# issues

node_id: MDExOlB1bGxSZXF1ZXN0MzYyNDg2MzI2
state: closed
created_at: 2020-01-14T07:27:58Z
updated_at: 2020-01-15T11:56:24Z
closed_at: 2020-01-15T11:56:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2613
type: pull
title:
  updating multi-projectile spells to be closer to original spellcasting code / match spell descriptions

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node_id: MDExOlB1bGxSZXF1ZXN0MzYyNjA1NDA1
title: adding multiplier to LumAugItemManaUsage to match client values
state: closed
created_at: 2020-01-14T12:20:11Z
updated_at: 2020-01-15T11:56:33Z
closed_at: 2020-01-15T11:56:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2614
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYyNjUyNjg4
title: fixing /import-sql filename munging
state: closed
created_at: 2020-01-14T14:04:16Z
updated_at: 2020-01-16T02:23:27Z
closed_at: 2020-01-16T02:23:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2615
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYyNzkwMTE2
title: improved database persistence for biota_properties_generator
state: open
created_at: 2020-01-14T19:02:08Z
updated_at: 2020-08-09T23:59:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2616
type: pull
body:
  I did a search through all the weenie_properties_generators, and for every object except 31986, the probabilities are always in ascending order.

  However, this is not 100% foolproof, and there are a few caveats with this: some generators contain spans with the same probabilities, usually a bunch of -1's... these will still be sorted into a non-guaranteed order

  This should cover 99.9%+ of the scenarios though, and let us get away with restoring the biota_properties_generator in the original weenie_properties_generator ordering, without an explicit 'order' column

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node_id: MDExOlB1bGxSZXF1ZXN0MzYyODI4NTE4
title: adding null pointer prevention to GetAllPlayerBiotasInParallel()
state: closed
created_at: 2020-01-14T20:39:43Z
updated_at: 2020-01-15T11:56:44Z
closed_at: 2020-01-15T11:56:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2617
type: pull
body:
  This shouldn't happen under normal circumstances, but is possible if a player biota has been deleted from the db, or something has seriously gone awry..

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node_id: MDExOlB1bGxSZXF1ZXN0MzYyOTczMjAx
title: Add more TestNoQuality support
state: closed
created_at: 2020-01-15T06:09:46Z
updated_at: 2020-02-29T22:02:02Z
closed_at: 2020-01-17T17:36:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2618
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzMDg4ODk3
title: enable players to queue next pickup while previous pickup is in retraction state, as per retail
state: closed
created_at: 2020-01-15T11:24:15Z
updated_at: 2020-01-17T09:40:14Z
closed_at: 2020-01-17T09:40:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2619
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzMDk1NTAw
title: updating MotionTable static tables to ConcurrentDictionary
state: closed
created_at: 2020-01-15T11:41:56Z
updated_at: 2020-01-16T02:23:00Z
closed_at: 2020-01-16T02:23:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2620
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzMzI0OTgy
title: fixing target velocity for non-tracking spells
state: closed
created_at: 2020-01-15T20:32:41Z
updated_at: 2020-01-15T23:51:50Z
closed_at: 2020-01-15T23:51:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2621
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzMzg1NTA4
title: filling gaps for attack done
state: closed
created_at: 2020-01-15T23:30:06Z
updated_at: 2021-02-24T03:02:37Z
closed_at: 2020-01-16T07:55:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2622
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzNDA4ODA2
title: handling multiple attack sequences sent by acclient
state: closed
created_at: 2020-01-16T01:07:56Z
updated_at: 2020-01-21T11:01:44Z
closed_at: 2020-01-21T11:01:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2623
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzNTA0MzAy
title: minor appraisal refactor
state: closed
created_at: 2020-01-16T07:48:18Z
updated_at: 2020-01-17T09:40:05Z
closed_at: 2020-01-17T09:40:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2624
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzYzOTcxNjcz
title: Switch delayed LogOut_Inner due to PKLogoutActive to PlayerManager.Tick
state: closed
created_at: 2020-01-17T05:33:05Z
updated_at: 2020-02-29T22:01:50Z
closed_at: 2020-02-12T05:44:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2625
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0MjAzODc3
title: fixing mega shields
state: closed
created_at: 2020-01-17T15:50:04Z
updated_at: 2020-01-21T01:04:53Z
closed_at: 2020-01-21T01:04:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2626
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0NDY5NzA5
title: use ethereal state from weenie for spell projectiles
state: closed
created_at: 2020-01-18T21:57:03Z
updated_at: 2020-02-06T19:24:21Z
closed_at: 2020-02-06T19:24:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2627
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0NTkwOTA1
title: Wire up adaptor support for wieldedTreasure.json, region.json and encounters.json
state: closed
created_at: 2020-01-19T23:06:03Z
updated_at: 2020-02-29T22:01:52Z
closed_at: 2020-02-12T05:45:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2628
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0ODU1NDg4
title: [DEBUG] log detailed info for /fixcast for pk spellcasting lockup
state: closed
created_at: 2020-01-20T14:14:56Z
updated_at: 2023-07-15T16:34:24Z
closed_at: 2023-07-15T16:32:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2629
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0ODc2MDA3
title: broadcast windup motions as actions, as per retail
state: closed
created_at: 2020-01-20T14:58:41Z
updated_at: 2020-01-21T11:02:02Z
closed_at: 2020-01-21T11:02:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2630
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0OTI5OTUw
title: Loot gen changes
state: closed
created_at: 2020-01-20T17:01:06Z
updated_at: 2020-02-06T22:20:45Z
closed_at: 2020-02-06T22:19:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2631
type: pull
body:
  - Add text descriptions to EquipmentSet enum
  - Add option (modifybool equipmentsetid_enabled) to enable assigning EquipmentSet IDs to top tier armor loot and is set to disabled by default, for now
  - Add option (modifybool equipmentsetid_name_decoration) to prefix EquipmentSet name to item name and is set to disabled by default
  - Re-align the loot profiles to be **generic** items, which are non-mutable items, **mundane** (mutable items with no magic), and **magical**, mutable items
  - Move Aetheria drop to mundane loot profile ( https://asheron.fandom.com/wiki/Announcements_-_2010/04_-_Shedding_Skin :: May 5th, 2010 entry )
  - Separate out Dinnerware from generic items
  - Update loot biasing to support Legendary Chest loot profiles
  - Add passing whole TreasureDeath profile object into various LootGen methods, instead of merely the tier component
  - Add usage of LootQualityMod from TreasureDeath profile data to increase cantrip likelyhood
  - Add updated AL assignment method, which will be used by updated weenies per yotes reconciliation (http://ac.yotesfan.com/json/validate.php), and current AL assignment method switched to a compatibility function for databases without the armor weenie updates
  - Make use of switch expressions vs. switch/case statement blocks
  - Correct warning messages on pattern matching switch statement blocks

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node_id: MDExOlB1bGxSZXF1ZXN0MzY0OTMxNTQ4
title: fixing *wave* spam
state: closed
created_at: 2020-01-20T17:05:27Z
updated_at: 2020-01-21T11:02:11Z
closed_at: 2020-01-21T11:02:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2632
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY0OTg0MTQy
title: fix attacking while airborne during pk battles
state: closed
created_at: 2020-01-20T20:03:12Z
updated_at: 2023-01-14T02:39:29Z
closed_at: 2020-01-21T11:02:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2633
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MDA0MTk5
title: Upped Melee D Bonus for no wield wands upto 10% from 5%.
state: closed
created_at: 2020-01-20T21:13:04Z
updated_at: 2020-01-22T22:55:42Z
closed_at: 2020-01-22T22:55:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2634
body: Upped Melee D Bonus for no wield wands up to 10% from 5%. That is what data supports from Optim.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MDA4ODU4
title: ensure missile players rotate to target between repeat attacks
state: closed
created_at: 2020-01-20T21:29:08Z
updated_at: 2021-03-01T00:59:12Z
closed_at: 2021-03-01T00:59:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2635
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MDMzNDI4
title: adding support for armor cleaving
state: closed
created_at: 2020-01-20T23:15:21Z
updated_at: 2020-01-21T11:02:35Z
closed_at: 2020-01-21T11:02:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2636
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MDUxNjUz
title: adding support for IgnoreShield
state: closed
created_at: 2020-01-21T01:01:53Z
updated_at: 2020-01-21T19:05:20Z
closed_at: 2020-01-21T19:05:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2637
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MjQ1OTA3
title: adding busy checks to melee / missile
state: closed
created_at: 2020-01-21T11:06:52Z
updated_at: 2020-01-21T19:27:01Z
closed_at: 2020-01-21T19:27:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2638
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1Mjg2NTg5
title: remove deleted characters from house guest lists
state: closed
created_at: 2020-01-21T12:46:29Z
updated_at: 2020-01-21T19:27:14Z
closed_at: 2020-01-21T19:27:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2639
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MzAyNjc5
title: normalized defaults for InqQuestSolves to match other emotes
state: closed
created_at: 2020-01-21T13:23:33Z
updated_at: 2020-01-21T19:27:23Z
closed_at: 2020-01-21T19:27:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2640
body: verified all the InqQuestSolves emotes in the database retain their existing behavior
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MzEzNzUz
title: adding InqCollisionProfile null check
state: closed
created_at: 2020-01-21T13:47:10Z
updated_at: 2020-01-21T15:10:20Z
closed_at: 2020-01-21T15:10:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2641
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1MzUwMzk5
title: improving TakeItems message
state: closed
created_at: 2020-01-21T15:01:00Z
updated_at: 2020-01-21T19:27:43Z
closed_at: 2020-01-21T19:27:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2642
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1NDM3MjM4
title: matron debugging
state: closed
created_at: 2020-01-21T18:00:37Z
updated_at: 2020-01-21T23:06:13Z
closed_at: 2020-01-21T23:06:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2643
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1NDQ1NjY2
title: fixing missing feedback when launching projectiles point-blank into environment
state: closed
created_at: 2020-01-21T18:22:31Z
updated_at: 2020-01-21T19:27:49Z
closed_at: 2020-01-21T19:27:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2644
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1NDk3NjE4
title: normalizing some attuned / bonded logic
state: closed
created_at: 2020-01-21T20:31:04Z
updated_at: 2020-01-22T22:48:08Z
closed_at: 2020-01-22T22:48:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2645
type: pull
body:
  This is mostly in preparation for another PR which will add logic around these parts, ie. adding support for PropertyInt.Unique

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node_id: MDExOlB1bGxSZXF1ZXN0MzY1NTUzMjY2
title: removing debug line from 2644
state: closed
created_at: 2020-01-21T22:24:50Z
updated_at: 2020-01-21T23:06:24Z
closed_at: 2020-01-21T23:06:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2646
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1NTYwMDAy
title: add preliminary support for PropertyInt.Unique
state: closed
created_at: 2020-01-21T22:38:38Z
updated_at: 2020-01-22T22:54:18Z
closed_at: 2020-01-22T22:54:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2647
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY1NTcyNzg0
title: fixing missile bug + matron bug
state: closed
created_at: 2020-01-21T23:07:13Z
updated_at: 2020-01-22T22:54:33Z
closed_at: 2020-01-22T22:54:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2648
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY2MDIzOTQx
title: adding AimLow/AimHigh animations for missile launchers
state: closed
created_at: 2020-01-22T19:27:40Z
updated_at: 2020-01-23T09:19:39Z
closed_at: 2020-01-23T09:19:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2649
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY2MDQ5NzU1
title: Update ShardDatabaseWithoutCaching.cs
state: closed
created_at: 2020-01-22T20:33:02Z
updated_at: 2020-01-22T20:42:35Z
closed_at: 2020-01-22T20:42:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2650
type: pull
body:
  Change
  context.Biota.Remove(biota);
  to
  context.Biota.Remove(existingBiota);

  rest is just cosmetic

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node_id: MDExOlB1bGxSZXF1ZXN0MzY2MDczNzM2
title: updating GetLastAppraisedObject()
state: closed
created_at: 2020-01-22T21:32:04Z
updated_at: 2020-01-23T09:19:54Z
closed_at: 2020-01-23T09:19:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2651
type: pull
body:
  With the latest appraisal changes, server commands which use the last appraised object were failing if the last appraised object was a monster that returned ???'s

  Thanks to @harliq for discovering / reporting this bug

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node_id: MDU6SXNzdWU1NTQyNTUyOTU=
title: Monster plants
state: closed
created_at: 2020-01-23T16:10:03Z
updated_at: 2020-02-08T20:44:47Z
closed_at: 2020-02-08T20:44:47Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  When handing the "Stacked" seeds to Sara Sen in Mayoi she reads the stack as 1 seed. 

  Add 5 Yellow Monster seeds (31686) and stack them and hand them to Sara.

  Works fine if you hand them to her one at a time.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  Either she reads that stack as 5 or like the ancient trinkets take one and hand the rest back till they are gone.

  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MzY2Njc4Nzgz
title: Loot sim counters
state: closed
created_at: 2020-01-24T04:54:49Z
updated_at: 2020-01-24T16:43:14Z
closed_at: 2020-01-24T16:43:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2653
body: Added % loot counters that were missing. Changed Counters to Floats to get %
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MDY4ODc4
title: syncing up emotes for scream and newenemy
state: closed
created_at: 2020-01-25T00:50:05Z
updated_at: 2020-02-23T21:11:23Z
closed_at: 2020-02-23T21:11:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2654
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MDk4Mjc4
title: improve player swapping ammo while in combat mode
state: closed
created_at: 2020-01-25T08:10:02Z
updated_at: 2020-01-26T19:28:11Z
closed_at: 2020-01-26T19:28:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2655
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MTMyOTEw
title: Added Missing T4 Rares
state: closed
created_at: 2020-01-25T16:52:14Z
updated_at: 2020-01-25T22:08:24Z
closed_at: 2020-01-25T22:08:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2656
type: pull
body:
  Added the following Tier 4 rares that were missing.  I tested them all, and they have valid WCIDs
  Thanks goes to Zebidee for finding these.

  T4: 30533, Patriarch's Twilight Coat
  T4: 30531, Patriarch's Twilight Tights
  T4: 30371, Dread Marauder Shield
  T4: 30373, Mirrored Justice
  T4: 30372, Shield of Engorgement
  T4: 30370, Twin Ward
  T4: 30366, Aristocrat's Bracelet
  T4: 30354, Band of Elemental Harmony
  T4: 30352, Bracelet of Binding
  T4: 30356, Circle of Pure Thought
  T4: 30353, Dreamseer Bangle
  T4: 30357, Golden Snake Choker
  T4: 30361, Loop of Opposing Benedictions
  T4: 30355, Love's Favor
  T4: 30358, Necklace of Iniquity
  T4: 30360, Ring of Channeling
  T4: 30362, Swift Strike Ring
  T4: 30363, Unchained Prowess Ring
  T4: 30364, Weeping Ring
  T4: 30365, Winter's Heart
  T4: 30359, Ibriya's Choice

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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MTM4OTE3
title: improve swapping weapons while bow is reloading
state: closed
created_at: 2020-01-25T18:06:11Z
updated_at: 2020-01-26T02:09:58Z
closed_at: 2020-01-26T02:09:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2657
type: pull
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node_id: MDU6SXNzdWU1NTUxNDI2NTE=
title: Forum Needed
state: closed
created_at: 2020-01-25T21:44:08Z
updated_at: 2020-02-06T21:19:08Z
closed_at: 2020-02-06T21:19:08Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [X] feature request
  ```

  ### Repro steps.
  search the internet

  ### The log given by the failure.
  the internet replies with a scrunchie face (It doesn't know of such a thing)

  ### Desired functionality.
  the internet says yeah we have something like a forum dedicated to ACE

  ### Mention any other details that might be useful.
  plugins can have their own forum threads, integrates nicely, see: https://forums.alliedmods.net/forumdisplay.php?f=3


  forum and plugin realm combined: https://www.amxmodx.org/compiler.php

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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MTc5OTA3
title: Enforce CheckUseRequirements on portal ties and summons
state: closed
created_at: 2020-01-26T04:07:03Z
updated_at: 2020-02-29T22:02:02Z
closed_at: 2020-01-27T04:18:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2659
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MjIxNjM3
title: Use DefaultOpen / DefaultLocked properties from DB
state: closed
created_at: 2020-01-26T14:12:21Z
updated_at: 2020-02-29T22:01:50Z
closed_at: 2020-01-27T04:18:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2660
type: pull
body:
  Updated Door code to make use of properties in the database, whereas previous code was still using the data from pcap model

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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MjkxNTU0
title: Update Lifestone usage to drain half of player's current stamina
state: closed
created_at: 2020-01-27T02:27:23Z
updated_at: 2020-02-29T22:01:49Z
closed_at: 2020-01-27T04:19:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2661
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3MzQxMDky
title: improving efficiency for large allegiances
state: closed
created_at: 2020-01-27T07:04:17Z
updated_at: 2020-01-27T07:33:16Z
closed_at: 2020-01-27T07:33:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2662
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3NTk3ODEw
title: fixing missed line for multi-projectile spell targets
state: closed
created_at: 2020-01-27T16:54:34Z
updated_at: 2020-01-27T19:06:26Z
closed_at: 2020-01-27T19:06:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2663
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3NzUyODAy
title: add support for recipes to DeveloperContentCommands
state: closed
created_at: 2020-01-27T23:19:57Z
updated_at: 2020-02-12T08:31:39Z
closed_at: 2020-02-12T08:31:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2664
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3ODQ2Mjkx
title: alternate multi-projectile spell fix
state: closed
created_at: 2020-01-28T06:23:32Z
updated_at: 2020-01-28T06:49:15Z
closed_at: 2020-01-28T06:49:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2665
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY3ODUxMzIy
title: Allow Doors to be controlled via Open/Close Me emotes
state: closed
created_at: 2020-01-28T06:40:01Z
updated_at: 2020-02-29T22:01:48Z
closed_at: 2020-01-28T07:56:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2666
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY4MzY5MTA2
title: Fix Ethereal issue with DefaultOpen doors
state: closed
created_at: 2020-01-29T04:52:56Z
updated_at: 2020-02-29T22:01:47Z
closed_at: 2020-01-29T05:20:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2667
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY4MzgwMTI2
title: Move OnHomeSick call to MoveToHome
state: closed
created_at: 2020-01-29T05:33:47Z
updated_at: 2020-02-29T22:01:42Z
closed_at: 2020-02-18T06:39:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2668
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY4NzA2MTg0
title: Update CreateDestroyItems to gracefully fail if it can't find Success/Fail item in DB
state: closed
created_at: 2020-01-29T18:37:10Z
updated_at: 2020-02-29T22:01:41Z
closed_at: 2020-01-31T06:14:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2669
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY4ODA1MTEy
title: fix cliff slide, contact plane, and landblock transition bugs
state: closed
created_at: 2020-01-29T22:47:15Z
updated_at: 2020-01-30T19:15:49Z
closed_at: 2020-01-30T19:15:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2670
type: pull
body:
  This fixes some contact plane and landblock transition bugs which could result in the player taking invisible fall damage

  Thanks to @CrimsonMage for providing accurate repro steps for this bug

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node_id: MDExOlB1bGxSZXF1ZXN0MzY4ODYzODEz
title: fix jump skill in god mode
state: closed
created_at: 2020-01-30T02:57:25Z
updated_at: 2020-01-30T19:16:02Z
closed_at: 2020-01-30T19:16:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2671
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY4OTg0OTMx
title: Add support for inferred %tqm and %tqc in EmoteManager
state: closed
created_at: 2020-01-30T10:06:51Z
updated_at: 2020-02-29T22:01:40Z
closed_at: 2020-01-31T06:15:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2672
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTIzNzc4
title: adding caster effects to portal tie and lifestone tie
state: closed
created_at: 2020-02-01T18:10:44Z
updated_at: 2020-02-01T18:54:48Z
closed_at: 2020-02-01T18:54:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2673
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTI5MjM4
title: adding missing swirlies to recall spells
state: closed
created_at: 2020-02-01T19:10:19Z
updated_at: 2020-02-01T19:22:03Z
closed_at: 2020-02-01T19:22:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2674
body: Thanks to Crimson Mage for spotting this
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTM3ODcx
title: [POC] Improved Weenie/Biota models for ACE.Server. Improves RAM/CPU
state: closed
created_at: 2020-02-01T20:46:51Z
updated_at: 2020-02-22T14:54:27Z
closed_at: 2020-02-22T14:52:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2675
type: pull
body:
  ** NOT SAFE FOR PRODUCTION USE **
  ** PROOF OF CONCEPT **

  This PR has these major goals:
  - Reduce RAM consumption by reducing the Weenie and Biota model sizes
  - Reduce CPU consumption by improving lookups by using dictionaries and lists (without a caching layer)
  - Reduce GC load

  In current master, all world objects use database biotas to hold their properties. These are very heavy objects comprised of many smaller objects. For example, every single int property is defined in a class. In the new model, a standard dictionary<property, value> is used.

  Simplifying the model, as seen [here](https://github.com/Mag-nus/ACE/blob/IBiota/Source/ACE.Entity/Models/Biota.cs), provides significant improvements.

  In the new weenie and biota model, empty collections remain null until they are required.

  Using a WCID 8563 (mob archer) for the following test:
  - Current master, WorldObject = ~52 KB
  - This PR, WorldObject = ~ 26 KB

  For WorldDatabase PreCaching:
  - Current master: Reserves ~4.8 GB, /forcegc down to ~1.4 GB
  - This PR: Reserves ~2.1 GB, /forcegc down to ~1.3 GB

  For PlayerManager with 10K+ players
  - Current master: Reserves ~11.0 GB, /forcegc down to ~7.2 GB
  - This PR: Reserves ~10.3 GB, /forcegc down to ~1.9 GB

  As you can see, the memory improvements are significant.

  Getting this work into master, if approved, will consist of 3 steps.

  **Step 1. Merge in the new models and adapters**
  - This has no impact. All new classes reside in new namespaces.

  **Step 2. Convert WorldDatabase Weenie Cache from the ACE.Database model to the new ACE.Entity model**
  - This is minor impact and will require some testing.

  **Step 3. Convert ShardDatabase/WorldObjects biota from the ACE.Database model to the new ACE.Entity model'**
  - This is a major change and will require significant testing.


  For testing, this PR is currently running on FrostfACE

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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTU1NTI2
title: adding /dungeonname dev command
state: closed
created_at: 2020-02-02T00:17:07Z
updated_at: 2020-02-04T05:41:36Z
closed_at: 2020-02-04T05:41:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2676
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTYwNzU0
title: adding /fellow-dist dev command
state: closed
created_at: 2020-02-02T01:40:26Z
updated_at: 2020-02-04T05:41:46Z
closed_at: 2020-02-04T05:41:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2677
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTYyNTcy
title: show dot resistance on appraisal panel
state: closed
created_at: 2020-02-02T02:13:25Z
updated_at: 2020-02-04T05:41:55Z
closed_at: 2020-02-04T05:41:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2678
body: Thanks to @CrimsonMage for finding this
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTcyMjU3
title: fix casting spells on self-wielded target
state: closed
created_at: 2020-02-02T05:01:38Z
updated_at: 2020-02-04T05:42:03Z
closed_at: 2020-02-04T05:42:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2679
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTc5MTEx
title: fixing 1 gap for pk casting
state: closed
created_at: 2020-02-02T06:54:26Z
updated_at: 2020-02-04T05:42:12Z
closed_at: 2020-02-04T05:42:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2680
type: pull
body:
  For PKTypes, if the target is removed from the landblock while the player is doing the initial TurnTo, there was a gap here where OnCastDone wasn't being called

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node_id: MDExOlB1bGxSZXF1ZXN0MzY5OTk3ODY5
title: additional fellowship xp sharing logic from Mirror, Mirror
state: closed
created_at: 2020-02-02T10:59:28Z
updated_at: 2020-02-04T05:42:21Z
closed_at: 2020-02-04T05:42:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2681
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcwMDYyNzcy
title: Fix AllegianceManager/HouseManager mulit-thread corruption from datab…
state: closed
created_at: 2020-02-02T22:16:55Z
updated_at: 2020-02-02T23:06:22Z
closed_at: 2020-02-02T23:06:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2682
body: …ase clallback
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcwMDkyNzc3
title: adding landblock instance support to import-sql and import-json
state: closed
created_at: 2020-02-03T02:34:20Z
updated_at: 2020-02-12T09:43:53Z
closed_at: 2020-02-12T09:43:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2683
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcwNDc4OTY4
title: Added LootBias for Legendary Chests - Requested by Drid
state: closed
created_at: 2020-02-03T19:18:40Z
updated_at: 2020-02-06T19:12:16Z
closed_at: 2020-02-06T19:12:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2684
body: Added Loot Bias for Legendary Chests
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcwNTk2NTc2
title: ensuring same PKType for healing other targets, and beneficial spells
state: closed
created_at: 2020-02-04T01:02:19Z
updated_at: 2020-02-04T05:42:34Z
closed_at: 2020-02-04T05:42:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2685
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcwNjI1NTYx
title: ensure pktypes are calling the correct MoveTo function
state: closed
created_at: 2020-02-04T03:14:31Z
updated_at: 2020-02-04T05:42:43Z
closed_at: 2020-02-04T05:42:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2686
type: pull
body:
  This fixes the bug where a PK/PKL could 'use' an object on the other side of a trap, effectively running across the trap without triggering it

  Thanks to @Jkurs and @CrimsonMage for reporting this issue

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node_id: MDExOlB1bGxSZXF1ZXN0MzcwNzAxMjI5
title: adding support for fastbuffing
state: closed
created_at: 2020-02-04T08:15:23Z
updated_at: 2020-02-04T22:53:22Z
closed_at: 2020-02-04T22:53:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2687
type: pull
body:
  Matched up to video here, and tested w/ vtank 'fastbuff' option:

  https://www.youtube.com/watch?v=meqiZTS96sc

  Thanks to @CrimsonMage for reporting this issue

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node_id: MDExOlB1bGxSZXF1ZXN0MzcwNzc5NDU5
title: fixing some combat state thrashing for food and healing kits
state: closed
created_at: 2020-02-04T11:14:34Z
updated_at: 2020-02-04T22:53:31Z
closed_at: 2020-02-04T22:53:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2688
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcxMDg4MTcy
title: matching melee weapon tailoring up to latest gdle logic
state: closed
created_at: 2020-02-04T22:45:08Z
updated_at: 2020-02-06T19:10:08Z
closed_at: 2020-02-06T19:10:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2689
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcxMTU5Njg4
title: Loot sim update
state: closed
created_at: 2020-02-05T03:02:07Z
updated_at: 2020-02-06T21:23:06Z
closed_at: 2020-02-06T21:23:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2690
type: pull
body:
  Added support for Armor Equipment Sets in armor table
  Added Aetheria counters and table.
  Added Logging LootSim stats. Example Command
  ```testlootgencorpse 998 100 armor -log```
  File is written in startup folder (same as ACE_Log).  Its named "Loot-Sim" + Time and date.  Example ```LootSim-08-36-06-PM_02-04-2020.csv```
  File is in csv format for using in spread sheet

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node_id: MDExOlB1bGxSZXF1ZXN0MzcxNDE1Nzky
title: Step 1. Add new adapter classes and models
state: closed
created_at: 2020-02-05T14:51:39Z
updated_at: 2020-02-14T14:10:55Z
closed_at: 2020-02-14T14:10:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2691
type: pull
body:
  All classes and objects added are in new namespaces.

  This add has 0 interraction on existing ACE code.

  This sets the groundwork for Step 2. Moving World DB caching to the new models

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node_id: MDExOlB1bGxSZXF1ZXN0MzcxNjg3NTc3
title: fixing combat stance and death gaps during pre-windup turn
state: closed
created_at: 2020-02-06T03:18:43Z
updated_at: 2020-02-06T19:10:18Z
closed_at: 2020-02-06T19:10:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2692
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcyMDU0OTM3
title: Add support for minimums in AwardLevelProportional*XP
state: closed
created_at: 2020-02-06T18:47:51Z
updated_at: 2020-02-29T22:01:39Z
closed_at: 2020-02-08T19:28:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2693
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcyMDU2Mjcy
title: adding quest support to import-json and import-sql
state: closed
created_at: 2020-02-06T18:51:06Z
updated_at: 2020-02-12T17:45:28Z
closed_at: 2020-02-12T17:45:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2694
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcyMTQ3NDM0
title: Loot gen changes
state: closed
created_at: 2020-02-06T22:40:14Z
updated_at: 2020-02-29T22:49:30Z
closed_at: 2020-02-29T21:42:39Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2695
type: pull
body:
  - Add text descriptions to EquipmentSet enum
  - Add option (modifybool equipmentsetid_enabled) to enable assigning EquipmentSet IDs to top tier armor loot and is set to disabled by default, for now
  - Add option (modifybool equipmentsetid_name_decoration) to prefix EquipmentSet name to item name and is set to disabled by default
  - Move Aetheria drop to mundane loot profile ( https://asheron.fandom.com/wiki/Announcements_-_2010/04_-_Shedding_Skin :: May 5th, 2010 entry )
  - Separate out Dinnerware from generic items
  - Update loot biasing to support Legendary Chest loot profiles
  - Add passing whole TreasureDeath profile object into various LootGen methods, instead of merely the tier component
  - Add usage of LootQualityMod from TreasureDeath profile data to increase cantrip likelyhood
  - Add updated AL assignment method, which will be used by updated weenies per yotes reconciliation (http://ac.yotesfan.com/json/validate.php), and current AL assignment method switched to a compatibility function for databases without the armor weenie updates
  - Make use of switch expressions vs. switch/case statement blocks
  - Correct warning messages on pattern matching switch statement blocks

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node_id: MDExOlB1bGxSZXF1ZXN0MzcyMTU2Mjk2
title: further improvements to combat stance swapping
state: closed
created_at: 2020-02-06T23:07:25Z
updated_at: 2020-02-07T06:34:15Z
closed_at: 2020-02-07T06:34:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2696
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzcyNTUwMDIz
title: Change EmoteManager to use dictionary lookup for Emotes
state: closed
created_at: 2020-02-07T18:49:13Z
updated_at: 2020-07-16T17:34:09Z
closed_at: 2020-02-26T19:05:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2697
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzczMzI5NzEw
title: Support KillQuest processing
state: closed
created_at: 2020-02-10T20:10:52Z
updated_at: 2020-02-29T22:01:30Z
closed_at: 2020-02-29T21:55:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2698
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzczNTE2NTk3
title: adding rubber glue check to monster aggro
state: closed
created_at: 2020-02-11T07:50:34Z
updated_at: 2020-02-12T07:51:39Z
closed_at: 2020-02-12T07:51:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2699
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzczNTM0NDE4
title: adding z-bump to scatter gen
state: closed
created_at: 2020-02-11T08:46:51Z
updated_at: 2020-02-12T07:51:51Z
closed_at: 2020-02-12T07:51:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2700
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzczNTc2MjU0
title: fixing bug where fellowship leader drops under abnormal circumstances
state: closed
created_at: 2020-02-11T10:24:17Z
updated_at: 2020-02-12T07:52:20Z
closed_at: 2020-02-12T07:52:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2701
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzczNzQ4OTU0
title: Step 2. Convert WorldDatabase Weenie Cache from the ACE.Database model to the new ACE.Entity model
state: closed
created_at: 2020-02-11T16:15:55Z
updated_at: 2020-03-02T14:04:16Z
closed_at: 2020-03-02T14:03:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2702
type: pull
body:
  This builds on #2691, when that is merged in, this PR will show less changes.

