There is a small display bug with the initial cast of the spell,
but it updates quickly enough that it shouldn't be too noticeable
This still needs to be fixed though
Changed SendBuffDurationPacket to take a Buffs_Struct by reference
to allow more of the data to be obtained without more params
Added Client::SendBuffNumHitPacket(Buffs_Struct &buff, int slot)
This was the easiest way to NPCs delay settings to be sane in the database.
The functions are cleaner since there is no specific logic to change
behavior depending on if they're a client or not.
- Need to convert a list of functions and columns and should be ready to start intensive testing phase
- All preliminary tests show things working great
- All of player profile is saved and loaded from the database
- DBAsync has been completely removed from all code
- Removed zone/dbasync.cpp/.h
- Removed common/dbasync.cpp/.h
- Removed dbasync from cmake commmon and zone
- Cleaned up a ton of functions
- Added several tables to world CheckDatabaseConversions script:
- `character_skills`
- `character_languages`
- `character_bind`
- `character_alternate_abilities`
- `character_currency`
- `character_data`
- `character_spells`
- `character_memmed_spells`
- `character_disciplines`
- `character_material`
- `character_tribute`
- `character_bandolier`
- `character_potionbelt`
- Character select now loads from `character_data`
- Character creation now creates to `character_data`
- Updated function Database::UpdateName to use `character_data`
- Updated function Database::CheckUsedName to use `character_data`
- Updated function Database::MoveCharacterToZone to use `character_data`
- Updated function Database::SetLoginFlags to use `character_data`
- Updated function Database::SetFirstLogon to use `character_data`
- Updated function Database::SetLFG to use `character_data`
- Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with
- Removed SharedDatabase::SetPlayerProfile
- Trimmed down redundant case switch statements for World sendpackets to QueryServ
- Added Character Methods to Database class:
Loads:
bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
Saves:
bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
bool SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
Deletes:
bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
Basic character data, currency and AA are being loaded/saved from the database, currently working on the rest right now.
- Character blob removed from load for testing. Lots of cleanup yet to be done so don't judge code yet.
Saves:
- Two FULL saves when looting a corpse, this has been reduced to just currency saves on initial loot and trimmed to one save since AddToMoneyPP did it already
- Every time a player moves coin with any situation (Splits/Trades/Merchant/Skills/Bank Coin Exchange/Coin Moves), a full save is made, this is now just a currency save
- Every time a player skilled up at a skill vendor, a full blob save hit was made, this is not just a currency hit
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
Updated SE_SympatheticProc - Revised proc rate formula to be accurate to live.
Sympathetic foci on items with proc rate mod will now benefit from that modifier.
Sympathetic foci can now be placed on AA's (This should always be slot1 in the AA)
Implemented SE_IllusionPersistence- Allows illusions to last until you die or the illusion is forcibly removed.
Added rule 'PreNerftBardAEDot' for SE_BardAEDot to allow it to once again do damage to moving targets. (Set to true)
** Change to Client::SummonItem() to enforce valid item/augment combinations. (Run the optional sql file first, before posting any
SummonItem() failure issues in the forums.)
Shot list of things that changed:
AC Softcap is based on your defensive skill (the scaling factors
are based on at least previously stated dev quotes)
The over AC Softcap returns are now based on exact calculations
made with the Armor of Wisdom AA.
Shielding item bonus and Melee mitigation spell bonus (nerfs)
NPCs damage will now correctly follow the
"damage base + (damage interval * [1, 20])" formula.
These changes might seem a little weird but I didn't want to change
any of the other damage situations since they were fairly good, but
they still could use a revamp as well.
New rules:
RULE_BOOL ( Combat, OldACSoftcapRules, false) // use old softcaps
RULE_BOOL ( Combat, UseOldDamageIntervalRules, false) // use old damage formulas for everything
RULE_REAL ( Combat, WarACSoftcapReturn, 0.3448) // new AC returns
RULE_REAL ( Combat, ClrRngMnkBrdACSoftcapReturn, 0.3030)
RULE_REAL ( Combat, PalShdACSoftcapReturn, 0.3226)
RULE_REAL ( Combat, DruNecWizEncMagACSoftcapReturn, 0.2000)
RULE_REAL ( Combat, RogShmBstBerACSoftcapReturn, 0.2500)
RULE_REAL ( Combat, SoftcapFactor, 1.88)
If you want to use the old calculations only, set
Combat:OldACSoftcapRules and Combat:UseOldDamageIntervalRules to true
The Mob::InFrontMob check uses 56 degrees which is where the
client will generate the "You cannon see your target." message.
There were still a few weird angles that I was able to still
attack, but in like 99% of the cases it should work ...
Kayen: Implemented SE_ShieldEquipDmgMod (Increase damage in primary hand if shield equiped)
Kayen: Implemented SE_ShieldEquipHateMod (Increase hate generated if shield equiped)
Kayen: Implemented SE_TriggerOnAmountValue (Trigger spell if HP/Mana/End bellow X value or num pet on target)
Higher level buffs can't be cast on lower level toons.
The formula was based on information found here: http://samanna.net/eq.general/buffs.shtml
This behavior is controlled by the rule Spells:BuffLevelRestrictions which defaults to true.