that profession spells
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// (cooking, alchemy, enchanting, blacksmithing, jewelcrafting, leatherworking,
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// tailoring, engineering, inscription, mining, herbalism, skinning, fishing,
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// first aid — all SpellFamilyName == SPELLFAMILY_GENERIC == 0) keep their
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// mats and only the class abilities that asked for ankhs / candles / soul
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// shards / verdant spheres / etc. cast freely. Done here in core spell
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// data rather than as a runtime bypass in Spell::CheckItems / TakeReagents
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// so the change is data-driven (the in-memory SpellInfo simply has no
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// reagents to require). The client-side preflight is mirrored by the
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// matching Spell.dbc patch shipped via patch-enUS-4.MPQ
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// (fractured-tooling/_patch_spell_dbc_reagents.py).
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{
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uint32 fixedClassSpells = 0;
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for (uint32 spellId = 1; spellId < sSpellMgr->GetSpellInfoStoreSize(); ++spellId)
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{
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SpellInfo const* info = sSpellMgr->GetSpellInfo(spellId);
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if (!info || info->SpellFamilyName == 0)
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continue;
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bool hadAny = false;
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for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++i)
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if (info->Reagent[i] != 0 || info->ReagentCount[i] != 0)
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{ hadAny = true; break; }
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if (!hadAny)
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continue;
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SpellInfo* mut = const_cast<SpellInfo*>(info);
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for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++i)
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{
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mut->Reagent[i] = 0;
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mut->ReagentCount[i] = 0;
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}
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++fixedClassSpells;
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}
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LOG_INFO("server.loading", ">> Fractured: cleared reagents on {} class spells", fixedClassSpells);
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}
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LOG_INFO("server.loading", ">> Loading spell dbc data corrections in {} ms", GetMSTimeDiffToNow(oldMSTime));
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LOG_INFO("server.loading", " ");
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}
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