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@@ -15,16 +15,20 @@ This file is the table of contents and install guide.
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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` | ~57 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 (including filtering duplicate “attack power from strength” lines so the paper doll matches server AP), 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), and **PetFrame** re-anchored so the **pet unit frame sits below the rune row** for Paragon (stock layout had runes overlapping the pet portrait). 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` | ~123 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, a **PETS** tab with live hunter pet talent trees (preview learn, no TE/AE cost), a dedicated **Reset Pet Talents** control (server `PARAA` `C RESET PET TALENTS` — instant, no gold, no confirmation; requires matching worldserver), and bottom-row **Reset all Abilities / Reset Build / Reset all Talents** disabled while on the PETS tab so those paths cannot dismiss the pet or unlearn Tame Beast. |
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| `patch-enUS-6.MPQ` | ~134 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, a **PETS** tab with live hunter pet talent trees (preview learn, no TE/AE cost), a dedicated **Reset Pet Talents** control (server `PARAA` `C RESET PET TALENTS` — instant, no gold, no confirmation; requires matching worldserver), bottom-row **Reset all Abilities / Reset Build / Reset all Talents** disabled while on the PETS tab so those paths cannot dismiss the pet or unlearn Tame Beast, and a **Builds** page (full-pane overlay opened from the bottom-row Builds button) for saving named, icon-tagged loadouts: New Build (+) icon picker reuses `MACRO_ICON_FILENAMES`, right-click for edit/delete, shift-left-click to favorite (favorites bubble to the top), left-click pops a Load Build confirm. Build swaps reset + refund AE/TE, re-spend on the saved recipe, and **park hunter pets** to `PET_SAVE_NOT_IN_SLOT` so their name/talents/exp are preserved across swaps. |
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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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Server and client work as a pair: the addon talks to `mod-paragon` on the
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worldserver via `WHISPER` addon-channel messages with the `PARAA` prefix
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(currency push, spell/talent snapshot, commit, combo points, rune
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cooldowns, learn-toast silence window, and **`C RESET PET TALENTS`**
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for hunter pet talent resets from the Character Advancement PETS tab).
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Mismatched versions usually
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manifest as the panel rendering blank or AE/TE reading 0/0.
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cooldowns, learn-toast silence window, **`C RESET PET TALENTS`**
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for hunter pet talent resets from the Character Advancement PETS tab,
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and the **build catalog** verbs `Q BUILDS` / `C BUILD NEW` / `C BUILD
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EDIT` / `C BUILD DELETE` / `C BUILD FAVORITE` / `C BUILD LOAD` for the
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saved-loadout system on the Builds page). Build swaps require the
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matching worldserver image because the swap path is server-driven
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(snapshot → reset → re-spend → pet park/unpark). Mismatched versions
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usually manifest as the panel rendering blank or AE/TE reading 0/0.
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---
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@@ -0,0 +1,62 @@
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-- mod-paragon Character Advancement: Build catalog (saved loadouts).
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-- ----------------------------------------------------------------------------
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-- A "build" is a named, icon-tagged loadout of panel-purchased spells and
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-- talent ranks. Each Paragon character can save many builds and swap
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-- between them via the Builds page in the Character Advancement panel.
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--
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-- Swap workflow (see HandleBuildLoad in Paragon_Builds.cpp):
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-- 1. If a build is currently active, snapshot the player's current
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-- panel-purchased spells + per-spec talent ranks into that build's
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-- recipe rows (overwriting the stored recipe).
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-- 2. If the active build's hunter pet is currently summoned, unsummon
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-- it to PET_SAVE_NOT_IN_SLOT and store its `pet_number` on the
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-- active build row so it can be restored on swap-back.
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-- 3. Reset all panel-bought abilities and talents (refunding AE/TE).
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-- 4. Re-buy each spell + talent in the target build's recipe (charging
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-- AE/TE; aborts if insufficient AE/TE -- player keeps refunded
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-- currency in that case and active becomes NULL).
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-- 5. Move the target build's parked pet (if any) back to current.
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-- 6. Update active_build pointer.
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--
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-- Pet ownership: a parked pet sits in `character_pet` with slot=100
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-- (PET_SAVE_NOT_IN_SLOT), exactly like the engine's stable-master
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-- offload, but tied to the build via `pet_number` instead of any
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-- in-game stable slot. Build deletion drops the parked pet rows
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-- entirely (PET_SAVE_AS_DELETED equivalent) -- player is warned.
