- Replace the "favorite" toggle with import-by-share-code: every build
gets a 6-char realm-unique alphanumeric code on creation; pasting one
into the BuildsPane share box copies the recipe (name + icon + spells
+ talents) into the importer's catalog as a new build, with a fresh
share code so the imported copy can be re-shared independently.
- Add C BUILD UNLOAD verb so the client can clear a stale active-build
pointer without forcing a swap. Wired to a new "Unload (clear active)"
right-click context menu entry on the active build.
- Per-build tooltip now shows "Remaining if loaded: X AE / Y TE",
computed server-side as total_earned - recipe_cost. Negative renders
red so the player sees insufficient-currency cases before clicking
Load. Suppressed for the active build (HandleBuildLoad short-circuits
on target == active so the line would be misleading).
- Schema migration 2026_05_10_04.sql: drop is_favorite from
character_paragon_builds and add share_code CHAR(6) UNIQUE NULL with
lazy backfill on every PushBuildCatalog (so pre-migration rows pick
up codes the first time the player opens the panel).
Co-authored-by: Cursor <cursoragent@cursor.com>
Server-side Character Advancement now stores named, icon-tagged build
recipes (panel-purchased spells + per-spec talent ranks) and atomically
swaps between them by snapshotting the active build, refunding AE/TE
through HandleParagonReset{Talents,Abilities}, and re-spending on the
target recipe. Hunter pets attached to a build are parked to
PET_SAVE_NOT_IN_SLOT (mirroring HandleStableSwapPet) so name, talents,
and exp survive swaps; non-hunter pets (warlock demon, DK ghoul, mage
water elemental) are NOT parked because the engine resummons them from
a fresh template each cast.
New PARAA verbs: Q BUILDS / C BUILD NEW / C BUILD EDIT / C BUILD
DELETE / C BUILD FAVORITE / C BUILD LOAD. The catalog is pushed on
login and after every mutation as a single addon message.
Schema (mod-paragon migration 2026_05_10_03.sql):
- character_paragon_builds (build_id PK, guid, name, icon, is_favorite,
pet_number, created_at)
- character_paragon_build_spells (build_id, spell_id)
- character_paragon_build_talents (build_id, spec, talent_id, rank)
- character_paragon_active_build (guid PK, build_id)
The talent recipe table is spec-keyed so a build remembers tank/dps
dual-spec layouts independently. Swaps are blocked while in combat.
Co-authored-by: Cursor <cursoragent@cursor.com>
mod-paragon Paragon_Essence.cpp:
- Broaden SkillLinesLinkedToSpell: collect every SkillLineAbility row for
an anchor spell regardless of AcquireMethod, so anchor spells whose
primary SLA uses AcquireMethod 0 (e.g. Blood Strike) correctly identify
their skill lines and let the dependent classifier do its job.
- IsSpellSkillLineCascadeDependent / RevokeUnwantedCascadeSpellsForPlayer
use the broadened helper. HandleCommit calls the post-purchase sweep
immediately so the spellbook never carries lingering cascade dependents
(Blood Presence / Forceful Deflection / Death Coil / Death Grip).
- New character_paragon_panel_spell_revoked table tracks which active
dependents we've revoked per (guid, parent) so OnPlayerLogin can
re-revoke them after AC's _LoadSkills -> learnSkillRewardedSpells
silently re-grants them.
- OnPlayerLogin opens the client SILENCE window via SendSilenceOpenForCommit
with an empty allow list and intentionally omits the matching
SendSilenceClose: the chat frame buffers CHAT_MSG_SYSTEM during the
loading screen and only flushes after PLAYER_ENTERING_WORLD, so a paired
CLOSE would shut the filter before the buffered "you have unlearned X"
toasts hit it. The addon's 8s fail-open closes the window after the flush.
- New `.paragon hat` chat command for diagnosing Honor Among Thieves
triggers (talent rank, learned spell, applied aura, proc table entry).
mod-paragon Paragon_SC.cpp:
- OnPlayerUpdate pushes server-authoritative combo points to the client
via PARAA "R CP <n>" whenever the count changes. The client-side
ComboFrame Paragon simulator listens for this and updates the target
frame, fixing HAT-generated CP not displaying (HAT's trigger casts
with a null target, which the combat-log inference path can't see).
- OnPlayerUpdate also pushes "R RUNES <cd0..cd5>" (ms remaining per
rune slot) on rune mask changes, so the client RuneFrame simulator
stays in lock-step with Spell::TakeRunePower instead of drifting
through combat-log latency.
mod-paragon SQL:
- New updates/2026_05_09_00.sql migration creates
character_paragon_panel_spell_revoked for AC's auto-DBUpdater so a
fresh checkout can stand up an existing characters DB without
manual intervention. Matching CREATE TABLE IF NOT EXISTS in
base/character_paragon_panel_learned.sql for fresh installs.
mod-paragon conf:
- New Paragon.Diag.PanelLearn flag traces every PanelLearnSpellChain
commit (chain ids, before/after spell-map sizes, side-spell
classification) for diagnosing "spell reappears on relog" bugs.
Co-authored-by: Cursor <cursoragent@cursor.com>