*OLD AI: Swarm pet would lock on to target until target died, then depop as soon as target died.
*NEW AI: Swarm pet will attack cast on target, NOT perma locked it can change targets if attacked
by something else that generate more hate. When target dies swarm pet will follow owner, if owner is
attacked by something else the swarm pet will attack it (until duration timer despawns the pet).
Updated perl quest function: MakeTempPet(Tspell_id, name=nullptr, duration=0, target=nullptr, sticktarg=0)
Implemented perl quest function: Mob::TypesTempPet(npctypesid, name=nullptr, duration=0, follow=0, target=nullptr, sticktarg=0)
Note: 'sticktarg' field will cause the swarm pet to use the OLD AI
Rule to use OLD AI only - default is disabled.
Optional SQL: utils/sql/git/optional/2014_11_15_SwarmPetTargetLock.sql
Note: This does not allow the raid leader to share raid leader XP
and since the raid leader doesn't gain group leadership, they can't
share that either.
is updated to a newer version. (Had a really nice load script coded..but, the supported version of MySQL doesn't support 'TEMPORARY' procedures, nor commit commands from
'PREPARE(d)' statements... :( )
Currently working: stat bonuses and client side only effects
Currently not working: Mark NPC and others that need more server side work
Currently only tested on UF, Ti and 62 may work, but not tested
SoF, SoD, and RoF need packet translators, which are most likely the same as UF
Default queue size 20 (World:TellQueueSize)
This doe not play well with multiple sessions and a toon crashes and relogs
Normal tells have issues as well.
This gives us a much more straight forward way of setting mob
attack delay with respect to live.
The attack_delay column is in 10ths of seconds, just like weapons are
The attack_speed is left for references for now.
- A 2.4GB character_ table will take 7 seconds to query on a SSD versus .1s on the character_lookup table
- This also causes applications like Magelo to burst reads of the entire character table because of the blob fields that come with the reads, as much as 500-600MB/s even if a indexed id filter is provided
- This field is synchronized on player save and has 0.001s DB hit
- When we split out from the blob, ideally this table can be removed, but it really does no harm in mirroring data when a 2.6GB character table mirrors everything subtracting blob data down to 8MB
- Required SQL: utils\sql\git\required\2014_08_24_character_lookup.sql
Most of the following changes are QueryServ related, fully implemented its original functionality to be able to offload
intensive or metric based logging to a remote server process that could exist on another server entirely
Implemented Player Event Logging Types (Go to table `qs_player_events`):
1 = Player_Log_Quest,
2 = Player_Log_Zoning,
3 = Player_Log_Deaths,
4 = Player_Log_Connect_State,
5 = Player_Log_Levels,
6 = Player_Log_Keyring_Addition,
7 = Player_Log_QGlobal_Update,
8 = Player_Log_Task_Updates,
9 = Player_Log_AA_Purchases,
10 = Player_Log_Trade_Skill_Events,
11 = Player_Log_Issued_Commands,
12 = Player_Log_Money_Transactions,
13 = Player_Log_Alternate_Currency_Transactions,
- All QueryServ logging will be implemented with a front end in EoC 2.0 very soon
Changed all QS Error related logging to 'QUERYSERV__ERROR'
(Natedog) (Crash Fix) Legacy MySQL bug revert for loading AA's COALESCE( from COALESCE (
Implemented Perl Quest objects (LUA still needed to be exported):
- quest::qs_send_query("MySQL query") - Will send a raw query to the QueryServ process, useful for custom logging
- quest::qs_player_event(char_id, event_desc); - Will process a quest type event to table `qs_player_events`
Added MySQL Tables:
- `qs_player_aa_rate_hourly`
- `qs_player_events`
- Source table structures from:
- utils\sql\git\queryserv\required\08_23_2014_player_events_and_player_aa_rate_hourly
To get the complete QueryServ schema, source from here:
- utils\sql\git\queryserv\required\Complete_QueryServ_Table_Structures.sql
Added rules for each logging type, source rules here with them enabled by default:
- utils\sql\git\queryserv\required\Complete_QueryServ_Rules_Enabled.sql
Spawn related logging cleanup
General code cleanup
Added queryserv.cpp and queryserv.h with QueryServ class
consistent across all relevant effects (treating avoidance
and hit chance bonuses equally).
Rule ArcheryHitPenalty will now calc correctly (Was doing basically nothing)
New field npc_types 'Avoidance' (add avoidance bonus to npc)
Rules for setting min / max chance to hit
Implemented innate defensive and range procs
Implemented ability to fine tune AI casting behavior/timers
Global rules for AI casting behavior/timers
NPC Ranged attack updates, set skill and ammo type in npc_types
Various clean ups in attack related functions.
Other minor fixes.
See Change Log, +required, +optional SQL