  This switches WorldDatabase from caching the heavier EF models to the new ACE.Entity models.

  Furthermore, it switches the DeveloperContentCommands from using GetCachedWeenie to GetWeenie, simplifying the code change, but also ensuring that the weenie being exported is true to what exists in the db.

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node_id: MDExOlB1bGxSZXF1ZXN0MzczODA5NDEy
title: FinishCast patch
state: closed
created_at: 2020-02-11T18:19:32Z
updated_at: 2020-02-12T07:51:16Z
closed_at: 2020-02-12T07:51:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2703
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzczOTk5MDgy
title: Improve startup time and memory consumption
state: closed
created_at: 2020-02-12T00:03:14Z
updated_at: 2020-02-13T01:50:00Z
closed_at: 2020-02-13T01:49:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2704
type: pull
body:
  Limit number of threads used by database parallel work. This helps avoid "too many connections" errors on larger threaded machines. It also helps reduce memory consumption.

  Use parallel for PlayerManager.Initialize()

  ForceGC at the end of Startup, before the world is open. ForceGC is a pretty controversial thing. Typically if you're forcing gc, you're doing something wrong. In this case, we're forcing gc before the world starts up so that the work is done in an off-line state. This work will be done eventually, natrually by the gc, so better to get it done before the world is active. We force gc 10 times to make sure we get all objects. On a large server with many players and world precaching, this can free up 4 GB - 6 GB.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc0MjMzMjM3
title: adding sticky distance check for melee repeat attacks
state: closed
created_at: 2020-02-12T10:40:38Z
updated_at: 2020-02-26T19:45:35Z
closed_at: 2020-02-26T19:45:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2705
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc0MzAzMTQw
title: EmoteMananger: Where before OrderBy
state: closed
created_at: 2020-02-12T13:18:36Z
updated_at: 2020-02-13T01:49:18Z
closed_at: 2020-02-13T01:47:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2706
type: pull
body:
  Good description here: https://stackoverflow.com/questions/7499384/does-the-order-of-linq-functions-matter/7499454#7499454

  This is something easy to get into master while we think about using the dictionary cache that Ripley has made.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc0NDQ3MzMw
title: Updating project files
state: closed
created_at: 2020-02-12T17:57:04Z
updated_at: 2020-02-29T22:01:34Z
closed_at: 2020-02-23T22:58:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2707
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1MDE1NTQ1
title: cleaning up spell resistance code
state: closed
created_at: 2020-02-13T18:12:04Z
updated_at: 2020-02-14T14:35:53Z
closed_at: 2020-02-14T14:35:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2708
type: pull
body:
  This fixes a bug with 32359 Glenden Wood Recall Orb

  Repro steps:
  /ci 32359
  equip orb
  go into magic combat stance
  select self
  try to cast built-in gw recall spell

  Expected:
  spell is cast successfully

  Actual:
  player has a chance of resisting spell, which they usually did in previous version

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1NDk3NjY0
state: closed
created_at: 2020-02-14T17:36:02Z
updated_at: 2020-02-15T08:09:40Z
closed_at: 2020-02-15T08:09:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2709
body: Thanks to @OptimShi for discovering this bug
type: pull
title:
  moving dequip item spell code from Player.TryDequipObjectWithNetworking to Creature.TryDequipObjectWithBroadcasting

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1NTExNDEw
title: adding support for IgnoreMagicResist / Armor on creatures directly
state: closed
created_at: 2020-02-14T18:15:08Z
updated_at: 2020-02-15T08:09:49Z
closed_at: 2020-02-15T08:09:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2710
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1NzY2MTMy
title: fixing negative item magic spell resistance check
state: closed
created_at: 2020-02-15T23:01:03Z
updated_at: 2020-02-16T00:01:48Z
closed_at: 2020-02-16T00:01:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2711
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1ODA4MzY3
title: ensuring gems used directly by player are not resisted
state: closed
created_at: 2020-02-16T10:14:18Z
updated_at: 2020-02-16T15:39:59Z
closed_at: 2020-02-16T15:39:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2712
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1ODI0MzI2
title: adding support for passive pets
state: closed
created_at: 2020-02-16T13:13:16Z
updated_at: 2020-03-10T05:57:21Z
closed_at: 2020-03-10T05:57:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2713
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc1OTE3MDMx
title: Update OnActivate for deep-linked object activation propagation
state: closed
created_at: 2020-02-17T03:03:24Z
updated_at: 2020-02-29T22:01:37Z
closed_at: 2020-02-23T18:15:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2714
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2MzIxNjQ3
title: Fix to Spine Glaive to stop Double dropping Mazule
state: closed
created_at: 2020-02-17T21:32:13Z
updated_at: 2020-02-18T01:49:32Z
closed_at: 2020-02-18T01:49:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2715
body: Fixed Spine Glaive WCID
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2NDQxMDMw
title: homesick adjustments
state: closed
created_at: 2020-02-18T06:31:24Z
updated_at: 2020-02-18T20:59:26Z
closed_at: 2020-02-18T20:59:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2716
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2NDU3NzEz
title: suppress TakeItems output when player has 0 items
state: closed
created_at: 2020-02-18T07:25:18Z
updated_at: 2020-02-18T20:59:36Z
closed_at: 2020-02-18T20:59:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2717
body:
  This will effectively make TakeItems not show output message if player has 0 items

  @DridsGhost

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2NTEwNTkx
title: fixing untargeted spell projectiles hitting scrum drudge
state: closed
created_at: 2020-02-18T09:37:51Z
updated_at: 2020-02-18T20:59:44Z
closed_at: 2020-02-18T20:59:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2718
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2NTgyODMz
title: fixing launching projectiles at point-blank range through doors
state: closed
created_at: 2020-02-18T12:11:51Z
updated_at: 2020-02-18T20:59:52Z
closed_at: 2020-02-18T20:59:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2719
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2OTAyNDYw
title: adding landblock instances to /clearcache content developer command
state: closed
created_at: 2020-02-19T00:22:26Z
updated_at: 2020-02-19T06:14:53Z
closed_at: 2020-02-19T06:14:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2720
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2OTEyNzY5
title: adding reload-landblock command for content devs
state: closed
created_at: 2020-02-19T01:06:25Z
updated_at: 2020-02-23T19:00:10Z
closed_at: 2020-02-23T19:00:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2721
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2OTY1NjU4
title: fix monster failing to navigate home
state: closed
created_at: 2020-02-19T05:02:22Z
updated_at: 2020-02-19T17:53:26Z
closed_at: 2020-02-19T17:53:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2722
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc2OTgzOTk1
title: fixing landblock instances content folder
state: closed
created_at: 2020-02-19T06:12:55Z
updated_at: 2020-02-19T20:01:53Z
closed_at: 2020-02-19T20:01:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2723
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc3NTIxMzY5
title: adding built-in damage bonus for some quest bows, reordering of monster imperil
state: closed
created_at: 2020-02-20T02:50:02Z
updated_at: 2020-02-22T20:34:41Z
closed_at: 2020-02-22T20:34:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2724
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc3NTk1MzM2
title: update homesick
state: closed
created_at: 2020-02-20T07:30:20Z
updated_at: 2020-02-20T10:00:39Z
closed_at: 2020-02-20T10:00:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2725
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc3ODQ0Njgy
title: adding /removeitemspell dev command
state: closed
created_at: 2020-02-20T16:11:42Z
updated_at: 2020-02-20T18:42:34Z
closed_at: 2020-02-20T18:42:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2726
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4MTAwNTg3
title: update AdjustCells to ConcurrentDictionary
state: closed
created_at: 2020-02-21T04:43:48Z
updated_at: 2020-10-24T19:56:10Z
closed_at: 2020-10-24T19:56:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2727
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4MTE0ODU3
title: fix acclient skipping over ethereal animation hooks for known doors that are opened > 96 distance
state: closed
created_at: 2020-02-21T05:47:04Z
updated_at: 2020-02-23T19:00:46Z
closed_at: 2020-02-23T19:00:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2728
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4MTQzMDgz
title: Fix sound on Switch weenie class
state: closed
created_at: 2020-02-21T07:21:11Z
updated_at: 2020-02-29T22:01:36Z
closed_at: 2020-02-23T18:14:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2729
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4Mzg4Mzc1
title: cleaning up door patterns
state: closed
created_at: 2020-02-21T17:21:22Z
updated_at: 2020-02-23T19:02:17Z
closed_at: 2020-02-23T19:02:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2730
type: pull
body:
  - UseTimestamp and ResetTimestamp should not be using non-standard ++ = set the current unix time obfuscation
  - Reset() should be checking precise values, and not be prone to subtle action chain / unix time / floating point bugs

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4NTk3MTg0
state: closed
created_at: 2020-02-22T14:51:29Z
updated_at: 2020-04-03T03:43:50Z
closed_at: 2020-04-03T03:40:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2731
type: pull
title:
  Step 3. Convert ShardDatabase/WorldObjects biota from the ACE.Database model to the new ACE.Entity model

body:
  This builds on #2702 , when that is merged in, this PR will show less changes.

  * This is a major change and will require significant testing.

  This switches ACE to use a new Biota model that uses dictionaries instead of collections of records. Dictionaries and lists are used to improve lookup performance.

  This provides a significant improvement in RAM consumption and Garbage Collection load, and a minor improvement on CPU consumption.

  There are further improvements to be made based on this framework. Those will be done in a follow up PR. Some examples:
  * Use a hybrid weenie/biota approach for non-database entities to reduce duplication of collections like Emotes and CreateLists.
  * Improve EnchantmentManager to use a single lock to perform certain queries, and to do so without generating temporary lists (.ToList()).

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4NjIyNDk3
title: adding equipment ratings for DR / DRR / CD / CDR
state: closed
created_at: 2020-02-22T19:19:22Z
updated_at: 2020-02-23T20:44:15Z
closed_at: 2020-02-23T20:44:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2732
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4NjI2MjY4
title: fixing AuditItemSpells for spell sets
state: closed
created_at: 2020-02-22T20:01:01Z
updated_at: 2020-02-22T20:34:57Z
closed_at: 2020-02-22T20:34:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2733
type: pull
body:
  Repro steps:

  - equip 2 items from the same spell set
  - dequip 1 of the items
  - relog

  Expected:

  - no AuditItemSpells error, spells from 1st item remain

  Actual:

  - AuditItemSpells error, spells from 1st item do not remain

  The reason for this is the way dequpping items from spell sets works for re-casting the previous level of spells. Instead of getting a new (random?) item that is still equipped from the set, it sets the caster guid to the item that was dequipped.

  In the future, it could be investigated if we should set the caster guid to another (random?) item that is still equipped from the set

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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4NjMyODI4
title: adding support for cloak proc spells
state: closed
created_at: 2020-02-22T21:20:46Z
updated_at: 2020-02-23T20:44:23Z
closed_at: 2020-02-23T20:44:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2734
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4NzM3NjIy
title: generator updates
state: closed
created_at: 2020-02-23T18:48:17Z
updated_at: 2020-02-23T20:40:33Z
closed_at: 2020-02-23T20:40:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2735
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc4NzY5NDI4
title: Update project to include database scripts for publishing
state: closed
created_at: 2020-02-24T00:15:03Z
updated_at: 2020-02-29T22:01:28Z
closed_at: 2020-02-29T21:58:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2736
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzc5NzYwNDQ0
title: [TEST] improved target tracking for pk casting
state: closed
created_at: 2020-02-25T19:32:13Z
updated_at: 2020-03-07T03:26:08Z
closed_at: 2020-03-07T03:26:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2737
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgwNTA1MDQ4
title: [TEST] ensure sync between ace and physics motion state for magic casting
state: closed
created_at: 2020-02-26T21:02:43Z
updated_at: 2020-02-29T07:30:08Z
closed_at: 2020-02-29T07:30:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2738
type: pull
body:
  this is intended to possibly prevent some fixcast lockups, and log more info if state desync is detected

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node_id: MDExOlB1bGxSZXF1ZXN0MzgwNjA2ODM5
title: adding support for landblock / recipe / quest to export-sql and export-json
state: closed
created_at: 2020-02-27T02:41:19Z
updated_at: 2020-02-27T04:54:17Z
closed_at: 2020-02-27T04:54:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2739
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgwNjIxOTgw
title: syncing skill raise message up to retail
state: closed
created_at: 2020-02-27T03:48:03Z
updated_at: 2020-02-27T04:54:28Z
closed_at: 2020-02-27T04:54:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2740
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgwNjY1MzAx
title: improved json landblock export
state: closed
created_at: 2020-02-27T06:40:29Z
updated_at: 2020-02-27T20:04:09Z
closed_at: 2020-02-27T20:04:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2741
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxMjcwNjYx
title: fixing spell projectile in dormant landblock bug
state: closed
created_at: 2020-02-28T08:42:19Z
updated_at: 2020-02-28T21:40:15Z
closed_at: 2020-02-28T21:40:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2742
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxNTY2Njkz
title: Update Wakeup to trigger NewEnemy
state: closed
created_at: 2020-02-28T19:51:15Z
updated_at: 2020-02-29T22:01:32Z
closed_at: 2020-02-29T00:03:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2743
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxNTY3NTA1
title: Update LocalSignal emitting
state: closed
created_at: 2020-02-28T19:53:17Z
updated_at: 2020-02-29T22:01:31Z
closed_at: 2020-02-29T00:03:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2744
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxNTY4MzI1
title: Hook up WoundedTaunt emoting
state: closed
created_at: 2020-02-28T19:55:31Z
updated_at: 2020-02-29T22:01:30Z
closed_at: 2020-02-29T21:31:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2745
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxNTk5OTQx
title: ensure melee target is alive before MoveTo
state: closed
created_at: 2020-02-28T21:18:58Z
updated_at: 2020-03-01T00:12:22Z
closed_at: 2020-03-01T00:12:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2746
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxNjIzNTQx
title: minor QoL improvements for content dev commands
state: closed
created_at: 2020-02-28T22:24:11Z
updated_at: 2020-02-29T05:16:47Z
closed_at: 2020-02-29T05:16:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2747
type: pull
body:
  When specifying resource types, the order of the parameters no longer matters

  These are all valid:
  /import-sql tuskerguard
  /import-sql tuskerguard weenie
  /import-sql weenie tuskerguard

  Similarly:
  /import-json tuskerguard
  /import-json tuskerguard weenie
  /import-json weenie tuskerguard

  Same for other content types:
  /import-sql 1234 landblock
  /import-sql landblock 1234

  This feature has also been added to export commands.

  In addition, when exporting weenies, either the wcid or the classname can now be specified.

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node_id: MDExOlB1bGxSZXF1ZXN0MzgxOTUyODU5
title: Prep repo for v1.1 release
state: closed
created_at: 2020-02-29T22:41:48Z
updated_at: 2020-03-24T18:14:15Z
closed_at: 2020-03-02T09:25:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2748
body: increment minor version for next stable release
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgxOTkxNDQx
title: healing update
state: closed
created_at: 2020-03-01T04:27:17Z
updated_at: 2020-03-02T05:37:59Z
closed_at: 2020-03-02T05:37:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2749
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgyMDA2OTgx
title: spell projectile dormant fix redux
state: closed
created_at: 2020-03-01T06:49:19Z
updated_at: 2020-03-02T05:38:10Z
closed_at: 2020-03-02T05:38:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2750
type: pull
body:
  scenario: some NPCs that continually cast spells at regular intervals / on heartbeat emotes, are now keeping landblocks alive forever

  the 'rolling ball of death' rooms in gaerlan's citadel and oswald's dagger quests would be a good example of this

  confirmed that updated version still fixes the original bug using previous setup and repro steps

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node_id: MDExOlB1bGxSZXF1ZXN0MzgyMDIzODY1
title: Dockerize ACE
state: closed
created_at: 2020-03-01T10:10:01Z
updated_at: 2020-03-24T18:14:08Z
closed_at: 2020-03-02T09:24:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2751
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgyMTE3ODY4
title: Pet devices levels tiers
state: closed
created_at: 2020-03-01T23:52:21Z
updated_at: 2020-03-02T02:06:36Z
closed_at: 2020-03-02T01:49:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2752
type: pull
body:
  Adding a spread of Pet Device levels for each tier - Level 200 pets should only be dropping in T8 Loot - HQ 2/29/2020
  The spread is from Optim's Data
  T5-T8 20/35/30/15% split 
  T8- 200,180,150,125
  T7- 180,150,125,100
  T6- 150,125,100,80
  T5- 125,100,80,50
  T4- 100,80,50
  T3- 80,50
  T2- 50
  T1- 50

