Begin work on SQL model format.
Iciql allows access to tons of different relational databases, and the model framework makes POJOs which could be easily ported over to jackson for flatfile if we wanted to (but once we go SQL I see little need for that).
Much more progress.
I've test it earlier (before breaking everything by copy pasting in older methods) and read/write was working perfectly with PostgreSQL.
More slow progress.
Abuse craftbukkit.
More progress.
I swear the player/character/structure saves are the hardest part.
More deliberate progress.
Convert items to raw byte data, then to a hex string representation when storing in SQL.
Major progress today.
- Undoing a few bad ideas.
  - Controllers were a bad idea because they became incredibly confusing, relying on the simplicity of models is more important than writing less lines of code.
  - Put more pressure on the DB to do calculations instead of doing most of them in Java.
- Add support for block metadata to act as cached structure data during common event calls.
- Finally found a real direction this SQL port is heading, I should be able to finish it soon.
Tons of models finished, listed:
- CharacterModel, PlayerModel, ServerDataModel, SkillModel, StructureModel, DeathModel, PlayerInventoryModel, and EnderChestInventoryModel.
- Progress with the rest of the models should be easier now since the largest models are out of the way.
- BATTLES ARE POTION EFFECTS ARE NOW THE NEXT MOST IMPORTANT THINGS.
Add skills table name.
Battles are transient now.
- The new direction demigods is heading in has a more liberal view of battles, they don't need to persist as long, or over a server restart/reload.
- This will probably need a lot of tweaking, and it is in the wrong spot for now to deal with having two classes named Battle.
Gitignore, pom updates, and battle stuff.
Builds without errors.
- Notifications, binds, and a few other features are disabled.
- Largely untested, the rest of the plugin needs to be ported over.
- Important data *might* not persist because of the current strategy of modifying/saving values.
- Progress towards a working version of Demigods running off of SQL.
Small update.
- Add unfinished model classes to prevent bad memory from implementing them.
Binds are now specific to divine items.
- Each ability will have an item that acts as the 'casting button'.
- Divine items each have an ability associated with them, either from a deity or specific to a unique item.
- Consumable items are destroyed after enough uses.
- Mortals cannot pick up divine items.
- Divine items are transferable as long as they maintain the same metadata.
Merge pull request #1 from DemigodsRPG/sql

Port Stoa to SQL.