# issue_comments

html_url: https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451292029
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1194
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTI5MjAyOQ==
created_at: 2019-01-03T22:03:51Z
updated_at: 2019-01-04T01:52:45Z
author_association: COLLABORATOR
body:
  XP lever bug:

  Testing with this PR: https://github.com/ACEmulator/ACE/pull/1213

  /die
  /save-now

  2019-01-03 17:00:42,943 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateConcurrencyException: Database operation expected to affect 1 row(s) but actually affected 0 row(s). Data may have been modified or deleted since entities were loaded. See http://go.microsoft.com/fwlink/?LinkId=527962 for information on understanding and handling optimistic concurrency exceptions.
     at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ThrowAggregateUpdateConcurrencyException(Int32 commandIndex, Int32 expectedRowsAffected, Int32 rowsAffected)
     at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ConsumeResultSetWithPropagation(Int32 commandIndex, RelationalDataReader reader)
     at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader)
     at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters)
     at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded)
     at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave)
     at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess)
     at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\dev\gmriggs\ACE\Source\ACE.Database\ShardDatabase.cs:line 225

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1227#issuecomment-451324119
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1227
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTMyNDExOQ==
created_at: 2019-01-04T00:44:17Z
updated_at: 2019-01-04T00:44:17Z
author_association: NONE
body:
  I don't believe that the player applied Rending bonuses have been wired up, yet.  Only the quest item variants do work.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451387086
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1225
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTM4NzA4Ng==
created_at: 2019-01-04T08:53:39Z
updated_at: 2019-01-04T08:54:03Z
author_association: COLLABORATOR
body:
  Started to address this issue in https://github.com/ACEmulator/ACE/pull/1230

  This is not a full solution, but it does fix the crashing, and gets the spell to cast

  Open questions:

  - Should there be a windup animation when casting spells built into the wand?
  - Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill?
  - Should those spells use mana from the wand, instead of from the player's mana?

  Any other details / videos of spells being cast from wands would also be helpful!

  Thanks for the bug report !

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451392837
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1194
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTM5MjgzNw==
created_at: 2019-01-04T09:21:19Z
updated_at: 2019-01-04T09:22:12Z
author_association: COLLABORATOR
body:
  This latest bug (expected to affect 1 row, but instead 0) seems to be fixed in https://github.com/ACEmulator/ACE/pull/1213

  @LtRipley36706 discovered the key insight, none of the data in a composite key column can be 0

  Since vitae is the only spell that uses layer id 0, this is why we have only been seeing it with the vitae spell

  The fix was to use layer id 1 for vitae internally in the db. Just to make sure everything matches up with retail exactly, when the vitae enchantment is sent across the network, it still sends layer 0 there

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/930#issuecomment-451394997
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/930
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTM5NDk5Nw==
created_at: 2019-01-04T09:31:18Z
updated_at: 2019-01-04T09:31:18Z
author_association: MEMBER
body:
  with #1202 and #1213 merged, we'll see how thing progress with the most critical table converted to composite key.

  If all goes well, we can re-evaluate other tables next month for conversion

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451457805
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1225
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTQ1NzgwNQ==
created_at: 2019-01-04T14:26:32Z
updated_at: 2019-01-04T14:26:32Z
author_association: NONE
body:
  1) Should there be a windup animation when casting spells built into the wand?
  Yes, But it is not the Standard spell casting windup, Going to try and see if I can find any Vids.

  2) Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill?
  Unsure

  3) Should those spells use mana from the wand, instead of from the player's mana?
  Yes, from the Wand/Staff/Orb, not the Players Mana

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451504535
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1230
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTUwNDUzNQ==
created_at: 2019-01-04T17:05:16Z
updated_at: 2019-01-04T17:06:20Z
author_association: CONTRIBUTOR
body:
  For what it's worth, here is how I remember things:

  - From what I remember, certain wands/staves had different wind-up animations. One that comes to mind is the Focusing Stone. IIRC the wind up animation had the Focusing Stone drawn over the caster's head and a drawn-out, almost slow-motion method before casting. There were no visible spell building 'bubble' in front of the caster that I recall
  - It was my understanding that the Spellcraft _was_ equivalent to the skill level used to cast the spell. Wielding (and using) a wand or staff with a spell did not require the user to be trained in a school in order to use the spell embedded in the staff/wand as long as the met the wield requirements. IE if a staff had a level I war spell on it, the wielder would be able to use it even if they weren't trained in War Magic as long as they met the other wield/use requirements of the staff. The spell that was cast using the wand had the 'skill' level associated with the Spellcraft on the item for the purposes of determining whether or not the spell was resisted by the recipient, etc
  - And, yes, I agree mana was drawn from the casting implement and not the caster's mana

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451523627
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1230
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTUyMzYyNw==
created_at: 2019-01-04T18:13:43Z
updated_at: 2019-01-04T18:17:57Z
author_association: COLLABORATOR
body:
  Updated PR to use mana from the wand/staff/orb for built-in spells

  For the windup/cast animations, to my current understanding of the spell data, this would perhaps come from the spell itself? IE, if a spell had a special cast motion, this would be determined by the talisman in the spell formula, and not necessarily on the casting item.

  Looking at some retail pcaps, I found some examples of players casting Priest's Curse, which I assume to be from the Imp Staff... it seemed like they were doing the regular windup/bolt cast animation there from the ones I found. Some videos here would really help match things up though.

  For the item spellcraft, that does indeed make a lot of sense, especially if the player doesn't have a particular magic school trained for the spell. I left a comment for that part, haven't implemented it quite yet, because I wanted to verify the wield requirements for the casting item were being checked first... ie. didn't want level 1 players able to wield some powerful casting item and instantly get level 300 attack skill for that spell =)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451525102
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1230
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTUyNTEwMg==
created_at: 2019-01-04T18:19:19Z
updated_at: 2019-01-04T18:19:19Z
author_association: CONTRIBUTOR
body:
  > Also guessing the built-in spells wouldn't check or consume any spell components?

  Definitely correct. Which is also dovetails into my reasoning why the caster doesn't need to have the magic school trained. None of the typical checks are performed when a spell is cast from a staff/wand/item

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1230#issuecomment-451567007
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1230
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTU2NzAwNw==
created_at: 2019-01-04T21:00:31Z
updated_at: 2019-01-04T21:01:38Z
author_association: COLLABORATOR
body:
  Ok, I think a lot of these points should be accounted for now:

  - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation.

  - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display

  - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse

  - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion

  - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level

  Open questions:

   - Did casting Priest's Curse have any chance of fizzle?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451567393
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1225
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTU2NzM5Mw==
created_at: 2019-01-04T21:02:10Z
updated_at: 2019-01-04T21:02:32Z
author_association: COLLABORATOR
body:
  Ok, I think a lot of these points should be accounted for now:

  - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation.

  - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display

  - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse

  - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion

  - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level

  Open questions:

  - Did casting Priest's Curse have any chance of fizzle?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1235#issuecomment-451699355
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1235
node_id: MDEyOklzc3VlQ29tbWVudDQ1MTY5OTM1NQ==
created_at: 2019-01-05T22:58:09Z
updated_at: 2019-01-05T22:58:09Z
author_association: NONE
body:
  actually ignore the colour thing, I'm unsure if they should be purple or white, the more I think about it the more I think purple

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1246#issuecomment-452049127
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1246
node_id: MDEyOklzc3VlQ29tbWVudDQ1MjA0OTEyNw==
created_at: 2019-01-07T19:18:14Z
updated_at: 2019-01-07T19:18:14Z
author_association: COLLABORATOR
body:
  Thanks for the video :)

  The mob archers currently have their range capped to something that is probably too low... I will find the same formulas the client uses for this to determine the 'max range' as shown in the appraisal window for the bow

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1249#issuecomment-452402594
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1249
node_id: MDEyOklzc3VlQ29tbWVudDQ1MjQwMjU5NA==
created_at: 2019-01-08T18:28:37Z
updated_at: 2019-01-08T18:28:37Z
author_association: NONE
body:
  I edited this because I encountered an undead throwing javelins just fine almost immediately after posting. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1227#issuecomment-453244204
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1227
node_id: MDEyOklzc3VlQ29tbWVudDQ1MzI0NDIwNA==
created_at: 2019-01-10T20:36:14Z
updated_at: 2019-01-10T20:36:14Z
author_association: COLLABORATOR
body:
  Rends: https://github.com/ACEmulator/ACE/pull/1234
  Cantrips: https://github.com/ACEmulator/ACE/pull/1254

