* basic evolving items framework created
* Implement evolving tab in the inventory window
* Implement experience and number of kills
* Move zone evolving map to a evolvingitemsmanager class
* rework gm commands
* rework GetInventory
* wip
* wip loot testing
* Fix Duplicate Message
* reworked evolving item looting, swapping, etc
* reworked const functions for evolving methods
* Functioning Player Trade of evolving items test item_id is 89550
* First pass of Final Result link working
* First pass of item upgrading when reaching 100%
* Add strings and logic for displaying the evolving item xp transfer window in Corathus
* Prototype of xp transfer window sending items
* WIP for evolve xp transfer
* WIP for evolve xp transfer. First tests passed
* XP Transfer Cleanup
* XP Transfer Cleanup
* Add Rule for evolving items equip timer/ default is 30 secs
* Add logging and player events
Add logging and player events
* Formatting
* Database updates
* Updates for linux build
* Perl/Cleanup
* Command cleanup
* Lua
* Added a crash condition check if final item id is blank or not found.
* Review Changes
Updates to resolve review comments and a rebase.
* migrate to content_db for items_evolving_details
migrate to content_db for items_evolving_details
* Simplify, don't hit database unless evolving
* Update 2025_01_19_items_evolving_details.sql
* Update client.cpp
* Update manifest with items_evolving_details
* character_id vs char_id
* Remove _Struct from structs
* Remove license header in evolving.cpp
* Move evolving constants from eq_constants.h to evolving.h since it is more specific
* Update database_schema.h
* General cleanup
* Be more specific with `evolving_items` vs `evolving`
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Add Parcel Feature
Add the parcel system for RoF2 client
* Fixed a duplicate define
* Reformat
reformating and review changes
* Further Formatting
* Memory Mgmt Updates
Refactored to using unique_ptr/make_unique/etc to avoid manual memory mgmt.
Other format changes
* Refactor db structure
Refactor for db structure of parcels to character_parcels
Removal of parcel_merchants
Addition of npc_types.is_parcel_merchant
Cleanup as a result
* Refactor to use item id 99990 for money transfers. Removed the money string function as a result, though simplified the messaging related to money. Other updates based on feedback.
* Move prune routine out of scheduler and into a world process.
Removed RuleI from #define
* Update
* Update database.cpp
* Update database_update_manifest.cpp
* Update main.cpp
* Update client_process.cpp
* Update parcels.cpp
* Remove parcel merchant content to optional sql instead of manifest.
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Skill Caps] Remove from shared memory and simplify
- Removes Skill Caps loading from shared memory and puts it into zone.
- Adds `id` column to `skill_caps`.
- Remove primary keys and use `id` as primary key.
- Add unique index using `skill_id`, `class_id`, `level`, and `cap`.
- Renames `class` to `class_id` in `skill_caps` table.
- Renames `skillID` to `skill_id` in `skill_caps` table.
- Regenerates Skill Caps repository.
- Adds `#reload skill_caps` to reload skill caps in real time.
* Update groups.cpp
* Update groups.cpp
* [Base Data] Remove from shared memory and simplify
- Removes Base Data loading from shared memory and puts it into zone.
- Changes type of `level` and `class` to `uint8_t` from `uint32_t` for consistency since we're renaming fields here anyway.
- Renames `unk1` to `hp_regen` in `base_data` table.
- Renames `unk2` to `end_regen` in `base_data` table.
- These changed fields were already mapped, we just hadn't renamed them for whatever reason.
- Regenerates Base Data repository.
- Adds `#reload base_data` to reload base data in real time.
* Cleanup
* Update shareddb.h
* Cleanup.
* Update shareddb.cpp
* Update main.cpp
* [Factions] Remove from shared memory and simplify
- Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories.
- This affects NPC Factions and Faction Associations.
* Bug fixes.
* Update client.cpp
* Update client.cpp
* Update client.cpp
* Cleanup
* Update client.cpp
* Update client.cpp
* Update client.cpp
* Final push
* Update CMakeLists.txt
* Consolidate reloading.
* [Cleanup] PR # 3999 (#4039)
* [Fixes for PR # 3999
* [Reload actual in game factions, not just the umbrella data.
* syntax
* Fix typo
* Foix bug where primary_faction not filled in when no hits
* Fix typos
* Fix splash factions for kills.
* Fix typo
* Fix more variable names to be accurate
* Fix Loads to load new ones as they come in.
* Load npc_factions without primary (tasks) and support old task faction
* Rename to make way for new LoadFactionAssocition (by faction_id)
* Fix some review comments
* Add code to load factions for splash tasks and quests.
* Fix issue with sign and RewardFaction, fix Log Message
---------
Co-authored-by: Paul Coene <noudess@gmail.com>
* MYSQL objects cannot be copied in a well defined way, this removes the copy and replaces it with another connection
* Change to share underlying pointers.
* Push up mutex changes
* Post rebase
* Formatting
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Add faction logging category
Probably should use this for more things
* Add FactionAssociation struct
This is simply just a struct that contains an array of faction ids and
multiplier. This can hold a maximum of 10 entries (Seru hit is 8, so 2
extra) this can be raised if need be.
* Add database changes and other data point changes
This is all the database changes and loading changes
Included is an optional SQL that will be used as a starting point, there
is likely errors or typos, but we will fix those as they are discovered.
* Add Client::RewardFaction function
This just takes the faction ID and the magnitude of the primary faction
hit and calculates the rest.
The minimum change will be either 1 or -1. We stop processing after we
see an ID of 0 and assume there will be no later entries.
The primary faction ID will always receive a hit even if there is no
faction association entries
* Add users of RewardFaction to NPC death, tasks, and QuestRewards
This will only use the new system if the magnitude is set, otherwise we
will just use the old system still
* Add quest system calls and lua QuestReward support
* Add #factionassociation command
This just calls RewardFaction, mostly useful for debugging
* [Code Cleanup] Zone data loading refactor
* Update client_packet.cpp
* strcpy adjustments
* Ensure safe points get reloaded properly
* Simplify GetPEQZone and getZoneShutDownDelay
* Bring in zone_store where needed
* Update client.cpp
* Signature
* Signature
* Convert helpers to using pointers
* PR comment
* Update worlddb.cpp
* Fix loading for instances
* Fix zoning with fallback as well
* Another place for instance fallback