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node_id: MDExOlB1bGxSZXF1ZXN0MzgyMTQzMTI0
title: death item stack
state: closed
created_at: 2020-03-02T02:36:08Z
updated_at: 2020-03-02T20:00:30Z
closed_at: 2020-03-02T20:00:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2753
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgyMzAwMjM2
title: Update version output to client
state: closed
created_at: 2020-03-02T10:27:19Z
updated_at: 2020-03-24T18:14:07Z
closed_at: 2020-03-02T16:58:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2754
type: pull
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node_id: MDU6SXNzdWU1NzQwNDc2NzI=
title: Critters dropping Pyreal
state: closed
created_at: 2020-03-02T15:21:35Z
updated_at: 2020-11-24T19:26:05Z
closed_at: 2020-11-24T19:07:36Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [ x] feature request
  ```
  In the early years of the game critters use to drop pyreal, I believe that was turned off later in the game.
  ### Repro steps.
  none
  ### The log given by the failure.
  none
  ### Desired functionality.
  To be able to turn this feature on/off

  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0MzgyNTI3MDc4
title: adjustments to AppVeyor
state: closed
created_at: 2020-03-02T18:01:58Z
updated_at: 2020-03-24T18:14:06Z
closed_at: 2020-03-02T18:51:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2756
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgyNjU3NjYw
title: adding verify-armor-levels admin command
state: closed
created_at: 2020-03-02T23:15:00Z
updated_at: 2020-03-07T03:38:09Z
closed_at: 2020-03-07T03:38:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2757
body: Should be reviewed by @ziang4891 and @harliq
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgyNzU1MjI0
title: Expose content folder in containers
state: closed
created_at: 2020-03-03T05:41:49Z
updated_at: 2020-03-24T18:14:05Z
closed_at: 2020-03-03T05:54:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2758
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgyODE0MDIw
title: Fix underclothes getting AL
state: closed
created_at: 2020-03-03T08:38:08Z
updated_at: 2020-03-03T14:29:06Z
closed_at: 2020-03-03T09:07:56Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2759
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgzMDc0NDcw
title: Fix Alt Currency minimum cost
state: closed
created_at: 2020-03-03T17:14:57Z
updated_at: 2020-03-24T18:14:04Z
closed_at: 2020-03-04T06:45:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2760
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgzMjI0ODgz
title: fixing defense and attack bonuses for dual wielding
state: closed
created_at: 2020-03-03T22:33:19Z
updated_at: 2020-03-04T06:49:53Z
closed_at: 2020-03-04T06:49:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2761
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgzMjUxNjQ0
title: adding /debugdamage support for all creatures
state: closed
created_at: 2020-03-03T23:38:56Z
updated_at: 2020-03-04T06:50:05Z
closed_at: 2020-03-04T06:50:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2762
body: This enables /debugdamage being able to target CombatPets and other creatures
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgzMjY5ODI4
title: ensure crit ratings work on combat pets
state: closed
created_at: 2020-03-04T00:43:00Z
updated_at: 2020-03-04T06:50:13Z
closed_at: 2020-03-04T06:50:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2763
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgzMzY0OTc3
title: prevent monster initial snap forward when they start moving
state: closed
created_at: 2020-03-04T06:31:44Z
updated_at: 2020-03-04T06:50:21Z
closed_at: 2020-03-04T06:50:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2764
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzgzOTM0Mzgx
title: additional case for runrate_add_hooks
state: closed
created_at: 2020-03-04T22:29:24Z
updated_at: 2020-03-05T12:15:13Z
closed_at: 2020-03-05T12:15:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2765
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0MDEyNzEx
title: Small Loot Fix
state: closed
created_at: 2020-03-05T01:08:11Z
updated_at: 2020-03-05T08:49:10Z
closed_at: 2020-03-05T08:49:10Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/2766
type: pull
body:
  Defender spell in loot table was incorrect and caused vtank errors. 1600 is skipped for some reason.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0MTE0MjE0
title: upper cap to max spell range
state: closed
created_at: 2020-03-05T07:37:14Z
updated_at: 2020-03-05T12:15:27Z
closed_at: 2020-03-05T12:15:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2767
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0MTY2NjYw
title: Update Cow class base
state: closed
created_at: 2020-03-05T09:40:50Z
updated_at: 2020-03-24T18:14:00Z
closed_at: 2020-03-08T02:39:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2768
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0MjY1MDg2
title: ensure sync between ace and physics motion state for magic casting
state: closed
created_at: 2020-03-05T13:06:46Z
updated_at: 2020-03-15T20:57:12Z
closed_at: 2020-03-15T20:57:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2769
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0Mjg5NDk4
title: Remove .net standard 2.1 from Adatper and Database
state: closed
created_at: 2020-03-05T13:55:20Z
updated_at: 2020-03-06T12:43:41Z
closed_at: 2020-03-06T12:43:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2770
type: pull
body:
  Not sure why they were 2.1.

  2.0 is the latest that's supported by desktop apps. Moving these two libraries back to 2.0 makes them easier to consume.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0NTg1Njc3
title: fix cs icon underlay color on initial application
state: closed
created_at: 2020-03-06T01:17:33Z
updated_at: 2020-03-06T04:55:35Z
closed_at: 2020-03-06T04:55:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2771
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0NjMyNDUz
title: verify TimeSync
state: closed
created_at: 2020-03-06T04:49:11Z
updated_at: 2020-03-07T03:24:35Z
closed_at: 2020-03-07T03:24:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2772
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0NjQzMjMw
title: Be less restrictive with GenerateNewFace
state: closed
created_at: 2020-03-06T05:36:13Z
updated_at: 2020-03-24T18:14:02Z
closed_at: 2020-03-06T18:52:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2773
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0NjY4NzYz
state: closed
created_at: 2020-03-06T07:12:32Z
updated_at: 2020-03-07T03:24:57Z
closed_at: 2020-03-07T03:24:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2774
type: pull
title:
  fix minor sync issue in TurnToHeading, rework TurnTo during magic casting to allow for player manual control

body:
  Repro steps:

  - Be in magic combat stance
  - Be turned slightly away from target, ie. at a 45 degree angle
  - Start running forward
  - While running forward, press key to cast a targeted spell

  Expected:
  - Character stops, does a turn to, and begins casting spell

  Actual:
  - Character stops, would start turning to, but then would begin casting spell almost immediately, without fully turning towards target on client.

  The server TurnToHeading method was not matched up with acclient, and was not waiting for the previously in-progress run animation to complete first, before performing the TurnTo

  Updated - now includes much more significant improvements for taking manual control of TurnToTarget during magic casting

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0NzI3OTY4
title: backporting LastCombatMode
state: closed
created_at: 2020-03-06T09:49:49Z
updated_at: 2020-03-07T03:25:08Z
closed_at: 2020-03-07T03:25:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2775
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg0ODU3OTYx
title: LootFactory Melee refactor
state: closed
created_at: 2020-03-06T14:44:24Z
updated_at: 2020-03-07T21:30:18Z
closed_at: 2020-03-07T21:30:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2776
body: Refactoring, removing all the SetProperties References, adding Notes & simplifying
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MDM1ODc4
title: fixing aug resist
state: closed
created_at: 2020-03-06T21:47:50Z
updated_at: 2020-03-07T03:25:16Z
closed_at: 2020-03-07T03:25:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2777
type: pull
body:
  A few bugs here:

  - AugmentationResistance was in EnchantmentManager before, which was an odd place to put it. There might be caching issues if the enchantment cache isn't cleared out when augs change.

  - AugmentationResistance in its previous EnchantmentManager location was only in GetResistanceMod(), which gets the combined prot + vuln resistances. 

  This particular method was split up into 2 sub-methods when natural resistances were introduced: GetProtectionResistanceMod and GetVulnerabilityResistanceMod. So combat was effectively no longer calling the original combined method, yet some other odd places like appraisal were. It just seemed like AugmentationResistance was crammed into EnchantmentManager, even though it wasn't really the right place for it.

  - AugmentationResistance was adding a flat NumAugs * 0.1, which doesn't really work, as prots/vulns are additive multipliers, and they are already in multiplicative space.

  This method has been updated to a more accurate formula - basically the same formula ratings use for converting additives into multipliers.

  There is still an issue, however, that to do this completely properly, I'm thinking the protMod would have to be converted from its native multiplicative space, back into additive space, do the combination there, and then determine the final multiplier. Again, this would be the same theory as the ratings - combine in additive space to determine the final multiplier, as combining in multiplicative space will have undesired cumulative effects.

  Another issue, is if aug resistance stacked with natural resistance, if the player was unbuffed

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MDk1ODQ2
title: Loot Factory Simulator Jewelry
state: closed
created_at: 2020-03-07T03:07:34Z
updated_at: 2020-03-07T21:30:46Z
closed_at: 2020-03-07T21:30:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2778
body: Added Jewelry Table (for testing Trinkets) and some cleanup
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MDk2Mjky
title: Add trinkets, Refactored Jewelry
state: closed
created_at: 2020-03-07T03:12:46Z
updated_at: 2020-03-09T16:20:25Z
closed_at: 2020-03-09T16:20:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2779
type: pull
body:
  Adding Trinkets to Jewelry Drops, Refactored LootGenFactory_Jewelry.cs
  Following World PR adds the Trinket Weenies (must be added before or the same time as this PR)
  https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/323

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTA1ODk5
title: fix cast tick gap
state: closed
created_at: 2020-03-07T05:16:45Z
updated_at: 2020-03-07T07:27:16Z
closed_at: 2020-03-07T07:27:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2780
type: pull
body:
  Repro steps:
  - Go into magic combat stance
  - Turn away from target
  - Start casting targeted spell
  - Very quickly, right before the the TurnTo has completed, right before the Windup, tap ` to go out of combat mode

  Expected:
  Server doesn't crash

  Actual:
  Server crashes

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTExNjUw
title: re-implement spellcast_recoil_queue server option
state: closed
created_at: 2020-03-07T06:33:16Z
updated_at: 2020-03-07T07:27:25Z
closed_at: 2020-03-07T07:27:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2781
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTEyMDAw
title: wielder null fix
state: closed
created_at: 2020-03-07T06:37:09Z
updated_at: 2020-03-07T07:27:32Z
closed_at: 2020-03-07T07:27:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2782
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTEyODI0
title: fix casting self spells while /attackable off
state: closed
created_at: 2020-03-07T06:48:36Z
updated_at: 2020-03-07T07:27:40Z
closed_at: 2020-03-07T07:27:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2783
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTEyOTUx
title: More fixes for GenerateNewFace
state: closed
created_at: 2020-03-07T06:50:16Z
updated_at: 2020-03-24T18:14:01Z
closed_at: 2020-03-07T09:46:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2784
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTE1MjUx
title: revert cast motion turn stop completely
state: closed
created_at: 2020-03-07T07:21:38Z
updated_at: 2020-03-07T08:26:02Z
closed_at: 2020-03-07T08:26:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2785
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MTM1NDY1
title: fixing some angle stuff
state: closed
created_at: 2020-03-07T11:29:10Z
updated_at: 2020-03-07T20:47:41Z
closed_at: 2020-03-07T20:47:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2786
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MjEyNjY1
title: fixing pk logout bug
state: closed
created_at: 2020-03-08T01:16:53Z
updated_at: 2020-03-08T04:38:22Z
closed_at: 2020-03-08T04:38:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2787
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MjE0Nzkz
title: update verify-armor-levels
state: closed
created_at: 2020-03-08T01:49:15Z
updated_at: 2020-03-08T04:38:30Z
closed_at: 2020-03-08T04:38:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2788
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MjE4NDYw
title: LandblockInstanceWriter: InstanceNames -> WeenieNames
state: closed
created_at: 2020-03-08T02:45:43Z
updated_at: 2020-03-24T18:13:59Z
closed_at: 2020-03-08T04:24:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2789
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MjMwNDIy
title: fix chest reset interval
state: closed
created_at: 2020-03-08T05:56:38Z
updated_at: 2020-03-08T06:58:07Z
closed_at: 2020-03-08T06:58:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2790
type: pull
body:
  Repro steps:
  - /create 38446
  - appraise chest
  - /setproperty PropertyFloat.ResetInterval 15
  - /crack
  - open chest
  - take a step back, to close chest immediately
  - appraise chest, /crack
  - wait until slightly before 15 seconds after last opening
  - open chest

  Expected:
  - chest stays open for 15 seconds

  Actual:
  - chest was closing almost immediately

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MzA2MjU2
title: update epic slashing ward
state: closed
created_at: 2020-03-08T19:54:37Z
updated_at: 2020-03-08T21:17:54Z
closed_at: 2020-03-08T21:17:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2791
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MzE2NDg0
title: cleaning up Server.Entity.Spell
state: closed
created_at: 2020-03-08T21:30:49Z
updated_at: 2020-03-09T02:16:17Z
closed_at: 2020-03-09T02:16:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2792
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MzUxNzcz
title: fixing no scrolls dropping when world precaching is enabled
state: closed
created_at: 2020-03-09T02:04:12Z
updated_at: 2020-03-09T02:16:00Z
closed_at: 2020-03-09T02:16:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2793
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1MzgxMDg0
title: Disallow [re]entry into world if shutdown is in progress
state: closed
created_at: 2020-03-09T04:36:37Z
updated_at: 2020-04-12T22:57:47Z
closed_at: 2020-04-12T22:54:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2794
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1Mzk4ODQw
title: adjust spell projectile target height
state: closed
created_at: 2020-03-09T05:50:39Z
updated_at: 2020-03-09T07:26:35Z
closed_at: 2020-03-09T07:26:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2795
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1Mzk5MTIy
title: server broadcast motions back to self client
state: closed
created_at: 2020-03-09T05:51:45Z
updated_at: 2020-03-09T07:26:43Z
closed_at: 2020-03-09T07:26:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2796
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1Mzk5NjE1
title: adjust healing based on feedback
state: closed
created_at: 2020-03-09T05:53:42Z
updated_at: 2020-03-09T07:26:50Z
closed_at: 2020-03-09T07:26:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2797
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1NDIyNDA2
title: improvements from fixcast feedback
state: closed
created_at: 2020-03-09T07:18:25Z
updated_at: 2020-03-09T07:26:58Z
closed_at: 2020-03-09T07:26:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2798
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1NTAyMTA2
title: slightly improved target tracking for spell projectiles
state: closed
created_at: 2020-03-09T10:29:09Z
updated_at: 2020-03-09T23:34:21Z
closed_at: 2020-03-09T23:34:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2799
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1NTAyOTY1
title: improve responsiveness of first turn after cast gesture
state: closed
created_at: 2020-03-09T10:30:58Z
updated_at: 2020-03-09T23:36:22Z
closed_at: 2020-03-09T23:36:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2800
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1NTY0NDM1
title: update house query
state: closed
created_at: 2020-03-09T12:43:11Z
updated_at: 2020-03-09T23:36:41Z
closed_at: 2020-03-09T23:36:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2801
type: pull
body:
  This fixes a couple of issues with HandleActionQueryHouse:

  - If the house landblock / slumlord inventory takes a particularly long time to load on the server, the player would get a 'warning! you have not paid your maintenance costs' message, even if the slumlord inventory is potentially paid already.

  This was the result of some older code that was commented as 'needing a slumlord inventory callback'. This callback system was already implemented for HouseManager, so HandleActionQueryHouse() has been updated to use a proper callback, instead of waiting an arbitrary amount of time for the slumlord inventory to load.

  - For servers running in '1 house per account' mode (the default), if a player who wasn't the direct house owner logged in, the house panel was showing 'Bought: N/A', which was also causing a display error for the other timestamps shown to the player.

  This was because the call to GetHouseData() was always using the current player, instead of the actual house owner.

  Thanks to lee-cantonais and Ripley for helping to diagnose and debug these issues!

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1OTA3NjIy
title: adding preliminary support for armatures, and imbued trinkets
state: closed
created_at: 2020-03-10T02:44:04Z
updated_at: 2020-03-13T04:22:39Z
closed_at: 2020-03-13T04:22:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2802
type: pull
body:
  all of this code will probably be unneeded, and can be handled through standard recipe mods

  just for preliminary testing

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg1OTU4ODM3
title: adding support for taboo table during character creation
state: closed
created_at: 2020-03-10T06:27:11Z
updated_at: 2020-03-10T21:21:46Z
closed_at: 2020-03-10T21:21:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2803
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2NDU0OTkw
title: fixing players sometimes invisible after teleport
state: closed
created_at: 2020-03-11T02:48:06Z
updated_at: 2020-03-11T05:11:33Z
closed_at: 2020-03-11T05:11:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2804
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2NTY1Mjg5
title: prevent player-initiated dispels while pk timers active
state: closed
created_at: 2020-03-11T09:09:07Z
updated_at: 2020-03-11T21:00:17Z
closed_at: 2020-03-11T21:00:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2805
type: pull
body:
  https://asheron.fandom.com/wiki/Dispel_Spells
  https://asheron.fandom.com/wiki/Announcements_-_2004/04_-_A_New_Threat

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2NjAxMzYz
title: add support for gems with UseUserAnimation and UseSound
state: closed
created_at: 2020-03-11T10:23:03Z
updated_at: 2020-03-15T21:11:27Z
closed_at: 2020-03-15T21:11:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2806
body: /ci 7558
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2OTMzNTc3
title: prevent vendor service spam / cast animation desync
state: closed
created_at: 2020-03-11T21:41:36Z
updated_at: 2020-03-15T20:57:36Z
closed_at: 2020-03-15T20:57:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2807
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2OTY5NTA2
title: fix summon into wall issue
state: closed
created_at: 2020-03-11T23:38:03Z
updated_at: 2020-03-12T05:41:55Z
closed_at: 2020-03-12T05:41:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2808
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2OTc4NDg4
title: [TEST] network relogin
state: open
created_at: 2020-03-12T00:15:23Z
updated_at: 2020-09-05T07:04:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2809
type: pull
body:
  Repro steps:

  - In your Config.js, set DefaultSessionTimeout to 999 for easier testing
  - In your log4net.config, set the Console threshold to DEBUG for easier testing
  - Connect to your local server in ThwargLauncher advanced mode. Make sure your server name in ThwargLauncher does NOT match up with your local server name, so that if ThwargLauncher is left open, it automatically disconnects you in ~30s
  - Log into the game world
  - Wait for ThwargLauncher to automatically close the AC window
  - Try to reconnect

  Expected:

  - Existing character is booted out of the game world

  Actual:

  - Existing character is never booted out of the game world. New session cannot connect.

  There are some odd issues with this PR, namely if you try this multiple times, the existing Player state will get into an odd loop, where the Session is disconnected, but the Player is still saving on the landblock or something..

  This can be seen after multiple retries, or using /pktimer sometimes helps. The previous session will go into 'SessionTerminating' state, and then be dropped, while the previous player still seems to be in the world. This allows the new session to connect to the char select screen, but then gets into an automatic loop when trying to log into the world, until the existing player is finally logged out.

  Could use @fartwhif 's help on this one

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg2OTg4MTU5
title: reduce unnecessary spam in debug logs
state: closed
created_at: 2020-03-12T01:00:10Z
updated_at: 2020-03-12T05:42:04Z
closed_at: 2020-03-12T05:42:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2810
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg3MDYxNTk5
title: add support for 'crafting chance of success dialog' player option to regular recipes
state: closed
created_at: 2020-03-12T06:19:42Z
updated_at: 2020-03-18T07:11:09Z
closed_at: 2020-03-18T07:11:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2811
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg3MzY0MDEx
title: Stackable: Do nothing on use
state: closed
created_at: 2020-03-12T17:12:56Z
updated_at: 2020-03-24T18:13:57Z
closed_at: 2020-03-24T00:17:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2812
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg3MzgwNDUy
title: Switch Quest stamp on pickup to on generator controlled items only
state: closed
created_at: 2020-03-12T17:42:07Z
updated_at: 2020-03-24T18:13:56Z
closed_at: 2020-03-24T04:57:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2813
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg3NjA5OTE5
title: improve accuracy of 'your movement has disrupted spellcasting / healing!' distance check
state: closed
created_at: 2020-03-13T06:13:36Z
updated_at: 2020-03-15T20:55:05Z
closed_at: 2020-03-15T20:55:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2814
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg3OTQxMjkz
title: fixing burning coal
state: closed
created_at: 2020-03-13T19:31:02Z
updated_at: 2020-03-15T20:55:22Z
closed_at: 2020-03-15T20:55:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2815
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4MDgwMTE5
title: Fix oversize NAK packets being sent to client.
state: closed
created_at: 2020-03-14T00:30:19Z
updated_at: 2020-03-14T05:06:46Z
closed_at: 2020-03-14T05:06:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2816
type: pull
body:
  - limit the number of sequence IDs per S2C NAK packet: this alleviates the problem of the server sending huge packets.
  - fix possible problem with a C2S packet sequence received that is previous to the current position.
  - NAK packets aren't re-transmitted in AC protocol, don't store them in S2C cache

  This has been thoroughly tested locally and in CE and consensus is that the main problem of _oversize retransmission packets being sent to client_ is fixed by it.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4MTcxODYx
title: find_cell_list debugging
state: closed
created_at: 2020-03-14T05:47:49Z
updated_at: 2020-03-19T02:57:16Z
closed_at: 2020-03-19T02:57:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2817
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4MTg5MjQy
title: adjust spellcast_max_angle logic
state: closed
created_at: 2020-03-14T06:50:16Z
updated_at: 2020-03-15T20:55:45Z
closed_at: 2020-03-15T20:55:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2818
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4MjIwNTAw
title: syncing Player_Death network broadcasts up to retail
state: closed
created_at: 2020-03-14T08:38:04Z
updated_at: 2020-03-15T20:56:03Z
closed_at: 2020-03-15T20:56:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2819
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4NjAwNjEw
title: adding options for server admins to scale hollow damage in pvp battles
state: closed
created_at: 2020-03-15T06:45:25Z
updated_at: 2020-03-15T20:56:25Z
closed_at: 2020-03-15T20:56:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2820
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4NzUxMTU5
title: fix missing e typo
state: closed
created_at: 2020-03-15T16:04:36Z
updated_at: 2020-10-16T04:06:03Z
closed_at: 2020-03-15T20:54:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2821
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4Nzg4MTYz
title: improved collision detection for projectiles on players
state: closed
created_at: 2020-03-15T18:31:58Z
updated_at: 2020-05-25T06:04:19Z
closed_at: 2020-05-25T06:04:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2822
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg4Nzk4NTM3
title: fix monsters sliding around if they have already started a MoveTo before CreateObject is sent
state: closed
created_at: 2020-03-15T19:09:41Z
updated_at: 2020-03-16T16:21:45Z
closed_at: 2020-03-16T16:21:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2823
type: pull
body:
  This patch is for testing to see if this reduces the situations where monsters are moving on server across long distances, but don't appear to be doing running animation / MoveTo on client -- they just appear to be blipping around on client, across large distances

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg5MjE5NzYy
title: fixing spell projectiles sometimes jumping above target's head on collision
state: closed
created_at: 2020-03-16T13:00:55Z
updated_at: 2020-03-16T16:18:30Z
closed_at: 2020-03-16T16:18:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2824
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg5MjQ4Mjcz
title: adding debugging for passive pet owner going null
state: closed
created_at: 2020-03-16T13:49:30Z
updated_at: 2020-03-16T16:18:40Z
closed_at: 2020-03-16T16:18:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2825
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg5MzEzODc1
title: filling some gaps for instant vital updates for targeted creature
state: closed
created_at: 2020-03-16T15:27:07Z
updated_at: 2020-03-16T16:18:49Z
closed_at: 2020-03-16T16:18:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2826
type: pull
body:
  This PR replaces a bunch of hooks scattered around the codebase for UpdateHealth for the attacker

  The 'selectedTarget' system has been upgraded to use WorldObjectInfo, and to have ties directly into DamageHistory

  Some gaps that this covers:

  - Player A and Player B are both attacking the same creature. While Player A is doing damage to the creature, Player B previously did not receive the instant health updates.

  - A bunch of missing hooks all throughout the system, for healing, vital ticks, etc.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzg5NDA5OTQy
title: fix broadcast move to home
state: closed
created_at: 2020-03-16T17:59:05Z
updated_at: 2020-03-17T14:54:22Z
closed_at: 2020-03-17T14:54:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2827
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzg5OTkxMDIx
title: [WIP -Debug] debugging bad weenie scrolls
state: closed
created_at: 2020-03-17T17:59:34Z
updated_at: 2020-03-23T17:10:03Z
closed_at: 2020-03-23T17:10:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2828
body: For catching bad scrolls/weenies
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkwMjYzMjE1
title: ensure 19E - PlayerDeath is broadcast to victim for plugins
state: closed
created_at: 2020-03-18T07:22:03Z
updated_at: 2020-03-19T12:56:45Z
closed_at: 2020-03-19T12:56:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2829
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkwMzg3MzU2
title: some minor adjustments to crafting messages
state: closed
created_at: 2020-03-18T11:46:01Z
updated_at: 2020-03-19T12:56:56Z
closed_at: 2020-03-19T12:56:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2830
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkwODgyNTE3
title: fix pressure plate generators w/ RegenInterval 0
state: closed
created_at: 2020-03-19T09:09:55Z
updated_at: 2020-03-19T12:56:34Z
closed_at: 2020-03-19T12:56:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2831
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxMTc3MTgz
title: further objcell debugging
state: closed
created_at: 2020-03-19T18:49:45Z
updated_at: 2020-03-19T19:29:26Z
closed_at: 2020-03-19T19:29:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2832
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxMjE2NTU1
title: cleanup debug code
state: closed
created_at: 2020-03-19T20:17:36Z
updated_at: 2020-03-20T08:48:32Z
closed_at: 2020-03-20T08:48:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2833
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxMzQyODU1
title: Fix lack of Shield AL assignment
state: closed
created_at: 2020-03-20T04:06:44Z
updated_at: 2020-03-25T00:12:01Z
closed_at: 2020-03-20T08:54:41Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2834
body: - Allow shields to be included in bonus AL assignment
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxNzY2MjE5
title: fixing resist aug (again)
state: closed
created_at: 2020-03-20T22:30:17Z
updated_at: 2020-03-21T01:50:37Z
closed_at: 2020-03-21T01:50:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2835
type: pull
body:
  ironically, the original formula in enchantment manager was correct, just possibly in the wrong place..

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node_id: MDExOlB1bGxSZXF1ZXN0MzkxNzc5MDk1
title: spell rotation updates
state: closed
created_at: 2020-03-20T23:28:52Z
updated_at: 2020-03-22T15:20:45Z
closed_at: 2020-03-22T15:20:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2836
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxODQyMDgy
title: ensure life projectiles take natural resistances into account
state: closed
created_at: 2020-03-21T10:32:24Z
updated_at: 2020-03-21T17:40:15Z
closed_at: 2020-03-21T17:40:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2837
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxODU5MDc4
title: fixing global velocity for jump broadcast
state: closed
created_at: 2020-03-21T13:31:05Z
updated_at: 2020-03-21T17:40:36Z
closed_at: 2020-03-21T17:40:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2838
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxODY1MDA2
title: adding non-default server option to broadcast spell projectiles as ethereal to clients
state: closed
created_at: 2020-03-21T14:24:05Z
updated_at: 2020-03-21T17:40:49Z
closed_at: 2020-03-21T17:40:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2839
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxODczNDU2
title: syncing up rotation on MoveToState
state: closed
created_at: 2020-03-21T15:32:34Z
updated_at: 2020-03-21T17:41:04Z
closed_at: 2020-03-21T17:41:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2840
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxODg4NDA2
title: filling small movement gap
state: closed
created_at: 2020-03-21T17:38:18Z
updated_at: 2020-03-21T18:44:25Z
closed_at: 2020-03-21T18:44:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2841
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkxOTIwNTYw
title: further cleanup for spell_projectile_ethereal
state: closed
created_at: 2020-03-21T21:42:36Z
updated_at: 2020-03-22T00:04:01Z
closed_at: 2020-03-22T00:04:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2842
type: pull
body:
  This PR has further improvements for spell projectiles, regardless if spell_projectile_ethereal is enabled or disabled

  - Point-blank collisions now play the effects more consistently across all spell types. The lightning bolts, for example, no longer linger around. The launch effects also always play for point-blank collisions (more particle effects)

  - The network message broadcasting for point-blank collisions has also been cleaned up slightly, so that the special 'broadcaster' variable is no longer needed.

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node_id: MDExOlB1bGxSZXF1ZXN0MzkxOTQxODQy
title: ensure floating point values are retained for IgnoreMagicArmorScaled RL
state: closed
created_at: 2020-03-22T01:27:15Z
updated_at: 2020-03-22T02:15:41Z
closed_at: 2020-03-22T02:15:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2843
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyMDA5NTYz
title: small fix to match retail
state: closed
created_at: 2020-03-22T13:55:30Z
updated_at: 2020-03-22T15:20:56Z
closed_at: 2020-03-22T15:20:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2844
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyMDM0NDYw
title: update stance if /pkl is entered from combat mode
state: closed
created_at: 2020-03-22T16:36:53Z
updated_at: 2020-03-22T19:19:18Z
closed_at: 2020-03-22T19:19:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2845
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyMDQ4ODYy
title: adding null check to GetScrollWeenie
state: closed
created_at: 2020-03-22T18:20:01Z
updated_at: 2020-03-23T18:37:31Z
closed_at: 2020-03-23T18:37:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2846
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyMjQwOTgw
title: adding null check
state: closed
created_at: 2020-03-23T08:47:34Z
updated_at: 2020-03-23T08:59:23Z
closed_at: 2020-03-23T08:59:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2847
type: pull
body:
  This seems like it should be impossible, but there is a rare crash in Player_Inventory.cs on line 517

  No idea how GetKnownObjects() could be returning null

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node_id: MDExOlB1bGxSZXF1ZXN0MzkyNTU3NTg5
title: fix corpses spawning frozen in mid-air
state: closed
created_at: 2020-03-23T18:19:44Z
updated_at: 2020-03-24T00:56:35Z
closed_at: 2020-03-24T00:56:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2848
type: pull
body:
  Repro steps:
  - /god (for mega jump)
  - /pk pk
  - do a standing jump forward, @ full jump power
  - type /rip in chat window immediately after leaving the ground

  Expected:
  - corpse spawns in midair, near the apex of the jump, and continues the previous trajectory of the jumping player, eventually falling back to the ground

  Actual:
  - corpse spawns frozen in midair, near the apex of the jump

  This PR persists the physics velocity (used only for jumping) of the dying creature to the corpse, causing the expected behavior

  I have confirmed that ACE is correctly / automatically updating the latest position of the corpse to the database, after it lands. This can be seen with using /reload-landblock after the corpse falls to the ground.

  One caveat is: since Velocity is a runtime-only field, and not persisted to the database, corpses that are restored from the database with a position in the air will still not fall to the ground. This can be reproed with the previous steps, and then doing an unsafe shutdown of the server immediately after respawning. In this situation, the corpse was saved immediately to the database when created, but the unsafe shutdown prevents the server from saving the latest landblock state after the corpse has reached the ground position.

  Some additional admin / dev commands have been added to aid in these scenarios. /movetome moves the last appraised object to the admin player. This can be useful for corpse retrieval.

  A /bumpvelocity command has also been added, which gives the last appraised object a tiny bit of upwards velocity, which also has the amusing effect of causing floating corpses to visually fall to the ground.

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node_id: MDExOlB1bGxSZXF1ZXN0MzkyNTgxOTgx
title: AppVeyor build pipeline changes
state: closed
created_at: 2020-03-23T19:11:41Z
updated_at: 2020-03-24T18:13:55Z
closed_at: 2020-03-23T23:12:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2849
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyNjEwOTA2
title: improve consistency for npk falling damage
state: closed
created_at: 2020-03-23T20:02:44Z
updated_at: 2020-03-24T01:02:52Z
closed_at: 2020-03-24T01:02:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2850
type: pull
body:
  This PR builds on https://github.com/ACEmulator/ACE/pull/2848

  The code changes for this particular PR are minor, and the exact changes will be clearer after 2848 is merged in

  2848, and in particular the /showvelocity command, have revealed some issues with PhysicsObj.Velocity not being set back to 0 properly after NPK jumping

  This PR updates NPKs so they do full physics ticks @ 30hz while their Velocity != Vector3.Zero, similar to the full ticks that PKs do when they are moving or animating

  Physics.Velocity is used for jumping only... the movement from animations is stored separately in CachedVelocity

  This fixes the bug where NPKs can jump, and then perform no further movement motions while airborne, to avoid taking falling damage

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node_id: MDExOlB1bGxSZXF1ZXN0MzkyNjk5MDQy
title: More AppVeyor adjustments
state: closed
created_at: 2020-03-23T23:49:55Z
updated_at: 2020-03-24T18:13:55Z
closed_at: 2020-03-23T23:59:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2851
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyNzAzMDYz
title: fix gap in admin vision
state: closed
created_at: 2020-03-24T00:07:03Z
updated_at: 2020-03-24T12:00:05Z
closed_at: 2020-03-24T12:00:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2852
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkyNzA4ODQw
title: Support ARM64 (RPI4 4gb - Ubuntu x64)
state: closed
created_at: 2020-03-24T00:29:53Z
updated_at: 2020-03-24T18:13:54Z
closed_at: 2020-03-24T04:58:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2853
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMTkyMzI4
title: Update docker configuration + Improved Build/Version tracking
state: closed
created_at: 2020-03-24T18:41:56Z
updated_at: 2020-04-11T18:29:10Z
closed_at: 2020-03-24T20:57:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2854
body: Standardize default configuration for database docker container
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMjIwNTM2
title: adding support for more fellowship spell types
state: closed
created_at: 2020-03-24T19:44:20Z
updated_at: 2020-03-24T23:55:13Z
closed_at: 2020-03-24T23:55:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2855
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMjc3OTIx
title: fixing display bug for enchantment messages
state: closed
created_at: 2020-03-24T22:01:42Z
updated_at: 2020-03-24T23:55:03Z
closed_at: 2020-03-24T23:55:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2856
type: pull
body:
  Repro steps:
  - Cast Focus 1, Focus 2, and Focus 3

  Expected:
  - Enchantment message reads 'Focus 3 surpasses Focus 2'

  Actual:
  - Enchantment message reads 'Focus 3 surpasses Focus 1'

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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMzI4MjA1
title: revert 2813
state: closed
created_at: 2020-03-25T00:57:45Z
updated_at: 2020-03-25T01:42:30Z
closed_at: 2020-03-25T01:42:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2857
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMzMxNjcw
title: improve ring projectiles spawns for spells with even # of projectiles
state: closed
created_at: 2020-03-25T01:12:44Z
updated_at: 2020-03-25T01:42:41Z
closed_at: 2020-03-25T01:42:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2858
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMzQ1NjM4
title: Fix issue with Quest stamp on pickup
state: closed
created_at: 2020-03-25T02:13:45Z
updated_at: 2020-04-11T18:29:08Z
closed_at: 2020-03-25T02:44:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2859
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzMzYwMDIx
title: Disable account auto promotion when admin account is created via console
state: closed
created_at: 2020-03-25T03:14:19Z
updated_at: 2020-04-11T18:29:04Z
closed_at: 2020-03-30T17:37:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2860
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzNDQxNjgy
title: resist aug x3
state: closed
created_at: 2020-03-25T08:06:16Z
updated_at: 2020-03-25T16:14:21Z
closed_at: 2020-03-25T16:14:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2861
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0MzkzNDQyMjU5
title: remove buggy -al code
state: closed
created_at: 2020-03-25T08:07:42Z
updated_at: 2020-03-25T16:14:34Z
closed_at: 2020-03-25T16:14:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2862
body: confirmed this code is not in acclient
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MDQ1Nzc0
title: improve animation for AimLevel
state: closed
created_at: 2020-03-28T04:36:13Z
updated_at: 2020-03-28T14:43:42Z
closed_at: 2020-03-28T14:43:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2863
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MTY0Nzk2
title: Step 4 hybrid weenie biota
state: closed
created_at: 2020-03-28T22:35:58Z
updated_at: 2020-04-05T20:41:32Z
closed_at: 2020-04-05T20:38:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2864
type: pull
body:
  This builds on Step 3. When Step 3 is merged, this PR will show only a few changes.

  This is a run time optimization. It reduces RAM allocation and in turn also makes less work for the garage collector. It can save 500 MB to 1 GB or more on an active server.

  When a biota is instantiated from a weenie (not from a database biota), the biota will point to the weenie for the following collections instead of duplicating them:
  PropertiesCreateList
  PropertiesEmote
  PropertiesEventFilter
  PropertiesGenerator

  This works on the because the above collections aren't modified at run time and thus can be shared by multiple biotas at the same time.

  When the biota is eventually saved, these properties will be saved to the database with the biota.

  When the biota is restored from the database, the database properties will be used. The weenie is no longer referenced at that point.


  Further Improvements:
  - Adapter collections are now constructed with the appropriate initial capacity
  - Projectile "helper" class changed to a static ProjectileCollisionHelper class.
  - Reduce .ToList() and .Clone() usage in EnchantmentManager.cs

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MjAwMjQy
title: fix some rare cases of invisible player bug
state: closed
created_at: 2020-03-29T05:24:04Z
updated_at: 2020-03-29T20:06:04Z
closed_at: 2020-03-29T20:06:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2865
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MjA1ODAz
title: ensure npks can take falling damage when portal destination is aerial
state: closed
created_at: 2020-03-29T06:30:29Z
updated_at: 2020-03-29T20:05:55Z
closed_at: 2020-03-29T20:05:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2866
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MjExMzM1
title: fix possible gap for point-blank life projectile damage
state: closed
created_at: 2020-03-29T07:20:56Z
updated_at: 2020-03-29T17:45:02Z
closed_at: 2020-03-29T17:45:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2867
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MzIwNDk5
title: fixing require_spell_comps for freshly loaded acclient
state: closed
created_at: 2020-03-29T21:02:23Z
updated_at: 2020-03-29T22:50:56Z
closed_at: 2020-03-29T22:50:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2868
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MzI1OTc4
title: prevent actions while /die in progress
state: closed
created_at: 2020-03-29T21:41:48Z
updated_at: 2020-03-30T03:17:56Z
closed_at: 2020-03-30T03:17:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2869
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1MzI4ODM1
title: fixing shade=0, from optimshi
state: closed
created_at: 2020-03-29T22:04:01Z
updated_at: 2020-03-30T03:18:13Z
closed_at: 2020-03-30T03:18:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2870
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1NTQxNTc0
title: suppress log message for require_spell_comps server option
state: closed
created_at: 2020-03-30T10:00:48Z
updated_at: 2020-03-30T23:11:05Z
closed_at: 2020-03-30T23:11:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2871
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk1OTcxNTQ3
title: adding null check for built-in weapon spells
state: closed
created_at: 2020-03-30T23:49:06Z
updated_at: 2020-03-31T03:29:22Z
closed_at: 2020-03-31T03:29:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2872
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk3ODI5NjYw
title: update physics rotation on EmoteManager.Turn
state: closed
created_at: 2020-04-02T22:00:09Z
updated_at: 2020-04-03T23:35:53Z
closed_at: 2020-04-03T23:35:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2873
type: pull
body:
  From Drid:

  /teleloc @teleloc 0x58630188 [20 -80 -53.944] 0.9999459 0 0 -0.01039798

  They rotate, but no longer cast spells in the correct directions, they're "stuck"

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk3ODQ3MDMy
title: Added /teleplayerloc Command to teleport a specific player to a specific location
state: closed
created_at: 2020-04-02T22:51:54Z
updated_at: 2020-04-23T13:34:46Z
closed_at: 2020-04-23T13:34:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2874
type: pull
body:
  Teleport a specific character to a specific location.
  ```
  /teleplayerloc <player name> <loc>
  ```
  Usage
  ```
  @teleplayerloc follows the same number order as displayed from @loc output\n
  @teleplayerloc <player name> 0x7F0401AD [12.319900 -28.482000 0.005000] -0.338946 0.000000 0.000000 -0.940806
  Example: @teleplayerloc <player name> 0x7F0401AD 12.319900 -28.482000 0.005000 -0.338946 0.000000 0.000000 -0.940806
  Example: @teleplayerloc <player name> 7F0401AD 12.319900 - 28.482000 0.005000")]
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk3OTE3OTM3
title: Destroy Laggy Projectiles
state: closed
created_at: 2020-04-03T03:38:39Z
updated_at: 2020-04-04T12:24:41Z
closed_at: 2020-04-04T12:24:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2875
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk4NDUzODMw
title: moving duplicate code for life projectiles
state: closed
created_at: 2020-04-04T02:26:16Z
updated_at: 2020-04-04T03:02:27Z
closed_at: 2020-04-04T03:02:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2876
type: pull
body:
  Thanks to Murk for reporting these issues

  For life projectiles, the calls to TryResistSpell and OnAttackMonster should not be happening in the base life magic method, at the moment these spells are cast. These were effectively duplicate calls for life projectiles, and the 'real' calls should be the only ones happening when the spell projectile hits the target creature.

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk4NzAwMzQ0
title: [TEST] Debugging for server crash
state: closed
created_at: 2020-04-04T19:35:40Z
updated_at: 2020-04-04T20:56:31Z
closed_at: 2020-04-04T20:56:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2877
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk4NzU2MTA4
title: [TEST] Test 2
state: closed
created_at: 2020-04-04T20:56:36Z
updated_at: 2020-04-04T22:09:22Z
closed_at: 2020-04-04T22:08:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2878
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk4Nzg2ODA5
title: [TEST] more debugging
state: closed
created_at: 2020-04-04T22:13:17Z
updated_at: 2020-04-05T14:05:25Z
closed_at: 2020-04-04T22:31:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2879
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk4ODEwNTA5
title: Improve ShardDatabaseWithCaching Locking
state: closed
created_at: 2020-04-04T23:13:48Z
updated_at: 2020-04-05T20:42:50Z
closed_at: 2020-04-05T20:40:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2880
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk4OTkzMTUx
title: adding function to automatically fix any 'invisible' equipped items
state: closed
created_at: 2020-04-05T09:40:16Z
updated_at: 2020-04-05T18:28:03Z
closed_at: 2020-04-05T18:28:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2881
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5MDYyNDcy
title: further updates to melee/missile repeat cycle to sync more precisely to retail
state: closed
created_at: 2020-04-05T12:34:50Z
updated_at: 2020-04-06T13:49:56Z
closed_at: 2020-04-06T13:49:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2882
type: pull
body:
  This PR builds on top of https://github.com/ACEmulator/ACE/pull/2472

  The changes specific to this PR can be viewed in commit https://github.com/ACEmulator/ACE/pull/2882/commits/2a68b0182d0b1c85b0b541b1eb8eb97dfe45940e

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5MTI4MDMz
title: updating LoS tests for recent changes to ProjectileTarget
state: closed
created_at: 2020-04-05T15:18:25Z
updated_at: 2020-04-05T18:28:11Z
closed_at: 2020-04-05T18:28:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2883
type: pull
body:
  With recent changes to ProjectileTarget, ranged mobs are (incorrectly) no longer launching projectiles if their shots are blocked by other mobs

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5MTMyODk4
title: fixing bandits dual wielding bow + melee
state: closed
created_at: 2020-04-05T15:30:05Z
updated_at: 2020-04-06T13:50:09Z
closed_at: 2020-04-06T13:50:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2884
type: pull
body:
  Repro steps:
  /create bandit

  Expected:
  Bandit is wielding normal weapons

  Actual:
  Bandit frequently spawns incorrectly wielding a bow and a melee weapon simultaneously

  I tried implementing this PR a few different ways, and this is the current version. It changes things up a tad in CreateList and WieldedTreasure being wielded slightly, but it seems like it should produce the same results, with the expected behavior and bugs fixed

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5MTY0MzY2
title: update coded recipes for trinkets latest version
state: closed
created_at: 2020-04-05T16:48:44Z
updated_at: 2020-04-06T13:50:27Z
closed_at: 2020-04-06T13:50:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2885
type: pull
body:
  In the final version of the trinkets that Drid made, the previous exclusion code in RecipeManager_New is no longer needed

  The requirements were also slightly misunderstood, and things like applying Pine Salvage to trinkets should be possible.