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1235#issuecomment-453272491
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1235
node_id: MDEyOklzc3VlQ29tbWVudDQ1MzI3MjQ5MQ==
created_at: 2019-01-10T22:05:53Z
updated_at: 2019-01-10T22:05:53Z
author_association: COLLABORATOR
body:
  testing the latest build - @LtRipley36706 has fixed the rest of these issues in https://github.com/ACEmulator/ACE/pull/1238

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453536391
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1245
node_id: MDEyOklzc3VlQ29tbWVudDQ1MzUzNjM5MQ==
created_at: 2019-01-11T14:36:09Z
updated_at: 2019-01-11T14:36:09Z
author_association: COLLABORATOR
body:
  just for reference:
  1)  if an item says retained in its description then it is unable to be sold to the store, salvaged, or mana stoned
  2) apply leather to an item to make it [retained](http://asheron.wikia.com/wiki/Retained), can't apply leather to quest items AFAIK

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453689039
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1245
node_id: MDEyOklzc3VlQ29tbWVudDQ1MzY4OTAzOQ==
created_at: 2019-01-11T23:25:19Z
updated_at: 2019-01-11T23:25:19Z
author_association: COLLABORATOR
body:
  Yep, vendors are now checking the Retained property

  The client shows a green circle in many places for Retained items, that the server will need to check... mana stones, player trades, giving items to other players, and giving items to NPCs are all possible places we should be checking for Retained

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1270#issuecomment-453887063
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1270
node_id: MDEyOklzc3VlQ29tbWVudDQ1Mzg4NzA2Mw==
created_at: 2019-01-14T02:03:46Z
updated_at: 2019-01-14T02:03:46Z
author_association: MEMBER
body:
  I can't duplicate this.

  Do you see the character logging out?

  The character appearing to log out, but remain in world is how shutdowns worked in retail. This is how it currently works in ACE.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1222#issuecomment-454476069
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1222
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDQ3NjA2OQ==
created_at: 2019-01-15T17:21:36Z
updated_at: 2019-01-17T04:02:23Z
author_association: MEMBER
body:
  Fix: Weenies need to be converted with proper, unique ClassNames. ACE has a db constraint where this column is unique.

  Look at how we handle this for the cache.bin exporter. Convert the WeenieClassNames.cs file to a json so it can be easily added to without having to rebuild the project.

  Possibly put that file in a /Resources/ folder in ACE

  ** RESOLVED **

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454540387
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1281
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDU0MDM4Nw==
created_at: 2019-01-15T20:32:11Z
updated_at: 2019-01-15T20:32:11Z
author_association: NONE
body:
  I would say the probably a player's encumbrance should be checked, also, to ensure that it doesn't go out of bounds.  Additional tasks that these checks should probably be performed with are crafting and emotes that have NPCs giving items to players.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454541821
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1270
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDU0MTgyMQ==
created_at: 2019-01-15T20:37:05Z
updated_at: 2019-01-15T20:37:05Z
author_association: NONE
body:
  When I issue the shutdown command in the server console, my player 'logs' off, but weapon still shows and you can run around the world even though the server is shutdown. I don't remember it being like this in retail, I would expect it to go back to the char selection screen with a server disconnected message. 

  https://imgur.com/TzhicbQ

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454628538
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1270
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDYyODUzOA==
created_at: 2019-01-16T02:30:58Z
updated_at: 2019-01-16T02:30:58Z
author_association: MEMBER
body:
  That is what happened at retail, when the servers went down for the final time.

  After a certain amount of seconds, you'll be booted from the world into a client error screen.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1247#issuecomment-454650577
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1247
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY1MDU3Nw==
created_at: 2019-01-16T04:47:39Z
updated_at: 2019-01-16T04:47:39Z
author_association: COLLABORATOR
body:
  Re-implemented in https://github.com/ACEmulator/ACE/pull/1288, EmoteManager-specific changes added to https://github.com/ACEmulator/ACE/pull/1273

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1226#issuecomment-454660258
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1226
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY2MDI1OA==
created_at: 2019-01-16T05:48:18Z
updated_at: 2019-01-16T05:48:18Z
author_association: COLLABORATOR
body:
  All of the code issues for this are now fixed in https://github.com/ACEmulator/ACE/pull/1257

  For the salvage descriptions that say 'this salvage has no apparent use', the weenie descriptions need to be updated for those. Using the salvage should still perform the correct imbue

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1269#issuecomment-454670010
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1269
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY3MDAxMA==
created_at: 2019-01-16T06:43:05Z
updated_at: 2019-01-16T06:43:05Z
author_association: COLLABORATOR
body:
  Having some difficulty reproing this bug... can you provide the exact repro steps, possibly a video of the exact steps?

  Trying all of the scenarios I can think of, it seems to be handling everything for all of the cases I've tried so far..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1282#issuecomment-454671833
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1282
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY3MTgzMw==
created_at: 2019-01-16T06:52:33Z
updated_at: 2019-01-16T06:52:33Z
author_association: COLLABORATOR
body:
  Thanks for the bug report!

  Any idea what the distance threshold was for moving while casting a spell?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454680752
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1270
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY4MDc1Mg==
created_at: 2019-01-16T07:35:50Z
updated_at: 2019-01-16T07:36:37Z
author_association: NONE
body:
  The server doesn't appear to boot the player, but maybe I just didn't wait long enough. However, the 'stop-now' command to me seems like it should boot everyone immediately.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1269#issuecomment-454695781
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1269
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY5NTc4MQ==
created_at: 2019-01-16T08:37:40Z
updated_at: 2019-01-16T08:37:40Z
author_association: COLLABORATOR
body:
  Not sure if this fixes anything (I have still been unable to repro this bug once so far) but I cleaned up a bunch of this code in https://github.com/ACEmulator/ACE/pull/1291, and also added the 'allegiance xp received' per-vassal field

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1267#issuecomment-454699966
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1267
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDY5OTk2Ng==
created_at: 2019-01-16T08:52:10Z
updated_at: 2019-01-16T08:52:26Z
author_association: COLLABORATOR
body:
  Just tested this a few times with the tavern door in Holtburg, and also checked out the code to investigate for possible errors

  It seems like everything should be working normally, as this code hasn't been updated in quite some time

  Is it possible that you were running on the action-chain testing branch? This branch most definitely has some bugs like this, and door reset timers were most likely broken in the action-chain branch

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454768101
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1281
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDc2ODEwMQ==
created_at: 2019-01-16T12:51:50Z
updated_at: 2019-01-16T12:51:50Z
author_association: MEMBER
body:
  When you sell items, do they only go into your main pack or can they spill over into side packs as well?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454813121
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1281
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDgxMzEyMQ==
created_at: 2019-01-16T15:09:28Z
updated_at: 2019-01-16T15:09:28Z
author_association: NONE
body:
  In buying items or gaining pyreals from selling, the latter option is the case, if there isn't any space available in the main pack.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454835257
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1270
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDgzNTI1Nw==
created_at: 2019-01-16T16:05:55Z
updated_at: 2019-01-16T16:05:55Z
author_association: MEMBER
body:
  /stop-now is just the same as /shutdown, but instead of waiting the shutdown-interval, it pre-sets the shutdown-interval to 0 forcing the shutdown process to start immediately.

  The shutdown process briefly:
  forces all clients to logout
  waits for all clients to log out
  stops updating the world (which may happen before packets are sent to clients to return them to char selection screen)
  waits for all database work to complete
  returns from the main loop allowing the process to exit.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1282#issuecomment-454998202
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1282
node_id: MDEyOklzc3VlQ29tbWVudDQ1NDk5ODIwMg==
created_at: 2019-01-17T00:39:40Z
updated_at: 2019-01-17T00:39:40Z
author_association: COLLABORATOR
body:
  After discussing this more with cyberkiller and others in discord dev channels, it sounds like a radius of 6 might be a good place to start for this

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1298#issuecomment-455005864
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1298
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTAwNTg2NA==
created_at: 2019-01-17T01:18:23Z
updated_at: 2019-01-17T01:18:23Z
author_association: NONE
body:
  Data driven issue.  The XP reward wasn't added until a patch in 2010.  Once the database data has been updated to that point, the XP reward will return.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1236#issuecomment-455020387
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1236
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTAyMDM4Nw==
created_at: 2019-01-17T02:35:18Z
updated_at: 2019-01-17T02:36:32Z
author_association: COLLABORATOR
body:
  So this one is a real head scratcher...

  In the data as of PY16, all Mattekars have no 'high' body parts, ie. their head is at medium height. There are similar monsters with this setup, ie. Phyntos Wasps and Virindi both have no 'low' body parts, so low attacks will always be evaded there.

