* First pass of player_event_loot_items
* Second pass of player_event_loot_items
* Third pass of player_event_loot_items
* Example without RecordDetailEvent template
* Cleanup the removal of the template
* Fourth Pass
Add retention for etl tables
Rename tables/fields to etl nomenclature
Combine database work to one atomic load
* Reposition to reduce db tasks
* Refactor etl processing for easier additions
* Add merchant purchase event
testing passed though appears that the event itself has a few bugs. Will fix them in another commit
* Fix PlayerEventMerchantPurchase in client_packet.cpp
* WIP - Handin
* Handin Event added
* Cleanup
* All a rentention period of 0 days which deletes all current records.
* Updates
Cleanup and refactor a few items.
* Cleanup and Formatting
Cleanup and Formatting
* Add etl for
Playerevent::Trade
PlayerEvent::Speech (new event to mirror functionality of qs_speech
* Add etl for
Playerevent::KilledNPC, KilledNamedNPC and KilledRaidNPC
* Add etl for Playerevent::AA_purchase
Add etl for Playerevent::AA_purchase
* Cleanup before PR
* Review comment updates.
* Add world cli etl:settings to output a json on all player event details.
* Add reserve for all etl_queues
Correct a failed test case for improper next id for etl tables when table is first created.
* Potential solution for a dedicated database connection for player events.
* Simple thread for player_events. Likely there is a better way to do this.
* Add zone to qs communications for recordplayerevents
First pass of enabling zone to qs direct transport to allow for PlayerEvents to bypass world.
* Cleanup a linux compile issue
* Add augments to LOOT ITEM and DESTROY ITEM
* Add augments to ITEMCREATION, FORAGESUCCESS, FISHSUCCESS, DESTROYITEM, LOOTITEM, DROPPEDITEM, TRADERPURCHASE, TRADERSELL, GUILDTRIBUTEDONATE and cleaned up the naming convention of augments
* Formatting fixes
* Swap out GetNextTableId
* Statically load counter
* Add counter.clear() since the counter is static
* Upload optional QS conversion scripts
* Remove all qs_tables and code referencing them
* Update database.cpp
* Simplify ProcessBatchQueue
* Simplify PorcessBatchQueue
* Simplify event truncation
* Build event truncation to bulk query by retention groups
* Post rebase
* Update player_events.h
* Fix build
* Update npc.cpp
* First pass of direct zone to qs sending for player events
* Remove keepalive logic
* Fix event ordering
* Cleanup
* Update player_event_logs.cpp
* Wipe event data after ETL processed
* Split up database connections, hot reload logs for QS
* Load rules from database vs qs_database
* Update player_event_logs.cpp
* Hot toggle queryserv connect
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* 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>