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-- ----------------------------------------------------------------------------
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CREATE TABLE IF NOT EXISTS `character_paragon_builds` (
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`build_id` INT UNSIGNED NOT NULL AUTO_INCREMENT,
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`guid` INT UNSIGNED NOT NULL COMMENT 'characters.guid',
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`name` VARCHAR(32) NOT NULL,
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`icon` VARCHAR(64) NOT NULL DEFAULT 'INV_Misc_QuestionMark',
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`is_favorite` TINYINT UNSIGNED NOT NULL DEFAULT 0,
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`pet_number` INT UNSIGNED NULL COMMENT 'character_pet.id of parked hunter pet, NULL when no pet bound to this build',
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`created_at` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
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PRIMARY KEY (`build_id`),
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KEY `idx_guid` (`guid`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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COMMENT='mod-paragon: saved Character Advancement build catalog';
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CREATE TABLE IF NOT EXISTS `character_paragon_build_spells` (
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`build_id` INT UNSIGNED NOT NULL,
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`spell_id` INT UNSIGNED NOT NULL,
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PRIMARY KEY (`build_id`, `spell_id`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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COMMENT='mod-paragon: per-build recipe -- panel-purchased spells';
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CREATE TABLE IF NOT EXISTS `character_paragon_build_talents` (
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`build_id` INT UNSIGNED NOT NULL,
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`spec` TINYINT UNSIGNED NOT NULL COMMENT '0 = primary spec, 1 = secondary (dual spec)',
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`talent_id` SMALLINT UNSIGNED NOT NULL,
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`rank` TINYINT UNSIGNED NOT NULL,
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PRIMARY KEY (`build_id`, `spec`, `talent_id`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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COMMENT='mod-paragon: per-build recipe -- panel-purchased talent ranks per spec';
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CREATE TABLE IF NOT EXISTS `character_paragon_active_build` (
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`guid` INT UNSIGNED NOT NULL COMMENT 'characters.guid',
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`build_id` INT UNSIGNED NOT NULL COMMENT 'character_paragon_builds.build_id (per-character active pointer)',
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PRIMARY KEY (`guid`)
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) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci
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COMMENT='mod-paragon: pointer to whichever build is currently loaded (one row per Paragon character)';
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@@ -0,0 +1,30 @@
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-- mod-paragon Character Advancement: Builds catalog schema cleanup.
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-- ----------------------------------------------------------------------------
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-- Two changes:
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-- 1. Drop `is_favorite` -- the favorite flag and shift-click-to-favorite
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-- flow are removed. Builds are now ordered solely by build_id ASC.
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-- 2. Add `share_code` CHAR(6) -- a random alphanumeric token generated
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-- server-side at build creation that uniquely identifies a saved
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-- build across the realm. Players exchange codes out-of-band and
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-- use the BuildsPane "Load Build!" share box to import a copy of
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-- the build (name + icon + spell + talent recipe) into their own
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-- catalog. The copy gets a fresh share_code so re-sharing is
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-- always traceable to the latest owner; the original isn't touched.
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--
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-- The column is NULL-tolerant so any rows that pre-date this migration
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-- (created under 2026_05_10_03's schema) coexist cleanly. The server
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-- backfills NULLs lazily in PushBuildCatalog -- the next time a player
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-- opens the BuildsPane on a Paragon character, any of their builds that
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-- still have a NULL share_code will get one generated and persisted.
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--
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-- Charset: 31 unambiguous chars (A-Z minus I/O minus 0/1) gives 31^6 ~=
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-- 887M codes; collision retry on insert keeps probability of a duplicate
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-- vanishing for any realistic catalog size.
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-- ----------------------------------------------------------------------------
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ALTER TABLE `character_paragon_builds`
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DROP COLUMN `is_favorite`,
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ADD COLUMN `share_code` CHAR(6) NULL DEFAULT NULL
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COMMENT 'random alphanumeric token for import-by-code; lazily generated'
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AFTER `icon`,
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ADD UNIQUE INDEX `uk_share_code` (`share_code`);
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File diff suppressed because it is too large
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