  I remember not being able to hit Phyntos Wasps low, but I don't remember not being able to hit Mattekars high...

  I double checked in GDLE, and in there, the logic starts out the same... no high body parts are found for the Mattekar, but then it has a special exception case that runs afterwards, if no body parts are found at that height... it then selects a random quadrant for that height, and tries to perform the attack there.

  This has the effect of being able to hit Mattekars high, but it also breaks other things like Phyntos Wasps and Virindi, who can now also be hit with low attacks

  So I'm unsure what the proper fix for this should be... it definitely feels odd not being able to hit Mattekars high (esp. when its something like a giant 10 ft. Hoary Mattekar), but according to the data, they have no high body parts... not sure if there is some extra step that could be added to account for this, that would fix Mattekars without breaking Phyntos Wasps / Virindi...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-455038285
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTAzODI4NQ==
created_at: 2019-01-17T04:27:02Z
updated_at: 2019-12-11T17:44:53Z
author_association: COLLABORATOR
body:
  working on a Web API that satisfies the stated dependency requirements

  https://github.com/ACEmulator/ACE/pull/1390  (old link)

  https://github.com/ACEmulator/ACE/pull/1542 (plugin system)

  https://github.com/ACEmulator/ACE/pull/1629 (API plugin)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1303#issuecomment-455134086
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1303
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTEzNDA4Ng==
created_at: 2019-01-17T11:09:16Z
updated_at: 2019-01-17T11:09:16Z
author_association: COLLABORATOR
body:
  Updates:

  - The Invisible Assailants are indeed spawning, with their correct ammo (in property did - treasure type)

  Some of the key flags here - PropertyBool.Visibility=true is actually more like an 'admin visibility-only' flag, which prevents them from even being broadcast / sent to the client

  PropertyBool.Attackable is set to false for these mobs, which the current ACE code was interpreting as not being a monster that aggros. This logic has been adjusted so that Attackable + TargetingTactic is taken into account.

  The Invisible Assailants now appear to be attacking the player correctly (although I did notice the arrow hit ground / hit player) sounds might be missing

  - For the Rolling Balls of Death, they were indeed rolling at the correct diagonal angles to match the retail video. The issue here is that they were colliding with each other, and just stopping in their tracks. I noticed in the retail video they are clipping through each other, so I set the Ethereal flag for them (as per some other war spells) and it appears to work

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1318#issuecomment-455645641
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1318
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTY0NTY0MQ==
created_at: 2019-01-18T18:38:33Z
updated_at: 2019-01-18T18:38:33Z
author_association: NONE
body:
  "Once an empty corpse is closed, it rots immediately. This is to alleviate lag caused by lots of useless corpses hanging around." 

  http://asheron.wikia.com/wiki/Item_Decay

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1269#issuecomment-455701965
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1269
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTcwMTk2NQ==
created_at: 2019-01-18T22:01:21Z
updated_at: 2019-01-18T22:01:21Z
author_association: COLLABORATOR
body:
  After talking about this more with @someeodtech , we have both been unable to repro this bug again. It seems to be some very odd exception, and is possibly already fixed in https://github.com/ACEmulator/ACE/pull/1291

  If anyone can get this bug to happen again, please provide as much info as possible, any any possible repro steps. If this bug does happen, it is most likely just a display bug in the client... the player does not receive the 'level up' packet for some reason, and 'XP until next level' appears negative. If you relog, and XP should display as normal.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1295#issuecomment-455705964
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1295
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTcwNTk2NA==
created_at: 2019-01-18T22:17:49Z
updated_at: 2019-01-18T22:17:49Z
author_association: MEMBER
body:
  if you're making world db changes, maybe look at WeeniePropertiesEmoteAction.Display and converting that to a bool

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1323#issuecomment-455791780
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1323
node_id: MDEyOklzc3VlQ29tbWVudDQ1NTc5MTc4MA==
created_at: 2019-01-19T15:56:28Z
updated_at: 2019-01-19T15:56:28Z
author_association: CONTRIBUTOR
body:
  There was an update to the Shard database that needs loaded in conjunction with this patch. It appears you did not load it. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1205#issuecomment-456199872
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1205
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjE5OTg3Mg==
created_at: 2019-01-21T21:11:08Z
updated_at: 2019-01-21T21:11:08Z
author_association: COLLABORATOR
body:
  just created another PR. some things no longer needed to be touched from here, so just started clean.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456261291
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1204
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjI2MTI5MQ==
created_at: 2019-01-22T03:41:55Z
updated_at: 2019-01-22T03:41:55Z
author_association: NONE
body:
  Couple of concerns... 

  Generally speaking API's are meant to be utilized by machines not users.  Therefor Basic Authentication isn't usually the best form of Auth for them.  Not to mention Basic Auth provides no Authorization components.  So if you plan on adding multiple administrative components directly to the server I would recommend also adding a proper RBAC and some sort of API token.

  The following concerns me
  6. Target server downloads packaged snapshot from source server.
  7. Source server permanently deletes character upon package download completion.
  8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged.
  9. Target server adds the character to the requester's account.

  If there is any issue in steps 7 and 8 the user is out of luck.  The origin server deleted the origin char and the destination server failed to extract the snapshot of the user's migration.  I feel like before anything is deleted both sites are checked for consistency.  Once verified drop origin, and toggle/enabled destination.

  It also seems like there are numerous requests made to both servers for the migration.  It seems like there shouldn't need to be.  If trust is established between the two servers, the client should only have to make one a single request origin or destination it doesn't matter.  The servers can then communicate across their own common api and handle the workflow themselfs.

  It would also be helpful prior to merging in to the master branch to have this PR squashed to one commit.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1343#issuecomment-456265523
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1343
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjI2NTUyMw==
created_at: 2019-01-22T04:13:34Z
updated_at: 2019-01-22T04:13:34Z
author_association: COLLABORATOR
body:
  These are separate spells, Summon Primary Portal I, II, and III

  Whether or not all of these should be included in /addallspells is another question..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1343#issuecomment-456266341
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1343
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjI2NjM0MQ==
created_at: 2019-01-22T04:19:58Z
updated_at: 2019-01-22T04:27:15Z
author_association: COLLABORATOR
body:
  oh i see Summon Portal I is actually listed twice in addition to this

  these are 2 separate spells (157 & 2709), looking into the difference between them...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456266942
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1204
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjI2Njk0Mg==
created_at: 2019-01-22T04:24:27Z
updated_at: 2019-01-22T14:26:55Z
author_association: COLLABORATOR
body:
  > Couple of concerns...
  > 
  > Generally speaking API's are meant to be utilized by machines not users. Therefor Basic Authentication isn't usually the best form of Auth for them. Not to mention Basic Auth provides no Authorization components. So if you plan on adding multiple administrative components directly to the server I would recommend also adding a proper RBAC and some sort of API token.
  > 
  > The following concerns me
  > 6. Target server downloads packaged snapshot from source server.
  > 7. Source server permanently deletes character upon package download completion.
  > 8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged.
  > 9. Target server adds the character to the requester's account.
  > 
  > If there is any issue in steps 7 and 8 the user is out of luck. The origin server deleted the origin char and the destination server failed to extract the snapshot of the user's migration. I feel like before anything is deleted both sites are checked for consistency. Once verified drop origin, and toggle/enabled destination.
  > 
  > It also seems like there are numerous requests made to both servers for the migration. It seems like there shouldn't need to be. If trust is established between the two servers, the client should only have to make one a single request origin or destination it doesn't matter. The servers can then communicate across their own common api and handle the workflow themselfs.
  > 
  > It would also be helpful prior to merging in to the master branch to have this PR squashed to one commit.

  Thanks very much for the review!

  Token auth was what I had originally planned because it allows for a delay in the authentication step, but it was brought up that it would require the tools using the API to manage sessions.  As far as RBAC goes, the current pseudo role/claims based auth is "good enough" in that certain resources require the user to have a certain access level, which is essentially the role, no need to over-complicate things,  I've no experience properly implementing RBAC, and this isn't going to be a banking or government application so I'm not sure that this would need something this secure, but I'll bring it up with the team and see what they think.  I'll bring up the token based auth with the team again, maybe this will change back from stateless to token.

  There aren't "numerous calls" for a single migration, only 2 user executed API calls, and 2 very light calls done inter-server, that's conservatively 4 calls, it's very minimalist if i do say so myself.   If it's an end-user tool managing migrations, then conceivably it's a single click or keystroke to accomplish the entire migration from the user's perspective.