  This also ensures that applying cantrip salvage to trinkets is not possible

  Thanks to @CrimsonMage for discussing some of the details for this part

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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5MjIwMzM3
title: adding support for lockpick mod, fixing lockpick sound broadcast
state: closed
created_at: 2020-04-05T19:57:11Z
updated_at: 2020-04-06T13:50:53Z
closed_at: 2020-04-06T13:50:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2886
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5MjM2Nzkw
title: Minor docker related changes
state: closed
created_at: 2020-04-05T20:47:04Z
updated_at: 2020-04-11T18:29:01Z
closed_at: 2020-04-06T02:03:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2887
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Mzk5Mjc0OTA3
title: Check player names against creature names in world db
state: closed
created_at: 2020-04-05T22:19:01Z
updated_at: 2020-04-11T18:29:02Z
closed_at: 2020-04-11T16:55:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2888
body:
  - Disable creating players with names of creatures in world
  - Adjust other checks

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAwMTM5ODM2
title: improve house root guid
state: closed
created_at: 2020-04-07T09:10:51Z
updated_at: 2020-04-08T04:43:04Z
closed_at: 2020-04-08T04:43:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2889
type: pull
body:
  The purpose of this PR is for a couple of different things:

  - Fixes a bug with RootGuid not working in certain rare scenarios. Specifically, when a player loads into a Mansion basement, while the outdoor Mansion landblock is unloaded, and they try to use the mansion hooks / storage, it was previously possible for RootGuid to return 1 of the 4 outdoor mansion Houses that is NOT the actual root house. This could cause an incorrect permissions failure.

  - Make a trade-off in this section of the program for maximum performance, in exchange for pre-calculated / hardcoded lookup table. This is in preparation for certain areas of the physics engine needing to access the house restriction tables.

  It would be possible to have a SQL query run everytime on startup to sort of build this list at runtime, however the SQL query used to generate this list is sort of a convoluted 2-step process, and I just preferred the trade-off of running this SQL query once beforehand, and baking it into a static lookup table.

  If server admins ever get into modifying the client DATs in order to add new houses to the landscape, this section could be revisted to run the query on startup.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAwMTg2MTg4
title: fixing sidestep clamp
state: closed
created_at: 2020-04-07T10:41:35Z
updated_at: 2020-04-08T04:42:47Z
closed_at: 2020-04-08T04:42:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2890
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAwMjExNzAy
title: syncing bouncy housing barriers with server physics
state: closed
created_at: 2020-04-07T11:35:19Z
updated_at: 2020-04-08T05:35:54Z
closed_at: 2020-04-08T05:35:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2891
type: pull
body:
  This PR is based on https://github.com/ACEmulator/ACE/pull/2889 , and builds on the newly-added tables in there for maximum performance

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node_id: MDExOlB1bGxSZXF1ZXN0NDAwMjkwODI5
title: Add order to BiotaPropertiesPalette
state: closed
created_at: 2020-04-07T14:07:58Z
updated_at: 2020-04-11T21:22:17Z
closed_at: 2020-04-11T21:19:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2892
type: pull
body:
  This fixes corpse palette ordering after a server restart.

  This has a shard database update that is required.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAwNjQyNjQ0
title: sync critical frequency for existing ice tachis
state: closed
created_at: 2020-04-08T05:50:22Z
updated_at: 2020-04-11T16:47:24Z
closed_at: 2020-04-11T16:47:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2893
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAwNjU2MzUx
title: ensure pk timer logout stops movement completely
state: closed
created_at: 2020-04-08T06:34:58Z
updated_at: 2020-04-11T16:47:34Z
closed_at: 2020-04-11T16:47:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2894
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxMTI0ODM3
title: adding reguid support for json landblock conversion w/ relative guids
state: closed
created_at: 2020-04-08T23:12:33Z
updated_at: 2020-04-11T16:47:45Z
closed_at: 2020-04-11T16:47:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2895
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxMTUwMjkw
title: Revert "fixing shade=0, from optimshi (#2870)"
state: closed
created_at: 2020-04-09T00:50:01Z
updated_at: 2020-04-11T16:54:46Z
closed_at: 2020-04-11T16:54:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2896
type: pull
body:
  This reverts commit 640847bf55f1de011f3d0a44569782f5c88a1895.

  This patch causes the Pathwarden armor to appear as the wrong color (incorrect black color)

  I think it might have something to do with null coalescing, ie. maybe the original data format had a way to distinguish between 'no shade' / null shade and shade=0

  The current data format appears to be using non-nullables, so I'm not sure how to make this distinction with the current data format

  Sending a revert for this patch until someone can chime in with the proper solution

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node_id: MDExOlB1bGxSZXF1ZXN0NDAxMjU2OTE1
title: Update boot command
state: closed
created_at: 2020-04-09T07:28:43Z
updated_at: 2020-04-11T18:28:59Z
closed_at: 2020-04-11T16:55:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2897
type: pull
body:
  - match original parameter structure and syntax
  - add support for account boot (players not in world)

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node_id: MDExOlB1bGxSZXF1ZXN0NDAxMzE1NzE3
title: add jump looting from retail
state: closed
created_at: 2020-04-09T09:33:16Z
updated_at: 2020-04-11T16:49:04Z
closed_at: 2020-04-11T16:49:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2898
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxMzIxNjUz
title: IsJumping consistency across pks and npks
state: closed
created_at: 2020-04-09T09:46:01Z
updated_at: 2020-04-11T16:53:51Z
closed_at: 2020-04-11T16:53:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2899
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxMzM0NTA0
title: bumping up Healing_MaxMove for pks a small amount, based on player feedback
state: closed
created_at: 2020-04-09T10:12:51Z
updated_at: 2020-04-11T16:54:02Z
closed_at: 2020-04-11T16:54:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2900
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxNzAxMzg0
title: verified null restriction tables
state: closed
created_at: 2020-04-10T00:13:04Z
updated_at: 2020-04-10T01:18:04Z
closed_at: 2020-04-10T01:18:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2901
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxNzEzMjE4
title: updating no stamina use chance
state: closed
created_at: 2020-04-10T01:09:45Z
updated_at: 2020-04-11T16:54:16Z
closed_at: 2020-04-11T16:54:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2902
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAxNzM1MTcx
title: Network layer bug fix, reduction
state: closed
created_at: 2020-04-10T03:02:37Z
updated_at: 2020-04-11T16:54:26Z
closed_at: 2020-04-11T16:54:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2903
type: pull
body:
  fixed bug allowing a corrupt or malformed packet to crash the server when the fragment parser tries to read past the end of the data
  simplified `CryptoSystem`
  removed unused counter from `ISAAC`
  simplified client packet CRC verification call stack

  Tested with full Clumsy suite enabled: passed
  Tested with Coldeve, currently active in Coldeve, current pop: 600

  _Credit goes to Yonneh for simplified `CryptoSystem`_

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node_id: MDExOlB1bGxSZXF1ZXN0NDAxODg0NjEy
title: add support for caster weapons to Monster_Inventory
state: closed
created_at: 2020-04-10T12:10:43Z
updated_at: 2020-04-11T16:54:37Z
closed_at: 2020-04-11T16:54:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2904
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMTAyNTY4
title: Fix ungod failing on SkillAdvancementClass
state: closed
created_at: 2020-04-10T23:21:42Z
updated_at: 2020-04-11T16:54:57Z
closed_at: 2020-04-11T16:54:57Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2905
type: pull
body:
  Currently if you `/god` and you can not `/ungod` you'll hit:

  `Exception ( System.Private.CoreLib - Input string was not in a correct format. ) caught while {player} was attempting to return to normal from godmode.` Due to the godstate string having the string value of SkillAdvancementClass.

  This PR serializes as uint, but also handles encountering the string in order to restore characters that have `/god` in the past week.

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node_id: MDU6SXNzdWU1OTgxNjg5NzY=
title: mansion_min_rank = 0 does not work with players not in allegiances
state: closed
created_at: 2020-04-11T02:15:27Z
updated_at: 2020-04-12T11:44:01Z
closed_at: 2020-04-12T11:44:01Z
author_association: NONE
state_reason: completed
type: issue
body:
  Setting mansion_min_rank to 0 seems to mean that all players should be eligible to buy/maintain mansions.  However, if a player has no patron or vassals (and would consequently have an allegiance rank of zero), HasRequirements() returns false because it requires player.Allegiance != null.

  https://github.com/ACEmulator/ACE/blob/75fc1ce23cd9d28bb3b1df844e025e676a820587/Source/ACE.Server/WorldObjects/SlumLord.cs#L161

  https://github.com/ACEmulator/ACE/blob/75fc1ce23cd9d28bb3b1df844e025e676a820587/Source/ACE.Server/Managers/HouseManager.cs#L590

  It looks like these code paths need to be updated for allegianceMinLevel <= 0 && player.Allegiance == null.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMTM4NjQ5
state: closed
created_at: 2020-04-11T04:31:09Z
updated_at: 2020-04-11T16:55:17Z
closed_at: 2020-04-11T16:55:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2907
type: pull
title:
  syncing movement params (stop completely, distance to object) up between client and server slightly better w/ defaults

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMTQyMDE4
title: updating legacy function for player melee skill
state: closed
created_at: 2020-04-11T05:11:58Z
updated_at: 2020-04-11T16:55:37Z
closed_at: 2020-04-11T16:55:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2908
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMTgwMDg2
title: adding support for PowerupTime for monster melee attacks
state: closed
created_at: 2020-04-11T11:56:33Z
updated_at: 2020-04-11T16:55:57Z
closed_at: 2020-04-11T16:55:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2909
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMTg3NTQ5
title: syncing thrown weapons re-appearance time for monsters up to retail
state: closed
created_at: 2020-04-11T13:03:46Z
updated_at: 2020-04-11T19:28:45Z
closed_at: 2020-04-11T19:28:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2910
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjE0OTE2
title: fixing monster stop-and-go bug after sticky
state: closed
created_at: 2020-04-11T16:37:21Z
updated_at: 2020-04-11T17:01:34Z
closed_at: 2020-04-11T17:01:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2911
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjE1OTE3
title: removing line of sight check for mob archers
state: closed
created_at: 2020-04-11T16:44:05Z
updated_at: 2020-04-11T19:29:15Z
closed_at: 2020-04-11T19:29:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2912
type: pull
body:
  This restores the ranged mob ai to match retail, where they would launch projectiles into walls/trees/buildings, if the player was standing behind cover.

  This also fixes a recently added bug where mob archers switching to melee weapon was no longer broadcasting the melee weapon switch to the nearby players.

  This also syncs up the missile -> melee weapon swap animation a bit more, so that the mob archer waits until the end of their reload animation to swap to melee

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjIyNjYz
title: fixing antius blackmoor statue
state: closed
created_at: 2020-04-11T17:36:45Z
updated_at: 2020-04-11T19:29:32Z
closed_at: 2020-04-11T19:29:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2913
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjM3NzIx
title: prevent door thrashing
state: closed
created_at: 2020-04-11T19:42:39Z
updated_at: 2020-04-12T11:43:53Z
closed_at: 2020-04-12T11:43:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2914
type: pull
body:
  If a player a monster try to both open a door around the same time, some weird state thrashing can apparently occur

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjQ1MTMx
title: adding support for mansion_min_rank 0
state: closed
created_at: 2020-04-11T20:47:29Z
updated_at: 2020-04-12T11:44:02Z
closed_at: 2020-04-12T11:44:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2915
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/2906

  Thanks to @imamastermind for reporting this issue!

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjQ4MDA2
title: EnableSensitiveDataLogging for shard and world
state: closed
created_at: 2020-04-11T21:13:39Z
updated_at: 2020-04-16T13:29:46Z
closed_at: 2020-04-16T13:29:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2916
type: pull
body:
  This enables these options (that were originally added by Ripley) for release build on both shard and world databases.

  It still remains disabled for Auth to avoid "secrets" being logged.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjUxNDkx
title: Add support for account bans
state: closed
created_at: 2020-04-11T21:46:18Z
updated_at: 2020-04-12T22:47:27Z
closed_at: 2020-04-12T22:47:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2917
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjgzMjAz
title: Fix spell bar position save issue
state: closed
created_at: 2020-04-12T04:02:25Z
updated_at: 2020-04-12T21:15:49Z
closed_at: 2020-04-12T21:01:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2918
type: pull
body:
  - Requires shard database update script `2020-04-11-00-Update-Character-SpellBars.sql`
  - Fixes intermittent position munging of spells on player spellbar
  - Switches CharacterPropertiesSpellBar to composite key
  - Checks for `2020-04-11-00-Update-Character-SpellBars.sql`, exits ACE if that hasn't been run.
  - Server operators must use `fix-spell-bars execute` command on console to fix spell bars. Should be run before players connect after updating shard DB with `2020-04-11-00-Update-Character-SpellBars.sql`.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMjg5Nzcx
title: Added spell_duration_multiplier for global duration multiplier of all…
state: closed
created_at: 2020-04-12T05:26:19Z
updated_at: 2020-05-10T18:10:50Z
closed_at: 2020-05-10T18:10:50Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2919
type: pull
body:
  Added spell_duration_multiplier for global duration multiplier of all spells, positive or negative, before augmentation application.  Modeled after xp_multiplier.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMzI0NTEz
title: adding support for AiUseMagicDelay, syncing up to retail
state: closed
created_at: 2020-04-12T11:24:35Z
updated_at: 2020-04-12T20:16:47Z
closed_at: 2020-04-12T20:16:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2920
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMzMzNTQ0
title: improving monster sticky melee -- moving sticky update before position / distance check
state: closed
created_at: 2020-04-12T12:43:34Z
updated_at: 2020-04-12T20:17:05Z
closed_at: 2020-04-12T20:17:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2921
type: pull
body:
  Repro steps:

  - /create tuskerguard
  - continuously walk backwards

  Expected:

  - Tusker Guard runs to target, stickies to them, takes a swing, then repeats this process

  Actual:

  - Tusker Guard continuously runs to target / stays stickied to them, but does not take swing

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMzM4NTU4
title: adding support for abdomen armor to Monster_Inventory
state: closed
created_at: 2020-04-12T13:25:57Z
updated_at: 2020-04-12T20:17:18Z
closed_at: 2020-04-12T20:17:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2922
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMzUxOTc5
title: Tying monster aggro distance to VisualAwarenessRange
state: closed
created_at: 2020-04-12T15:06:05Z
updated_at: 2020-04-12T20:17:31Z
closed_at: 2020-04-12T20:17:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2923
body: also adds a server option to scale this value
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMzY5Njc1
title: fixing bug with marketplace recall
state: closed
created_at: 2020-04-12T17:11:12Z
updated_at: 2020-04-12T20:17:39Z
closed_at: 2020-04-12T20:17:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2924
type: pull
body:
  Repro steps:
  - /pk pk
  - go into magic combat mode
  - /mp
  - observe: /mp immediately goes into non-combat mode and makes the magic combat bar disappear from the client (correctly). however, the player is still left in magic combat mode on the server
  - after recalled to mp, try to go into magic combat mode again
  - observe: the magic combat bar comes up on the player's screen, but they remain in non-combat stance
  - try to cast a spell

  Expected:
  - Player goes into magic combat stance correctly, and is able to cast a spell normally

  Actual:
  - Player doesn't go into magic combat stance the first time, and gets a Busy / stance error when trying to cast a spell

  Also a subtle animation timing bug with many of these recall commands: if the player starts from a combat mode, the animation timer is not taking the switch from combat stance -> non-combat stance into account.

  When performing these actions from a combat stance, the recall happens slightly faster than it should.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyMzg0ODE5
title: Fix EnchantmentManager Heartbeats
state: closed
created_at: 2020-04-12T19:11:17Z
updated_at: 2020-04-12T19:52:31Z
closed_at: 2020-04-12T19:52:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2925
type: pull
body:
  Now all enchantments will have their StartTime reduced by heartbeatInterval, instead of just the TopLevel enchantments

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyNTg5Mjcx
title: updating resistance checks for hotspots and falling damage
state: closed
created_at: 2020-04-13T10:47:41Z
updated_at: 2020-04-13T16:00:05Z
closed_at: 2020-04-13T16:00:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2926
type: pull
body:
  This fixes an issue where hotspots and falling damage were not taking into account natural resistances, and resistance augs

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node_id: MDExOlB1bGxSZXF1ZXN0NDAyNjM0Mzcy
title: CurCell=null rare bug quick fix
state: closed
created_at: 2020-04-13T13:02:40Z
updated_at: 2020-04-13T16:00:15Z
closed_at: 2020-04-13T16:00:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2927
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyNzYxOTE2
title: commenting out debug msg
state: closed
created_at: 2020-04-13T17:57:56Z
updated_at: 2020-04-14T09:56:25Z
closed_at: 2020-04-14T09:56:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2928
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyODEwODU3
title: fix copper / silver salvage
state: closed
created_at: 2020-04-13T19:54:44Z
updated_at: 2020-04-18T20:15:13Z
closed_at: 2020-04-18T20:15:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2929
body: Requesting a review from @ziang4891 and @harliq
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAyODM1NjYz
title: fixing npk IsJumping check
state: closed
created_at: 2020-04-13T20:52:40Z
updated_at: 2020-04-14T14:52:41Z
closed_at: 2020-04-14T14:52:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2930
type: pull
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node_id: MDU6SXNzdWU1OTk0MTAxMTI=
title: DoSaveBiota: Unknown column 'order' in 'field list'
state: closed
created_at: 2020-04-14T09:01:08Z
updated_at: 2020-05-03T17:38:25Z
closed_at: 2020-05-03T17:38:25Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Died.

  ### The log given by the failure.
  Not sure if this is me, or if others are encountering.

  2020-04-14 00:55:48,896 ERROR: [DATABASE] DoSaveBiota 0x80000638:Corpse of [CHARNAME] failed first attempt with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details.
   ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Unknown column 'order' in 'field list'
   ---> MySql.Data.MySqlClient.MySqlException (0x80004005): Unknown column 'order' in 'field list'
     at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 49
     at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 111
     at MySql.Data.MySqlClient.MySqlDataReader.NextResultAsync(IOBehavior ioBehavior, CancellationToken cancellationToken) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 91
     at MySql.Data.MySqlClient.MySqlDataReader.NextResult() in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 28
     at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlConverterCommandBuilderFactory.MySqlConverterRelationalCommandBuilder.MySqlConverterRelationalCommand.MySqlConverterRelationalDataReader.MySqlConverterDataReader.NextResult()
     at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
     --- End of inner exception stack trace ---
     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.DoSaveBiota(ShardDbContext context, Biota biota) in C:\ACE\Install\ACE-master\Source\ACE.Database\ShardDatabase.cs:line 294
  2020-04-14 00:55:48,897 ERROR: [DATABASE] DoSaveBiota 0x80000638:Corpse of [CHARNAME] failed second attempt with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details.
  ...

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node_id: MDExOlB1bGxSZXF1ZXN0NDAzMDc0NDAz
title: improve logging for scatter threshold z
state: closed
created_at: 2020-04-14T09:33:55Z
updated_at: 2020-04-16T04:23:21Z
closed_at: 2020-04-16T04:23:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2932
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAzMjI3NTA5
title: adding server option for players to 'long hold' doors open for other players, as per retail
state: closed
created_at: 2020-04-14T14:42:05Z
updated_at: 2020-04-16T04:23:37Z
closed_at: 2020-04-16T04:23:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2933
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAzMjc4MTEy
title: Biota Guid Consolidator
state: closed
created_at: 2020-04-14T16:07:27Z
updated_at: 2020-07-11T13:36:57Z
closed_at: 2020-07-11T13:35:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2934
type: pull
body:
  Seems to work. Need to make sure the following weenie types are ok:
  Allegiance
  Hooker

  If you're going to test this, make sure you back up your database first.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAzMzQzMDg2
title: prevent ninja looting chests
state: closed
created_at: 2020-04-14T18:24:01Z
updated_at: 2020-04-16T19:05:48Z
closed_at: 2020-04-16T19:05:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2935
type: pull
body:
  Scenario: another player is standing next to a locked chest

  You run up to the chest, and unlock it

  The other player immediately opens the chest, looting all of the items in it

  Retail supposedly gave the unlocker a 5-10 second window where they had exclusive access to first opening the chest.

  Originally tested with a 5s window, but it ended up feeling too quick when testing in-game. Bumped it up to 10s, and it feels much more reasonable.

  If players do want to prevent this delay, they can always open the chest, and then immediately close it, at which point other players can then open it immediately.

