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.
Another broken spell with the mobskill/family separation, again due to fomor stuff. Though this separation means that Barbed Crescent should finally be learnable.
Corrected the animations that were used, as only Sinuate Rush was using the correct one. For some reason, they're separated by other animations like player WS ones. Strange...
Swapped the mob skill ID of Sinuate Rush and Temporal Shift - this fixes the issue where one of those moves would call the script of the other. This meant I also had to change the ID in blue_spell_list.sql so Temporal Shift would be learned from the correct move.
Commented out a null blue spell.
If someone could fix the char check packet to display the trial IDs, that'd be helpful. I took a stab at it and couldn't find the correct offset.
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.
TODO: Locate mob_skill_id for records with temporary values of '0' in blue_spell_list. Will also require new spells and level requirements to be added to spell_list, and additions to mob_skill.
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