  If the thing goes about trying to have target server report the operation status to the source server it opens up a window of opportunity for exploitation, even though that trust is a requirement already it's best if it only uses it on an absolutely needed basis IMHO.  Allowing for catastrophic failure to cause a character to be eaten is definitely an acceptable trade-off.  There may be a use for preserving a package that failed to import, but I don't see it ever being needed except in the most extreme cases, like PK exhaustion or database structure mismatches (which reminds me, the database should have a "structure version", i'll bring this up with the team)

  About the SOL user who had their migration fail after step 6, target server does numerous checks to make sure it won't have a reason to fail, before obtaining the package from the source server.  It's covering the bases well enough that I don't predict the system will be eating characters unless someone tries something funny like building their own source server that pretends to own a trusted key but then supplies a forged package, or an already consumed migration, in that case it's not even a valid forfeiture of a character.

  Good point about the compacting the PR to a single commit.  I'll try and get this done.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1344#issuecomment-456270244
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1344
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjI3MDI0NA==
created_at: 2019-01-22T04:49:25Z
updated_at: 2019-01-22T04:49:25Z
author_association: COLLABORATOR
body:
  This would be a PY16 data issue... to bring this up-to-date with end of retail, this would probably be a bug for https://github.com/ACEmulator/ACE-World-16PY-Patches/issues

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/930#issuecomment-456662770
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/930
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjY2Mjc3MA==
created_at: 2019-01-23T04:07:23Z
updated_at: 2019-01-23T04:07:23Z
author_association: MEMBER
body:
  ACE.World.Landblock_Instance should have a restriction on guid column to only allow id's in the static guid range 0x7#######

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/930#issuecomment-456663075
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/930
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjY2MzA3NQ==
created_at: 2019-01-23T04:09:30Z
updated_at: 2019-01-23T04:09:30Z
author_association: MEMBER
body:
  only important IF isLinkChild is false..

  the best and only way to enforce that is by using parser tool to output proper guids

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1215#issuecomment-456670389
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1215
node_id: MDEyOklzc3VlQ29tbWVudDQ1NjY3MDM4OQ==
created_at: 2019-01-23T04:56:41Z
updated_at: 2019-01-23T04:56:41Z
author_association: COLLABORATOR
body:
  The fix from @dgatewood has been ported to https://github.com/ACEmulator/ACE/pull/1338, and is now in the master branch

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1270#issuecomment-456869903
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1270
node_id: MDEyOklzc3VlQ29tbWVudDQ1Njg2OTkwMw==
created_at: 2019-01-23T16:30:31Z
updated_at: 2019-01-23T16:30:31Z
author_association: MEMBER
body:
  I think this is now stale. I will close in a few days or so unless new issues are found using current master.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1357#issuecomment-456946095
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1357
node_id: MDEyOklzc3VlQ29tbWVudDQ1Njk0NjA5NQ==
created_at: 2019-01-23T20:03:09Z
updated_at: 2019-01-23T20:03:09Z
author_association: NONE
body:
  I'm not sure what the retail functionality of this was, if you when you tried to give the entire stack it only took one or it gave you an error message if you tried to hand a stack higher than 1. There was a decal plugin called Fortune hunter that automated the giving of the tokens, however I no longer have a copy of that plugin. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1333#issuecomment-457013615
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1333
node_id: MDEyOklzc3VlQ29tbWVudDQ1NzAxMzYxNQ==
created_at: 2019-01-23T23:58:22Z
updated_at: 2019-01-23T23:58:22Z
author_association: MEMBER
body:
  Can you separate the non TTR changes from this PR so it's easier to review for the problem it's attempting to address?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1366#issuecomment-457458694
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1366
node_id: MDEyOklzc3VlQ29tbWVudDQ1NzQ1ODY5NA==
created_at: 2019-01-25T05:16:40Z
updated_at: 2019-01-25T05:16:40Z
author_association: COLLABORATOR
body:
  Magic trap casts Nullify All Magic Other on you and dispels: Vitae.

  Fixed in https://github.com/ACEmulator/ACE/pull/1363

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1358#issuecomment-457461749
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1358
node_id: MDEyOklzc3VlQ29tbWVudDQ1NzQ2MTc0OQ==
created_at: 2019-01-25T05:37:27Z
updated_at: 2019-01-25T05:37:27Z
author_association: COLLABORATOR
body:
  Testing this out, and I noticed a couple of things

  The first time I tested this, I was indeed not getting any 'PK status invalid!' messages (similar when trying to cast negative creature/life/item spells on a player with a different pk status). I also noticed during this time, the spells were not exploding on impact... they would sort of disappear into the target, and then 5 seconds later, they would explode finally.

  So I restarted for debugging, and this time I noticed that the war projectiles were indeed giving the feedback message this time (yellow transient error at the top, instead of chat box text... not sure if this matches retail), and this time the projectiles were also exploding correctly:

  https://i.imgur.com/loJv0LX.jpg

  I think this might be related to a bug that was reported a couple weeks ago, where if you /create crystalfragment, and then launch Arc spells at it from a distance, they would not detect as hitting the target beyond a certain distance

  So I think the messages are working when the server detects the collision as occurring, I think this bug is related to the server not detecting the spell projectile collisions in some instances

  Will be looking into this more

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1358#issuecomment-457471135
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1358
node_id: MDEyOklzc3VlQ29tbWVudDQ1NzQ3MTEzNQ==
created_at: 2019-01-25T06:34:21Z
updated_at: 2019-01-25T06:34:21Z
author_association: COLLABORATOR
body:
  Hmm now i also cannot get the 'long Arc shot / no collision' bug to occur with fragments...

  I did indeed see a bug similar to this the first time I tested the war projectiles between NPKs, but it seems like an inconsistent repro so far

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1367#issuecomment-457707047
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1367
node_id: MDEyOklzc3VlQ29tbWVudDQ1NzcwNzA0Nw==
created_at: 2019-01-25T20:00:40Z
updated_at: 2019-01-25T20:00:40Z
author_association: COLLABORATOR
body:
  Addendum to this, NPC equipment also saves to the shard database. e.g. "Explorer Society Robe", "Society Explorer Hat", etc

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457768655
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1355
node_id: MDEyOklzc3VlQ29tbWVudDQ1Nzc2ODY1NQ==
created_at: 2019-01-25T23:21:20Z
updated_at: 2019-01-26T13:30:35Z
author_association: COLLABORATOR
body:
  Started to fix Cultist Altars in https://github.com/ACEmulator/ACE/pull/1363

  When using an altar, a monster now spawns.

  Todo / verify:

  - If the player double clicks on the altar again, while a mob has already spawned, would it spawn another?

  - After killing the monster, and using the altar a second time, the same monster always spawns again. Should this be a different monster each time, or would something happen after killing the first monster?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1367#issuecomment-457773790
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1367
node_id: MDEyOklzc3VlQ29tbWVudDQ1Nzc3Mzc5MA==
created_at: 2019-01-25T23:48:55Z
updated_at: 2019-01-25T23:48:55Z
author_association: MEMBER
body:
  Unfortunately, you'll have to manually delete those objects from the shard.

  Can you test if this is still broken in #1370 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457835723
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1355
node_id: MDEyOklzc3VlQ29tbWVudDQ1NzgzNTcyMw==
created_at: 2019-01-26T14:32:38Z
updated_at: 2019-01-26T14:33:00Z
author_association: NONE
body:
  From my memory, I never clicked it again when one was already spawned. So that's kind of a no idea.

  After killing a monster it should essentially goes down the list on the wikipage. As in: Use altar, kill the vapor golem, use altar, next monster spawns.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457858133
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1355
node_id: MDEyOklzc3VlQ29tbWVudDQ1Nzg1ODEzMw==
created_at: 2019-01-26T19:25:55Z
updated_at: 2019-01-26T19:25:55Z
author_association: COLLABORATOR
body:
  When you double clicked the altar, do you remember if the mob spawned instantly, or with a ~0-5s delay?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457865289
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1355
node_id: MDEyOklzc3VlQ29tbWVudDQ1Nzg2NTI4OQ==
created_at: 2019-01-26T20:55:44Z
updated_at: 2019-01-26T20:55:44Z
author_association: NONE
body:
  Pretty close to instant, I think. If I'm remembering right there was also a delay, probably to stop you spawning multiple as you mentioned before, between when you could use it again after having used it. No message or anything, you'd hear the sound of having used it, but nothing would happen.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1355#issuecomment-457952569
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1355
node_id: MDEyOklzc3VlQ29tbWVudDQ1Nzk1MjU2OQ==
created_at: 2019-01-27T20:44:56Z
updated_at: 2019-01-27T20:44:56Z
author_association: COLLABORATOR
body:
  Okay i think this helped us solve some of the "recycling" logic that needed to be added to generators

  This should now be functioning much closer to retail in https://github.com/ACEmulator/ACE/pull/1388

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1236#issuecomment-457991678
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1236
node_id: MDEyOklzc3VlQ29tbWVudDQ1Nzk5MTY3OA==
created_at: 2019-01-28T03:52:38Z
updated_at: 2019-01-28T03:53:36Z
author_association: COLLABORATOR
body:
  Fixed in World DB 0.9.12:

  https://github.com/ACEmulator/ACE-World-16PY-Patches/releases/tag/v0.9.12

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1240#issuecomment-458287675
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1240
node_id: MDEyOklzc3VlQ29tbWVudDQ1ODI4NzY3NQ==
created_at: 2019-01-28T20:25:00Z
updated_at: 2019-01-28T20:25:00Z
author_association: COLLABORATOR
body:
  The value is not being saved to the DB because of the [Ephemeral] attribute on PropertyInt.Value

  This was originally put in place to handle Containers and Stackables

  As discussed, a solution to this could be to store the base value in a property such as OriginalValue / StackValue, and for the Containers / Stackables to have their runtime logic for value calculation to be based on this.

