Queries database then scans corresponding SQL file, replacing values
in INSERT statements with data from the database.
Is not smart about which INSERT statement gets which data; line-end
comments can get shuffled around if SQL file INSERTs are out of order
or missing. If you're doing INSERT or DELETE operations, make sure
to add a blank "INSERT INTO `table` VALUES ();" or manually remove
the INSERT statement respectively before dumping tables.
MyISAM = table level locking, fast but not safe for multiple simultaneous writes
InnoDB = row level locking, slow, but is safe for multiple simultaneous writes
```
Features MyISAM InnoDB
Type Non-Transactional Transactional
Locking Table locking Row-level locking
Foreign keys No Yes
Table, index, data storage Three separate files Combined Tablespace
ACID No Yes
```
- Rebranding.
- Migrate to GitLab.
- Add support for database updates when using Docker.
- Give purpose to version.h (adjust minor version with client updates).
- Add an in-game `!ver` command.
- Remove references to AGPL.
Corrected a typo in mob_skill.sql
Made casing of all entries consistent with existing format.
Added commented out dummy entries for things that need additional data/verification/correction, or just plain have no framework to even start with (like "trust" magic).
NOTE:
I believe credit for the Geonmancer spell info contained in spell_list.sql belongs with Compmike19, I copied a lot out of my working copy and that was in there, so it's included, but I take no credit for those.
Added comments indicating modifications to player stats based on which blue spell was set in blue magic to match what I have been doing in item_mods.sql and item_latents.sql.
Corrected stats to the following spells:
1) Cocoon (Corrected Stat, was DEX, should be VIT)
Added stats to the following spells:
1) Maelstrom
2) MP Drainkiss
3) Self-Destruct
4) Blood Drain
5) Jettatura
6) Magic Fruit
7) Soporific
SCRIPTS: added a few missing status effects on blue magic
DATABASE: added stats to blue_spell_mods.
Big thanks to Lithorn for doing all the database and scripts!
blue_spell_list:
spellid - corresponding spell id in spell_list table
mob_skill_id - corresponding mob_skill_id in mob_skill (only the one that teaches it!)
set_points - blue magic set points
trait_category - category to count towards job traits when set
trait_category_weight - number of points to count towards job traits when set (auto-refresh)
blue_spell_mods:
spellid - corresponding spellid in both spell_list and blue_spell_list
modid - modifier (enum) of stat to increase when set
value - value of stat to increase when set
note: this design was chosen in the case where blue magic spells may start giving different stats. the table is only loaded on startup so performance is not an issue