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[9891] Implement *_scripts for creature_movement
New field script_id in creature_movement can be filled for each waypoint point and run the corresponding script from creature_movement_scripts. Script_id can be any value and several points/creatures can share the same script (with limits of course, such as script depending on location and other factors). DB projects are advised to move current text, spells and emotes data in creature_movement fields as these fields are strictly no longer needed and may be fully removed in the future. Signed-off-by: NoFantasy <nofantasy@nf.no>
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NoFantasy
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May 14, 2010
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ALTER TABLE db_version CHANGE COLUMN required_9886_02_mangos_command required_9891_01_mangos_creature_movement bit; | ||
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ALTER TABLE creature_movement ADD COLUMN script_id MEDIUMINT(8) UNSIGNED NOT NULL DEFAULT '0' AFTER waittime; |
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ALTER TABLE db_version CHANGE COLUMN required_9891_01_mangos_creature_movement required_9891_02_mangos_creature_movement_scripts bit; | ||
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DROP TABLE IF EXISTS `creature_movement_scripts`; | ||
CREATE TABLE `creature_movement_scripts` ( | ||
`id` mediumint(8) unsigned NOT NULL default '0', | ||
`delay` int(10) unsigned NOT NULL default '0', | ||
`command` mediumint(8) unsigned NOT NULL default '0', | ||
`datalong` mediumint(8) unsigned NOT NULL default '0', | ||
`datalong2` int(10) unsigned NOT NULL default '0', | ||
`datalong3` int(10) unsigned NOT NULL default '0', | ||
`datalong4` int(10) unsigned NOT NULL default '0', | ||
`data_flags` tinyint(3) unsigned NOT NULL default '0', | ||
`dataint` int(11) NOT NULL default '0', | ||
`x` float NOT NULL default '0', | ||
`y` float NOT NULL default '0', | ||
`z` float NOT NULL default '0', | ||
`o` float NOT NULL default '0' | ||
) ENGINE=MyISAM DEFAULT CHARSET=utf8; |
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#ifndef __REVISION_NR_H__ | ||
#define __REVISION_NR_H__ | ||
#define REVISION_NR "9890" | ||
#define REVISION_NR "9891" | ||
#endif // __REVISION_NR_H__ |
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#ifndef __REVISION_SQL_H__ | ||
#define __REVISION_SQL_H__ | ||
#define REVISION_DB_CHARACTERS "required_9849_01_characters_saved_variables" | ||
#define REVISION_DB_MANGOS "required_9886_02_mangos_command" | ||
#define REVISION_DB_MANGOS "required_9891_02_mangos_creature_movement_scripts" | ||
#define REVISION_DB_REALMD "required_9748_01_realmd_realmlist" | ||
#endif // __REVISION_SQL_H__ |
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I think there is a bug in weapon skills beacause when i restart the server even i save my char the weapon skills go again to 1 and the mangosd.conf the maxskill option doesn't work :S
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Report this on the getmangos forums please. This has nothing to do with this particular commit.
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afaik that was fixed a long time ago.... as olynn says post it on the forum (if its back up yet)
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I do have to say, I noticed it a few revisions back, but didn't take much notice of it. Ayways, yeah, report on the forums please. :)