The skill-line cascade in Player::learnSkillRewardedSpells re-fires from _LoadSkills (every login), UpdateSkillsForLevel (every level-up), UpdateSkillPro (every weapon-skill tick on a training dummy), and SetSkill (first time a class skill is granted). Each pass re-grants every SkillLineAbility-tagged class ability on the matching skill line, which leaks Blood Presence / Death Coil / Death Grip / etc. back into the spellbook within seconds even after the player intentionally refunded them via the Character Advancement panel. Path B fix: a 5-line guard at the top of learnSkillRewardedSpells skips the cascade for class-category skill lines on CLASS_PARAGON characters. mod-paragon already calls Player::learnSpell directly for the abilities the player actually purchased (and their attached passives), so the panel becomes the sole authority over class abilities. Profession, weapon, language, and racial cascades stay enabled so recipe auto-learn, weapon proficiencies, and racial perks still work. Side effect: passives that previously rode along on the cascade (Forceful Deflection on Blood Strike, Runic Focus on Icy Touch) must be force-attached the same way Blood Plague / Frost Fever already are. Extend kAttached and kFixup in Paragon_Essence.cpp to do that; existing characters self-heal on next login. Backfill paragon_spell_ae_cost for 42 spells newly exposed by the panel after the ClassMask=0 filter was removed from the client catalog generator (Lava Burst, Hex, Evocation, Kill Shot, Path of Frost, Horn of Winter, Rune Strike, Raise Ally, Dark Command, etc.). Migration is INSERT IGNORE so any per-spell tuning on existing rows is preserved. 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.