- mod-paragon: Paragon_Essence addon channel (PARAA), commit queue, resets, spell chain learn with passive child tracking, silence-window hints for cascade learns, trainer exemptions for pet/portal trainers - SQL: character_paragon_panel_* tables, paragon_spell_ae_cost world data - Core: Player Paragon class talent learn hook; Trainer skip for Paragon where appropriate - Ignore local build-worldserver.log Co-authored-by: Cursor <cursoragent@cursor.com>
mod-paragon
Server-side support module for the custom CLASS_PARAGON (id 12).
What it does today
Hooks Player::IsClass / Player::HasActivePowerType so Paragon
inherits Death Knight ability mechanics where it matters:
- Rune system:
InitRunes, rune cooldown tick, runic power regen,Spell::CheckRuneCost/Spell::TakeRunePower,SMSG_RESYNC_RUNEScast flags, combat exit grace reset. - DK ability scripts:
spell_dk_*,MUST_BE_DEATH_KNIGHTcast result, DK aura effects.
It is intentionally narrow: the hook only fires for
(realClass == PARAGON, queriedClass == DEATH_KNIGHT, context == CLASS_CONTEXT_ABILITY).
Other DK-flavored contexts (Ebon Hold teleport gating, heroic start
level, DK-only taxi mount, talent point math on Ebon Hold, etc.) keep
their normal behavior for Paragon.
HasActivePowerType additionally claims POWER_RUNIC_POWER and
POWER_RUNE for Paragon, which keeps the rune pool sized correctly
in Player::InitStatsForLevel even if Paragon's primary power type is
later switched away from runic power.
Building
Auto-detected by modules/CMakeLists.txt (GetModuleSourceList globs
every subdirectory). No additional CMake plumbing is needed; rebuild
the worldserver image and the loader symbol Addmod_paragonScripts
gets linked into the static modules target.