Two paths still rejected glyph use on Paragon characters even after the earlier AllowableClass server bypass: 1. Spell::CheckItems (server) treated cast-from-glyph as a normal "equipped item required" cast and called HasItemFitToSpellRequirements, which only handles weapon/armor and falls through default for ITEM_CLASS_GLYPH -> SPELL_FAILED_EQUIPPED_ITEM_CLASS. Skip that check when the cast item itself is the glyph. 2. The 3.3.5 client engine pre-checks ItemTemplate.AllowableClass against the player's class locally and refuses the right-click before sending CMSG_USE_ITEM, regardless of what the server would do. Bake the Paragon class bit (1<<11 = 2048) into AllowableClass for every class-restricted item via a mod-paragon SQL migration so the engine's pre-check passes for class 12. Cache caveat: clients that previously inspected an affected item have the old AllowableClass cached in Cache/<locale>/itemcache.wdb; deleting the Cache folder forces a re-query. The server also caches item_template in memory at boot, so this migration only takes effect for clients after a worldserver restart (or .reload item_template) once the SQL has been applied -- DBUpdater handles the SQL automatically on the next start. 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.