Cleaning databases for old/deprecated and expired quests should never be a
developers choice specifically. This should be done by admins, not developers,
through the use of the already existing paramters found in the worldserver config :
CleanCharacterDB / PersistentCharacterCleanFlags
An adjustment to the respective questloader prepared statement has been done to
accomodate for the earlier change (by not loading such quests into memory at all).
Documentation for how this cleanup-procedures work already exists in the core :
doc/CharacterDBCleanup.txt.
DB/World: Some consistency in the ints "length" field (not really a length)
From A to D world tables verified; missing all the others
int(11) -> int32
unsigned int(10) -> uint32
mediumint(8) -> int32
unsigned mediumint(8) -> uint32
smallint(6) -> int16
unsigned smallint(5) -> uint16
tinyint(4) -> int8
unsigned tinyint(3) -> uint8
Scripts/Ahn'kahet/Prince Taldaram:
Fix movement after shield drops.(no more LoS issues)
Update boss texts and move them to creature_text.
Add proper sounds to text.
Add condition for a visual spell.
Add usage of different Embrace of the Vampyr spell based on difficulty.
Fix movement after shield drops.(no more LoS issues)
Update boss texts and move them to creature_text.
Add proper sounds to text.
Add condition for a visual spell.
Add usage of different Embrace of the Vampyr spell based on difficulty.
This will (when a full database exists) allow for seeing (approximately) which country a player might be from when doing .pinfo <player>
Note: External data required for this patch to work correctly can be found at http://www.ip2nation.com/ip2nation/Download
Signed-off-by: click <click@gonnamakeyou.com>
- Implement UNIT_FIELD_HOVERHEIGHT (requires DB data). This field, sent in update object packet, will determine the height at which a creature hovers if it has movementflag_hover applied. Note that hovering will now update the server-sided z-coordinate by the value of this field, and that all subsequent positional updates to the client will need to send z coordinate MINUS the hover height offset, or the hoverheight will be visually doubled client side.
- Correct our usage of movementflag_flying, movementflag_can_fly, movementflag_hover and movementflag_disable_gravity (previously levitate), and how they relate to InhabitType in the database. This fixes "flying creatures on steroids" bug (wings flapping too fast), and potentially a lot of visual issues in AI scripts. Note that a lot of scripts still set wrong movementflags, these need to be fixed on a case by case basis.
- Send correct packets for SPELL_AURA_FEATHER_FALL, SPELL_AURA_WATER_WALK and SPELL_AURA_HOVER apply/unapply.
- Send correct packet contents for movement update in Unit::SetSpeed.
- Misc. cleanup in affected scripts.
* Corrected liquid type extraction in maps - MCLQ chunk must be parsed together with MH2O (they stack)
* Fixed liquid detection in WMO objects
* Implemented LiquidType.dbc use, players will now get proper auras in special liquids
* Turned off slime damage by default (Naxxramas uses periodic damage aura for this purpose)
* Implemented liquid type overrides basing on area/zone
* Renamed final temp_gameobject_models to GameObjectModels.dtree (the temporary one produced by vmap extractor remains unaffected)
Note: Map and Vmap re-extraction is required