- 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);
Scales spell power based on targets distance from caster.
This implemented in a broad way to function with spells
that would make sense to scale. Some work will still be needed on this.
Be aware if making custom
spells not everything will work and certain effects just
should not be included (use common sense).
Implemented new field in 'npc_spell_effects_id' in npc_types.
These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs.
Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit.
Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details.
*NPC's can now do critical heals / damage spells if bonus is applied from table.
Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql
Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
This data is found in the player_1 field of the spells_new table.
-Rule for this set to be disabled by default.
-Enable IF your server uses an UF+ spell file
and your players use UF+ clients
-Otherwise your better off with alternative method/rules
already implemented so that all players can see the effect.
-Added ability for PERL ProjectileAnim function to only
need an IT#### and not an actual item id.
-If you want it in LUA somebody needs to add it.
- Change to wizard innate critical ratios based on parse data.
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)
Kayen: Implemented SE_CastonFocusEffect (Triggers spell as part of a focus, when that focus effect is used)
Kayen: Implemented SE_IncreaseHitDmgTaken (Effect is triggered when X amount of damage is taken)
Kayen: More fixes for various spell triggers/procs to now properly use their resist modifier.