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At point of commit:
Basic character data, currency and AA are being loaded/saved from the database, currently working on the rest right now. - Character blob removed from load for testing. Lots of cleanup yet to be done so don't judge code yet. Saves: - Two FULL saves when looting a corpse, this has been reduced to just currency saves on initial loot and trimmed to one save since AddToMoneyPP did it already - Every time a player moves coin with any situation (Splits/Trades/Merchant/Skills/Bank Coin Exchange/Coin Moves), a full save is made, this is now just a currency save - Every time a player skilled up at a skill vendor, a full blob save hit was made, this is not just a currency hit
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-1
@@ -1048,8 +1048,12 @@ void Client::BuyAA(AA_Action* action)
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mlog(AA__MESSAGE, "Set AA %d to level %d", aa2->id, cur_level + 1);
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m_pp.aapoints -= real_cost;
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/* Do Player Profile rank calculations and set player profile */
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SaveAA();
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/* Save to Database to avoid having to write the whole AA array to the profile, only write changes*/
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// database.SaveCharacterAA(this->CharacterID(), aa2->id, (cur_level + 1));
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Save();
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if ((RuleB(AA, Stacking) && (GetClientVersionBit() >= 4) && (aa2->hotkey_sid == 4294967295u))
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&& ((aa2->max_level == (cur_level + 1)) && aa2->sof_next_id)){
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SendAA(aa2->id);
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