* Add sending evolving items via parcels
Send, retrieve and inspect tested ok
* Sell evolving items to a merchant and purchase tested ok.
* Fix a problem with potions and quantity
* [Corpses] Add corpse entity variables to DB
- When corpses have entity variables add/remove/modified it will update the database accordingly.
- Corpse loading will pull the database values if they exist.
* Updates per review
* Update version.h
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Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Quest API] Add Last Login and First Login Flags to EVENT_CONNECT
* Push
* Update base_character_data_repository.h
* Update version field
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Co-authored-by: Chris Miles <akkadius1@gmail.com>
* Save spawns
* Update base_zone_state_spawns_repository.h
* Zone state save work
* Code cleanup
* More cleanup
* Database migration
* Update database_update_manifest.cpp
* Revert decay at storage model
* Code cleanup
* More cleanup
* More cleanup
* More cleanup
* Entity variables
* Add entity variables to the schema
* Post rebase
* Checkpoint
* Serialize / deserialize buffs
* Current hp / mana / end save / load
* Save / load current_waypoint
* Add zone spawn protection
* Finishing touches
* Cleanup
* Update zone_save_state.cpp
* Cleanup
* Update zone_save_state.cpp
* Update npc.cpp
* Update npc.cpp
* More
* Update perl_npc.cpp
* Update zone_loot.cpp
This removes the separate Expedition class and moves lockout code and
/dz command handlers into DynamicZone classes. It also refactors some
code to reduce bloat and some database usage.
This completes the effort of moving everything to DynamicZone that
started when implementing shared tasks. It also makes sense to do this
since expeditions are just dynamic zones internally despite dzs being
used for other types. Expedition specific things are just handled with
dz type checks.
Functionally nothing should change. This is mainly internal refactoring
and moving code around along with some bug fixes and reduced database
usage.
Main changes:
- The `expeditions` database table has been removed
- Expeditions no longer use a separate id, the expedition id is just the dz id
- Expedition lock state and replay timer option were moved to the
`dynamic_zones` table
- Expeditions no longer have a separate cache from dynamic zones
- Expedition creation no longer has every zone query the database to cache it
- Expedition internal lockouts are now stored on DynamicZone
- The `expedition_lockouts` table has been renamed to `dynamic_zone_lockouts`
- Fixed a small bug with the UpdateLockoutDuration api where the
internal lockout would get the time added twice in memory in the
initiating zone (this api is likely rarely used)
- Fixed an issue where use of the group/raid DoesAnyMemberHaveExpeditionLockout
api would query once for every out of zone character.
- This api now checks all members in the current zone first and only
performs a single bulk query for out of zone members if that check
is exhausted
- Deprecated the max_check_count param of DoesAnyMemberHaveExpeditionLockout,
the quest api still exists to avoid api break but a passed arg has no effect
* First pass of a re-write of Guild Bank to enable RoF2 features
* Testing - Corrected a few bugs with merging, splitting and withdrawing
* Testing - Corrected a few bugs with depositing of bags
* Added player event logging for deposit, withdrawal and movement between deposit to main area.
* Fix the guilddelete routine
Fix the guilddelete routine as a result of the new guild_bank table structure
* Fix an issue with items not being withdrawn correctly.
* Final Testing Phase 1 - A few failures to be resolved yet.
* Final Testing Phase 2 - Looks good
* Final Testing Phase 3 - Repair a visual bug with withdrawal of items with charges
* Cleanup
* Formatting feedback updates
* Rebase and fix version.h
* Fix manifest issue after changes
* [Commands] [Hotfix] Fix Illusion Block
This wasn't properly being set or saved if bots were not enabled, moved to extended character profile for players.
* Move out of EPP
* ValueWithin
* I learned a new word today - idempotent
I'm dumb. Will forget it tomorrow.
* Move saving to ZoneDatabase, inline SetIllusionBlock
* [Bug] Item Purchase Offset when multiple buyers are buying at the same time.
- Much of the code lifted from TAKP/P2002 and adapted
- Needs Testing
- This should help prevent situations where multiple people are purchasing items from a merchant and both attempt to purchase the same temp merchant or limited item, it should result in the later person recieving a notice that the item no longer exists and refreshes the merchant table.
- Updated strings
* fix formatting
* Push
* Update client.cpp
* Update database_update_manifest.cpp
* Update database_update_manifest.cpp
* Update database_update_manifest.cpp
* Update client.cpp
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Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>