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.
Was originally only a merit category but in September 9, 2014 version update was added as a job trait and the merit point category increased the effect and changed to Strafe Effect.
• Changed Strafe to a native trait obtained through levels
• Changed the merit Strafe to Strafe Effect.
• Added the mod WYVERN_BREATH_MACC to both modifier.h and status.lua
• made this trait actually do something, as this did nothing previously, now adds MACC mod on wyvern spawn based on trait and merit
links:
https://www.bg-wiki.com/ffxi/Strafehttps://ffxiclopedia.fandom.com/wiki/Strafe_Effect
* PR: SQL: Updated tables for new merits
* PR: Lua / C++: Setup Basics for new merits
Increased merit group size
Added variables with appropriate values
* PR: Lua: Black Mage merits
* PR: Lua / C++: Red Mages minus ImmunoBreak
ImmunoBreak is going to need... some thinking.
* PR: Lua: White Mage Merits
* PR: Lua: Adjusted ShellraV and ProtectraV
Their merits no longer exist, so set their base
power to bg-wiki values
* PR: Lua / C++: Ninja Merits
-Moved the check to before damage was actually dealt to the target.
-Added a check to make Overwhelm only apply to melee Weaponskills.
-Replaced the redundant job/level check (since it's already done when fetching merit value) with an objtype check, since there are some mobskills that use battleutils::TakeWeaponskillDamage (and thus battleutils::getOverWhelmDamageBonus).
-Fixed the merit power value since the value fetched for merits is the total power value, not the amount of upgrades in the category.
When checking out the fetched value for BLM potency merits, I tested out a RDM one that I had to see if I did it correctly and it returned 15 instead of 10. Oops. Should be 2 acc per merit, not 3.
Scripted Angon, inflicts 20% defense down, requires Angon item to be equipped.
Changed the merit power of Angon to 15 for the duration (15 + merit power for 30-90 sec depending on investment).
Gave the proper model for the Angon item, as well as the Throwing Tomahawk.
Made the Angon/Throwing Tomahawk/Automaton Oils deplete upon using their respective ability (Tomahawk ability is currently unscripted so I merely put in the framework for it - whoever scripts it has to make sure to have the ammo ID check in OnAbilityCheck).
Merit points have undergone the following adjustments
The Attributes category has had its maximum ability increases raised from 45 to 60
The Combat Skills category has had its maximum ability increases raised from 56 to 112.
The Magic Skills category has had its maximum ability increases raised from 48 to 80.
http://forum.square-enix.com/ffxi/threads/47901-Aug-5-2015-%28JST%29-Version-Update
Bumped up defensive skills in merits.sql from 4 to 8 to reflect the actual cap.