  For existing biotas, if they do not contain this base value property, it could be set from the Weenie.Value for converting them to the new system

  Burden / EncumbranceVal is also another field that could use a similar format, as applying Linen salvage will reduce the item's burden

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1392#issuecomment-458347194
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1392
node_id: MDEyOklzc3VlQ29tbWVudDQ1ODM0NzE5NA==
created_at: 2019-01-28T23:40:49Z
updated_at: 2019-01-28T23:40:49Z
author_association: COLLABORATOR
body:
  This is a client error from having a mismatch between your client exe and language dat file

  If you use the end of retail client, and the end of retail client_local_English.dat, 'Listen to PK death messages' will appear there

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1281#issuecomment-459457515
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1281
node_id: MDEyOklzc3VlQ29tbWVudDQ1OTQ1NzUxNQ==
created_at: 2019-01-31T18:41:10Z
updated_at: 2019-01-31T18:42:47Z
author_association: COLLABORATOR
body:
  are you sure?  i remember retail merchants not using the landscape packs and instead giving an error whenever the main pack is full and landscape packs have room when buying or selling, there is a character configuration option to always use your "currently open pack" so maybe you have that enabled?  IMHO it doesn't have to match retail and could probably be less rigid than retail, which might even be easier to implement than perfectly cloning the retail server behavior.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1294#issuecomment-459461187
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1294
node_id: MDEyOklzc3VlQ29tbWVudDQ1OTQ2MTE4Nw==
created_at: 2019-01-31T18:51:25Z
updated_at: 2019-01-31T18:51:25Z
author_association: COLLABORATOR
body: Ubiisoft called they said SHIP IT
reactions:
  {"total_count": 1, "+1": 0, "-1": 0, "laugh": 1, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


html_url: https://github.com/ACEmulator/ACE/issues/1294#issuecomment-459478284
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1294
node_id: MDEyOklzc3VlQ29tbWVudDQ1OTQ3ODI4NA==
created_at: 2019-01-31T19:40:21Z
updated_at: 2019-01-31T19:40:21Z
author_association: COLLABORATOR
body:
  Basic fix is working on local branch, so players do not literally have their butts for a head, but still doesn't display the proper body style (as it is labelled during character creation; essentially changes which textures are affected by which palette--the model shape is still the same). Will be adding a new property for players and adjusting how these "body style" player types (Gear Knights, Olthoi) are loaded with that property set.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1401#issuecomment-459721558
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1401
node_id: MDEyOklzc3VlQ29tbWVudDQ1OTcyMTU1OA==
created_at: 2019-02-01T13:25:25Z
updated_at: 2019-02-01T13:25:25Z
author_association: COLLABORATOR
body:
  Hey @FireyJoe,

  Thanks for the bug report

  Are you running with full copies of the client_cell_1.dat and client_portal.dat files? For references, here are the fullsizes:

  348,127,232 client_cell_1.dat
  926,941,184 client_portal.dat

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1390#issuecomment-460079795
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1390
node_id: MDEyOklzc3VlQ29tbWVudDQ2MDA3OTc5NQ==
created_at: 2019-02-03T19:18:43Z
updated_at: 2019-02-13T13:56:07Z
author_association: MEMBER
body:
  ### Character Backup/Export/Import:

  ### [Definitions]
  Player - Person that exists in real life
  Character - In-game avatar created/controlled by the player
  Source - Server that the character in question resides on at the start of the action
  Target - Server or location that the caracter in question resides on at the end of the action

  Backup - Action involving a user storing a local copy of a character
  Transfer - Action involving a user migrating a character from a source to a target in which after the action, the character is no longer available on the source.
  Copy - Action involving a user copying a character from a source to a target in which after the action, the character is available on both locations.


  ### [Objectives]
  - Allow players to backup their characters
  - Allow server operators to maintain a trust network to transfer characters safely, and without external manipulation
  - Allow players (developers, sandbox, etc..) to copy their characters to an untrusted target.


  ### [Facts]
  A server maintains a private RSA key and distributes their public RSA key.
  - These keys can be provided by the server owner via the config file
  - If the user is unable to provide their own keys, ACE can generate them automatically
  - The private key is used to sign character packages to provide proof of origin
  - The private key should not be shared, and should be kept secure
  - The public key should be available via the api and is used to verify authenticity
  - A server operator can use the same RSA key pairs for multiple servers in their control


  A server can maintain separate options for import vs export.
  - In most cases, import will be more restrited than export.


  ### [Character Snapshot Format]
  - Should be the same format no matter what the export scenario
  - Includes the entire player biota as it exists in the database
   - TODO: Describe serilization process.
  - Character records are not included (these describe UI settings, etc..)
  - Includes a copy of the public key
  - TODO: Describe signature process
  - Entire payload should be compressed in a zip named with the following format: YYYY-MM-DD HH:MM:SS [Server Name] - [Character Name].zip
   - Compressed .zip payload should be able to be opened using windows explorer.


  ### [Requirements]
  - Character must be in logged off state on source server, and must be owned by player



  ### [Backup]
  - Allows a player to backup a character onto their local storage

  **Configured by:**
  - bool AllowCharacterBackup

  **Process:**
  - User opens up a web browser to the source api server and nagivates to backup character
  - The "Character Snapshot" is downloaded
  - This can be consumed from a web browser, plugin, or application



  ### [Export/Import]
  - Allows a player to copy a character onto a target server
  - Allows a player to transfer a character from the source server to the target server
  - Preventing exploit is managed by configuration using trusted servers

  **Configured by:**
  - List TrustedServers
  - bool AllowUntrustExport
  - bool AllowUntrustImport

  **Process inside trust:**
  1. Via Web API, player makes a request on the source server to start a character transfer
   1a. A unique token is generated for this request
   1b. A character transfer request record is created
   1c. Character is placed into a "frozen" state
   1d. Character snapshot is packaged
   1e. Unique token is supplied as a result
  2. Via Web API, player makes a request to the target server to complete the character transfer
  - Player must include source server: address, user name, user password, unique token
  - Player may provide new character name. If none provided, existing character name is used as default
   2a. Character slot count and name collision checks are run. On failure, request is rejected (with error message)
   2b. If source server is not listed as trust, request is rejected (with error message)
   2c. Target queries source and downloads packaged snapshot
    2c.1. Source server verifies target is in trusted list
   2d. Cryptographic verification of the snapshot is performed. On failure, request is rejected (with error message)
   2e. Target server adds the character to the players account in a (locked pending deletion) state
   == AT ANY POINT BEFORE NOW, CHARACTER CAN STILL BE UNLOCKED ON SOURCE ==
   2f. Target queries source server to delete character identified by token.
    2f.1. Source server verifies target is in trusted list
    2f.2. Source server permanently deletes character and responds with result
   2g. If deletion success, character is unlocked

  **Process outside trust (untrust):**
  1. Via Web API, player makes a request on the source server to start a character copy
   1a. A unique token is generated for this request
   1b. A character transfer request record is created
   1c.
   1d. Character snapshot is packaged
   1e. Unique token is supplied as a result
  2. Via Web API, player makes a request to the target server to complete the character copy
  - Player must include source server: address, user name, user password, unique token
  - Player may provide new character name. If none provided, existing character name is used as default
   2a. Character slot count and name collision checks are run. On failure, request is rejected (with error message)
   2b.
   2c. Target queries source and downloads packaged snapshot
   2d. Cryptographic verification of the snapshot is performed. On failure, request is rejected (with error message)
   2e. Target server adds the character to the players account
   2f.
   2g.

