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2018-04-03Update characters_database.sqlGooyeth
2018-04-03improved fixGooyeth
2018-04-03Core/Spells: don't save Magma aura.Gooyeth
2018-03-08Core/Creatures: Reworked setting move types in databaseShauren
* Each move type has its own field instead of trying to combine everything in InhabitType * Allow overriding movement separately for each spawn
2018-03-06Scripts/Commands: implemented command .server debugariel-
- Shows detailed information about server setup, useful when reporting a bug: * rev. hash * versions of mysql, openssl, boost, cmake * info about autoupdater * info about ports (realmlist and current) * vmap/map/mmap status and folder sizes * available DBC locales * TDB version Closes #19957
2018-02-18SQL: Updates to the 335.64 auth & characters updates tablestkrokli
- added missing lines in the `updates` tables for the new TDB 335.64 files
2018-02-18DB/SQL: typo fix (Update base files follow-up)tkrokli
2018-02-18SQL: Update base filesDDuarte
Missing changes to ed63d15
2018-02-11Update characters_database.sqlAokromes
2018-01-24Scripts/Commands: new command '.debug instancespawn'Treeston
2018-01-13Core/Auras: removed caster dependency from coreariel-
- Decoupled Unit logic: split of spell critical chance into done (caster bonuses) and taken (target bonuses), this allows to precalculate caster bonuses on aura apply and then check victim's auras on damage/healing calc - Made static a bunch of methods (they no longer have this pointer because they are now called from periodic handlers which may or may not have an active caster in world) - Simplified all AuraEffect bonuses into AuraEffect::_amount, no more duplicated code - Critical chance and whether or not caster is player owned unit (for resilience calcs) is now saved one level upper, on Aura itself (it's impossible as of 3.3.5 to have different effects with different critical chances) - Minor cleanup of SPELL_DAMAGE_CLASS_NONE and Arcane Potency (#18813) crit handling Closes #19876
2018-01-09add update to auth_database baseTreeston
2018-01-09Scripts/Commands: New command: .debug threatinfoTreeston
2018-01-03DB: Made timestamp columns, those can have no date, nullable instead of ↵joschiwald
saving invalid date '0000-00-00 00:00:00' * This makes our tables mysql strict mode conform Ref #21113 (cherry picked from commit c2aead1da5b6cb9a3a69e276b3f12a2c76b9ab86)
2017-12-17DB/Misc: Make base files more read-ableAokromes
for future mysql dumps run this after dump before push: sed -i 's/),(/),\n(/g' auth_database.sql sed -i 's/),(/),\n(/g' characters_database.sql
2017-12-17Scripts/Commands: modify command .dismount to target any selected player ↵ForesterDev
(#19788) - change security lvl for command .dismount to 2 (gamemasters). For players there is /dismount command Closes #19788
2017-11-27[3.3.5] Core/AuctionHouse: Auction bidders (#18328)iridinite
* Save more auction bidders than the highest bidder only
2017-10-30Make travis happyAokromes
2017-10-29Core/Quests: implement Quest Greeting (DB table quest_greeting)ForesterDev
* Core/Quests: implement Quest Greetings. Partial port https://github.com/TrinityCore/TrinityCore/commit/22e230ecec1c7ce4eb4daeb60adfa03098271f34
2017-10-13Core/WorldSession: Add RBAC permission for skipping idle connection check ↵Mikhail Redko
(#20595)
2017-08-01Scripts/Commands: New utility command: .list spawnpoints.Treeston
(I just needed it for dynspawn follow-up work, really.)
2017-06-28Combat/threat rewrite prep - merge RBAC/DB changes.treeston
2017-06-17Another follow-up to b59ca1c and 41eddd5, fixing missing update entry in ↵treeston
auth_database base. This is a stupid, stupid system we have here.
2017-06-17Correct some missing auth DB changes from b59ca1c.treeston
2017-06-13Typo fixAokromes
2017-06-12Add new command 'npc showloot'. Does exactly what it says on the tin.treeston
2017-06-12Insert dynamic_spawning RBACs (already reserved in RBAC.h as of 55d8c2b) ↵treeston
into auth database to prevent constant base file conflicts on that branch.
2017-06-12- Add new commands .group set assistant, .group set maintank and .group set ↵treeston
mainassist to toggle raid member flags. - Fix 2017_05_29_00_auth.sql to be reapply safe.
