- 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>
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.