  Difference between trust and untrust:
  Untrust removes 1c
  Untrust removes 2b
  Untrust changes 2c
  Untrust changes 2e
  Untrust removes 2f
  Untrust removes 2g

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1401#issuecomment-460165544
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1401
node_id: MDEyOklzc3VlQ29tbWVudDQ2MDE2NTU0NA==
created_at: 2019-02-04T08:30:02Z
updated_at: 2019-02-04T08:30:02Z
author_association: NONE
body:
  Hello. Thank you for your reply. I checked the files as you advised. The ones in my main AC directory were up to date, the sizes you mentioned from Jan 2017, but the ones that I copied into my ACE directory were from 2015. I guess they must have come from one of my alt's directories. I updated the files in the ACE directory and the problem was resolved. Sorry for the bad report. I am impressed the server remained otherwise stable despite my big screwup. You guys are doing good work.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1401#issuecomment-460167221
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1401
node_id: MDEyOklzc3VlQ29tbWVudDQ2MDE2NzIyMQ==
created_at: 2019-02-04T08:36:53Z
updated_at: 2019-02-04T08:36:53Z
author_association: COLLABORATOR
body:
  Hey FireyJoe,

  No worries, a lot of people might not have the full copies of the dats unless they ran around to every landblock in retail

  We can probably add something that detects when files from the dats are missing, and provide the user with an error instead of crashing

  Thanks again

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1416#issuecomment-460693106
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1416
node_id: MDEyOklzc3VlQ29tbWVudDQ2MDY5MzEwNg==
created_at: 2019-02-05T15:59:34Z
updated_at: 2019-02-05T15:59:34Z
author_association: NONE
body:
  In the case of melee weapons, UiEffects property should not be defaulted to 0, as there are separate weenies for each loot weapon type for each element that set the default.  Only set UiEffects to 1, if the item contains spells, thus overriding the weenie default.  Missile weapons and casters have the element externally applied, so a default should be set to zero, in these two cases.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1405#issuecomment-460941728
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1405
node_id: MDEyOklzc3VlQ29tbWVudDQ2MDk0MTcyOA==
created_at: 2019-02-06T08:38:55Z
updated_at: 2019-02-06T08:38:55Z
author_association: COLLABORATOR
body:
  All of these have been fixed in https://github.com/ACEmulator/ACE/pull/1426, except for #2, which will be coming in the next patch

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1451#issuecomment-464778106
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1451
node_id: MDEyOklzc3VlQ29tbWVudDQ2NDc3ODEwNg==
created_at: 2019-02-18T15:36:07Z
updated_at: 2019-02-18T15:36:07Z
author_association: NONE
body:
  My guess, without having looked yet, is that there is a spell on the Robe that isn't being handled properly when the robe is taken off.  I will look at it this evening.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467276536
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1468
node_id: MDEyOklzc3VlQ29tbWVudDQ2NzI3NjUzNg==
created_at: 2019-02-26T03:12:00Z
updated_at: 2019-02-26T03:12:00Z
author_association: CONTRIBUTOR
body:
  > What happens if we start with WorkFactory X, but at a later date switch to WorkFactor Y?

  The higher the number, the more iterations it takes to verify a password is all. The original password hash will still be the same even though new password hashes from that point forward will be marked with a higher Work Factor number.

  Lets say we start at the default of 10. All new password hashes will start with a $2y$10.

  Later you switch to a Work Factor of 12. All new password hashes will now look like $2y$12. The older passwords with a factor of 10 will still work without an issue.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467575583
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1468
node_id: MDEyOklzc3VlQ29tbWVudDQ2NzU3NTU4Mw==
created_at: 2019-02-26T19:21:19Z
updated_at: 2019-02-26T19:21:19Z
author_association: MEMBER
body:
  Ok great.

  One thing we'll need to look into is how this overhead affects/interrupts the server. What thread(s) is/are slowed down when the bcrypt work is done? Should we start out with a lower work factor and improve it once we solve some of the other vectors (like plain text passwords sent over the wire).

  My next question is, does this handle migrations at all? If a server operator with accounts already established applies this patch, will those accounts still work?

  PS. Tell your big bro we miss him in discord.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467609077
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1468
node_id: MDEyOklzc3VlQ29tbWVudDQ2NzYwOTA3Nw==
created_at: 2019-02-26T20:53:19Z
updated_at: 2019-02-26T20:53:19Z
author_association: CONTRIBUTOR
body:
  BCrypt does not cause any form of overhead with any other part of the server. It's literally one of the most common hashing algorithm's used around the world. There are no threads that are slowed down.

  The default WorkFactor setting of 10 is the current industry standard and honestly there won't ever be a reason to change it from that for an AC server. It verifies passwords very quickly at this setting while still offering more security than SHA512. Increasing the WorkFactor slows down the amount of time it takes to verify a password which is not overhead. That's a security feature of BCrypt to keep ever faster computers from being able to brute force passwords easier with each new generation. Again, there won't be a reason to switch it from10 for an AC emulator but feel free to test it with different WorkFactor values yourself.

  Also, I don't believe there are any established server operators for ACE yet so this would be a great to time get this implemented before there are. If there are though, accounts prior to this change will not work without a password reset form which can be created in PHP easily enough.

  I've done a good amount of testing with this and it works great. This is also an overall cleaner and simpler implementation than the mess that's there now as you can see by looking at the code. It doesn't need any overhead tests because it doesn't cause any. It's just a simple SHA512 replacement for password hashing and verifying those hashes, nothing more.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1471#issuecomment-467894457
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1471
node_id: MDEyOklzc3VlQ29tbWVudDQ2Nzg5NDQ1Nw==
created_at: 2019-02-27T14:59:32Z
updated_at: 2019-02-27T14:59:32Z
author_association: MEMBER
body:
  This could be useful to help validate users that have forgot their password.

  How do you feel about storing the IP address in a VARBINARY(16)? IPV4 is 32 bits and IPV6 is 128 bits.

  For a human readable address, you'd have to add the following functions: INET6_ATON() and INET6_NTOA()

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1468#issuecomment-467895212
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1468
node_id: MDEyOklzc3VlQ29tbWVudDQ2Nzg5NTIxMg==
created_at: 2019-02-27T15:01:25Z
updated_at: 2019-02-27T15:01:25Z
author_association: MEMBER
body:
  We have no issues moving to BCrypt. It makes sense.

  We do have some established test servers though, so we'll need to come up with a migration solution. Is that something you're interested in adding?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1459#issuecomment-468907164
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1459
node_id: MDEyOklzc3VlQ29tbWVudDQ2ODkwNzE2NA==
created_at: 2019-03-02T10:12:06Z
updated_at: 2019-03-02T10:12:06Z
author_association: COLLABORATOR
body:
  Just for clarification:

  These settings are not stored in Config.js, the runtime config default properties are stored in PropertyManager.cs

  This functionality already exists in motd_string:

  /modifystring motd_string hello

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1485#issuecomment-468943937
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1485
node_id: MDEyOklzc3VlQ29tbWVudDQ2ODk0MzkzNw==
created_at: 2019-03-02T17:57:27Z
updated_at: 2019-03-02T17:57:27Z
author_association: COLLABORATOR
body:
  Since having a 2nd server motd type that appears in a popup window wasn't in retail, that would be an additional feature that would be outside of the scope of this PR.

  Reducing the feature set to have a hardcoded server motd would also be an additional feature from what has already been in ACE for the better part of year already. What is already there supports both scenarios: if you want to keep the default motd prefix, the option is there for those who wish to do that. And for those who want to customize their motd, the option is also there for that. That is the main purpose of the config options: to provide the features for however people want to configure their server.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1486#issuecomment-468954197
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1486
node_id: MDEyOklzc3VlQ29tbWVudDQ2ODk1NDE5Nw==
created_at: 2019-03-02T19:53:01Z
updated_at: 2019-03-02T19:53:01Z
author_association: COLLABORATOR
body:
  https://github.com/ACEmulator/ACE/pull/1488 should ensure that CreateCorpse() is fully completed before calling TeleportOnDeath()

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1493#issuecomment-469742842
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1493
node_id: MDEyOklzc3VlQ29tbWVudDQ2OTc0Mjg0Mg==
created_at: 2019-03-05T16:16:30Z
updated_at: 2019-03-05T16:16:30Z
author_association: MEMBER
body:
  This PR needs some testing.

