Core/Misc: Include resilience in character_stats
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@@ -18757,7 +18757,7 @@ void Player::_SaveStats(SQLTransaction& trans)
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std::ostringstream ss;
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ss << "INSERT INTO character_stats (guid, maxhealth, maxpower1, maxpower2, maxpower3, maxpower4, maxpower5, maxpower6, maxpower7, "
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"strength, agility, stamina, intellect, spirit, armor, resHoly, resFire, resNature, resFrost, resShadow, resArcane, "
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"blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower) VALUES ("
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"blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower, resilience) VALUES ("
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<< GetGUIDLow() << ", "
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<< GetMaxHealth() << ", ";
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for (uint8 i = 0; i < MAX_POWERS; ++i)
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@@ -18775,7 +18775,8 @@ void Player::_SaveStats(SQLTransaction& trans)
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<< GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1) << ", "
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<< GetUInt32Value(UNIT_FIELD_ATTACK_POWER) << ", "
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<< GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) << ", "
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<< GetBaseSpellPowerBonus() << ")";
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<< GetBaseSpellPowerBonus() << ", "
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<< GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_CRIT_TAKEN_SPELL) << ")";
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trans->Append(ss.str().c_str());
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}
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