Files
Fractured/modules/mod-paragon
Docker Build 7298d89c9a mod-paragon: default HasActivePowers on for rage from white hits
Paragon OnPlayerHasActivePowerType only reported POWER_RAGE when
Paragon.MultiResource.HasActivePowers was true. Core melee rage uses
Unit::DealDamage -> HasActivePowerType(POWER_RAGE) before RewardRage;
missing module config (common on fresh clones / Docker without merged
mod_paragon.conf) fell through to GetOption(..., false) and white swings
never generated rage. Match mod_paragon.conf.dist and default the C++
fallback to true so Paragon behaves correctly out of the box. Set
Paragon.MultiResource.HasActivePowers = 0 only for intentional test builds.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-09 15:54:39 -04:00
..

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_RUNES cast flags, combat exit grace reset.
  • DK ability scripts: spell_dk_*, MUST_BE_DEATH_KNIGHT cast 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.