  I also need to add the SQL alter statements to ace_world to restrict guids to the static ranges.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1499#issuecomment-470587065
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1499
node_id: MDEyOklzc3VlQ29tbWVudDQ3MDU4NzA2NQ==
created_at: 2019-03-07T16:08:30Z
updated_at: 2019-03-07T16:08:30Z
author_association: MEMBER
body:
  Note: This only applies to missiles that exist on the landblock, not missiles that exist in containers.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1471#issuecomment-471392110
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1471
node_id: MDEyOklzc3VlQ29tbWVudDQ3MTM5MjExMA==
created_at: 2019-03-11T03:25:11Z
updated_at: 2019-03-11T03:25:11Z
author_association: MEMBER
body:
  A few more notes that were raised in chat.

  If we're going to add the initial connection IP, we should probably also add:
  LastLoggedInIp
  LastLoggedInTime
  TotalTimesLoggedIn

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1390#issuecomment-471808464
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1390
node_id: MDEyOklzc3VlQ29tbWVudDQ3MTgwODQ2NA==
created_at: 2019-03-12T01:21:51Z
updated_at: 2019-03-12T01:21:51Z
author_association: COLLABORATOR
body:
  Re-cloning ACE because I broke my old one.  Copied all of these comments and backed up the branches I want to restore.  Closing this.  I will open a new one for webapi after the initial commit.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1525#issuecomment-472283040
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1525
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjI4MzA0MA==
created_at: 2019-03-13T05:16:25Z
updated_at: 2019-03-13T05:18:21Z
author_association: COLLABORATOR
body:
  this should be WorldObject.Open/Close to start

  targetObject would most likely be the player, so that definitely doesn't make sense

  since there are no OpenMe/CloseMe emotes on PY16, we will have to wait to see how the emote authors implement the data for them. It could be similar to NPCs such as the Teth Sentry, who pulls a lever to open a door, which uses ActivationTarget instead of WorldObject

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1528#issuecomment-472519413
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1528
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjUxOTQxMw==
created_at: 2019-03-13T17:14:33Z
updated_at: 2019-03-13T17:14:33Z
author_association: COLLABORATOR
body:
  Just tested this, I think the issue might be that one of the many checks when pledging allegiance fails without returning an error message

  In particular, retail had a check where the vassal must be within 4 distance of the patron. The server currently sends this error to the client:

              // check distance <= 4.0
              if (Location.DistanceTo(target.Location) > 4.0f)
              {
                  Session.Network.EnqueueSend(new GameEventWeenieError(Session, WeenieError.AllegianceMaxDistanceExceeded));
                  return false;
              }

  However, the client doesn't seem to display this 'allegiance max distance exceeded' message

  I can add some more visible error message for these cases

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1528#issuecomment-472541753
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1528
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjU0MTc1Mw==
created_at: 2019-03-13T18:09:30Z
updated_at: 2019-03-13T18:09:30Z
author_association: COLLABORATOR
body:
  https://github.com/ACEmulator/ACE/pull/1530 is now in the queue

  The client should now display more descriptive error messages if something happens while swearing allegiance

  In addition, one of the more common and questionable cases that you experienced (guessing it was the distance > 4 check) should have the character now automatically walk over to the patron within range

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1533#issuecomment-472632595
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1533
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjYzMjU5NQ==
created_at: 2019-03-13T22:33:57Z
updated_at: 2019-03-13T22:34:47Z
author_association: COLLABORATOR
body:
  Requesting review from @kdmxp256 and @Mag-nus, especially for the spell verification stuff

  HandleActionCastTargetedSpell() and HandleActionCastUntargetedSpell() now call VerifySpell()

  These 2 HandleAction functions are only called from the network code, when the player sends these 2 specific packets, so it should only be validating against rogue player input

  A concern I have is for the performance characteristics of the existing Biota.SpellIsKnown() function:

  return biota.BiotaPropertiesSpellBook.FirstOrDefault(x => x.Spell == spell) != null;

  BiotaPropertiesSpellBook is a standard Collection type, so I'm guessing this will not be doing any indexing, and will be o(n) instead of o(1)? Should these be cached somewhere?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1533#issuecomment-472664714
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1533
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjY2NDcxNA==
created_at: 2019-03-14T01:06:58Z
updated_at: 2019-03-14T01:06:58Z
author_association: MEMBER
body:
  You are correct that this will be an o(n) lookup.

  I think this is fine to merge for now. In the future we can add one of the following and pass it to all the BiotaExtensions that interface with BiotaPropertiesSpellBook:
  HashSet<int> SpellCache
  HashSet<int, BiotaPropertiesSpellBook> SpellCache

  We implement a very similar pattern for the property dictionaries.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1535#issuecomment-472702783
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1535
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjcwMjc4Mw==
created_at: 2019-03-14T04:46:30Z
updated_at: 2019-03-14T04:46:30Z
author_association: NONE
body:
  So apparently I am wrong and the pyreals did vanish at end of retail. However, the death message should only list the pyreals once. Should display half the number of total pyreals, not half of each stack. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1535#issuecomment-472719502
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1535
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjcxOTUwMg==
created_at: 2019-03-14T06:21:49Z
updated_at: 2019-03-14T06:21:49Z
author_association: COLLABORATOR
body:
  Some notes:

  - The max size for a pyreal stack is 25k, so tested with 3x stacks of 10k pyreals each, instead of the 100k pyreal stacks in the original issue

  - The exact message printed by this scenario was: You've lost 10,000 Pyreals, 5,000 Pyreals, your Leather Boots, your Pants, and your Jerkin!

  So not exactly splitting each of the 3x 10k stacks in half, but this is the way the SpendCurrency() function works... it sorts all of the Pyreal stacks in order from smallest to largest, and then starts consuming the amount of coins

  The death message has been consolidated, so the total amount of pyreals dropped is listed, instead of each of the individual stacks that were consumed from.

  After much discussion about whether or not pyreals were destroyed on death, or dropped on the corpse (with people certain it seemed to work both ways), it was learned that pyreals originally dropped on death, but at some point during retail, this was changed to destroyed.

  The server defaults to end of retail settings (destroyed on death), but a new config option has been added, if the server admin wishes to run with coins dropped on player corpses, similar to the earlier days

  To enable this setting: /modifybool corpse_destroy_pyreals false

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1534#issuecomment-472720790
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1534
node_id: MDEyOklzc3VlQ29tbWVudDQ3MjcyMDc5MA==
created_at: 2019-03-14T06:27:44Z
updated_at: 2019-03-14T06:28:13Z
author_association: COLLABORATOR
body:
  verified message from retail:

  'You give &lt;target&gt; &lt;stack size&gt; &lt;item&gt;(s).'

  (with stack size and pluralized omitted for 1)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1546#issuecomment-473713549
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1546
node_id: MDEyOklzc3VlQ29tbWVudDQ3MzcxMzU0OQ==
created_at: 2019-03-17T20:51:50Z
updated_at: 2019-03-17T20:51:50Z
author_association: COLLABORATOR
body:
  I've tried every possible scenario for this, and Strength/Burden/Weakness debuff appears to be working correctly

  - Glenden Wood jails doesn't appear to be a dungeon in the game (North Glenden prison?)
  - If it was North Glenden prison, that dungeon is current spawning the player into a black screen, so I'm not sure how this dungeon could be it.
  - The weakness spell correctly reduces the player's Strength, and any attribute cannot fall below 10.
  - Nothing is setting the burden to 0. Weakness decreases strength, and burden / carrying capacity is based on strength, so weakness spell will increase burden, not set it to 0. The maximum burden is 300%
  - "Player should still be able to pickup item if under max burden." The current burden of the player before picking up the item shouldn't matter. If picking up an item would put the player over 300%, then the player will not be allowed to pick that item up.