2017-05-29Scripts/Command: implement .debug play music commandForesterDev
Closes #19809
2017-04-19TDB 335.63 - 2017/04/18TDB335.63DDuarte
2017-04-12Core/Instance: stop updating the instance resettimes based on creature respawnsariel-
- Rather update normal instance reset time to 2 hours after last creature kill - This fixes yet another integer overflow due to the possibility of having time_t max showing up - Also change respawntime and resettime fields to bigint on respawn/instance related tables - Start using prepared statements on the InstanceSaveMgr
2017-04-11Core/Loot: implement Loot Item Storage (#19018)xinef1
* Created Item Loot Storage, no more synchronous DB selects * Fixed buyback case, where stored loot was not removed from db * Added Primary key, and changed field types to be unsigned for table item_loot_money
2017-04-03DB/Schema: add unsigned to some guid fields in charactersariel-
2017-03-27Update characters_database.sqlAokromes
2017-03-17Core/Players: Rename "heroic character" to "death knight"Chazy Chaz
Closes #19287
2017-02-06Updated auth_database.sql after 9e65feadariel-
2017-01-08Scripts/Commands: Fix guid usage and enhance commands (#18278)Rochet2
- Fix targeting gameobjects and creatures for .dist and .gps. The old code used DB guid to search from core generated guid lists. - Fix some error messages saying 'no player found' even if creatures and gameobjects and players were searched - Change atoi to atoul when receiving lowguids as string or other uint32 values - Use ObjectGuid::LowType instead of uint32 for lowguid type - Allow .gob info to take in gameobject guid link as well as entry link in addition to gameobject entry and update the documentation of the command - Change .gob delete to post the spawnid (dbguid) instead of the ingame generated guid (which is basically never seen or used by the player in any other commands that I see) - Allow spawntimesecs to be negative when spawning a gameobject - Disable searching by ingame spawn id in commands. (it makes little sense for a user to provide a number which is then attempted to be used as DB guid and non DB guid when both could have a match) - Update .gob turn documentation to tell about possibility to provide orientation in command - Correct the types in .gob add command result trinity_string - Correct the creature search for .npc del - Change .event to .event info - Add .go offset command - Remove the .go command for empty string (no subcommand given) because it just used .go xyz - Extend .gob info to show size, faction, flags and model dimensions - Remove some unnecessary casts - Document .wp show better (first and last were not documented) - Insert spawnid to .wp show info error message - Fix spawntime printing for .gobject target - Fix guid targetting for .npc set movetype - Fix query by spawnid for .wp show info - Fix deleting of existing waypoints when twice doing the command .wp show on - Fix deleting of existing waypoints when doing the command .wp show off - Change wpguid column in DB and in core to uint32, which is what the spawnid type is in core and db.
2017-01-06Core/Scripts: added command to move characters across accountsariel-
2016-10-30Update characters_database.sqlariel-
Last one, I promise
2016-10-30Update characters_database.sqlariel-
Missing line from previous commit
2016-10-30Core/Auras: don't save auras casted by itemsariel-
- Drop useless field from DB (itemGuid was being saved, but never used, see Prepared Statements) - This type of auras (like Water Bucket, Precious Ribbon, etc) will be recasted on login anyways. This reverts commit 16cfd59f5b368fd1d05eeeab3afbacfccf0a6870
2016-10-16TDB 335.62 - 2016/10/17TDB335.62DDuarte
2016-10-04Core/Spells: Implementation of QAston proc systemariel-
- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system) - Templatize SpellModOp param of Player::ApplySpellMod, also killed charge counter from SpellModifier and Player system for handling charges... no point in having 3 different systems doing the same thing - Automatically add default entries to spellProcMap, based on spellinfo (else auras won't proc without an entry) Based on old Unit::ProcDamageAndSpellFor - Old Unit::ProcDamageAndSpellFor renamed to Unit::ProcSkillsAndReactives and made private, will no longer handle auras. - Start making use of HealInfo::AbsorbHeal in unit calculations, add effective healing info to HealInfo struct - Changes in spell reflection system, emulates old behaviour, delaying aura drop - Removed old charge count hacks in SpellMgr::LoadSpellInfoCorrections - Removed bogus error log when procChance is 0: Some auras have initial 0 procChance but modified by SPELLMOD_CHANCE_OF_SUCCESS - Fixed TriggerAurasProcOnEvent logic that tried to trigger twice from actor. - Allow non damaging spells with DamageClass Melee or Ranged to proc character enchants. Ref issue #17034: * http://web.archive.org/web/20110309092008/http://elitistjerks.com/f47/t49865-paladin_retribution_pve/ * When an auto-attack lands (does not dodge/parry/miss) that can proc a seal the of the following things happen independently of each other (see 2 roll system). * 1) A "hidden strike" which uses melee combat mechanics occurs. If it lands it refreshes/stacks SoV DoT. Only white swings can trigger a refresh or stack. (This hidden strike mechanic can also proc things like berserking..) * 2) A weapon damage based proc will occur if you used a special (CS/DS/judge) or if you have a 5 stack (from auto attacks). This attack can not be avoided. * Holy Vengeance is the "hidden strike" it has an apply aura effect and damage class melee. - Fixed Blood Tap interaction with Death Runes (btw, don't know what was going on with those MiscValueB, spell 45529 doesn't have any MiscValueB in SPELL_EFFECT_ACTIVATE_RUNE) - Ported some AuraEffect checks from old Unit.cpp function. added new AuraScript hook to check procs of an specific effect - Allow only AuraEffects that passed the check to proc, this won't block whole aura from proccing (and lose charges) if at least one of the effects procs, though - Changes in spell mod system (for SPELLMOD_CASTING_TIME). fixes #17558. - Added an exception for SPELLMOD_CRITICAL_CHANCE too, fixes #15193
2016-09-13Follow-up to 6f1e823.SnapperRy
Forgot to update base characters database. Sorry.
2016-09-13Core/Fishing: implement retail-like fishing skill-up functionality (#17528)SnapperRy
2016-07-02Core/Misc: Clarify the use of world_database.sqlAokromes
2016-06-14Core/Commands: Implement .neargraveyard (find nearest graveyard from dbc). ↵xjose93
(#17301)
2016-05-11Merge branch '3.3.5-commandfixes' into 3.3.5 (PR #16335)treeston
2016-05-10Scripts/Commands: Small QoL adjustmentstreeston
- .debug hostil now shows spawn ID (DBGUID) in addition to current GUID (so you can .go creature to it) - .npc temp now takes an additional argument before the creature entry that determines whether the spawned creature instantly despawns upon death. Default is instant despawn (current behavior). - Add .npc evade command. - Add .pet level command. - .server shutdown and .server restart now fail with an error message if time is below a config var (GM.ForceShutdownThreshold, default 30s) as long as another player is connected. - New commands .server shutdown force and .server restart force bypass this limitation.
2016-04-16DB/Auth: Fix incorrect value in base/auth_database.sql.treeston