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node_id: MDExOlB1bGxSZXF1ZXN0NDAzMzY3MjY0
title: adding server option for /pkl entry collision check, enabling door skipping glitch from retail
state: closed
created_at: 2020-04-14T19:19:09Z
updated_at: 2020-04-16T15:13:47Z
closed_at: 2020-04-16T15:13:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2936
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDAzNDgyODgz
title: updating Surge of Affliction + show_dot_messages for something more appropriate
state: closed
created_at: 2020-04-15T00:45:36Z
updated_at: 2020-04-16T04:24:39Z
closed_at: 2020-04-16T04:24:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2937
type: pull
body:
  This also fixes the error messages that were being thrown by MagTools:
  ```
  <{Mag-Tools}>: Unable to parse damage element from: You bleed <name> for <amount> points of periodic damage!
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0NDA0MDMyNjQ5
title: adding retail message for Enduring Enchantment
state: closed
created_at: 2020-04-15T23:08:53Z
updated_at: 2020-04-16T04:24:50Z
closed_at: 2020-04-16T04:24:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2938
body: from @OptimShi
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA0MTAxNTc3
title: Update GetHouse
state: closed
created_at: 2020-04-16T03:51:39Z
updated_at: 2020-04-19T03:17:28Z
closed_at: 2020-04-19T03:13:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2939
body: Fixes issue with callback and landblock that hasn't completed load of statics
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA0MTAzNDA4
title: Fix writability issue with opening "blank/empty" books.
state: closed
created_at: 2020-04-16T03:59:13Z
updated_at: 2020-04-19T03:17:37Z
closed_at: 2020-04-16T05:47:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2940
type: pull
body:
  When a book is blank, client automatically adds a "blank" page after opening, sends it to server and upon successful page add response it then sends 0x00AA, expecting BookData response or the page/book is not writable or usable, unless it is closed and opened again.

  This fixes that.

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node_id: MDExOlB1bGxSZXF1ZXN0NDA0MTUwMTk4
title: Update Corpse permission conditions
state: closed
created_at: 2020-04-16T06:43:12Z
updated_at: 2020-04-19T03:17:35Z
closed_at: 2020-04-18T20:16:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2941
type: pull
body:
  - Corpses that generate rares can only be looted by killer
  - Corpses for players killed by other players can only be looted by killer and victim, no permit/consent allowed

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node_id: MDExOlB1bGxSZXF1ZXN0NDA0Mzk1NzU2
title: Fix gap in UpdateQuest emote
state: closed
created_at: 2020-04-16T14:05:49Z
updated_at: 2020-05-14T17:51:24Z
closed_at: 2020-04-16T19:06:05Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2942
type: pull
body:
  - Add missing stamp action on the update existing quest branch of UpdateFellowQuest and UpdateQuest emotes for the canSolve scenario

  Tested failure and fix with Eldrista the Adventurer and turn-ins of Lilitha's Broken Bow.
  http://acpedia.org/wiki/Lilitha%27s_Lost_Bow

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node_id: MDExOlB1bGxSZXF1ZXN0NDA1MjU4ODcz
title: Update ConsumeUnlocker output to match pcaps
state: closed
created_at: 2020-04-17T17:39:55Z
updated_at: 2020-04-19T03:17:31Z
closed_at: 2020-04-19T03:13:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2943
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NDIxMTEy
title: Loot missile refactor
state: closed
created_at: 2020-04-18T01:03:40Z
updated_at: 2020-04-18T20:58:37Z
closed_at: 2020-04-18T20:58:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2944
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NDQ4Mjc0
title: Update CheckUseRequirements for Portals
state: closed
created_at: 2020-04-18T05:33:29Z
updated_at: 2020-04-19T03:17:30Z
closed_at: 2020-04-18T20:16:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2945
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NTIyMjYy
title: more CMT fixes for players
state: closed
created_at: 2020-04-18T16:15:12Z
updated_at: 2020-04-18T20:15:30Z
closed_at: 2020-04-18T20:15:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2946
type: pull
body:
  This fixes the issue where certain combat maneuvers are cycling through 2 separate animations

  These 2 separate animations should correspond to 2 different power levels

  Thanks to @CrimsonMage for discussing this issue

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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NTUzMjE4
title: improving pk logout stop movement
state: closed
created_at: 2020-04-18T20:07:55Z
updated_at: 2020-04-18T20:15:39Z
closed_at: 2020-04-18T20:15:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2947
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NTU2OTc5
title: update black thistle
state: closed
created_at: 2020-04-18T20:39:03Z
updated_at: 2020-04-18T20:44:34Z
closed_at: 2020-04-18T20:44:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2948
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NTU5Mjc5
title: Added Burden to tables
state: closed
created_at: 2020-04-18T20:58:09Z
updated_at: 2020-04-19T02:00:51Z
closed_at: 2020-04-19T02:00:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2949
body: Added Burden to Loot Sim Tables
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NTYwODA4
title: Added Variance to Burden for Melee and Missile Weapons
state: closed
created_at: 2020-04-18T21:11:09Z
updated_at: 2020-04-23T13:33:11Z
closed_at: 2020-04-23T13:33:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2950
type: pull
body:
  From Retail data on Melee and Missile weapons, the min burden is about half of the max value (of note, all casters are the same exact burden - 50).
  There is data to suggest the Float Property BULK_MOD_FLOAT is used to calculate burden.
  However there isn't any data on how its used, and that property is missing on existing base weenies, and unknown if that value was different across the same weenie types.
  Till that can be figured out, doing a random value between min (half of max) and max burden values (max being the EncumbranceVal on base weenie)

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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NjE0NDUx
title: Update Corpse messaging
state: closed
created_at: 2020-04-19T06:43:14Z
updated_at: 2020-05-08T06:12:39Z
closed_at: 2020-04-25T05:21:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2951
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA1NjE0NTQ1
title: Update Fellowship messaging + better FellowPortalSending handling
state: closed
created_at: 2020-04-19T06:44:20Z
updated_at: 2020-05-08T06:12:35Z
closed_at: 2020-05-08T05:43:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2952
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA2MDY2NzE0
title: adding support for more sealed bags of salvage to RecipeManager_New
state: closed
created_at: 2020-04-20T13:32:53Z
updated_at: 2020-04-24T14:59:15Z
closed_at: 2020-04-24T14:59:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2953
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA2MTU2Nzk3
title: syncing get_ending_frame up with acclient
state: closed
created_at: 2020-04-20T16:08:10Z
updated_at: 2020-04-23T23:56:14Z
closed_at: 2020-04-23T23:56:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2954
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA2MjAxMTM2
title: fixing salvage fail msg
state: closed
created_at: 2020-04-20T17:32:54Z
updated_at: 2020-04-23T23:56:33Z
closed_at: 2020-04-23T23:56:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2955
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA2MjMyMzY0
title: preventing server crash / handling some edge cases more gracefully
state: closed
created_at: 2020-04-20T18:39:28Z
updated_at: 2020-04-20T19:17:01Z
closed_at: 2020-04-20T19:17:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2956
type: pull
body:
  This should never happen under normal circumstances, but is possible if the player has an item in their inventory that is no longer in the world database

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node_id: MDExOlB1bGxSZXF1ZXN0NDA2Mjk1MjUx
title: adding support for magic resist to /debugdamage
state: closed
created_at: 2020-04-20T20:50:04Z
updated_at: 2020-04-25T07:10:59Z
closed_at: 2020-04-25T07:10:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2957
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA2OTkzNjM1
title: separating CreateItem from MutateItem in loot generator, wiring up full support for /lootgen
state: closed
created_at: 2020-04-22T01:42:06Z
updated_at: 2020-05-05T23:55:25Z
closed_at: 2020-05-05T23:55:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2958
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA3NTEwMDk5
title: building on 2950, adding MutateFilter, and weighted chance tables
state: closed
created_at: 2020-04-22T19:55:17Z
updated_at: 2020-05-23T17:28:06Z
closed_at: 2020-05-23T17:28:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2959
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA3NTk3ODA5
title: setting AppraisalLongDescDecoration on missile weapons
state: closed
created_at: 2020-04-22T23:26:04Z
updated_at: 2020-04-23T23:56:58Z
closed_at: 2020-04-23T23:56:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2960
body: set to match the flags currently on melee weapons
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA3NjEzMDk4
title: cleanup lootgen factory
state: closed
created_at: 2020-04-23T00:22:18Z
updated_at: 2020-04-25T07:10:34Z
closed_at: 2020-04-25T07:10:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2961
body: ensure everything is using property accessor methods
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA3NjI2OTYy
title: use sphere radius when determining distance for mob aggro
state: closed
created_at: 2020-04-23T01:20:32Z
updated_at: 2020-04-24T16:27:05Z
closed_at: 2020-04-24T16:27:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2962
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA3NjM5MDA1
title: update casting start pos to match retail
state: closed
created_at: 2020-04-23T02:12:24Z
updated_at: 2020-04-23T23:57:11Z
closed_at: 2020-04-23T23:57:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2963
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA4ODc0NDkx
title: Update fix-allegiances command
state: closed
created_at: 2020-04-25T08:53:49Z
updated_at: 2020-05-08T06:12:38Z
closed_at: 2020-05-08T05:44:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2964
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA4OTU5NTY3
title: Wire up automatic database updates
state: closed
created_at: 2020-04-25T19:38:03Z
updated_at: 2020-05-08T06:12:21Z
closed_at: 2020-05-08T05:44:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2965
type: pull
body:
  - Support automatic database patching
  - Support automatic updating of world database to latest release
  - Support automatic re-application of world database customization

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node_id: MDExOlB1bGxSZXF1ZXN0NDA4OTg1ODgy
title: update trinket cleanup script
state: closed
created_at: 2020-04-25T23:28:30Z
updated_at: 2020-05-05T23:55:04Z
closed_at: 2020-05-05T23:55:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2966
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA5MDIxOTc0
title: Fix issue with Recipe conversions
state: closed
created_at: 2020-04-26T05:45:59Z
updated_at: 2020-05-08T06:12:36Z
closed_at: 2020-05-08T05:44:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2967
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA5MDMwNTk5
title: Enable global chat toggling
state: closed
created_at: 2020-04-26T06:49:27Z
updated_at: 2020-05-08T06:12:20Z
closed_at: 2020-05-08T05:44:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2968
body: Hardcore server mode?
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA5MTM5MDQ1
title: Prevent create/ci from using specialized weenie types
state: closed
created_at: 2020-04-26T19:00:14Z
updated_at: 2020-05-08T06:12:34Z
closed_at: 2020-05-08T05:45:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2969
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA5MzIzMzIy
title: Update offline purge to clean up invalid allegiance data
state: closed
created_at: 2020-04-27T08:02:36Z
updated_at: 2020-05-08T06:12:34Z
closed_at: 2020-05-08T05:45:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2970
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDA5Mzc3ODY3
title: Destroy projectiles on collision
state: closed
created_at: 2020-04-27T09:40:27Z
updated_at: 2020-05-08T06:12:32Z
closed_at: 2020-05-08T05:45:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2971
body: Fix gap for projectiles being left behind in the database after collisions
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDEwNDEwMjkx
title: Update AwardSkillXP to optionally notify player as appropriate
state: closed
created_at: 2020-04-28T23:23:01Z
updated_at: 2020-05-08T06:12:29Z
closed_at: 2020-05-08T05:45:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2972
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDEwNDg4NjY0
title: Fix issue with character creation skills bonuses
state: closed
created_at: 2020-04-29T04:55:29Z
updated_at: 2020-07-16T17:34:13Z
closed_at: 2020-06-01T00:47:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2973
type: pull
body:
  - Update TrainSkill
     - Spec: init level bonus
     - Trained: xp bonus only at creation
  - Update PlayerFactory for xp bonus of trained skill
  - Update `verify-skills` console command
  - Update `verify-xp` console command
    - recommend using `verify-player-data` console command to fix any anomalous data

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node_id: MDExOlB1bGxSZXF1ZXN0NDEwODYxMzA4
title: Update CanGenerateRare to false in the case of bad data
state: closed
created_at: 2020-04-29T17:52:42Z
updated_at: 2020-05-08T06:12:26Z
closed_at: 2020-05-08T05:45:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2974
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDExMDU5ODIx
title: Add RealTime Rare chance modifications
state: closed
created_at: 2020-04-30T01:26:31Z
updated_at: 2020-05-08T06:12:18Z
closed_at: 2020-05-08T05:59:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2975
body: Based on PR #2974
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDEyMjU4NjUy
title: Do not send Structure in Appraisal reply for TinkeringMaterial CraftTools
state: closed
created_at: 2020-05-01T19:05:47Z
updated_at: 2020-05-08T06:12:23Z
closed_at: 2020-05-08T05:46:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2976
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDEyNjY3NTY0
title: Add ping to clients at character select
state: closed
created_at: 2020-05-03T21:13:24Z
updated_at: 2020-05-08T06:12:22Z
closed_at: 2020-05-08T05:46:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2977
type: pull
body:
  This "hack" deviates from known retail pcaps/behavior, but appears to be the least harmful way to work around something that seemingly didn't occur to players using ThwargLauncher connecting to retail servers.

  In order to prevent the launcher from thinking the session is dead, we will send a Ping Response every 100 seconds if the session is not in world/at character selection screen, this will in effect make the client appear active to the launcher and allow players to create characters in peace.

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node_id: MDU6SXNzdWU2MTMwNjcyNTI=
title: Grievver Caves has no spawns.
state: closed
created_at: 2020-05-06T05:51:34Z
updated_at: 2020-05-10T06:25:47Z
closed_at: 2020-05-10T06:25:47Z
author_association: NONE
state_reason: completed
type: issue
body:
  Suddenly Grievver Caves has no spawns (monsters) on my server. The spawn used to be fine before. I have no clue where to look for the problem, or how to solve it. I use World database 0.9.163 and code change log has a latest entry of 2020-03-02.

  Can someone help me, and point me in the right direction? Please DO NOT advice me to ask on Discord, because I CANNOT use Discord. I can communicate on GitHub though.

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node_id: MDExOlB1bGxSZXF1ZXN0NDE0ODM1MzQw
title: Fix issue with SellPrice usage for AlternateCurrency
state: closed
created_at: 2020-05-07T17:57:01Z
updated_at: 2020-05-08T06:12:19Z
closed_at: 2020-05-08T05:46:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2979
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE1MzE1MTAz
title: Fix read issue with GetContentFolder
state: closed
created_at: 2020-05-08T16:20:28Z
updated_at: 2020-05-08T16:53:43Z
closed_at: 2020-05-08T16:23:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2980
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE1MzYxNzY2
title: Fellows cannot shareloot of PK kills
state: closed
created_at: 2020-05-08T18:13:20Z
updated_at: 2020-07-16T17:34:09Z
closed_at: 2020-05-10T06:27:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2981
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE1NTE1ODYy
title: Update morph command with some fixes
state: closed
created_at: 2020-05-09T04:53:51Z
updated_at: 2020-07-16T17:34:09Z
closed_at: 2020-05-10T06:27:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2982
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE1NjQwMjM1
title: Revert "Destroy projectiles on collision"
state: closed
created_at: 2020-05-09T22:41:49Z
updated_at: 2020-05-26T00:22:10Z
closed_at: 2020-05-10T06:27:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2983
body: Reverts ACEmulator/ACE#2971
type: pull
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node_id: MDU6SXNzdWU2MTUzNzk3NTc=
title: Color Change for the Sunstone Gauntlet's
state: closed
created_at: 2020-05-10T12:17:16Z
updated_at: 2021-10-19T02:38:11Z
closed_at: 2021-10-19T02:38:11Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Take a Pair of Sunstone Gauntlet's (after a Ruined Amulet is applied) to a Mask maker's Apprentice:
           
            Dark Red: Janda's Apprentice in Al-Jalima          - Location:   7.4N, 4.6E
            Orange: Alexander's Apprentice in Eastham       - Location  17.4N 63.5E
            Yellow: Tsua's Apprentice in Sawato                   - Location  28.8S, 59.4E
            Pagrok the Stone Collector in Candeth Keep
            will restore the gauntlets to their original bright red. 

  When you give them to him he replies as he should, But hands back the same Color Gauntlet's. I see the pallet change in the DB so I figure the server is missing some code maybe?

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.

  When handing the Gauntlet's to an Apprentice he should return to you the Gauntlet's in the right color... Yellow, Orange, Dark red or Red. Depending on the Apprentice you use.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0NDE1NzYzOTM3
title: Adding extra options for AutoApplyWorldCustomizations
state: closed
created_at: 2020-05-10T18:50:36Z
updated_at: 2023-07-04T02:07:37Z
closed_at: 2020-05-12T03:51:52Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2985
type: pull
body:
  Adding 2 optional options for the auto application of world customization.  
  A configurable array of added paths to source SQL files from on top  of the default/configurable value.
  And secondly an option to search the individual paths recursively for SQL files.

  This helps with enabling content teams to have their own content strategy as far as how they structure their output in different places with different levels of organization.

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node_id: MDExOlB1bGxSZXF1ZXN0NDE1NzcxMTIy
title: Adding ability to exclude specific IPs from max session count.
state: closed
created_at: 2020-05-10T19:45:16Z
updated_at: 2023-07-04T02:07:33Z
closed_at: 2020-05-12T03:52:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2986
type: pull
body:
  This will allow an IP exception list for the max number of sessions per IP.  The use case for this would be for accounts that may have multiple bot accounts (buffbot, craftbot, portalbot), but still may want to actively play their non-bot characters.  Or in the instance where an admin/dev needs to do testing of content across multiple accounts.

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node_id: MDExOlB1bGxSZXF1ZXN0NDE1ODYwMzA2
title: Skip handing out IOUs if system isn't enabled
state: closed
created_at: 2020-05-11T04:35:23Z
updated_at: 2020-07-16T17:34:10Z
closed_at: 2020-05-12T03:52:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2987
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE3NjgyNjQx
title: Add cloaks to SelectWieldedClothing()
state: closed
created_at: 2020-05-14T00:28:52Z
updated_at: 2020-07-16T17:34:14Z
closed_at: 2020-05-25T01:23:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2988
body: Thanks @DridsGhost and @OptimShi
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE4NjkwOTEw
title: Remove temporary patches
state: closed
created_at: 2020-05-15T16:36:15Z
updated_at: 2020-07-16T17:34:12Z
closed_at: 2020-05-25T01:23:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2989
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE4OTQwNTYx
title: only send fellowship vital updates to clients w/ fellowship window currently open
state: closed
created_at: 2020-05-16T09:19:54Z
updated_at: 2020-05-17T23:17:56Z
closed_at: 2020-05-17T23:17:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2990
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDE5ODgwMDA4
title: Revise Generator Init/Max spawn conditions
state: closed
created_at: 2020-05-19T05:06:29Z
updated_at: 2020-07-16T17:34:16Z
closed_at: 2020-06-11T03:47:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2991
type: pull
body:
  - Adjust generators to spawn up to Init on first enter world (or first start)
  - All subsequent regeneration adds 1 (or same value as Init of profile) up to MAX of both profile and of generator
  - Fixed issues with OnGeneratorDestroy and admin regen command
  - Fixed minor issues with LocalSignal, Emote Replace and Increment/Decrement for quests and some null checks

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node_id: MDExOlB1bGxSZXF1ZXN0NDIyMTczODg5
title: Dat file iteration checking
state: closed
created_at: 2020-05-22T23:40:44Z
updated_at: 2020-05-23T17:34:18Z
closed_at: 2020-05-23T17:23:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2992
type: pull
body:
  * Added dat file Iteration checking to server files
  * Handled DDD_InterrogationResponse to check clients connecting for up-to-date dat files and display a warning upon login.
  * Use command "modifybool show_dat_warning true" to show warning to clients upon login.
  * Fixed ACE.Server.Network binaryReader.Align() function.

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node_id: MDExOlB1bGxSZXF1ZXN0NDIyMTc1ODYy
title: Made console commands consistent with in-game
state: closed
created_at: 2020-05-22T23:52:39Z
updated_at: 2020-05-23T17:33:51Z
closed_at: 2020-05-23T17:33:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2993
type: pull
body:
  Allowed console commands to start with "/" or "@". Would previously respond with "Invalid Command" if the command started with a "/" or "@". Also allows commands to be used consistent with the "acecommands" output.

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node_id: MDExOlB1bGxSZXF1ZXN0NDIyMzE5MDM5
title: Myquests command fixes
state: closed
created_at: 2020-05-23T19:49:18Z
updated_at: 2020-05-24T01:49:33Z
closed_at: 2020-05-24T01:49:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/2994
type: pull
body:
  - use quest_mindelta_rate server prop when displaying myquests output
  - add 'Quest list is empty' response to myquests

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node_id: MDExOlB1bGxSZXF1ZXN0NDIyMzUwMTM1
title: update AnimationPartChange DatLoader accessibility for ACViewer clothing
state: closed
created_at: 2020-05-24T01:40:50Z
updated_at: 2020-05-24T02:51:23Z
closed_at: 2020-05-24T02:51:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2995
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDIyNDY2NjAz
title: ensure object is on landblock for /removeinst
state: closed
created_at: 2020-05-24T20:32:08Z
updated_at: 2020-05-25T06:01:15Z
closed_at: 2020-05-25T06:01:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2996
type: pull
body:
  This fixes a potential crash if magtools automatically does a background appraisal of an inventory object before /removeinst is run

  Possible todo: since /removeinst is only run on landblock objects, we should be able to use 'currently selected target' instead of 'last appraised target' here

  Negative on the last suggestion -- selected object only works for things with health / mana, so this wouldn't work for things like generators

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node_id: MDExOlB1bGxSZXF1ZXN0NDIyNTAwMTc4
title: Portal.CheckUseRequirements checks PlayerKillerStatus not PkLevel
state: closed
created_at: 2020-05-25T01:13:28Z
updated_at: 2020-07-16T17:34:13Z
closed_at: 2020-05-25T01:23:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/2997
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDIyODg2ODEw
title: fix minor off-by-1 numbers
state: closed
created_at: 2020-05-25T20:26:15Z
updated_at: 2020-05-31T23:20:09Z
closed_at: 2020-05-31T23:20:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2998
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDIyOTQ4NDY4
title: adding createinst gap finder
state: closed
created_at: 2020-05-26T01:59:26Z
updated_at: 2020-05-27T06:56:12Z
closed_at: 2020-05-27T06:56:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/2999
type: pull
body:
  Repro steps:

  teleport to an empty landblock

  /createinst tuskerguard
  /createinst tuskerguard FFF
  /createinst tuskerguard

  Expected:

  1. Creates a new landblock instance for tuskerguard, using the next free static guid for the landblock (ie. 000)
  2. Creates another using the highest static guid for the landblock (FFF)
  3. Creates another using the next actual free static guid for the landblock, taking gaps into account (ie. 001)

  Actual:

  For this set of repro steps, the old version also had a preliminary bug for FFF. It originally considered FFE to be the highest static guid for that landblock, due to an incorrect concern that adding 1 to FFF in landblock FFFF would overflow back to 0. This is not the case however, as FEFE is the max landblock, and everything is prefixed with 7XXYY instead of XXYY

  With this >= changed to > in the old version and no other changes:

  1. Creates a new landblock instance for tuskerguard, using the next free static guid for the landblock (ie. 000)
  2. Creates another using the highest static guid for the landblock (FFF)
  3. Gets an error that no more static guids are available for this landblock

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node_id: MDExOlB1bGxSZXF1ZXN0NDIyOTUzMjgw
title: Is this 3000? CONGRATS
state: closed
created_at: 2020-05-26T02:23:39Z
updated_at: 2020-05-26T02:42:01Z
closed_at: 2020-05-26T02:42:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3000
body: Typo in Sentinel Commands.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDIzNjQzMzYx
title: improving AuditItemSpells
state: closed
created_at: 2020-05-27T06:44:46Z
updated_at: 2020-05-28T02:04:58Z
closed_at: 2020-05-28T02:04:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3001
type: pull
body:
  For non-set spells, this restores the original functionality to AuditItemSpells to check if the item is equipped, instead of just being in the player's inventory

  This equipped check was originally in the game for both set and non-set spells, but due to the way set spells worked, it had to be scaled back to only checking 'allPossessions' instead of EquippedObjects

  Tested and confirmed this works as intended, doesn't remove any erroneous spells, and retains the expected functionality for set spells as the existing master

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node_id: MDExOlB1bGxSZXF1ZXN0NDI0NzQxOTMy
title: including previously owned houses in hslist
state: closed
created_at: 2020-05-28T21:21:04Z
updated_at: 2020-05-31T23:20:19Z
closed_at: 2020-05-31T23:20:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3002
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI2MTIxNDYw
title: Fix issue in createinst with non-stuck child object spawns
state: closed
created_at: 2020-06-01T17:39:00Z
updated_at: 2020-07-16T17:34:15Z
closed_at: 2020-06-02T03:56:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3003
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI4MDE0NDM4
title: Corrected colors for PFID_CUSTOM_LSCAPE_R8G8B8 type textures
state: closed
created_at: 2020-06-04T18:27:31Z
updated_at: 2020-06-15T20:58:48Z
closed_at: 2020-06-04T19:56:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3004
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI4Mjg4NDI3
title: Adjustments to Die and OnDeath
state: closed
created_at: 2020-06-05T07:58:27Z
updated_at: 2020-07-16T17:34:17Z
closed_at: 2020-06-11T03:58:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3005
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI4Mjg5MDE4
title: Add support for landblock keepalive object
state: closed
created_at: 2020-06-05T07:59:42Z
updated_at: 2020-07-16T17:33:55Z
closed_at: 2020-06-11T03:58:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3006
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI4OTYxMjk4
title: [ci skip] Update changelog.md
state: closed
created_at: 2020-06-06T04:01:37Z
updated_at: 2020-06-06T04:10:28Z
closed_at: 2020-06-06T04:10:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3007
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI5MDc4MTUx
title: re-verify tailoring requirements after anim
state: closed
created_at: 2020-06-06T09:14:18Z
updated_at: 2020-06-07T10:44:55Z
closed_at: 2020-06-07T10:44:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3008
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI5OTM1NjIz
title: Wire up HearChat emoteset
state: closed
created_at: 2020-06-07T10:14:56Z
updated_at: 2020-07-16T17:33:55Z
closed_at: 2020-06-11T03:59:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3009
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDI5OTQ1MTQ1
title: Update DamageEvent.cs
state: closed
created_at: 2020-06-07T10:29:07Z
updated_at: 2020-06-07T10:45:06Z
closed_at: 2020-06-07T10:45:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3010
body: Add 35191, // Thunder Chicken to AllowDamageTypeUndef
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMwMDk4NDg3
title: Update Creature/Life for self targeted spells
state: closed
created_at: 2020-06-07T14:13:50Z
updated_at: 2020-07-16T17:33:52Z
closed_at: 2020-06-11T03:59:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3011
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMwMTAwMjk3
title: Always allow Portal emoteset, similar to Death emoteset
state: closed
created_at: 2020-06-07T14:16:24Z
updated_at: 2020-07-16T17:33:54Z
closed_at: 2020-06-11T03:59:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3012
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMxNDA1MjAw
title: Cloaks
state: closed
created_at: 2020-06-08T21:24:43Z
updated_at: 2020-06-27T01:47:16Z
closed_at: 2020-06-27T01:47:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3013
body: This is to enable cloaks in Loot Factory.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMxNTA1Nzg1
title: Loot Sim update - Cloaks and cantrip counts
state: closed
created_at: 2020-06-09T02:59:22Z
updated_at: 2020-06-15T13:30:24Z
closed_at: 2020-06-15T13:30:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3014
body: This updated adds support for cloaks and cantrips
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMxNTE4MDA4
title: Change default for equipmentsetid_enabled
state: closed
created_at: 2020-06-09T03:46:33Z
updated_at: 2020-07-16T17:33:53Z
closed_at: 2020-06-11T03:59:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3015
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMxNTIxNDg3
title: Wire up Taunt emoteset
state: closed
created_at: 2020-06-09T04:01:35Z
updated_at: 2020-07-16T17:33:53Z
closed_at: 2020-06-11T03:59:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3016
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMxNzMyMzMy
title: adding support for cloak damage reduction procs
state: closed
created_at: 2020-06-09T11:43:31Z
updated_at: 2020-06-11T14:00:29Z
closed_at: 2020-06-11T14:00:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3017
type: pull
body:
  This starts to add support for PropertyInt.CloakWeaveProc=2 on cloaks, which was originally missed / possibly overlooked and assumed to be just another spell

  Physical damage and spell projectiles are wired up for this proc type, with some life spells still pending after figuring out some more details

  Updated: everything is now wired up: physical damage, spell projectiles, and life magic drain / harm other spells

  Open questions:

  - https://asheron.fandom.com/wiki/Cloaks has the message as 'Your cloak reduced the damage from 162 down to 0!'. Was this message sent only the wielder of the cloak, or was a version of the message also sent to the attacker, or broadcast to the local area, similar to Aetheria procs?

  Resolved questions:

  - Did this cloak proc message appear before or after the hit/damage message? Answer: before

  - Did the hit/damage message have the original damage, or the reduced damage? Answer: reduced

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node_id: MDExOlB1bGxSZXF1ZXN0NDMyMDc4MTQ2
title: Update RecipeManager.cs
state: closed
created_at: 2020-06-09T21:33:33Z
updated_at: 2020-06-10T01:35:00Z
closed_at: 2020-06-10T01:35:00Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3018
body: Add missing foolproof salvages
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMyMTczMDky
title: Added Colo FP to Enum and RecipeManager
state: closed
created_at: 2020-06-10T03:11:55Z
updated_at: 2020-06-11T04:00:09Z
closed_at: 2020-06-11T04:00:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3019
body: Added the weenies to those each of those
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMyNzY3MjE1
title: GMRiggs Changes to fix Rings for NPC's that have a taller z-height
state: closed
created_at: 2020-06-11T00:17:54Z
updated_at: 2020-06-11T04:00:19Z
closed_at: 2020-06-11T04:00:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3020
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDMzNjk2NjUz
title: Reuse buffer in ConnectionListener
state: closed
created_at: 2020-06-12T13:58:04Z
updated_at: 2020-07-11T13:36:14Z
closed_at: 2020-07-11T13:35:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3021
type: pull
body:
  Spelling fix.

  Re-use the buffer in Connection Listener, and add ReleaseBuffer() method in ClientPacket to explicitly release references to the shared buffer.

  This retains the optional ability to retain ClientPacket and it's underlying data for longer (server development, or 3rd party tool)

  Thanks Paradox for the tip.

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node_id: MDExOlB1bGxSZXF1ZXN0NDMzOTYxNjA0
title: Adjust GetPickupMotion to account for object's height
state: closed
created_at: 2020-06-13T05:25:58Z
updated_at: 2020-07-16T17:33:50Z
closed_at: 2020-06-13T05:59:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3022
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM0MTk2Mzc1
title: Wire up base support for Paragon Weapons
state: closed
created_at: 2020-06-14T20:16:55Z
updated_at: 2020-07-16T17:33:50Z
closed_at: 2020-06-20T07:30:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3023
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM0MjA0OTM1
title: adding /nudge and /rotate content dev commands for landblock instances
state: closed
created_at: 2020-06-14T21:30:11Z
updated_at: 2020-06-17T01:03:30Z
closed_at: 2020-06-17T01:03:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3024
type: pull
body:
  Example usage:

  Appraise a landblock instance, ie. one previously created with /createinst

  /nudge x 5
  /nudge north 5
  /nudge w 5
  /nudge here

  /rotate north
  /rotate s
  /rotate 0
  /rotate 90
  /rotate here

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node_id: MDExOlB1bGxSZXF1ZXN0NDM0MjQxMzU2
title: adjust cleave logic based on player convos and retail vid
state: closed
created_at: 2020-06-15T01:45:37Z
updated_at: 2020-06-18T21:30:16Z
closed_at: 2020-06-18T21:30:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3025
type: pull
body:
  Scenario: A player attacks with a 2-handed weapon that can cleave 1 additional target.

  With the previous logic, it was possible to kill a maximum of 3 targets with the 2 swings: the first swing kills the main target, and kills 1 add. The subsequent swing is always locked onto the main target, so the second attack against the dying main target is ineffective. But for the adds, each swing was previously re-selecting any valid nearby adds.

  Here is a retail video demonstrating that the 2nd swing would still be locked onto the original add, and that each swing would not re-select any new adds:

  https://youtu.be/F4rRCjiFqoI?t=578 (9:40-9:41)

  So in essence, the adds are only selected once on the first swing, and the subsequent swing remains locked onto those same adds.

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node_id: MDExOlB1bGxSZXF1ZXN0NDM0OTMxMTcx
title: Added Guid to /getinfo
state: closed
created_at: 2020-06-16T02:15:41Z
updated_at: 2020-06-16T05:31:52Z
closed_at: 2020-06-16T05:31:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3026
type: pull
body:
  Added GUID to /getinfo.
  Outputs as hex.
  Useful for getting the Guid easily for content creation.

  Output Example:
  ```
  GUID: 7A9B404F
  WeenieClassId: 509
  WeenieClassName: lifestone

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node_id: MDExOlB1bGxSZXF1ZXN0NDM1NDcyMjk4
title: fixing /removeinst for generator children after reload landblock
state: closed
created_at: 2020-06-16T21:19:12Z
updated_at: 2020-06-17T23:18:37Z
closed_at: 2020-06-17T23:18:37Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3027
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM1NjcyNDI5
title: Update Adapter for use with parser tool
state: closed
created_at: 2020-06-17T07:58:51Z
updated_at: 2020-07-16T17:33:49Z
closed_at: 2020-06-18T18:21:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3028
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM2MTUyMjM3
title: adding support for life magic projectiles that act like war bolts
state: closed
created_at: 2020-06-17T23:52:07Z
updated_at: 2020-06-18T21:30:27Z
closed_at: 2020-06-18T21:30:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3029
type: pull
body:
  MagicSchool.LifeMagic + MetaSpellType.Projectile, ie. 5530 - Bloodstone Bolt VI

  Not to be confused with MagicSchool.LifeMagic + MetaSpellType.LifeProjectile

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node_id: MDExOlB1bGxSZXF1ZXN0NDM2Njg0MDM2
title: Fix burden of Colo Backpack
state: closed
created_at: 2020-06-18T18:14:02Z
updated_at: 2020-07-16T17:33:49Z
closed_at: 2020-06-20T07:30:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3030
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM3MjEwMzI5
title: Added Variance for Cloak Proc Rate depending on the level of cloak.
state: closed
created_at: 2020-06-19T17:03:03Z
updated_at: 2020-06-20T12:05:16Z
closed_at: 2020-06-20T12:05:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3031
type: pull
body:
  Reduced Overall chance from 2.5 to 2.0, then added cloak level to proc chance equation.
  Cloak Levels proc rates end up as the following
  ```
  Level 1 - 2.1
  Level 2 - 2.2
  Level 3 - 2.3
  Level 4 - 2.4
  Level 5 - 2.5

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node_id: MDExOlB1bGxSZXF1ZXN0NDM3MzE2Njc1
title: SQL Writer tweaks
state: closed
created_at: 2020-06-19T22:21:36Z
updated_at: 2020-07-16T17:33:46Z
closed_at: 2020-06-20T02:26:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3032
body: - Also corpse height bug fix
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM3MzU3MDM4
title: Fix issue with slumlord payments
state: closed
created_at: 2020-06-20T03:15:58Z
updated_at: 2020-07-16T17:33:45Z
closed_at: 2020-06-20T03:42:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3033
type: pull
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node_id: MDU6SXNzdWU2NDI0NTkzOTc=
title: Sessions with an intended AccessLevel of 2 are granted AccessLevel 3
state: closed
created_at: 2020-06-20T22:52:55Z
updated_at: 2020-06-23T18:48:55Z
closed_at: 2020-06-23T18:48:55Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Grant an account AccessLevel 2 via a sql query `update ace_auth.account set accesslevel = 2 where ...`
  Log in as that user
  Delete a lifestone or a player's wielded weapon with the /delete command

  ### The log given by the failure.
  No log, but here are the exact lines of code detailing the issue

  https://github.com/ACEmulator/ACE/blob/7661da0a93e69dcbde88d714d0ee17201a5f369d/Source/ACE.Server/Command/CommandManager.cs#L230

  https://github.com/ACEmulator/ACE/blob/7661da0a93e69dcbde88d714d0ee17201a5f369d/Source/ACE.Server/Command/Handlers/AdminCommands.cs#L81-L82

  ### Desired functionality.
  Any command marked as  AccessLevel.Envoy should require an AccessLevel of 3, not 2. 

  ### Mention any other details that might be useful.

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node_id: MDExOlB1bGxSZXF1ZXN0NDM3NDc4NzAx
title: Fix for sentinel/envoy access level [#3034]
state: closed
created_at: 2020-06-21T00:43:01Z
updated_at: 2020-06-23T18:48:55Z
closed_at: 2020-06-23T18:48:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3035
body: Fixes https://github.com/ACEmulator/ACE/issues/3034
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM3NTcyOTEz
title: Add some null returns to GDLELoader
state: closed
created_at: 2020-06-21T17:10:31Z
updated_at: 2020-07-16T17:33:44Z
closed_at: 2020-06-22T02:02:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3036
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM3NTg5NjQ5
title: Allow CombatPets to proxy OnDeath to PetOwner
state: closed
created_at: 2020-06-21T19:26:12Z
updated_at: 2020-07-16T17:33:44Z
closed_at: 2020-06-21T23:56:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3037
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM4MjUwMTgz
title: Reversed the changes made by PR 2695 on No Wield MeleeD Bonus.
state: closed
created_at: 2020-06-23T00:52:13Z
updated_at: 2020-06-23T04:54:22Z
closed_at: 2020-06-23T04:54:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3038
type: pull
body:
  Reversed the changes made by PR 2695 for no wield meleeD, and added variance to those via tier levels.    Also changed all the variances to <= and fixed some values there were being duplicated.  

  All tiers have been tested through loot sim to confirm this PR

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node_id: MDExOlB1bGxSZXF1ZXN0NDM4MjgxMjQ3
title: LootSim Update
state: closed
created_at: 2020-06-23T02:50:36Z
updated_at: 2020-06-23T20:42:14Z
closed_at: 2020-06-23T20:42:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3039
body: Added Jewelry table, Arcane req for armor and jewelry, Removed Math rounds
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDM4NzM2OTEx
title: Fix issues with Specialized Skills
state: closed
created_at: 2020-06-23T18:11:18Z
updated_at: 2020-07-16T17:33:28Z
closed_at: 2020-06-27T06:54:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3040
type: pull
body:
  - Restore missing InitBonus to skills specialized via augmentation gems
  - Adjusted way limit is calculated for specialization credits. 
  - Adjusted `verify-skill-credits` to fix these issues for existing installs
     - `verify-player-data` is preferred

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node_id: MDExOlB1bGxSZXF1ZXN0NDM4ODI3Nzc2
title: Spell counts fix
state: closed
created_at: 2020-06-23T21:19:48Z
updated_at: 2020-08-03T20:21:12Z
closed_at: 2020-08-03T20:21:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3041
type: pull
body:
  Spell Counts were easy to implement, however there is a rabbit hole this opened due the current ItemDifficulty (Arcane Req) was being calculated via number of spells.  PR completely changes how arcane requirement is calculated.

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node_id: MDExOlB1bGxSZXF1ZXN0NDM5NTQ3Nzky
title: Update Solution to use VS2019/ver 16
state: closed
created_at: 2020-06-24T22:16:45Z
updated_at: 2020-06-27T22:37:21Z
closed_at: 2020-06-27T22:37:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3042
body: Updated ACE.sln to use VS2019.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwMjAwODc0
title: Resync some item properties with world database
state: closed
created_at: 2020-06-25T18:57:38Z
updated_at: 2020-07-16T17:33:42Z
closed_at: 2020-06-27T01:47:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3043
type: pull
body:
  Per @bobigor377

  Fixes errors in properties for existing items as follows:

  PropertyInt.ClothingPriority - 25840 Snarl's Jerkin

  PropertyFloat.SlayerDamageBonus - 35377 Replica BloodScorch
  PropertyFloat.CriticalFrequency - 35377 Replica BloodScorch
  PropertyFloat.ProcSpellRate - 35377 Replica BloodScorch

  PropertyFloat.SlayerDamageBonus - 40652 Great BloodScorch
  PropertyFloat.CriticalFrequency - 40652 Great BloodScorch
  PropertyFloat.ProcSpellRate - 40652 Great BloodScorch

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node_id: MDExOlB1bGxSZXF1ZXN0NDQwNDMwMDk4
title: Updates to Fellowship locking
state: closed
created_at: 2020-06-26T07:35:14Z
updated_at: 2020-07-16T17:33:38Z
closed_at: 2020-06-27T06:42:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3044
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwNzA0Mzcw
title: Add OrderBy to Inventory list searches
state: closed
created_at: 2020-06-26T17:31:25Z
updated_at: 2020-07-16T17:33:43Z
closed_at: 2020-06-27T01:47:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3045
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwNzY2NzQw
title: Tweak Gem / Portal WeenieError response
state: closed
created_at: 2020-06-26T20:10:39Z
updated_at: 2020-07-16T17:33:42Z
closed_at: 2020-06-27T01:47:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3046
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwODQ0Mzk0
title: Update PropertyDataId.cs
state: closed
created_at: 2020-06-27T01:50:13Z
updated_at: 2020-07-16T17:33:40Z
closed_at: 2020-06-27T01:50:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3047
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwODU5Nzcy
title: Add DefaultCommandTimeout to DbUpdates
state: closed
created_at: 2020-06-27T04:40:44Z
updated_at: 2020-07-16T17:33:40Z
closed_at: 2020-06-27T06:08:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3048
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwOTU0MDg2
title: Update script for Facility Hub Portal Gem
state: closed
created_at: 2020-06-27T19:46:28Z
updated_at: 2020-07-16T17:33:26Z
closed_at: 2020-06-27T22:34:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3049
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQwOTk5Njc3
title: Allow Specialized Skills via Augmentation Gem to refund xp spent
state: closed
created_at: 2020-06-28T04:29:13Z
updated_at: 2020-07-16T17:33:26Z
closed_at: 2020-07-01T17:05:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3050
type: pull
body:
  - Similar to always trained skills once they are Aug Speced
  - XP is refunded via Skill Reset at Asheron's Castle.
  - Skill Credits are not refunded.
  - Fixed issue with Skill Reset adding skills that were not part of the reset

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node_id: MDExOlB1bGxSZXF1ZXN0NDQxMDg5MTQz
title: updating heal/harm spell message for player caster on remote target
state: closed
created_at: 2020-06-28T17:34:44Z
updated_at: 2020-06-29T18:43:53Z
closed_at: 2020-06-29T18:43:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3051
type: pull
body:
  Matched to retail message in pcaps via info from Trevis and Optimshi

  ```
  You cast Heal Self I and restore 0 points of your health.

