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Data license: AGPL · Data source: ACEmulator Project
14 rows where "updated_at" is on date 2019-01-04
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id ▼ | html_url | issue_url | node_id | user | created_at | updated_at | author_association | body | reactions | performed_via_github_app | issue |
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451292029 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451292029 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MTI5MjAyOQ== | gmriggs 8909245 | 2019-01-03T22:03:51Z | 2019-01-04T01:52:45Z | COLLABORATOR | XP lever bug: Testing with this PR: https://github.com/ACEmulator/ACE/pull/1213 /die /save-now 2019-01-03 17:00:42,943 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateConcurrencyException: Database operation expected to affect 1 row(s) but actually affected 0 row(s). Data may have been modified or deleted since entities were loaded. See http://go.microsoft.com/fwlink/?LinkId=527962 for information on understanding and handling optimistic concurrency exceptions. at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ThrowAggregateUpdateConcurrencyException(Int32 commandIndex, Int32 expectedRowsAffected, Int32 rowsAffected) at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ConsumeResultSetWithPropagation(Int32 commandIndex, RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters) at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess) at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\dev\gmriggs\ACE\Source\ACE.Database\ShardDatabase.cs:line 225 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
451324119 | https://github.com/ACEmulator/ACE/issues/1227#issuecomment-451324119 | https://api.github.com/repos/ACEmulator/ACE/issues/1227 | MDEyOklzc3VlQ29tbWVudDQ1MTMyNDExOQ== | ghost 10137 | 2019-01-04T00:44:17Z | 2019-01-04T00:44:17Z | NONE | I don't believe that the player applied Rending bonuses have been wired up, yet. Only the quest item variants do work. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Multiple Imbue / Tinker Bugs 395756410 | |
451334266 | https://github.com/ACEmulator/ACE/pull/1197#issuecomment-451334266 | https://api.github.com/repos/ACEmulator/ACE/issues/1197 | MDEyOklzc3VlQ29tbWVudDQ1MTMzNDI2Ng== | Mag-nus 10608427 | 2019-01-04T01:54:13Z | 2019-01-04T01:54:13Z | MEMBER | Ok, addressed the final issue. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Major Inventory Refactor 394837387 | |
451387086 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451387086 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTM4NzA4Ng== | gmriggs 8909245 | 2019-01-04T08:53:39Z | 2019-01-04T08:54:03Z | COLLABORATOR | Started to address this issue in https://github.com/ACEmulator/ACE/pull/1230 This is not a full solution, but it does fix the crashing, and gets the spell to cast Open questions: - Should there be a windup animation when casting spells built into the wand? - Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill? - Should those spells use mana from the wand, instead of from the player's mana? Any other details / videos of spells being cast from wands would also be helpful! Thanks for the bug report ! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 | |
451389967 | https://github.com/ACEmulator/ACE/issues/1212#issuecomment-451389967 | https://api.github.com/repos/ACEmulator/ACE/issues/1212 | MDEyOklzc3VlQ29tbWVudDQ1MTM4OTk2Nw== | gmriggs 8909245 | 2019-01-04T09:07:29Z | 2019-01-04T09:07:29Z | COLLABORATOR | A PR for this issue has been posted @ https://github.com/ACEmulator/ACE/pull/1231 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EmoteCategory.Refuse not performing linked action, such as a custom tell 395103560 | |
451392837 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451392837 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MTM5MjgzNw== | gmriggs 8909245 | 2019-01-04T09:21:19Z | 2019-01-04T09:22:12Z | COLLABORATOR | This latest bug (expected to affect 1 row, but instead 0) seems to be fixed in https://github.com/ACEmulator/ACE/pull/1213 @LtRipley36706 discovered the key insight, none of the data in a composite key column can be 0 Since vitae is the only spell that uses layer id 0, this is why we have only been seeing it with the vitae spell The fix was to use layer id 1 for vitae internally in the db. Just to make sure everything matches up with retail exactly, when the vitae enchantment is sent across the network, it still sends layer 0 there | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
451394997 | https://github.com/ACEmulator/ACE/issues/930#issuecomment-451394997 | https://api.github.com/repos/ACEmulator/ACE/issues/930 | MDEyOklzc3VlQ29tbWVudDQ1MTM5NDk5Nw== | LtRipley36706 11369233 | 2019-01-04T09:31:18Z | 2019-01-04T09:31:18Z | MEMBER | with #1202 and #1213 merged, we'll see how thing progress with the most critical table converted to composite key. If all goes well, we can re-evaluate other tables next month for conversion | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Alter Shard Schema to avoid record caps based on uint32 348550681 | |
451457805 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451457805 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTQ1NzgwNQ== | Warloxx01 38050842 | 2019-01-04T14:26:32Z | 2019-01-04T14:26:32Z | NONE | 1) Should there be a windup animation when casting spells built into the wand? Yes, But it is not the Standard spell casting windup, Going to try and see if I can find any Vids. 2) Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill? Unsure 3) Should those spells use mana from the wand, instead of from the player's mana? Yes, from the Wand/Staff/Orb, not the Players Mana | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 | |
