- PanelLearnSpellChain: record every non-chain passive as panel_spell_child; only revoke non-passive (Blood Presence, Death Coil, Death Grip, etc.). - RevokeUnwantedCascadeSpellsForPlayer: skip passive rewards on login sweep. - RevokeBlockedSpellsForPlayer: migrate legacy passive revoke rows to children; walk (parent, revoked) pairs from DB. - PruneSkillLineCascadeChildrenFromDb: only strip actives wrongly stored as children; never strip passives. - SpellInfoCorrections: set SPELL_ATTR0_PASSIVE on Forceful Deflection (49410) and Runic Focus (61455) so IsPassive() matches spellbook behavior. - PanelUnlearnTalentPurchase: mirror resetTalents (_removeTalentAurasAndSpells, _removeTalent, SendTalentsInfoData) so Beast Mastery loss triggers pet reset. - OnPlayerLogin: run legacy passive attach before scoped cascade sweep. - Add .paragon recalibrate GM command (RBAC modify): full panel reset + AE/TE reconciliation for selected player or self. 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.
SQL layout
SQL files live under data/sql/db-world/base/ and
data/sql/db-characters/base/ — the standard AzerothCore module path
that the built-in DBUpdater scans (see
src/server/database/Updater/UpdateFetcher.cpp). Files placed there
are applied automatically by worldserver / dbimport on startup and
recorded by hash in the updates table of the target database, so
re-runs are idempotent. Any new SQL added under those directories will
be picked up on the next container/server start without manual import.