  With Incantation of Heal Other you restore 150 points of health to Lothnar.
  With Harm Other II you drain 10 points of health from Large Silver Rat.

  Widgeon IV casts Incantation of Heal Other and restores 56 points of your health.
  Void Knight casts Harm Other IV and drains 7 points of your health.
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0NDQxMTA0MzE5
title: Fix some issues relating to Stackable merge
state: closed
created_at: 2020-06-28T19:41:02Z
updated_at: 2020-07-16T17:33:23Z
closed_at: 2020-07-01T17:05:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3052
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQxMTQyNzY0
title: Adjust handling of Quest string to mimic UpdateQuest via EmoteManager
state: closed
created_at: 2020-06-29T00:54:39Z
updated_at: 2020-07-16T17:33:22Z
closed_at: 2020-07-01T17:05:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3053
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQxNTgzNTk1
title: updating cloak proc spells to skip chance to resist
state: closed
created_at: 2020-06-29T18:40:13Z
updated_at: 2020-07-01T17:22:39Z
closed_at: 2020-07-01T17:22:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3054
body: based on convos in ace bugs channel
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQxODA1ODM1
title: Fix issue with spent xp verification
state: closed
created_at: 2020-06-30T06:11:57Z
updated_at: 2020-07-16T17:33:20Z
closed_at: 2020-07-04T03:15:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3055
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQyMTc1NTg1
title: Corrected Prismatic Taper count on some Foci spells.
state: closed
created_at: 2020-06-30T17:11:53Z
updated_at: 2020-06-30T17:51:13Z
closed_at: 2020-06-30T17:51:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3056
type: pull
body:
  Silver Scarab and Diamond Scarab spells were requiring 4 prismatic tapers to cast when they should have required 3. Corrected the logic to match the client.

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node_id: MDExOlB1bGxSZXF1ZXN0NDQzNjY4MDE2
title: Fix issue with destroying stack in container
state: closed
created_at: 2020-07-02T18:01:57Z
updated_at: 2020-07-16T17:33:19Z
closed_at: 2020-07-02T18:02:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3057
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQzNjY4NjMz
title: Fix issue with destroying stack in containers
state: closed
created_at: 2020-07-02T18:03:23Z
updated_at: 2020-07-16T17:33:18Z
closed_at: 2020-07-02T18:35:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3058
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQzNjg3MzA0
title: adding support for EnchantmentTypeFlags.MultipleStat
state: closed
created_at: 2020-07-02T18:49:04Z
updated_at: 2020-07-04T01:44:43Z
closed_at: 2020-07-04T01:44:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3059
type: pull
body:
  This adds functional support for 5753 - Cloaked in Skill

  After installing https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/508 :

  - /addspell 5753
  - cast spell
  - /showstats
  - wait for spell to expire, /showstats

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ0MjM0ODIw
title: send recall animations as actions instead of forward commands
state: closed
created_at: 2020-07-04T03:50:53Z
updated_at: 2020-07-08T19:41:24Z
closed_at: 2020-07-08T19:41:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3060
type: pull
body:
  This fixes some anomalies with the player restarting the recall animation after a jump, and the player appearing in falling state at the destination when this happens

  There is still an open issue where the server should possibly be preventing the player from going into combat state after landing from the jump. The player is already set to IsBusy on the server during the recall animation, which prevents them from performing any actual combat actions. The client does not appear to go into busy state during the recall.

  Thanks to @CrimsonMage for reporting this issue

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ0MzM0NjU3
title: Add support for QuestBits emotes
state: closed
created_at: 2020-07-04T22:33:45Z
updated_at: 2020-07-16T17:33:16Z
closed_at: 2020-07-09T03:54:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3061
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ2MDA4NzIy
title: fixing 'moved too far' and pk error spellcasting dual message
state: closed
created_at: 2020-07-08T06:17:38Z
updated_at: 2020-07-08T19:50:14Z
closed_at: 2020-07-08T19:50:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3062
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ2MDI5MTIy
title: fixing cloak resists for projectiles
state: closed
created_at: 2020-07-08T06:42:15Z
updated_at: 2020-07-08T20:09:11Z
closed_at: 2020-07-08T20:09:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3063
type: pull
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node_id: MDU6SXNzdWU2NTMxNDI5MjM=
title: Den's of Antiquity issue
state: closed
created_at: 2020-07-08T09:32:58Z
updated_at: 2020-10-16T17:40:26Z
closed_at: 2020-10-16T17:40:26Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  -  [x] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->

  When giving the casino gamesmasters their appropriate tokens, the loot that's dropping doesn't match what is listed as current on any of the wiki's. There are no tokens, keys, exp gems, dolls, etc. There are minor trophy's but that's it. It seems like the casinos are running on an older update than they are supposed to. It did some research and it seems like it's running the "Discoveries" version of the casinos rather than the "Cloak of Darkness"/"Risks and Rewards" verions.

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?

  I would like to see the loot reflective of the retail as it was last current. "Cloak of Darkness/Risks and Rewards" updates.

  What is the use case?
  -->

  ### Mention any other details that might be useful.

  If I am missing world files I apologize. I am running my own personal server with databases built from ACE-Master and the ACE-World files. I am currently using the latest of both. If the current version of the emulator simply doesn't have the updated versions of the casinos due to the associated content not being relevant or currently implemented then I'd appreciate a simple confirmation that this is or is not the case. Thank you for your patience and understanding.

  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ2NDQxMTM5
title: updating silk recipe
state: closed
created_at: 2020-07-08T19:30:47Z
updated_at: 2020-07-10T07:34:29Z
closed_at: 2020-07-10T07:34:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3065
type: pull
body:
  According to the mutations for the Silk recipe (http://ac.yotesfan.com/loot/mutation_filters/?j=54.json), this operation should be = instead of +=

  Thanks to Virindi for mentioning this

  Todo: switch the RecipeManager over to using actual mutation filters

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ2NjAwODM5
title: Smaller scoped shade fix for CreateList items w/ Shade 0
state: closed
created_at: 2020-07-09T03:53:47Z
updated_at: 2020-07-16T17:33:14Z
closed_at: 2020-07-12T22:39:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3066
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3MDk3NTg5
title: Some Appraisal changes
state: closed
created_at: 2020-07-09T21:15:23Z
updated_at: 2020-07-16T17:33:15Z
closed_at: 2020-07-12T22:40:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3067
body: Moving properties to runtime only + some SQL writer updates
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3MTAzMjM2
title: investigating 'combat pet already in world' scenario, handling without re-activating cooldown
state: closed
created_at: 2020-07-09T21:29:17Z
updated_at: 2020-07-11T04:05:02Z
closed_at: 2020-07-11T04:05:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3068
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3MTA0Njk1
title: updating PetDevice Structure==0 message
state: closed
created_at: 2020-07-09T21:33:12Z
updated_at: 2020-07-11T04:19:15Z
closed_at: 2020-07-11T04:19:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3069
type: pull
body:
  From @OptimShi and retail pcaps:

  UpdateEnchantment (the cooldown)
  TextboxString "Your summoning device does not have enough charges to function!"
  UseDone

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3NjIyOTYx
title: adjusting 'casts -> cast' verbiage for item spells
state: closed
created_at: 2020-07-10T20:08:34Z
updated_at: 2020-07-18T12:21:54Z
closed_at: 2020-07-18T12:21:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3070
type: pull
body:
  From retail pcaps, when an item casts a spell on a player, the verbiage was 'cast' instead of 'casts'

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3NjQ3Mzcz
title: ensure refresh layers have same spell id
state: closed
created_at: 2020-07-10T21:15:13Z
updated_at: 2020-07-12T03:35:16Z
closed_at: 2020-07-12T03:35:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3071
type: pull
body:
  Repro steps:

  /ci 36524
  /dispel
  /buff 7
  equip shield

  Expected:

  Pumpkin Shield casts Web of Deflection on you, surpassing Aura of Deflection
  Pumpkin Shield casts Web of Defense on you, surpassing Aura of Defense

  Actual:

  Pumpkin Shield casts Web of Deflection on you, refreshing Aura of Deflection
  Pumpkin Shield casts Web of Defense on you, refreshing Aura of Defense

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3NzEwMzQ1
title: fixing possible duplicate death message from CombatPet hitting a dying target
state: closed
created_at: 2020-07-11T03:07:13Z
updated_at: 2020-07-12T02:35:20Z
closed_at: 2020-07-12T02:35:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3072
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3NzEzODAy
title: handle appraisal for * unenchantable body parts
state: closed
created_at: 2020-07-11T03:46:59Z
updated_at: 2020-07-12T02:23:25Z
closed_at: 2020-07-12T02:23:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3073
type: pull
body:
  ``* = Unenchantable`` is seen in the client appraisal window for creatures

  in CharExamineUI::SetAppraiseInfo:

  ```
      v43 = _prof->base_armor_head;
      if ( v43 < 9999 )
        AC1Legacy::PStringBase<char>::sprintf(&armorStr1, "%d", _prof->base_armor_head);
      else
        AC1Legacy::PStringBase<char>::sprintf(&armorStr1, "*%d", v43 - 9999);
  ```

  sending 9999 + actual value for any body parts where all layers are unenchantable

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3ODM3ODcy
title: wip: recklessness updates
state: open
created_at: 2020-07-12T01:28:17Z
updated_at: 2020-07-12T01:34:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3074
type: pull
body:
  - Fixes an issue with recklessness ratings from both attacker and defender being combined as multipliers, instead of additives. With 2 players that have recklessness speced, this provided a 44% damage increase, instead of 40%

  - Starts to fix some issues with Recklessness! combat message prefixes, although still needs to be investigated more:

  Scenario A: a non-reckless player attacks a player currently in reckless mode. Both players currently receive the Recklessness! prefix for the combat message, as the attack received a bonus from the defender being in reckless mode. This is confusing for the attacker, since they might not even have recklessness trained.

  Scenario B: a reckless player attacks a monster. When the monster hits the player, the combat message is currently prefixed with Recklessness!, since the monster received a damage bonus from the player being in reckless mode. Should this message only have been sent if the attacker was in reckless mode?

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3ODM4MjU3
title: suggestion: cloak max proc rate
state: closed
created_at: 2020-07-12T01:34:32Z
updated_at: 2020-08-28T08:57:20Z
closed_at: 2020-08-28T08:57:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3075
type: pull
body:
  This prevents a scenario where 2 players in a PVP battle, both wearing cloaks that cast ring spells, can start a chain reaction of each others' cloaks repeatedly procing from taking high damage from the ring projectiles

  ```
  20:21:00 Faded Druid withers you for 184 points with Clouded Soul.
  20:21:00 The cloak of Black Lotus weaves the power of Clouded Soul!
  20:21:00 Sneak Attack! You wither Faded Druid for 93 points with Clouded Soul.
  20:21:00 The cloak of Faded Druid weaves the power of Clouded Soul!
  20:21:00 Faded Druid withers you for 195 points with Clouded Soul.
  20:21:00 The cloak of Black Lotus weaves the power of Clouded Soul!
  20:21:00 You twist Faded Druid for 80 points with Clouded Soul.
  20:21:00 The cloak of Faded Druid weaves the power of Clouded Soul!
  20:21:00 [VTank] You died! Buffing, Combat, Nav and Loot have been disabled. Click here to restore them.
  20:21:00 Faded Druid reduces you to a drained, twisted corpse!
  ```

  This proc rate formula still needs to be synced up with retail better. One thing that has been discovered from retail videos, is that cloaks had a small chance of procing even for 0 damage and evasions

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3OTgzMTIz
title: Update PetDevice refill
state: closed
created_at: 2020-07-13T01:02:25Z
updated_at: 2020-07-16T17:33:12Z
closed_at: 2020-07-16T04:38:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3076
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ3OTkyMDM0
title: Switch Healer usage to Motion with Commands
state: closed
created_at: 2020-07-13T01:52:25Z
updated_at: 2020-07-16T17:33:11Z
closed_at: 2020-07-16T04:38:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3077
body: Fixes issue with VTank double using healkits
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ4Mzg0Mzc2
title: Update Program_DbUpdates.cs
state: closed
created_at: 2020-07-13T17:13:31Z
updated_at: 2020-08-08T20:02:01Z
closed_at: 2020-08-08T20:02:01Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3078
type: pull
body:
  Adding a World Customization log to generate an error file when SQL errors are caught.

  First crack at this, been awhile since I have used C# if there is a cleaner way to do this. Let me know!

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ5MDAxNTYz
title: Only show ArmorLevels on Players or Unattackable Creatures
state: closed
created_at: 2020-07-14T17:00:12Z
updated_at: 2020-07-16T17:33:09Z
closed_at: 2020-07-16T04:38:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3079
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ5MTYwNzUz
title: Fix some issues with Creatures and EquipInventoryItems
state: closed
created_at: 2020-07-14T23:22:38Z
updated_at: 2020-07-16T17:33:08Z
closed_at: 2020-07-16T04:38:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3080
type: pull
body:
  - Unattackable creatures wielded items cast no spells on wielder
  - CreateList wieldables take priority over WieldedTreasureDID wieldables

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node_id: MDExOlB1bGxSZXF1ZXN0NDQ5NjYwMDIx
title: Adjust Inq[My]QuestBitsOff handling
state: closed
created_at: 2020-07-15T18:35:03Z
updated_at: 2020-07-16T17:33:06Z
closed_at: 2020-07-16T04:39:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3081
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ5ODk0Mzgx
title: Fix issue with craft confirmation source/target search
state: closed
created_at: 2020-07-16T04:46:45Z
updated_at: 2020-07-16T17:33:02Z
closed_at: 2020-07-16T05:02:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3082
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDQ5OTgxNDYw
title: Wire up support for Society global chat
state: closed
created_at: 2020-07-16T07:50:50Z
updated_at: 2020-07-16T17:33:01Z
closed_at: 2020-07-16T17:21:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3083
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDUxNTk0MDUw
title: Adjust TurbineChatHandler to account for society resets
state: closed
created_at: 2020-07-18T00:57:54Z
updated_at: 2020-08-13T04:16:55Z
closed_at: 2020-07-21T05:32:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3084
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDUxNjA4MzI1
title: Fix issue with SendMotionAsCommands and stance
state: closed
created_at: 2020-07-18T01:26:51Z
updated_at: 2020-08-13T04:16:58Z
closed_at: 2020-08-06T04:00:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3085
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDUxNzI4MTYw
title: Add support for /afk commands
state: closed
created_at: 2020-07-18T05:48:35Z
updated_at: 2020-08-13T04:16:55Z
closed_at: 2020-07-29T04:13:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3086
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDUyOTc0Mjkw
title: [DEBUG] Log landblock group thread collisions that could throw exceptions
state: closed
created_at: 2020-07-20T02:39:14Z
updated_at: 2020-08-22T00:06:07Z
closed_at: 2020-08-22T00:06:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3087
body: Doesn't prevent the exception, but, hopefully it can give me the stack trace that is suspect.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU0NDY0MDM5
title: null crash fix for mobs casting void curses
state: closed
created_at: 2020-07-21T12:32:57Z
updated_at: 2020-07-23T08:39:32Z
closed_at: 2020-07-23T08:39:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3088
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU0NjkyMDIw
title: Modify selling attuned items to vendors
state: closed
created_at: 2020-07-21T19:07:42Z
updated_at: 2020-07-23T18:53:04Z
closed_at: 2020-07-23T17:53:29Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3089
type: pull
body:
  - Modify the selling process for attuned items to prevent them from being resold, which could allow other players to obtain quest items that are sellable, without having performed the quest -- Item was supposed to be attuned to the original recipient anyways; allowing attuned item "transfers" via vendor seems like an exploit.

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node_id: MDExOlB1bGxSZXF1ZXN0NDU0NzAxODU5
title: Implement Crafted Slayer Imbues
state: closed
created_at: 2020-07-21T19:29:27Z
updated_at: 2020-07-29T15:37:32Z
closed_at: 2020-07-24T19:47:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3090
type: pull
body:
  - Implement crafted Slayer imbues for Weapon Augmentations in the RecipeManager_New system
  - Pairs with ACE-World-16PY-Patches [PR 526](https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/526)

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node_id: MDExOlB1bGxSZXF1ZXN0NDU2NTUwMjM3
title: Fix cross-thread TryProcEquippedItems which results in landblock spel…
state: closed
created_at: 2020-07-25T01:59:05Z
updated_at: 2020-08-22T00:05:43Z
closed_at: 2020-08-22T00:05:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3091
type: pull
body:
  …l projectile

  Scenario:
  - Player casts spell at far away creature.
  - Before spell hits creature, Player teleports to another landblock far away that is on a different landblock group, and thus, potentially a different thread.
  - Spell hits creature.
  -- Impact calls TryProcEquippedItems() on Player, which results in a spell projectile being added to the players landblock (cross thread operation).

  This removes the cross thread operation and makes WorldManager handle it, which is appropriate.

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node_id: MDExOlB1bGxSZXF1ZXN0NDU2NTUxMTE2
title: Tweak Switch / Teleport msg output
state: closed
created_at: 2020-07-25T02:07:09Z
updated_at: 2020-08-13T04:16:56Z
closed_at: 2020-07-29T04:14:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3092
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU2NzAwMzUz
title: Add Food to LifeMagic
state: closed
created_at: 2020-07-26T04:36:38Z
updated_at: 2020-08-13T04:16:56Z
closed_at: 2020-07-29T04:14:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3093
body:
  /ci 28833
  Use food

  Thanks @bobigor377

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU2ODcwNzg3
title: Add support for Enlightenment
state: closed
created_at: 2020-07-27T03:11:54Z
updated_at: 2020-08-13T04:16:53Z
closed_at: 2020-07-29T04:46:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3094
type: pull
body:
  Backend support for using the Font of Enlightenment and Rebirth found in the Temple of the Font located at Viridian Rise

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node_id: MDExOlB1bGxSZXF1ZXN0NDU2ODczMzQ4
title: Update to Proc Rates for Cloaks.
state: closed
created_at: 2020-07-27T03:21:50Z
updated_at: 2020-07-27T12:28:03Z
closed_at: 2020-07-27T12:28:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3095
type: pull
body:
  Cloaks that have not reached at least level 1 no longer produce proc spell.  Also update to Proc Rates for Cloaks.  Cloaks were pulling Max Level, not current cloak level.  Also adjusted Proc Rate.  Now depends more on damage percentage.