451504535 | https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451504535 | https://api.github.com/repos/ACEmulator/ACE/issues/1230 | MDEyOklzc3VlQ29tbWVudDQ1MTUwNDUzNQ== | mcreedjr 25518589 | 2019-01-04T17:05:16Z | 2019-01-04T17:06:20Z | CONTRIBUTOR | For what it's worth, here is how I remember things: - From what I remember, certain wands/staves had different wind-up animations. One that comes to mind is the Focusing Stone. IIRC the wind up animation had the Focusing Stone drawn over the caster's head and a drawn-out, almost slow-motion method before casting. There were no visible spell building 'bubble' in front of the caster that I recall - It was my understanding that the Spellcraft _was_ equivalent to the skill level used to cast the spell. Wielding (and using) a wand or staff with a spell did not require the user to be trained in a school in order to use the spell embedded in the staff/wand as long as the met the wield requirements. IE if a staff had a level I war spell on it, the wielder would be able to use it even if they weren't trained in War Magic as long as they met the other wield/use requirements of the staff. The spell that was cast using the wand had the 'skill' level associated with the Spellcraft on the item for the purposes of determining whether or not the spell was resisted by the recipient, etc - And, yes, I agree mana was drawn from the casting implement and not the caster's mana | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adding built-in spells to casting items 395850315 | |
451523627 | https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451523627 | https://api.github.com/repos/ACEmulator/ACE/issues/1230 | MDEyOklzc3VlQ29tbWVudDQ1MTUyMzYyNw== | gmriggs 8909245 | 2019-01-04T18:13:43Z | 2019-01-04T18:17:57Z | COLLABORATOR | Updated PR to use mana from the wand/staff/orb for built-in spells For the windup/cast animations, to my current understanding of the spell data, this would perhaps come from the spell itself? IE, if a spell had a special cast motion, this would be determined by the talisman in the spell formula, and not necessarily on the casting item. Looking at some retail pcaps, I found some examples of players casting Priest's Curse, which I assume to be from the Imp Staff... it seemed like they were doing the regular windup/bolt cast animation there from the ones I found. Some videos here would really help match things up though. For the item spellcraft, that does indeed make a lot of sense, especially if the player doesn't have a particular magic school trained for the spell. I left a comment for that part, haven't implemented it quite yet, because I wanted to verify the wield requirements for the casting item were being checked first... ie. didn't want level 1 players able to wield some powerful casting item and instantly get level 300 attack skill for that spell =) | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adding built-in spells to casting items 395850315 | |
451524753 | https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451524753 | https://api.github.com/repos/ACEmulator/ACE/issues/1230 | MDEyOklzc3VlQ29tbWVudDQ1MTUyNDc1Mw== | gmriggs 8909245 | 2019-01-04T18:18:01Z | 2019-01-04T18:18:01Z | COLLABORATOR | Also guessing the built-in spells wouldn't check or consume any spell components? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adding built-in spells to casting items 395850315 | |
451525102 | https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451525102 | https://api.github.com/repos/ACEmulator/ACE/issues/1230 | MDEyOklzc3VlQ29tbWVudDQ1MTUyNTEwMg== | mcreedjr 25518589 | 2019-01-04T18:19:19Z | 2019-01-04T18:19:19Z | CONTRIBUTOR | > Also guessing the built-in spells wouldn't check or consume any spell components? Definitely correct. Which is also dovetails into my reasoning why the caster doesn't need to have the magic school trained. None of the typical checks are performed when a spell is cast from a staff/wand/item | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adding built-in spells to casting items 395850315 | |
451567007 | https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451567007 | https://api.github.com/repos/ACEmulator/ACE/issues/1230 | MDEyOklzc3VlQ29tbWVudDQ1MTU2NzAwNw== | gmriggs 8909245 | 2019-01-04T21:00:31Z | 2019-01-04T21:01:38Z | COLLABORATOR | Ok, I think a lot of these points should be accounted for now: - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation. - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level Open questions: - Did casting Priest's Curse have any chance of fizzle? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adding built-in spells to casting items 395850315 | |
451567393 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451567393 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTU2NzM5Mw== | gmriggs 8909245 | 2019-01-04T21:02:10Z | 2019-01-04T21:02:32Z | COLLABORATOR | Ok, I think a lot of these points should be accounted for now: - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation. - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level Open questions: - Did casting Priest's Curse have any chance of fizzle? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 |
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