Fix buff suppression state not persisting across zones

When a player zones while having suppressed buffs (via the spell
suppression system), the suppression state was not saved to the
database. On zone-in, suppressed buffs were restored as normal active
buffs, causing non-persistent illusions to be incorrectly removed.

Changes:
- Add 'suppressed' column to character_buffs table (tinyint, default 0)
- SaveBuffs(): Save suppressed flag (1 when buff is in SPELL_SUPPRESSED state)
- LoadBuffs(): Restore buffs in suppressed state when suppressed=1,
  setting spellid=SPELL_SUPPRESSED and populating suppressedid/
  suppressedticsremaining from the saved spell_id and ticsremaining
- LoadBuffs(): Skip suppressed buffs in the illusion/charm removal loop
  so they are not incorrectly stripped on zone-in

Fixes #33
This commit is contained in:
Vayle
2026-01-31 02:24:33 +00:00
parent b3c40242f0
commit 9d98f95317
3 changed files with 29 additions and 2 deletions
+15 -2
View File
@@ -2928,6 +2928,7 @@ void ZoneDatabase::SaveBuffs(Client *client)
e.caston_z = buffs[slot_id].caston_z;
e.ExtraDIChance = buffs[slot_id].ExtraDIChance;
e.instrument_mod = buffs[slot_id].instrument_mod;
e.suppressed = suppressed ? 1 : 0;
v.emplace_back(e);
}
@@ -2999,14 +3000,26 @@ void ZoneDatabase::LoadBuffs(Client *client)
buffs[e.slot_id].virus_spread_time = 0;
buffs[e.slot_id].UpdateClient = false;
buffs[e.slot_id].instrument_mod = e.instrument_mod;
buffs[e.slot_id].suppressedid = 0;
buffs[e.slot_id].suppressedticsremaining = -1;
if (e.suppressed) {
buffs[e.slot_id].suppressedid = e.spell_id;
buffs[e.slot_id].suppressedticsremaining = e.ticsremaining;
buffs[e.slot_id].spellid = SPELL_SUPPRESSED;
buffs[e.slot_id].ticsremaining = 0;
} else {
buffs[e.slot_id].suppressedid = 0;
buffs[e.slot_id].suppressedticsremaining = -1;
}
}
// We load up to the most our client supports
max_buff_slots = EQ::spells::StaticLookup(client->ClientVersion())->LongBuffs;
for (int slot_id = 0; slot_id < max_buff_slots; ++slot_id) {
if (buffs[slot_id].spellid == SPELL_SUPPRESSED) {
continue;
}
if (!IsValidSpell(buffs[slot_id].spellid)) {
continue;
}