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node_id: MDExOlB1bGxSZXF1ZXN0NDU3OTM2Njg1
title: Remove TimeToRot hack on create and ci
state: closed
created_at: 2020-07-28T17:01:30Z
updated_at: 2020-08-13T04:16:58Z
closed_at: 2020-07-29T04:14:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3096
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU4NTU3Njk4
title: Add faction dev command
state: closed
created_at: 2020-07-29T16:46:40Z
updated_at: 2020-08-13T04:16:51Z
closed_at: 2020-07-30T03:56:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3097
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU4NTg4OTky
title: Add UnlimitedUse support to ammo / thrown weapons
state: closed
created_at: 2020-07-29T17:48:06Z
updated_at: 2020-08-13T04:16:52Z
closed_at: 2020-07-29T17:50:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3098
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDU4NTkwMDg4
title: Add UnlimitedUse support to ammo / thrown weapons
state: closed
created_at: 2020-07-29T17:50:24Z
updated_at: 2020-08-13T04:16:51Z
closed_at: 2020-07-30T03:57:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3099
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYwMzk3MTkz
title: Add SocietyArmor
state: closed
created_at: 2020-07-31T18:42:17Z
updated_at: 2020-08-05T04:54:02Z
closed_at: 2020-08-05T04:54:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3100
type: pull
body:
  Adding SocietyArmor Functionality.  Each chest will have to have their own DT profile.  They are the following:
  ```
  Breast Plate
  2971: Celestial Hand
  2981: Eldrytch Web
  2991: Radiant Blood

  Gauntlets					
  2972: CelestialHand 
  2982: Eldrytch Web
  2992: Radiant Blood

  Girth
  2973: CelestialHand 
  2983: Eldrytch Web
  2993: Radiant Blood

  Greaves
  2974: CelestialHand 
  2984: Eldrytch Web
  2994: Radiant Blood

  Helm
  2975: CelestialHand 
  2985: Eldrytch Web
  2995: Radiant Blood

  Pauldrons
  2976: CelestialHand 
  2986: Eldrytch Web
  2996: Radiant Blood

  Tassets
  2977: CelestialHand 
  2987: Eldrytch Web
  2997: Radiant Blood

  Vambraces
  2978: CelestialHand 
  2988: Eldrytch Web
  2998: Radiant Blood

  Sollerets
  2979: CelestialHand 
  2989: Eldrytch Web
  2999: Radiant Blood```

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node_id: MDExOlB1bGxSZXF1ZXN0NDYxMzU3NzI5
title: Swap out MasteryResetCertificate for AttributeResetCertificate
state: closed
created_at: 2020-08-01T19:29:10Z
updated_at: 2020-08-13T04:16:50Z
closed_at: 2020-08-02T03:28:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3101
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYxMzc1MDU1
title: Make sure UIQueue NetworkMessages are sent in order
state: closed
created_at: 2020-08-01T19:55:49Z
updated_at: 2020-08-10T00:01:43Z
closed_at: 2020-08-10T00:01:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3102
type: pull
body:
  This fixes out of order NPC emotes, like this one:

  https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/master/Database/Patches/2008-08-AncientPowers/9%20WeenieDefaults/Creature/Human/38388%20Kirina%20of%20the%20Celestial%20Hand.sql#L116

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node_id: MDExOlB1bGxSZXF1ZXN0NDYxNjUyMTQ5
title: Fix issue with Set activation
state: closed
created_at: 2020-08-02T03:09:07Z
updated_at: 2020-08-13T04:16:48Z
closed_at: 2020-08-02T03:28:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3103
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYxNzcxMzEy
title: Fix issues with CheckWieldRequirement
state: closed
created_at: 2020-08-02T07:15:14Z
updated_at: 2020-08-13T04:16:47Z
closed_at: 2020-08-06T04:00:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3104
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYxODg5NjYw
title: Fix issue with Tailoring over MaterialType
state: closed
created_at: 2020-08-03T01:00:18Z
updated_at: 2020-08-13T04:16:46Z
closed_at: 2020-08-06T04:00:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3105
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYyOTA0OTY0
title: Recipe expansion for Society Shield tailoring
state: closed
created_at: 2020-08-04T17:31:56Z
updated_at: 2020-08-13T04:16:46Z
closed_at: 2020-08-06T04:00:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3106
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYzMDY0OTY4
title: Fix issue with cloaks in SelectWieldedClothing
state: closed
created_at: 2020-08-04T23:42:43Z
updated_at: 2020-08-13T04:16:45Z
closed_at: 2020-08-06T04:01:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3107
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDYzMTY4OTg2
title: Add fix-up script for PetDevices
state: closed
created_at: 2020-08-05T06:14:21Z
updated_at: 2020-08-13T04:16:44Z
closed_at: 2020-08-08T18:14:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3108
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDY0OTk4NzE1
state: closed
created_at: 2020-08-08T07:21:18Z
updated_at: 2020-08-13T04:03:31Z
closed_at: 2020-08-13T04:03:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3109
type: pull
title:
  add support for faction monsters not attacking same-factioned players or their combat pets, unless provoked

body:
  Todo: ace's usage of Tolerance.Retaliate will need to be investigated for this. currently, if a faction player is standing next to a monster belonging to the same faction, and then a non-factioned player runs into the mix, the monster will start attacking the non-factioned player, and then can possibly switch to attacking the factioned player afterwards (fixed)

  also an open question, what is supposed to happen if a faction player is standing next to a monster belonging to the same faction, and then the player spawns a summon? i assume the summon should have the player's Faction1Bits copied over to it, so that it doesn't attack the factioned mob on sight? (fixed)

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node_id: MDExOlB1bGxSZXF1ZXN0NDY1MDY5Mzkw
title: Adding Knorr Academy Girth to Loot Table
state: closed
created_at: 2020-08-08T20:04:33Z
updated_at: 2020-08-10T23:03:29Z
closed_at: 2020-08-10T23:03:29Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3110
body: Looked to be missing. People were stating on DnF that they never seen them drop!
type: pull
reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0NDY1Njk4MjYy
title: Change MutateArmor to add Impenetrability to all magical pieces
state: closed
created_at: 2020-08-10T19:53:19Z
updated_at: 2020-08-13T04:16:43Z
closed_at: 2020-08-13T04:03:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3111
type: pull
reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0NDY1NzY0ODM3
title: Add OlthoiArmor to other CovenantArmor checks
state: closed
created_at: 2020-08-10T22:34:11Z
updated_at: 2020-08-13T04:16:42Z
closed_at: 2020-08-10T23:03:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3112
type: pull
reactions:
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node_id: MDU6SXNzdWU2Nzc3NzA5ODM=
title: Trading issue
state: closed
created_at: 2020-08-12T15:09:25Z
updated_at: 2020-08-28T17:50:32Z
closed_at: 2020-08-28T17:50:32Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  When trading from an overencumbered character to one that is not, you get errors that you are too encumbered to complete the trade even though you are getting no burden in return......only giving burden
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Initiate a trade that will give items from an overencumbered character to one that has no burden.  Error message indicates the overencumbered character cannot complete the trade even though the trade would not give him any burden bac, only take away

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->

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node_id: MDExOlB1bGxSZXF1ZXN0NDY2OTc0NTc0
title: add support for MultiAttribute enchantments to EnchantmentManager
state: closed
created_at: 2020-08-12T19:54:20Z
updated_at: 2020-08-13T13:32:31Z
closed_at: 2020-08-13T13:32:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3114
type: pull
reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0NDY2OTg1MDI0
title: enlightenment doesn't boost untrained / unusable skills
state: closed
created_at: 2020-08-12T20:16:57Z
updated_at: 2020-08-13T11:25:48Z
closed_at: 2020-08-13T11:25:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3115
type: pull
body:
  Verified the other properties in GetAugBonus() from augs and lum augs do boost the untrained / unusable skills... Enlightenment is the only outlier there

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node_id: MDExOlB1bGxSZXF1ZXN0NDY3MDk3MDIy
title: Fix context save issues with character rename by admin
state: closed
created_at: 2020-08-13T01:44:06Z
updated_at: 2021-02-14T22:20:16Z
closed_at: 2020-08-13T16:57:24Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3116
type: pull
reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0NDY3MTA5NjY3
title: Update DamageEvent.cs
state: closed
created_at: 2020-08-13T02:33:18Z
updated_at: 2020-08-13T02:37:58Z
closed_at: 2020-08-13T02:37:57Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3117
body: Moar is Moar
type: pull
reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0NDY3NzQ0MzY4
title: Revert "Make sure UIQueue NetworkMessages are sent in order"
state: closed
created_at: 2020-08-14T03:23:50Z
updated_at: 2020-08-15T14:58:26Z
closed_at: 2020-08-14T08:20:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3118
body:
  Reverts ACEmulator/ACE#3102

  Possible edge case issue with logins

type: pull
reactions:
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node_id: MDExOlB1bGxSZXF1ZXN0NDY4MDYzNjQz
title: verifying spell ids in loot tables
state: closed
created_at: 2020-08-14T16:03:28Z
updated_at: 2020-08-15T14:43:10Z
closed_at: 2020-08-15T14:43:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3119
type: pull
body:
  GemCreatureSpellMatrix:

  AxeMasterySelf1[6]: (2275) MaceMasterySelf7 =&gt; (2203) - AxeMasterySelf7
  BowMasterySelf1[6]: (2243) ImpregnabilitySelf7 =&gt; (2207) - BowMasterySelf7
  DeceptionMasterySelf1[6]: (2226) DeceptionMasteryOther7 =&gt; (2227) - DeceptionMasterySelf7
  JumpingMasterySelf1[6]: (2256) JumpingMasteryOther7 =&gt; (2257) - JumpingMasterySelf7
  RecklessnessMasterySelf1[5]: (5831) RecklessnessMasterySelf5 =&gt; (5832) - RecklessnessMasterySelf6
  ShieldMasterySelf1[0]: (5843) ShieldMasteryOther1 =&gt; (5851) - ShieldMasterySelf1
  ShieldMasterySelf1[1]: (5844) ShieldMasteryOther2 =&gt; (5852) - ShieldMasterySelf2
  ShieldMasterySelf1[2]: (5845) ShieldMasteryOther3 =&gt; (5853) - ShieldMasterySelf3
  ShieldMasterySelf1[3]: (5846) ShieldMasteryOther4 =&gt; (5854) - ShieldMasterySelf4
  ShieldMasterySelf1[4]: (5847) ShieldMasteryOther5 =&gt; (5855) - ShieldMasterySelf5
  ShieldMasterySelf1[5]: (5848) ShieldMasteryOther6 =&gt; (5856) - ShieldMasterySelf6
  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6
  TwoHandedMasterySelf1[0]: (346) MaceMasterySelf1 =&gt; (5099) - TwoHandedMasterySelf1
  TwoHandedMasterySelf1[1]: (347) MaceMasterySelf2 =&gt; (5100) - TwoHandedMasterySelf2
  TwoHandedMasterySelf1[2]: (348) MaceMasterySelf3 =&gt; (5101) - TwoHandedMasterySelf3
  TwoHandedMasterySelf1[3]: (349) MaceMasterySelf4 =&gt; (5102) - TwoHandedMasterySelf4
  TwoHandedMasterySelf1[4]: (350) MaceMasterySelf5 =&gt; (5103) - TwoHandedMasterySelf5
  TwoHandedMasterySelf1[5]: (351) MaceMasterySelf6 =&gt; (5104) - TwoHandedMasterySelf6
  VoidMagicMasterySelf1[0]: (null) =&gt; (5411) - VoidMagicMasterySelf1
  VoidMagicMasterySelf1[1]: (null) =&gt; (5412) - VoidMagicMasterySelf2
  VoidMagicMasterySelf1[2]: (null) =&gt; (5413) - VoidMagicMasterySelf3
  VoidMagicMasterySelf1[3]: (null) =&gt; (5414) - VoidMagicMasterySelf4
  VoidMagicMasterySelf1[4]: (null) =&gt; (5415) - VoidMagicMasterySelf5
  VoidMagicMasterySelf1[5]: (null) =&gt; (5416) - VoidMagicMasterySelf6
  ArcanumSalvagingSelf1[0]: (null) =&gt; (3499) - ArcanumSalvagingSelf1
  ArcanumSalvagingSelf1[1]: (null) =&gt; (3500) - ArcanumSalvagingSelf2
  ArcanumSalvagingSelf1[2]: (null) =&gt; (3501) - ArcanumSalvagingSelf3
  ArcanumSalvagingSelf1[3]: (null) =&gt; (3502) - ArcanumSalvagingSelf4
  ArcanumSalvagingSelf1[4]: (null) =&gt; (3503) - ArcanumSalvagingSelf5
  ArcanumSalvagingSelf1[5]: (null) =&gt; (3504) - ArcanumSalvagingSelf6
  ArcanumSalvagingSelf1[6]: (3519) NuhmudirasWisdom7 =&gt; (3505) - ArcanumSalvagingSelf7
  ArcanumSalvagingSelf1[7]: (4502) NuhmudirasWisdomOther8 =&gt; (4499) - ArcanumSalvagingSelf8

  GemLifeSpellMatrix:

  RejuvenationSelf1[3]: (190) RejuvenationSelf3 =&gt; (191) - RejuvenationSelf4
  RejuvenationSelf1[4]: (190) RejuvenationSelf3 =&gt; (192) - RejuvenationSelf5
  RejuvenationSelf1[5]: (190) RejuvenationSelf3 =&gt; (193) - RejuvenationSelf6

  ScrollSpells:

  AxeMasterySelf1[6]: (2275) MaceMasterySelf7 =&gt; (2203) - AxeMasterySelf7
  AxeMasteryOther1[6]: (2274) MaceMasteryOther7 =&gt; (2202) - AxeMasteryOther7
  LeadershipMasterySelf1[6]: (2262) LeadershipMasteryOther7 =&gt; (2263) - LeadershipMasterySelf7
  LeadershipMasteryOther1[6]: (2263) LeadershipMasterySelf7 =&gt; (2262) - LeadershipMasteryOther7
  SprintSelf1[5]: (986) SprintSelf5 =&gt; (987) - SprintSelf6
  LeadenFeetOther1[2]: (1001) LeadenFeetOther2 =&gt; (1002) - LeadenFeetOther3
  RejuvenationOther1[2]: (184) RejuvenationOther2 =&gt; (185) - RejuvenationOther3

  ArmorSpells:

  ImpregnabilitySelf1[7]: (4522) BowMasterySelf8 =&gt; (4558) - ImpregnabilitySelf8
  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6
  DeceptionMasterySelf1[6]: (2226) DeceptionMasteryOther7 =&gt; (2227) - DeceptionMasterySelf7
  AxeMasterySelf1[6]: (2275) MaceMasterySelf7 =&gt; (2203) - AxeMasterySelf7
  BowMasterySelf1[6]: (2243) ImpregnabilitySelf7 =&gt; (2207) - BowMasterySelf7
  ShieldMasterySelf1[0]: (5843) ShieldMasteryOther1 =&gt; (5851) - ShieldMasterySelf1
  ShieldMasterySelf1[1]: (5844) ShieldMasteryOther2 =&gt; (5852) - ShieldMasterySelf2
  ShieldMasterySelf1[2]: (5845) ShieldMasteryOther3 =&gt; (5853) - ShieldMasterySelf3
  ShieldMasterySelf1[3]: (5846) ShieldMasteryOther4 =&gt; (5854) - ShieldMasterySelf4
  ShieldMasterySelf1[4]: (5847) ShieldMasteryOther5 =&gt; (5855) - ShieldMasterySelf5
  ShieldMasterySelf1[5]: (5848) ShieldMasteryOther6 =&gt; (5856) - ShieldMasterySelf6
  ArcanumSalvagingSelf1[6]: (3519) NuhmudirasWisdom7 =&gt; (3505) - ArcanumSalvagingSelf7
  ArcanumSalvagingSelf1[7]: (4502) NuhmudirasWisdomOther8 =&gt; (4499) - ArcanumSalvagingSelf8
  LeadershipMasterySelf1[6]: (2271) LockpickMasterySelf7 =&gt; (2263) - LeadershipMasterySelf7
  LeadershipMasterySelf1[7]: (4586) LockpickMasterySelf8 =&gt; (4578) - LeadershipMasterySelf8
  JumpingMasterySelf1[6]: (2256) JumpingMasteryOther7 =&gt; (2257) - JumpingMasterySelf7
  SprintSelf1[5]: (986) SprintSelf5 =&gt; (987) - SprintSelf6

  WandSpells:

  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6
  WarMagicMasterySelf1[6]: (2287) ManaMasterySelf7 =&gt; (2323) - WarMagicMasterySelf7
  WarMagicMasterySelf1[7]: (4602) ManaMasterySelf8 =&gt; (4638) - WarMagicMasterySelf8

  JewelrySpells:

  ImpregnabilitySelf1[7]: (4522) BowMasterySelf8 =&gt; (4558) - ImpregnabilitySelf8
  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6
  DeceptionMasterySelf1[6]: (2226) DeceptionMasteryOther7 =&gt; (2227) - DeceptionMasterySelf7
  AxeMasterySelf1[6]: (2275) MaceMasterySelf7 =&gt; (2203) - AxeMasterySelf7
  BowMasterySelf1[6]: (2243) ImpregnabilitySelf7 =&gt; (2207) - BowMasterySelf7
  ShieldMasterySelf1[0]: (5843) ShieldMasteryOther1 =&gt; (5851) - ShieldMasterySelf1
  ShieldMasterySelf1[1]: (5844) ShieldMasteryOther2 =&gt; (5852) - ShieldMasterySelf2
  ShieldMasterySelf1[2]: (5845) ShieldMasteryOther3 =&gt; (5853) - ShieldMasterySelf3
  ShieldMasterySelf1[3]: (5846) ShieldMasteryOther4 =&gt; (5854) - ShieldMasterySelf4
  ShieldMasterySelf1[4]: (5847) ShieldMasteryOther5 =&gt; (5855) - ShieldMasterySelf5
  ShieldMasterySelf1[5]: (5848) ShieldMasteryOther6 =&gt; (5856) - ShieldMasterySelf6
  ArcanumSalvagingSelf1[6]: (3519) NuhmudirasWisdom7 =&gt; (3505) - ArcanumSalvagingSelf7
  ArcanumSalvagingSelf1[7]: (4502) NuhmudirasWisdomOther8 =&gt; (4499) - ArcanumSalvagingSelf8
  LeadershipMasterySelf1[6]: (2271) LockpickMasterySelf7 =&gt; (2263) - LeadershipMasterySelf7
  LeadershipMasterySelf1[7]: (4586) LockpickMasterySelf8 =&gt; (4578) - LeadershipMasterySelf8
  JumpingMasterySelf1[6]: (2256) JumpingMasteryOther7 =&gt; (2257) - JumpingMasterySelf7
  SprintSelf1[5]: (986) SprintSelf5 =&gt; (987) - SprintSelf6

  GemSpells:

  AxeMasterySelf1[6]: (2275) MaceMasterySelf7 =&gt; (2203) - AxeMasterySelf7
  BowMasterySelf1[6]: (2243) ImpregnabilitySelf7 =&gt; (2207) - BowMasterySelf7
  DeceptionMasterySelf1[6]: (2226) DeceptionMasteryOther7 =&gt; (2227) - DeceptionMasterySelf7
  LeadershipMasterySelf1[6]: (2271) LockpickMasterySelf7 =&gt; (2263) - LeadershipMasterySelf7
  LeadershipMasterySelf1[7]: (4586) LockpickMasterySelf8 =&gt; (4578) - LeadershipMasterySelf8
  JumpingMasterySelf1[6]: (2256) JumpingMasteryOther7 =&gt; (2257) - JumpingMasterySelf7
  SprintSelf1[5]: (986) SprintSelf5 =&gt; (987) - SprintSelf6
  ShieldMasterySelf1[0]: (5843) ShieldMasteryOther1 =&gt; (5851) - ShieldMasterySelf1
  ShieldMasterySelf1[1]: (5844) ShieldMasteryOther2 =&gt; (5852) - ShieldMasterySelf2
  ShieldMasterySelf1[2]: (5845) ShieldMasteryOther3 =&gt; (5853) - ShieldMasterySelf3
  ShieldMasterySelf1[3]: (5846) ShieldMasteryOther4 =&gt; (5854) - ShieldMasterySelf4
  ShieldMasterySelf1[4]: (5847) ShieldMasteryOther5 =&gt; (5855) - ShieldMasterySelf5
  ShieldMasterySelf1[5]: (5848) ShieldMasteryOther6 =&gt; (5856) - ShieldMasterySelf6
  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6
  ArcanumSalvagingSelf1[6]: (3519) NuhmudirasWisdom7 =&gt; (3505) - ArcanumSalvagingSelf7
  ArcanumSalvagingSelf1[7]: (4502) NuhmudirasWisdomOther8 =&gt; (4499) - ArcanumSalvagingSelf8

  MeleeSpells:

  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6

  MissileSpells:

  SneakAttackMasterySelf1[0]: (5867) SneakAttackMasteryOther1 =&gt; (5875) - SneakAttackMasterySelf1
  SneakAttackMasterySelf1[1]: (5868) SneakAttackMasteryOther2 =&gt; (5876) - SneakAttackMasterySelf2
  SneakAttackMasterySelf1[2]: (5869) SneakAttackMasteryOther3 =&gt; (5877) - SneakAttackMasterySelf3
  SneakAttackMasterySelf1[3]: (5870) SneakAttackMasteryOther4 =&gt; (5878) - SneakAttackMasterySelf4
  SneakAttackMasterySelf1[4]: (5871) SneakAttackMasteryOther5 =&gt; (5879) - SneakAttackMasterySelf5
  SneakAttackMasterySelf1[5]: (5872) SneakAttackMasteryOther6 =&gt; (5880) - SneakAttackMasterySelf6

  ArmorCantrips:

  CantripDirtyFightingProwess1[0]: (5882) SneakAttackMasterySelf8 =&gt; (5883) - CantripDirtyFightingProwess1
  CANTRIPAXEAPTITUDE1[0]: (2557) CANTRIPMACEAPTITUDE1 =&gt; (2539) - CANTRIPAXEAPTITUDE1
  CANTRIPAXEAPTITUDE1[1]: (2522) CANTRIPMACEAPTITUDE2 =&gt; (2504) - CANTRIPAXEAPTITUDE2
  CantripSalvaging1[0]: (3809) CantripSalvagingMinor =&gt; (3833) - CantripSalvaging1
  CANTRIPSLASHINGWARD1[2]: (3957) SlashingWard =&gt; (4678) - CANTRIPSLASHINGWARD3
  CANTRIPPIERCINGWARD1[2]: (3956) PiercingWard =&gt; (4677) - CANTRIPPIERCINGWARD3

  JewelryCantrips:

  CantripDirtyFightingProwess1[0]: (5882) SneakAttackMasterySelf8 =&gt; (5883) - CantripDirtyFightingProwess1
  CANTRIPAXEAPTITUDE1[0]: (2557) CANTRIPMACEAPTITUDE1 =&gt; (2539) - CANTRIPAXEAPTITUDE1
  CANTRIPAXEAPTITUDE1[1]: (2522) CANTRIPMACEAPTITUDE2 =&gt; (2504) - CANTRIPAXEAPTITUDE2
  CantripSalvaging1[0]: (3809) CantripSalvagingMinor =&gt; (3833) - CantripSalvaging1
  CANTRIPPIERCINGWARD1[2]: (3956) PiercingWard =&gt; (4677) - CANTRIPPIERCINGWARD3

  WandCantrips:

  CantripHermeticLink1[2]: (4686) CANTRIPAXEAPTITUDE3 =&gt; (6086) - CantripHermeticLink3

  MeleeCantrips:

  CantripDirtyFightingProwess1[0]: (5882) SneakAttackMasterySelf8 =&gt; (5883) - CantripDirtyFightingProwess1

  MissileCantrips:

  CantripDirtyFightingProwess1[0]: (5882) SneakAttackMasterySelf8 =&gt; (5883) - CantripDirtyFightingProwess1

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4MDk5MzIz
title: ensure mana conversion is trained to get any benefit from the skill
state: closed
created_at: 2020-08-14T17:30:11Z
updated_at: 2020-08-18T14:40:40Z
closed_at: 2020-08-18T14:40:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3120
type: pull
body:
  Mana Conversion is listed as 'unusable' in client when not trained

  Assuming unusable skills are truly unusable when not trained (aside from the magic school outliers)

  Search ACE discord #general for 'mana conv' or 'Yeonan' for relevant discussion from 8/14/2020

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4MTc2MzQ2
title: Protect against bad positions in data
state: closed
created_at: 2020-08-14T20:46:58Z
updated_at: 2021-02-14T22:20:08Z
closed_at: 2020-08-15T12:32:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3121
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDY4Mjk5NjE1
state: closed
created_at: 2020-08-15T12:17:03Z
updated_at: 2020-08-18T06:47:11Z
closed_at: 2020-08-18T06:47:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3122
type: pull
title:
  fixing kill task credit from last damager -> damage history, adding new server option to match retail bug for summoning and kill task credits by default

body:
  This fixes a bug with KillTask processing for the following scenario:

  - 2 players both have a kill task, but they are not in a fellowship
  - They both do 50% damage to the mob

  Expected:

  - both players get credit for the kill task

  Actual:

  - only the last damager previously got credit for the kill task

  Fundamentally, everything was being driven from 'last damager' before, with the player or combat pet that landed the killing blow. It would then optionally traverse into the fellowship for this last damager (or in the case of combat pets as the last damager, the combat pet's owner, and their fellowship)

  The updated code moves this part of the system over to being driven from the killed monster's DamageHistory, which is a rolling history of all the damagers to the monster for the past 3 - 3.5 minutes.

  An important function for this has been added which builds a flattened list of all the eligible receivers first. All players from the monster's damage history who have the KillTask are added as eligible players to receive credit for the task. This function also handles CombatPets.

  An important aspect of this function is that it builds the list with a Dictionary, keyed by the eligible receiver guids. If 2 players with a kill task are both in a fellowship, and they each do 50% damage to the monster, we certainly don't want fellowship traversal for both players to add multiple entries for the same player.

  However, there was a 'bug' in retail, where a summoner could receive multiple credits for a killtask. A server option has been added for this, 'allow_summoning_killtask_multicredit', which defaults to the retail value of true.

  There are a lot of scenarios to consider with this, and many of them are commented in the code. An aspect that was considered thoroughly, but only briefly mentioned, is the concept of "the killer's fellowship is only traversed into when the killer has the kill task". This was the default behavior of retail for KillTask credit sharing with fellowships, however the concept of 'killer' is loosely defined. Is it the LastDamager, the TopDamager, or are all the players in the recent damage history considered 'killers'?

  The previous version considered the killer to be the LastDamager, which presented this scenario:

  - 2 players both have a kill task, but they are not in a fellowship
  - Player A does 75% damage to the mob, and Player B does 25% damage and also lands the killing blow

  With the previous version of the code, only Player B was receiving credit for the KillTask

  With the new DamageHistory iteration, it becomes even more complicated. Consider the following scenario:

  fellow_kt_killer = false, killer is not required to have killtask in order for it to share with their fellowship

  - Fellowship A
    - Player 1 (has kill task)
    - Player 2 (has kill task)
  - Fellowship B
    - Player 3 (doesn't have kill task)
    - Player 4 (has kill task)

  only players 1 and 3 damage the monster
  player 1 does 75% damage, and player 2 does 25% damage and lands the killing blow

  with the previous version of the ace logic for kill tasks and fellowship sharing, where the killer is considered to be the LastDamager (player 3), only player 4 would have received kill task credit when fellow_kt_killer = false, since that non-standard server option removes the requirement for player 3 to have the kill task.

  if fellow_kt_killer = true, no players would have previously received kill task credit.

  with the updated logic, who receives kill task credit is dependent on if the killer is considered to be the LastDamager, TopDamager, or any damagers.

  if killer is considered to be the LastDamager, as it was previously, then with the updated system, player 1 now receives killtask credit, and player 4 continues to receive credit as well

  if killer is considered to be the TopDamager, only players 1 and 2 would receiver killtask credit, even if fellow_kt_killer = false, since fellowship traversal would only happen for the top damager (player 1)

  if killer is considered to be any damager, then players 1, 2, and 4 would all receive kill task credit, in the above scenario

  the currently implemented update considered killers to be anyone who directly damaged the monster

  Another note about the current implementation of allow_summoning_killtask_multicredit - the multicredit bug only goes to the summoner directly, and not their fellowship. So if a summoner is in a fellowship with another player, and both players have the kill task:

  - combat pet does 100% damage

  summoner and fellow each get 1 credit

  - combat pet does 50% damage, summoner does 50% damage
  - combat pet does 33% damage, summoner does 33% damage, fellow does 33% damage

  with allow_summoning_killtask_multicredit=true (default, retail): summoner gets 2 credits, fellow gets 1 credit
  with allow_summoning_killtask_multicredit=false, summoner and fellow each get 1 credit

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4MzI0NDk4
title: Update to resolve Tou-Tou client crashing
state: closed
created_at: 2020-08-15T14:41:40Z
updated_at: 2020-08-15T14:58:27Z
closed_at: 2020-08-15T14:50:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3123
type: pull
body:
  Update to this latest release and world database to resolve issue with players client crashes and getting stuck in bubbles on login

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4MzU2OTMy
title: Sync LOC string format output with client
state: closed
created_at: 2020-08-15T19:34:38Z
updated_at: 2021-02-14T22:20:12Z
closed_at: 2020-08-15T21:19:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3124
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDY4MzY3NjM4
title: Change AttemptToFixRotation to only affect read in from DB
state: closed
created_at: 2020-08-15T21:41:15Z
updated_at: 2021-02-14T22:19:56Z
closed_at: 2020-08-18T23:05:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3125
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDY4Mzg2MjMw
title: WIP: Lugian hammer && MutateMeleeWeapon changes
state: closed
created_at: 2020-08-16T02:06:59Z
updated_at: 2020-08-22T00:24:39Z
closed_at: 2020-08-22T00:23:55Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3126
type: pull
body:
  - Set subtype ThreadSafeRandom.Next() upper bounds to array.Length - 1
  - Reorder the MutateMeleeWeapon() subtype case statements because of the addition and removal mentioned below
  - Add the Lugian Hammer weenies to the HeavyWeaponsMatrix array
  - Remove unneeded comment, in the LightWeaponsMatrix array
  - Remove duplicate Board with Nail weenies mislabeled as Stone Mace, in the FinesseWeaponsMatrix array
  - Modify MutateMeleeWeapon() to rely on weenie data for mutations, rather than passed in variables set by array structure

  However, I don't exactly like the changes in the Two handed case, as two handed weapons don't use WeaponType, being all set to WeaponType.TwoHanded, like all other melee weapons do.

  Not ready for merge, yet; still performing optimizations

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4NDAyNzUw
title: Fix issue with event generators 0 RegenerationInterval spawning their init when turning on
state: closed
created_at: 2020-08-16T06:03:18Z
updated_at: 2021-02-14T22:20:12Z
closed_at: 2020-08-18T16:30:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3127
type: pull
body:
  `@teleloc 0x0287011C [70.305200 -35.835400 -11.995000] 0.000000 0.000000 0.000000 -1.000000`

  `@smite all`

  expect to see butterflies

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4NTkyODc2
title: Change VerifyWalkableSlope to exclude checks for certain landblocks
state: closed
created_at: 2020-08-17T05:37:52Z
updated_at: 2021-02-14T22:19:55Z
closed_at: 2020-08-18T16:35:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3128
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDY4NTk0MTAy
title: Adjust IsDecayable to exclude WorldObjects with Lifespan
state: closed
created_at: 2020-08-17T05:40:50Z
updated_at: 2021-02-14T22:19:57Z
closed_at: 2020-08-18T16:31:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3129
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDY4ODkwNDQy
title: add treasure item type chance tables
state: closed
created_at: 2020-08-17T15:04:53Z
updated_at: 2020-08-26T04:50:22Z
closed_at: 2020-08-26T04:50:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3130
type: pull
body:
  This fixes an issue with Mixed Equipment Chests (DeathTreasureType 2001) such as 48743 - Legendary Chest, where they shouldn't be spawning regular gems.

  This can be seen in the Mag-Loot logs from retail, ie. Container_Legendary_Chest_T8.txt. From 5,826 items in there, 255 were gems, and 100% of those gems were Aetheria. No regular gems appeared to have spawned in these chests in retail.

  Aetheria is currently an 'additive' separate from gems, which can still be selected via these profiles. The MundaneItemChance for these chests is 100, but the Min/Max mundane items are 0... this has the effect in ace currently of allowing Aetheria to be spawned as an additive to mundane, even when no other mundane items can spawn.

  This PR builds on the existing LootBias enum, with a structure that more closely matches retail. Even though the LootBias enum had entries defined for MixedEquipment and MagicEquipment chests, it was currently unused by any of the lootgen logic.

  The TreasureItemTypeChances class has been added, which defines the chances for each TreasureItemType, with different loot profiles possible there. Previously, ACE was using 1 'global' profile for the most part, with the option for LootBias to be passed in as Armor/Weapon/Jewelry, which restricted to only those TreasureItemTypes spawning.

  This concept has been extended with data structure that more closely matches retail in TreasureItemTypeChances. The existing logic and profiles should still work exactly the same, and the Default/global profiles still exist and populated with the same data. The structure allows for new profiles to be easily defined, such as what was LootBias was moving towards before.

  A new profile has been added for MixedEquipment and MagicEquipment (they were considered equivalent in the LootBias enum). The item type chance table for this profile has been set as a mixture between MagLoot logs for these chests, and the current global default in ace. These #s were adjusted and playtested for something that 'felt' good to me, but any of these #s can be further adjusted

  Repro steps:

  /teleloc 0xC6A90024 [104.717110 89.921745 42.005001] -0.839618 0.000000 0.000000 -0.543177
  appraise a legendary chest
  /crack
  open chest
  repeat

  Expected:

  no gems ever spawn, they should not exist in the profile

  Actual:

  regular gems were spawning previously

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node_id: MDExOlB1bGxSZXF1ZXN0NDY4OTc0MzE2
title: add spell selection tables
state: closed
created_at: 2020-08-17T17:40:55Z
updated_at: 2020-08-31T20:52:12Z
closed_at: 2020-08-31T20:52:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3131
type: pull
body:
  This PR updates the int[][] spell tables in LootTables.cs and moves to data structures and methods which more closely match retail

  The existing data from LootTables remains exactly the same. It is just being ported to a more semantic structure, that is easier to read and understand, easier to maintain, and less prone to manual data entry errors from raw int arrays.

  - SpellLevelProgression has been added, which eliminates the need to manually specify each individual Level 1-8 for the spells. For any SpellId, SpellLevelProgression.GetSpellLevels(spellId) can be called, which returns a List&lt;SpellId&gt; for all of the associated spell levels. Note that this differs from SpellCategory: ie., Strength Self and Srength Other are both in the StrengthRaising category, but are part of different SpellLevelProgression groups.

  - The entries for HeavyWeapons, LightWeapons, FinesseWeapons, and MissileWeapons have been updated in the SpellId enum. Comments for the original Sword/Axe/Dagger/Bow field names have been left in the comments next to each one. This is to prevent many possible errors and confusion about 'which is the correct spell for MissileWeapons', for example, since multiple enums such as the legacy CrossbowMastery and ThrownWeaponsMastery may also map to MissileWeapons, where only the legacy BowMastery is the one that should be used.

  - shuffledValues array building has been optimized with a faster method. Shuffle() function has been written to use the standard ThreadSafeRandom, instead of new Random(). Calling new Random() is not standard in the project, and can be especially dangerous if the code is used in a .net standard / .net framework project, as quickly calling new Random() in quick succession will result in the same values being returned in .net framework projects

  - some open questions / possible errors were discovered in the existing LootTables spell tables. I have asked ziang and others about these, waiting for confirmation on what the values should be

  - for building the interface to the original [][] multidimensional array API, since this was completely statically defined before, and parts have been moved to building dynamically through SpellProgression, measuring the performance of this section and any possible overhead it might introduce was a concern. Luckily, building each individual spell table on average took about 0.3ms. The entire process for all the tables should only consume about 4ms total, one time. The first time an individual spell table is referenced, there would be a 0.3ms delay

  - ChanceTables.cs has been renamed to QualityChance.cs

  - The original spell selection groups from retail pre-T7 have been included for reference. The key is PropertyInt.TsysMutationData &gt;&gt; 24. The groups are:

  ```
  1 - gems
  2 - jewelry
  3 - crowns
  4 - orbs, casters
  5 - wands, staffs, sceptres, batons
  6 - melee and missile weapons
  7 - bracers, breastplates, coats, cuirasses, girths, hauberks, pauldrons, chest armor, sleeves
  8 - shields
  9 - gauntlets, sollerets, sandals, boots
  10 - helms, basinets, helmets, coifs, cowls, heaumes, kabutons
  11 - boots, sandals, shoes, slippers, sollerets
  12 - breeches, jerkins, shirts, pants, tunics, doublets, trousers, pantaloons
  13 - caps, qafiyas, turbans, fezs, berets
  14 - cloth gloves (1 entry?)
  15 - greaves, leggings, tassets, leather pants
  16 - dinnerware
  ```

  However, this is just for reference currently, and the current ace lootgen spell selection 'groups' remain completely the same. The current ace spell selection groups:

  - Armor
  - Gems
  - Jewelry
  - MeleeWeapons
  - MissileWeapons
  - Scrolls
  - Wands

  ace further divides most of these groups into 'spells' and 'cantrips'

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node_id: MDExOlB1bGxSZXF1ZXN0NDY5MDMwMzY2
title: fixing /lootgen caster wield difficulty
state: closed
created_at: 2020-08-17T19:37:02Z
updated_at: 2020-08-18T20:55:08Z
closed_at: 2020-08-18T20:55:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3132
type: pull
body:
  This bug only happens with the /lootgen dev command... there is no wield difficulty bug for casters in the regular lootgen system

  Thanks to 4eyebiped for reporting this issue

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node_id: MDExOlB1bGxSZXF1ZXN0NDY5MDU4Mzkw
title: adding loot table comments and lugian war hammer from 4eyebiped
state: closed
created_at: 2020-08-17T20:43:54Z
updated_at: 2020-08-22T20:51:16Z
closed_at: 2020-08-22T20:51:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3133
type: pull
body:
  comments look great to me... for the data in the tables and the subtype indices, someone should verify that everything else has remained the same.

  the way adding 1 new record in the middle of the table bumps down the indices of all the latter entries, is *extremely* error-prone, and is not a good data structure at all. this should be updated very soon

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node_id: MDExOlB1bGxSZXF1ZXN0NDY5NzI4MTc2
title: adding non-standard server option 'fix_chest_missing_inventory_window' to fix chest bug
state: closed
created_at: 2020-08-18T20:31:29Z
updated_at: 2022-08-22T03:47:26Z
closed_at: 2022-08-22T03:47:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3134
type: pull
body:
  This is a relatively simple server modification to fix a bug in acclient / odd network protocol. It does some very non-standard things with ObjectDescriptionFlags.Openable for Chests though.

  Repro steps:

  - Find any locked chest, ie. /teleloc 0xC6A90024 [104.717110 89.921745 42.005001] -0.839618 0.000000 0.000000 -0.543177
  - Open network lag simulator https://jagt.github.io/clumsy/, and simulate 500ms of UDP lag
  - Appraise chest, confirm it takes ~1s for appraisal window to come up
  - Type /crack, press enter, and then immediately press R to open chest (before unlock sound plays)

  Expected:
  Chest opens, and chest inventory window is displayed

  Actual:
  Chest opens, but no chest inventory window is displayed. Effectively wastes a key for the player

  acclient:

  ClientUISystem::OnViewContents:

  ```
    if ( obj == v9->requestedGroundObject
      && (obj != ACCWeenieObject::prevRequestObjectID || ACCWeenieObject::prevRequest != 4) )
    {
      CM_Item::SendNotice_SetGroundObject(v9->requestedGroundObject);
      ACCWeenieObject::RecordResponse(obj);
    }
  ```
    
  When R is pressed before the unlock sound is heard, requestGroundObject == 0. Normally, this should be the id of the chest, ie. when R is pressed after the unlock sound

  Tracing backwards, in ItemHolder::AttemptSetGroundObject:

  ```
      if ( v2->pwd._bitfield & 1 )
      {
        v5 = ClientUISystem::GetUISystem();
        ClientUISystem::SetGroundObject(v5, _objectID, 1);
        v1 = (ClientUISystem *)1;
      }
      else
      {
        if ( !((int (__thiscall *)(ACCWeenieObject *))v2->vfptr[11].__vecDelDtor)(v2) )
        {
          v4 = ACCWeenieObject::GetObjectNameWide(v2, &result, NAME_APPROPRIATE, 0);
          PStringBase<unsigned short>::PStringBase<unsigned short>(&errorText, 0, L"The %s is locked", v4->m_charbuffer);
          PStringBase<char>::~PStringBase<char>((CaseInsensitiveStringBase<PStringBase<char> > *)&result);
          StringInfo::StringInfo(&siError);
          StringInfo::SetLiteralValue(&siError, &errorText, 1);
          ECM_UI::SendNotice_DisplayStringInfo(0x1Au, &siError);
          StringInfo::~StringInfo(&siError);
          PStringBase<char>::~PStringBase<char>((CaseInsensitiveStringBase<PStringBase<char> > *)&errorText);
        }
        v1 = 0;
      }
  ```

  pwd._bitfield & 1 is ObjectDescriptionFlags.Openable. If the chest is locked, the client automatically displays the message "The chest is locked", but then continues to send the request to the server to open the chest (presumably so the server can play the 'locked' sound)

  This bug happens in the small window of time when there is a state difference for PropertyBool.IsLocked for the chest, between the client and the server. After the server has sent PropertyBool.IsLocked=false, but before the client has received it. If the client still thinks the chest is locked, but then the request to open it on the server succeeds (server state is unlocked, unlock state not yet received by client), it results in this bug.

  Tracing the usage of ObjectDescriptionFlags.Openable in acclient, I haven't seen it used for much directly, aside from displaying this message automatically on the client. The client automatically updates its version of ObjectDescriptionFlags.Openable when it receives a PropertyBool.IsLocked update from the server, so that has been suppressed. However, when appraising the chest, it still correctly shows the 'Locked' status message, as PropertyBool.IsLocked can still be sent in the Appraisal properties, without the client updating the ObjectDescriptionFlags.

  I have seen no anomalies from this patch yet. The only issue is that it goes off course for ObjectDescriptionFlags.Openable for chests. Other than that, I have seen no side effects in-game yet.

  This is a non-standard server option, and not recommended generally.

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node_id: MDExOlB1bGxSZXF1ZXN0NDY5ODc2Nzk2
title: fixing 'prismatic damage' message
state: closed
created_at: 2020-08-19T02:02:46Z
updated_at: 2020-08-21T05:41:31Z
closed_at: 2020-08-21T05:41:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3135
type: pull
body:
  Repro steps:

  - Equip an elemental bow, and prismatic arrows
  - Stand within melee range of target creature
  - Start charging accuracy bar (setting to max makes it easier)
  - While accuracy bar is charging up, swap to a different bow

  Expected:

  Client does some silliness here, instead of cancelling the attack, it starts stance swapping to change bows, and then does a melee attack in the middle of the stance swap. This happened in retail too, should be a normal melee attack

  Actual:

  Same thing happens on client, it sends accuracy bar charge up as power bar charge up / melee attack to server, but server was interpreting this as a missile attack w/ prismatic damage, based on the player wielding a bow (even though it sends as melee attack)

  The source of this bug is in the GetCombatType() function. It is determining the CombatType of the physical attack by whether or not the player is currently wielding a missile weapon. This is an unsafe function.

  The first thought would be to simply change this to the CombatMode of the player, however this needs to persist the state of the original attack. If I launch an arrow from far away, and then switch to melee or non-combat, it still needs to be interpreted as a missile attack when the arrow finally hits target

  GetCombatType() was only being called for melee attacks in some places, ie. when ProjectileSource == null. I was wondering why this is, I think it was because GetCombatType() was the original function, and the ProjectileSource for missile attacks was a concept added to the codebase much later

  The move away from GetCombatType() was added in the most significant places in DamageEvent to fix this bug, and start moving away from that function. However, there are still some other less significant places in the code that still call GetCombatType()... there aren't many, but this function should be eliminated completely eventually.

  Tested with bow/arrows, atlatls, and thrown weapons... thrown weaps still have ProjectileLauncher set as the thrown weapon, so only finding melee weapons when that is null seems to work for all of these weapon types

  Thanks to Spigot for reporting this issue!

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node_id: MDExOlB1bGxSZXF1ZXN0NDcwMzYzNjk1
title: fix edge cases for player missile 'out of range' check succeeding, but actual velocity calc failing
state: closed
created_at: 2020-08-19T18:58:12Z
updated_at: 2020-08-21T05:42:01Z
closed_at: 2020-08-21T05:42:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3136
type: pull
body:
  Repro steps:

  In Player_Missile.cs, line 152, comment out the following block of code:

  ```
              if (!TargetInRange(target))
              {
                  // this must also be sent to actually display the transient message
                  SendWeenieError(WeenieError.MissileOutOfRange);

                  // this prevents the accuracy bar from refilling when 'repeat attacks' is enabled
                  OnAttackDone();

                  return;
              }
  ```

  /create drudgewoodtarget, and then run away, so it is on the very edge of radar range
  disable the 'fast missiles' character option
  launch some arrows at it, then repeatedly take a few steps backwards, repeating
  eventually you should find a point where the player stops aiming way up high, and instead aims very low, and launches an arrow into the ground

  there are some edge cases where the 'TargetInRange' pre-check can succeed, but then the actual velocity calculation fails. In these cases, the inner trajectory functions will return the initialized value of Vector3.Zero, which should never happen for a successful calculation. These cases should also be considered 'out of range'

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node_id: MDExOlB1bGxSZXF1ZXN0NDcwNDU3NjYx
state: closed
created_at: 2020-08-19T21:08:41Z
updated_at: 2021-05-22T19:54:00Z
closed_at: 2021-05-22T19:54:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3137
type: pull
title:
  mitigate odd client behavior when swapping bows during repeat attacks fix possible CurrentMotionState.Stance thrashing and possible dps increase

body:
  This is similar odd client behavior when swapping bows while the accuracy bar is filling up as https://github.com/ACEmulator/ACE/pull/3135, only this one is during repeat attacks, instead of the initial attack

  The repro steps for this one are kind of difficult:

  - Place 2 bows on hotkey bar
  - Make sure 'repeat attacks' is on
  - Press the attack key to start filling up the accuracy bar, and wait for first arrow to launch
  - When the accuracy bar starts filling up for the automatic repeat attack, swap bows at around 33%
  - Similar to the melee attack in https://github.com/ACEmulator/ACE/pull/3135, an arrow will launch while you are swapping weapons here. Supposedly this was the same as retail, although this still feels like very odd behavior to me, and I would prefer to have some server option available to fix it
  - The issue here, is CurrentMotionState.Stance munging from the stance swapping from changing weapons, and the missile repeat attacks using CurrentMotionState.Stance, Reload to get the minimum timings for the next attack. It expects CurrentMotionState.Stance to be Bow or some kind of missile stance, but the stance swapping has temporarily changed to UnarmedCombat, to perform the weapon swap. UnarmedCombat, Reload is undefined, so it effectively enables the player to perform repeat attacks faster than they should be able to, for a DPS increase. The full reload sequence takes about 1s, so that is reducing the time of full accuracy meter from 2s to 1s.

  For the repro steps, I was only able to get it to sometimes repeat attacks automatically w/ clumsy lag set to 100ms. You can also try to manually repeat attacks, if you spam or press the attack key as soon as the arrows launch, to manually restart the refill bar.

  TODO: fix CurrentMotionState.Stance, fix the stance swapping from changing weapons in ace to use a real motion queue, instead of the current partial implementation that is prone to CurrentMotionState thrashing bugs such as this

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node_id: MDExOlB1bGxSZXF1ZXN0NDcwODM4MjQ3
title: updating /permit logic to be closer to retail by default
state: closed
created_at: 2020-08-20T11:12:32Z
updated_at: 2020-08-26T02:48:12Z
closed_at: 2020-08-26T02:48:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3138
type: pull
body:
  Currently in ACE, when a player uses /permit to grant access to another player to loot their corpse, this permission remains in effect until it automatically expires after 1 hour, the permitter removes the permission, or the permittee logs out.

  In retail, after the permittee opened a locked corpse of the permitter, their permission for other locked corpses of the permitter was revoked at that point.

  There are a few details with this, thank you very much to the community for having a discussion about this in Discord for figuring out the details:

  - When a permittee opens/closes the locked corpse of a permitter, the corpse does not become available for anyone to access afterwards. Thus, it differs from the corpse owner opening/closing their corpse in this way. When a corpse owner opens/closes their corpse, it is then available for anyone to open afterwards.

  - However, when a permittee opens/closes a locked corpse of a permitter, even though the permitter is then removed from the permittee's LootPermissions table, the permittee still has access to repeatedly open/close the corpse they gained access to. With this combination of factors, the 'permitteeOpened' table was added to Corpse

  - The LootPermissions table remains stored on the permittees, same as it was before in ACE, which matches retail. If the permitter logs out, the permittee continues to have access to open 1 locked corpse. If the permittee logs out, they lose their granted permissions, same as in retail. Reference: http://acpedia.org/wiki/Death_and_Corpse_Commands

  A new server option has also been added, permit_corpse_all, which defaults to false, as per retail. If the server operator wishes to restore previous behavior in ACE, where /permit grants access to all corpses instead of 1 corpse, this can be optionally set to True.

  This PR also adds some logic that was possibly missing to Corpse.Close() for player corpses. After a corpse owner loots their own corpse (opener == victimId), the corpse should then supposedly become available for anyone to open afterwards.

  TODO: when LootPermissions expires, a message was sent to the permittee that they no longer have access to loot the corpses of permitter. This would require some kind of LootPermissions_Heartbeat on the permittees. Find out if this message was sent only if the permissions expired naturally, or if it was also sent after successfully opening a permitted corpse.

  This PR was tested programmatically via unit testing

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node_id: MDExOlB1bGxSZXF1ZXN0NDcwOTI4Nzc0
title: adding support for Lucky White Rabbit's Foot to RecipeManager
state: closed
created_at: 2020-08-20T13:57:15Z
updated_at: 2020-08-21T05:42:32Z
closed_at: 2020-08-21T05:42:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3139
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDcxMzUzMzA5
title: adding stow pet logic to match retail
state: closed
created_at: 2020-08-21T03:24:27Z
updated_at: 2021-05-19T00:06:27Z
closed_at: 2021-05-19T00:06:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3140
type: pull
body:
  Retail behavior:

  - When you have a CombatPet active, if you double click the icon for a PassivePet, it makes the CombatPet disappear from the world, and the PassivePet does *not* appear

  - When you have a PassivePet active, if you double click the icon for a CombatPet, it makes the PassivePet disappear from the world, and the CombatPet does *not* appear. However, it does activate the cooldown timer on the summoning device for the CombatPet, and also decreases the structure / # of uses remaining for the CombatPet summoning device.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxMzYwMjA3
state: closed
created_at: 2020-08-21T03:50:22Z
updated_at: 2020-08-21T05:42:53Z
closed_at: 2020-08-21T05:42:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3141
type: pull
title:
  replacing MapScope concept with Indoors to fix Ancient Caves dungeon... MapScope wasn't a thing, afaik

body:
  good loc:
  0x00D10FFF [231.740707 -69.822220 -5.995000] 0.666223 0.000000 0.000000 -0.745753

  bad loc:
  0x00D1101E [240.058197 -69.525620 -5.995000] 0.989331 0.000000 0.000000 0.145685

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxMzk3NTAw
title: fixing EmoteCategory.Death for CombatPets
state: closed
created_at: 2020-08-21T05:33:17Z
updated_at: 2020-08-22T05:32:40Z
closed_at: 2020-08-22T05:32:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3142
type: pull
body:
  There have been some reports from summoners "soloing" Mowen Udaun, where their CombatPet gets the killing blow, and the summoner doesn't receive the the MowenWinner quest flag.

  The world broadcast for Lady Aerfalle also supposedly never broadcast CombatPet names. With these 2 things, it seems likely that EmoteCategory.Death mapped CombatPets to PetOwners

  A helper function has been added for this to DamageHistoryInfo, TryGetPetOwnerOrAttacker(), in case this type of logic is required elsewhere in the system

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxNTk0ODc2
title: Make sure PropertiesAllegiance is never null for Allegiance WO
state: closed
created_at: 2020-08-21T12:08:00Z
updated_at: 2020-08-22T00:04:37Z
closed_at: 2020-08-22T00:04:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3143
type: pull
body:
  this follows the established pattern used in other WO's like Book, etc.. that have required collections.

  i did not test this to see if it fixes the reported issue.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxODA3Njk1
title: adding attack frame cache, adding warning / defaults for missing attack frames
state: closed
created_at: 2020-08-21T19:01:35Z
updated_at: 2020-08-26T15:05:00Z
closed_at: 2020-08-26T15:05:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3144
type: pull
body:
  Phyntos Larva

  MotionTableId: 0x900007C
  Motion: AttackMed1
  AnimId: 0x3000736

  Not the prettiest code, but gets the job done

  The attack frame cache is something that should reduce a lot of redundant calculations for every melee attack. It could possibly be keyed better in a way that avoids a custom class. The main concern is that it is thread-safe

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxODY2MDIy
state: closed
created_at: 2020-08-21T21:39:12Z
updated_at: 2020-08-26T05:03:18Z
closed_at: 2020-08-26T05:03:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3145
type: pull
title:
  fixing double->float precision loss bug in ThreadSafeRandom.Next, auditing rng usage for entire codebase

body:
  For RNG chance rolls, ThreadSafeRandom.Next(float, float) is expected to retain the (inclusive, exclusive) nature of Random.NextDouble(). This makes handling the success/failure cases consistent:

  ```
  var chance = 0.1f;
  var rng = ThreadSafeRandom.Next(0.0f, 1.0f);
  if (rng < chance)
     // success
  else
     // failure
  ```

  If you want to check for the failure case, it would be rng >= chance

  If you are wondering why == would be considered a failure, consider if chance == 0. Since Random.NextDouble() can return a 0, we don't want this to be considered a success roll. Since the max param is exclusive, it can never return 1.0 exactly (just approaching it, with as much precision as double will allow), so if chance == 1, the highest possible rng value will still be a tiny tiny bit slightly less than 1.

  Similarly, imagine a random function that returns (inclusive, inclusive). If chance == 1 (100%), and if Random.NextDouble() were able to return 1, we would need to consider == a success case for that scenario. However, for chance == 0, if Random.NextDouble() could also return a 0, we would need to consider == a failure case for that scenario.

  (inclusive, inclusive) would require writing specialized logic for many of the rng rolls, with a special if statement for either 0 or 1 chances. (inclusive, exclusive), which is the way Random.NextDouble() naturally works, lets us handle all cases consistently with a simple rng < chance == success

  This fixes some rare but possible bugs lingering around in the codebase, where ThreadSafeRandom.Next converting from double->float was able to turn max into inclusive. Before, it was possible for ThreadSafeRandom.Next(0.0f, 1.0f) to return 1.0f, where that wasn't originally intended for the rng rolls. From rough estimates, it appears this could happen at a rate of roughly 1 out of every 40 million rolls. With the cast to float removed, the possible bug disappears.

  This lets us write our rng rolls consistently, without specialized logic or worry about handling any edge cases that previously could have a rare chance of happening.

  The entire codebase was also audited for all calls to this function, to ensure the rng usage for == was handled correctly

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxOTA4NTc3
title: Mutate melee weapon
state: closed
created_at: 2020-08-22T00:44:33Z
updated_at: 2020-10-04T02:26:16Z
closed_at: 2020-09-09T05:13:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3146
type: pull
body:
  - Built upon [PR3133](https://github.com/ACEmulator/ACE/pull/3133)
  - Set weapon subtype selection ThreadSafeRandom.Next() upper bounds to array.Length - 1
  - Modify MutateMeleeWeapon() to rely on weenie data for mutations, rather than passed in variables set by array structure

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxOTE5ODk4
title: Fix Exception in Allegiance
state: closed
created_at: 2020-08-22T02:01:03Z
updated_at: 2020-08-22T02:11:08Z
closed_at: 2020-08-22T02:11:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3147
type: pull
body:
  based on the stack trace provided, this should resolve the issue.

  I don't really understand how this ctor works.
   public Allegiance(ObjectGuid monarch)
  typically when you ctor a WorldObject, the base() needs to be called.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcxOTMwOTE5
title: prevent crash for missing body parts table, show error message w/ info
state: closed
created_at: 2020-08-22T03:50:30Z
updated_at: 2020-08-22T20:50:28Z
closed_at: 2020-08-22T20:50:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3148
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDcxOTM2Mzgx
title: adding optional guid parameter for /animation
state: closed
created_at: 2020-08-22T04:45:34Z
updated_at: 2020-08-22T22:47:49Z
closed_at: 2020-08-22T22:47:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3149
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDcxOTQ2MDU5
title: LumAugSkilledSpec base -> current
state: closed
created_at: 2020-08-22T06:24:59Z
updated_at: 2020-08-22T22:47:59Z
closed_at: 2020-08-22T22:47:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3150
body: Shows up as green + numbers in client
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDcxOTUwNzg3
title: Fix for trading from characters at 300% burden
state: closed
created_at: 2020-08-22T07:09:08Z
updated_at: 2020-08-27T22:10:15Z
closed_at: 2020-08-27T22:10:15Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3151
type: pull
body:
  I believe this addresses the issue #3113. Sorry if this was discussed in a dev channel as I don't frequent them as much as I'd like, and is somehow not the right fix. Just let me know and I'll close it out.

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node_id: MDU6SXNzdWU2ODQwMTkxNDg=
title: Getting attacked maxed out my Magic and Melee Defense
state: closed
created_at: 2020-08-22T15:52:54Z
updated_at: 2020-08-22T22:35:16Z
closed_at: 2020-08-22T22:35:16Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Initial incident happened when I took the Tusker Barracks via Facility Hub. Upon landing, I was attacked by a White Phyntos Wasp. After resisting one magic attack, my Magic Defense was instantly maxed out and my character went from level 102 to 136. After dodging a single melee attack, my Melee Defense also maxed out and my character went from level 136 to 153. Both skills remain maxed out, but I also have a bunch of unassigned xp. 

  It seems like I was awarded the XP, and then the XP was directly assigned into the skill, as you can see from the client logs below, it shows I have lots of unassigned XP but ultimately I was left with 1 billion usable with the rest automatically invested into the defense skills.

  ### The log given by the failure.
  Server:
  2020-08-22 15:37:26,459 WARN : AddWorldObjectInternal: couldn't spawn 0x702F43F9:Pressure Plate [2131 - PressurePlate]
  2020-08-22 15:38:15,537 WARN : Proficiency.OnSuccessUse(Ibrahim, MagicDefense, 233)
  2020-08-22 15:38:20,937 WARN : Proficiency.OnSuccessUse(Ibrahim, MeleeDefense, 318)

  Client:
  You have been teleported.
  You resist the spell cast by White Phyntos Wasp
  You are now level 136!
  You have 4,724,697,311 experience points and 8 skill credits available to raise skills and attributes.
  Your base Magic Defense skill is now 282 and has reached its upper limit!
  You resist the spell cast by White Phyntos Wasp
  You evaded White Phyntos Wasp!
  You are now level 153!
  You have 5,262,070,823 experience points and 10 skill credits available to raise skills and attributes.
  Your base Melee Defense skill is now 359 and has reached its upper limit!

  ### Desired functionality.
  Should not gain such huge amounts of XP for getting attacked once.

  ### Mention any other details that might be useful.
  Server is running on xp_modifier 3.0 and trophy_drop_rate 5.0, but otherwise should be base settings. 
  Character account this happened on is level 0 (regular player).
  I messed around with the date on the VM the server runs on before this happened. I had previously moved the days forward by two days (so server time was 24/08/2020 before this issue happened). After resetting the date back to today's date (22/08/2020), this happened although I wasn't able to reproduce this on another account/character.
  Private server running in AWS, up to date with latest patches.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMDE2MTY3
title: fix a bug with Proficiency and negative timeDiff if server clock goes back in time
state: closed
created_at: 2020-08-22T17:50:52Z
updated_at: 2020-08-22T22:35:16Z
closed_at: 2020-08-22T22:35:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3153
type: pull
body:
  This fixes https://github.com/ACEmulator/ACE/issues/3152

  timeScale becomes negative, eventually gets cast to a uint

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMDIzMzY3
state: closed
created_at: 2020-08-22T19:01:51Z
updated_at: 2020-08-24T17:44:45Z
closed_at: 2020-08-24T17:44:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3154
type: pull
title:
  updating GetXPMod() to handle both additive and multiplicative enchantments, adding GetXPAndLuminanceModifier() to apply enchantments and augmentations properly to both XP and luminance

body:
  support has been added to EnchantmentManager.GetXPMod() to handle both additive and multiplicative mods. Augmented Understanding 1-3 should be additive mods in the database, however transitioning everyone over to additive mods will be a multi-step process, to ensure if theres any people updating their servers slowly, or any people updating just 1 of either their database or the codebase, but not the other, are handled as best as possible.

  EnchantmentManager.GetXPMod() has been renamed to GetXPBonus(), to more accurately reflect that it is now returning an additive bonus (0-based), instead of a multiplicative modifier (1-based)

  A common function has been added, GetXPAndLuminanceModifier(), that returns the multiplier to XP and Luminance from enchantments (trinkets w/ augmented understanding) and augmentations (AugmentationBonusXP). The existing profile of AugmentationBonusXP has been kept, where it only applies to XP earned via hunting / killing creatures, as per the aug description. Both XP and Luminance now call this common function.

  The augmentation logic was previously in the Creature_Death DamageHistory iterator, presumably as it was clearer to do it in there, since it only applied to XpType.Kill. However, this caused issues downstream for combining that multiplier with another multiplier, where it should have been an additive combine.

  The note in the comments regarding passing XP and Luminance bonuses upstream to fellowships and potentially allegiances has been kept, so that readers of the code are aware of these aspects, and it can continue to be reviewed. This part should remain unchanged from current ACE functionality for XP. For Luminance, the enchantment/aug bonus works the same way as XP in ACE currently, ie. the bonuses from those sources will be passed upstream to fellowships.

  The database update for Augmented Understanding 1-3 is purposefully being held back for a small amount of time, to avoid a situation where someone could update their database, but not their codebase. Waiting for most people to update their codebase first, as this version of the code handles both versions of the database properly.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMDM1MzMw
title: adding /delevel dev command
state: closed
created_at: 2020-08-22T20:16:43Z
updated_at: 2020-10-03T05:16:38Z
closed_at: 2020-10-03T05:16:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3155
type: pull
body:
  Can possibly help out with https://github.com/ACEmulator/ACE/issues/3152

  (on second thought, for 3152 specifically, would probably need to go through a 2-step process of untraining the skill via a SkillAlterationDevice, and re-training it. most of the xp from proficiency points automatically goes into the skill, so this xp would already be "spent" / not available in unassigned xp anymore)

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMDQ4MzU5
title: Adjust Emote.KillSelf to target self instead of other
state: closed
created_at: 2020-08-22T22:43:58Z
updated_at: 2021-02-14T22:19:51Z
closed_at: 2020-08-22T22:48:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3156
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMDY5ODk5
title: matching mattekar claw damage types up to retail
state: closed
created_at: 2020-08-23T03:52:21Z
updated_at: 2020-08-24T17:44:25Z
closed_at: 2020-08-24T17:44:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3157
type: pull
body:
  Currently in ACE, when either a weapon or a monster body part contains multiple DamageTypes, a random damage type is selected for each swing. An example of one of these weapons would be 9420 - Mattekar Claw.

  In retail, the DamageType for the Mattekar Claw was tied to the PowerLevel of the swing, and worked similarly to Piercing/Slash weapons. When the power slider was set < 33%, a thrust would be performed w/ Piercing damage. Anything greater would be a Slashing attack.

  For monsters, they always attack with PowerLevel = 0.5 simulated, as per retail. So to retain the existing ability for a monster body part with multiple DamageTypes, the existing RNG logic for monsters is kept the same.

  For players, instead of adding a special case specifically for Slashing | Fire for the Mattekar Claw, general logic has been added to make this work with any combination. So if someone decides to add custom content with a Bludgeoning | Cold hammer or whatever in the future, it will work the same way. The pool of potential DamageTypes is split between Physical for < 33%, and Elemental / Non-Physical for above.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMDgzMjQz
state: closed
created_at: 2020-08-23T06:40:41Z
updated_at: 2020-08-27T04:14:14Z
closed_at: 2020-08-27T04:14:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3158
type: pull
title:
  allow clothing w/ armor level that only covers extremities (head / hands / feet) to be tinkered with steel profiles

body:
  This was a change later in retail

  Requires https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/602

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMTMwMzQw
title: add call to proficiency on successful recipe application
state: closed
created_at: 2020-08-23T14:18:30Z
updated_at: 2020-08-24T17:44:35Z
closed_at: 2020-08-24T17:44:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3159
body: Fixes https://www.reddit.com/r/AsheronsCall/comments/if2211/trade_skills/
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMTM0OTY3
title: 4eyebiped lootgen updates #2
state: closed
created_at: 2020-08-23T14:54:42Z
updated_at: 2020-10-03T05:16:49Z
closed_at: 2020-10-03T05:16:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3160
type: pull
body:
  Includes Hammer wcids from https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/603

  From 4eyebiped: "Weapon damage overhaul and other corrections"

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMTQxNDM5
title: add void damage modifier for player targets from retail
state: closed
created_at: 2020-08-23T15:46:14Z
updated_at: 2020-08-26T05:04:07Z
closed_at: 2020-08-26T05:04:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3161
type: pull
body:
  http://acpedia.org/wiki/Announcements_-_11th_Anniversary_Preview#Void_Magic_and_You.21

  "Creatures under Asheron’s protection take half damage from any nether type spell."

  I probably skimmed over this when originally researching Void Magic, and it didn't click with me that "creatures under Asheron's protection" meant "players". I might have misinterpreted as Lifestone Protection or something..

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyMTQ4MjE5
title: add slayerMod to void dot tick calculation
state: closed
created_at: 2020-08-23T16:42:23Z
updated_at: 2020-08-24T04:22:34Z
closed_at: 2020-08-24T04:22:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3162
type: pull
body:
  weeping wand supposedly boosted void dot ticks in pvp

  dirty fighting bleed dots were supposedly unaffected by any slayer properties on the weapon

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node_id: MDU6SXNzdWU2ODQyMTgwMjA=
title: public Position(float northSouth, float eastWest) is not accurate
state: closed
created_at: 2020-08-23T16:55:49Z
updated_at: 2020-08-24T00:14:51Z
closed_at: 2020-08-24T00:14:51Z
author_association: MEMBER
state_reason: completed
type: issue
body:
  The content team has many positions recorded in dereth n/s coordinates. This data was collected mostly via decal plugins.

  An example of such coordinates would be:
  Creeping Blight Banner of the Courtyard,37,-114360303,97.53333333333333,-64.26666666666667
  which would reside at:
  @teleloc 0xF92F0011 [68.000000 20.000000 148.000000] 1.000000 0.000000 0.000000 0.000000

  However, if you 
  /tele 64.26666666666667s,97.53333333333333e
  you end up at:
  Your location is: 0xF92F0127 [60.000000 12.000000 148.004990] 1.000000 0.000000 0.000000 0.000000


  Another example:
  Celestial Hand Buffing Array,37,-114360294,97.58556458155314,-64.22536833286286
  which would reside at:
  @teleloc 0xF92F001A [80.535500 29.911600 148.000000] 1.000000 0.000000 0.000000 0.000000

  however, if you
  /tele 64.22536833286286s,97.58556458155314e
  you end up at:
  Your location is: 0xF92F0127 [60.000000 12.000000 148.004990] 1.000000 0.000000 0.000000 0.000000


  In Position.cs, ctor at line 257, we'd like to use this function to convert dereth cardinal coordinates to loc data.


  I spent some time on this function but was unable to get it to work without a major rewrite, and, i don't understand how ACE landcell data is stored in the landblock object.



  Some tests you might want to do as well:
  /tele 0n,0e
  /tele 0.5n,0.5e

  You may also want to consider taking in doubles for this function instead of floats.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyNjM5MjI4
title: fix granite bug introduced with lucky rabbits foot
state: closed
created_at: 2020-08-24T16:44:35Z
updated_at: 2020-08-24T17:07:33Z
closed_at: 2020-08-24T17:07:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3164
type: pull
body:
  - original ace calculation was correct. damage variance reduction is multiplicative, not additive
  - granite also has the same mutation script id as lucky rabbits foot. so granite was applying the correct calculation, and then the new bugged calculation for lucky rabbits foot

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyNjYxOTc4
title: Adjust ACE.Server PreBuild events
state: closed
created_at: 2020-08-24T17:27:02Z
updated_at: 2021-02-14T22:19:49Z
closed_at: 2020-08-24T18:02:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3165
type: pull
body:
  Since we now have built in setup, we can have the pre build setup skip copying files if they don't exist because ACE will create them for you anyway

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyNzUxNDIw
state: closed
created_at: 2020-08-24T20:35:17Z
updated_at: 2020-09-04T05:29:02Z
closed_at: 2020-09-04T05:29:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3166
type: pull
title:
  updating DoTs in EnchantmentManager to use retail enchantment.StatModVal format (per-tick, instead of total damage)

body:
  ** This PR must be installed in tandem with https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/606 **

  (will add a more appropriate description for this pr, instead of the copy/paste from the content pr)

  For the DoT enchantment.StatModValues sent over the wire in retail, these were based on the amount per tick, and not total amount over the course of the duration of the spell.

  DoTs were a bit weird in this regard, void DoTs especially, as the StatModValue in the enchantment that was sent across the wire would not always equal the StatModValue in the base spell. For void DoTs especially, a 'pre-calculation' would be done, that would factor in things that would buff the outgoing damage, and then it would write this buffed value to the enchantment. ie. for void dots, enchantment.StatModValue = spell.StatModValue * buffs

  This can get tricky with the frequency of the ticks. Currently in ACE, the DoT ticks are based on the heartbeat ticks. If a creature has something other than the default 5s heartbeat, then it needs to be ensured this 'damage per tick' this dot StatModValue represents has the correct heartbeat factored in.

  In retail, it could have been possible that DoTs had their own ticking mechanism, with a static 5s rate, regardless of the heartbeat rate. For example, if i cast a DoT on a monster w/ a 1s heartbeat, would the DoTs tick at 1s in retail, or would they tick at 5s? In ACE currently, they would tick at 1s. ACE already calculates the correct damage per tick for the target's heartbeat, but this is just another concern to be aware of.

  Since the dot enchantment.StatModValues that were sent across the wire in retail were munged, we don't know "for sure" whether the actual base spell.StatModValues had these "damage per tick, assuming 5s heartbeat" values, or if those were only calculated for the enchantments. Still, normalizing this spell data with the "base values" for what retail sent over the wire for dot enchantments, seems like it would match up closer

  * IMPORTANT NOTE * the version of the database this pr goes into *must* be updated in tandem with the code update. If you update the database without updating the code, then your DoT damage will be way too low. If you update the code without updating the database, then your DoT damage will be way too high.

  ACE could continue to handle the spell.StatModValues for the dots as it does today, as all of the calculations are still technically possible with either method. However, with some of the upcoming changes to Void Magic to more closely match retail, I would rather just pull this bandaid off and update it at this point

  These values were updated programmatically, to reduce the chance of error. The code update describes the formula for 'number of ticks' that ACE has been using.

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node_id: MDExOlB1bGxSZXF1ZXN0NDcyNzgxNjQ4
title: adjust GetNetherDotDamageRating() to match retail formula
state: closed
created_at: 2020-08-24T21:42:54Z
updated_at: 2020-09-04T05:41:33Z
closed_at: 2020-09-04T05:41:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3167
type: pull
body:
  This PR builds on https://github.com/ACEmulator/ACE/pull/3166

  Thanks for Xenocide for providing this formula!

  The results of this function are similar to previous function ACE was using

  For each spell level, all 3 void dot categories applied:

  Level 1:

  Current DRR reduction: 3
  Suggest DRR reduction (base): 4

  ------------------------------------------

  Level 2:

  Current DRR reduction: 4
  Suggest DRR reduction (base): 7

  ------------------------------------------

  Level 3:

  Current DRR reduction: 7
  Suggest DRR reduction (base): 9

  ------------------------------------------

  Level 4:

  Current DRR reduction: 11
  Suggest DRR reduction (base): 12

  ------------------------------------------

  Level 5:

  Current DRR reduction: 15
  Suggest DRR reduction (base): 13

  ------------------------------------------

  Level 6:

  Current DRR reduction: 19
  Suggest DRR reduction (base): 17

  ------------------------------------------

  Level 7:

  Current DRR reduction: 23
  Suggest DRR reduction (base): 22

  ------------------------------------------

  Level 8:

  Current DRR reduction: 27
  Suggest DRR reduction (base): 27

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node_id: MDExOlB1bGxSZXF1ZXN0NDczNTE1MTU3
title: update void magic formulas to more closely match retail
state: closed
created_at: 2020-08-25T21:54:15Z
updated_at: 2020-09-04T05:55:25Z
closed_at: 2020-09-04T05:55:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3168
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDczNjQ3ODkw
title: Add support to EmoteManager for ResistSpell emote category
state: closed
created_at: 2020-08-26T05:05:55Z
updated_at: 2021-02-14T22:19:50Z
closed_at: 2020-08-26T23:51:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3169
type: pull
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