Create new table character_stats for external tools(website,etc). This table use only when player logout. Original code by hunuza.
--HG-- branch : trunk
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@@ -17448,6 +17448,11 @@ void Player::SaveToDB()
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CharacterDatabase.CommitTransaction();
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// check if stats should only be saved on logout
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// save stats can be out of transaction
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if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT))
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_SaveStats();
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// save pet (hunter pet level and experience and all type pets health/mana).
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if (Pet* pet = GetPet())
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pet->SavePetToDB(PET_SAVE_AS_CURRENT);
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@@ -17789,6 +17794,40 @@ void Player::_SaveSpells()
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}
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}
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// save player stats -- only for external usage
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// real stats will be recalculated on player login
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void Player::_SaveStats()
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{
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// check if stat saving is enabled and if char level is high enough
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if (!sWorld.getConfig(CONFIG_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_MIN_LEVEL_STAT_SAVE))
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return;
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CharacterDatabase.PExecute("DELETE FROM character_stats WHERE guid = '%u'", GetGUIDLow());
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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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<< GetGUIDLow() << ", "
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<< GetMaxHealth() << ", ";
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for (int i = 0; i < MAX_POWERS; ++i)
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ss << GetMaxPower(Powers(i)) << ", ";
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for (int i = 0; i < MAX_STATS; ++i)
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ss << GetStat(Stats(i)) << ", ";
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// armor + school resistances
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for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
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ss << GetResistance(SpellSchools(i)) << ",";
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ss << GetFloatValue(PLAYER_BLOCK_PERCENTAGE) << ", "
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<< GetFloatValue(PLAYER_DODGE_PERCENTAGE) << ", "
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<< GetFloatValue(PLAYER_PARRY_PERCENTAGE) << ", "
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<< GetFloatValue(PLAYER_CRIT_PERCENTAGE) << ", "
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<< GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE) << ", "
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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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CharacterDatabase.Execute(ss.str().c_str());
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}
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void Player::outDebugValues() const
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{
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if (!sLog.IsOutDebug()) // optimize disabled debug output
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