  If there are any bugs related to this, clear and repeatable repro steps need to be provided. From what is listed above, everything is working correctly.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1546#issuecomment-475124752
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1546
node_id: MDEyOklzc3VlQ29tbWVudDQ3NTEyNDc1Mg==
created_at: 2019-03-21T06:30:01Z
updated_at: 2019-03-21T06:30:01Z
author_association: COLLABORATOR
body:
  we have had another sighting of this bug (burden 0% in client display, player unable to pick anything up until relog) although this time, there was never any Weakness spells cast

  still trying to figure out consistent repro steps related to this bug. as much info as possible, what the strength says in the character panel, any events that happened beforehand, or most of all any pcaps from having https://github.com/tfarley/aclog/releases installed would be of great help

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1582#issuecomment-477752522
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1582
node_id: MDEyOklzc3VlQ29tbWVudDQ3Nzc1MjUyMg==
created_at: 2019-03-28T20:10:11Z
updated_at: 2019-03-28T20:17:55Z
author_association: NONE
body:
  The Close functionality was moved to Chest.CheckUseRequirements() from ActOnUse, in PR#1570.  House Storage class has its own CheckUseRequirements() override which does not have this same Close() call.  Storage()  uses Chest.ActOnUse for its actions, which now doesn't include the if(IsOpen) check and associated Close() action if true, anymore.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1588#issuecomment-477863893
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1588
node_id: MDEyOklzc3VlQ29tbWVudDQ3Nzg2Mzg5Mw==
created_at: 2019-03-29T04:35:31Z
updated_at: 2019-03-29T04:36:13Z
author_association: NONE
body:
  For testing purposes, ensure your dev character is immune to damage or has the /attackable off state active, as this Golem hits very hard.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1607#issuecomment-478316844
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1607
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODMxNjg0NA==
created_at: 2019-03-31T06:49:43Z
updated_at: 2019-03-31T06:53:46Z
author_association: NONE
body:
  Im confused, I thought it was Asheron's Benediction that gave 10% increase to Health and not Asheron's Lesser Benediction or are they the same thing, and one was a reward for Pre-Ordering the game and one was given later IN-Game? Never Mind I found my answer They are the same but one was Pre-Order ToD (Asheron's Benediction) and one was available later in game (Asheron's Lesser Benediction).

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1607#issuecomment-478329963
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1607
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODMyOTk2Mw==
created_at: 2019-03-31T10:35:48Z
updated_at: 2019-03-31T10:35:48Z
author_association: COLLABORATOR
body:
  @Warloxx01 

  The spells cast by Asheron's Benediction and Asheron's Lesser Benediction basically have the same effect, a +10% health increase

  Asheron's Benediction was originally added as a pre-order bonus, and then later they added the Lesser version for everyone else

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1615#issuecomment-478333696
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1615
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODMzMzY5Ng==
created_at: 2019-03-31T11:34:37Z
updated_at: 2019-03-31T11:38:00Z
author_association: NONE
body:
  I applied this update and all went well till I went into combat in Metos (First try at combat after application of update) I noticed that I was not hitting anything and when I looked at the server window I saw this...
  [Error.txt](https://github.com/ACEmulator/ACE/files/3026521/Error.txt)
   Im relatively certain I applied this corretley. It appears the spell hits the target the first time then never hit the target again.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1615#issuecomment-478335324
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1615
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODMzNTMyNA==
created_at: 2019-03-31T11:58:53Z
updated_at: 2019-03-31T11:58:53Z
author_association: COLLABORATOR
body:
  @Warloxx01 

  The bug you are seeing unfortunately snuck into https://github.com/ACEmulator/ACE/pull/1611

  The fix has been posted in https://github.com/ACEmulator/ACE/pull/1616

  Thanks for helping to test everything!

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1546#issuecomment-478335938
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1546
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODMzNTkzOA==
created_at: 2019-03-31T12:06:58Z
updated_at: 2019-03-31T12:06:58Z
author_association: COLLABORATOR
body:
  Just adding some more possible info for this bug:

  It might be related to the main container being full - another player has reported it happening in that case, and then once it happens, new items picked up do not go to the side containers properly

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1546#issuecomment-478337381
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1546
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODMzNzM4MQ==
created_at: 2019-03-31T12:27:56Z
updated_at: 2019-03-31T12:27:56Z
author_association: NONE
body:
  Was trying to figure out easily reproducible steps yesterday. Nothing concrete yet, but it seems to happen more often when using the mouse to pick up drops vs single click and "r". Often i would click too fast resulting is a triple or quad click. Other things that may be worth noting. Pack is open on side panel, almost always ID items before looting. Many times I will id other items in loot while picking up the first one. 

  Fresh build as of 2019/03/29. I did not notice the main pack issue and it seemed roll over to side packs w/o issue. I will pay more attention to this today.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1546#issuecomment-478369241
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1546
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODM2OTI0MQ==
created_at: 2019-03-31T18:56:38Z
updated_at: 2019-03-31T18:56:38Z
author_association: NONE
body:
  confirmed repeatable, twice so far. This issue may be caused by vtank moving Coalesed Mana from main pack to stack with items in smaller bag (starter sack in lowest slot). Will try to get it to happen again with packet capture on.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1515#issuecomment-478821801
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1515
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODgyMTgwMQ==
created_at: 2019-04-02T02:42:55Z
updated_at: 2019-04-02T02:42:55Z
author_association: COLLABORATOR
body:
  Closed because this has been separated into core support and its own plugin repository, or at least its own project within a plugin repository.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1632#issuecomment-478916827
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1632
node_id: MDEyOklzc3VlQ29tbWVudDQ3ODkxNjgyNw==
created_at: 2019-04-02T09:26:38Z
updated_at: 2019-04-02T09:27:03Z
author_association: NONE
body:
  Even if the quests to activate the slots are not available, both Janier al-Evv that sells Aetheria Desiccant and Cypher that exchanges stacks of Aetheria powder for MMD notes or Mana Forge keys are present in Xarbydun.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1639#issuecomment-479882021
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1639
node_id: MDEyOklzc3VlQ29tbWVudDQ3OTg4MjAyMQ==
created_at: 2019-04-04T12:45:37Z
updated_at: 2019-04-04T12:45:37Z
author_association: MEMBER
body:
  PropertyBool.IsSellable for the item is set to false, not null, so this poses a problem. Will need to investigate

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479886587
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1642
node_id: MDEyOklzc3VlQ29tbWVudDQ3OTg4NjU4Nw==
created_at: 2019-04-04T12:59:22Z
updated_at: 2019-04-04T13:03:57Z
author_association: COLLABORATOR
body:
  `ACE.Plugin.Web` and `ACE.Plugin.API` will have [support for websockets](https://github.com/NancyFx/Nancy/wiki/WebSockets-in-Nancy-using-OWIN) as per the "high perf/throughput data" [requirement](https://github.com/ACEmulator/ACE/issues/718#issuecomment-399276239), and this would be an ideal use with it.    I haven't yet had the chance to review this, but just in case I'm asking that this also be "plugin-aware" so that the output can be funneled into another process, by use of event, action, etc.  Please make its consumption generalized enough so that it can be used outside of the normal console+in game chat methods.  This request is semi-related to [the need for this generalization of the /serverstatus admin command and generalization of (formerly console only) command manager](https://github.com/ACEmulator/ACE/pull/1629/files) so that plugins can also use them.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479888196
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1642
node_id: MDEyOklzc3VlQ29tbWVudDQ3OTg4ODE5Ng==
created_at: 2019-04-04T13:04:02Z
updated_at: 2019-04-04T13:04:02Z
author_association: MEMBER
body:
  fartwhif, It is written in a way that will allow plugin consumption.

  ServerPerformanceMonitor is a public static class.
  It exposes simple functions to Start/Stop/Reset.
  It exposes a public ToString()
  It also exposes public ways to get specific monitors.

  I don't know how the plugins interact with the system yet, but, if they can access any of the static manager classes easily, then they will be able to control and get data from this resource.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479889257
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1642
node_id: MDEyOklzc3VlQ29tbWVudDQ3OTg4OTI1Nw==
created_at: 2019-04-04T13:07:19Z
updated_at: 2019-04-04T13:07:48Z
author_association: COLLABORATOR
body:
  Nice, that's good to hear.  Is there any way to have some kind of "streaming" mode, so that whenever the state changes that the new data, or the whole object, is then sent to all event subscribers?  `OnChange?.Invoke(this);`

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1639#issuecomment-479889787
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1639
node_id: MDEyOklzc3VlQ29tbWVudDQ3OTg4OTc4Nw==
created_at: 2019-04-04T13:08:50Z
updated_at: 2019-04-04T13:08:50Z
author_association: MEMBER
body:
  Per Scribble, pcaps indicate these were not sellable in retail. Looks like we need to fix the error message then.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1642#issuecomment-479890187
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1642
node_id: MDEyOklzc3VlQ29tbWVudDQ3OTg5MDE4Nw==
created_at: 2019-04-04T13:10:01Z
updated_at: 2019-04-04T13:10:01Z
author_association: MEMBER
body:
  That woudldn't work for an object like this. The overhead would be immense.

  This manager can be called tends of thousands of times a second. It's written in a very basic way to maximize performance at the expense of a little readability.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1241#issuecomment-480420382
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1241
node_id: MDEyOklzc3VlQ29tbWVudDQ4MDQyMDM4Mg==
created_at: 2019-04-05T21:00:00Z
updated_at: 2019-04-05T21:00:00Z
author_association: NONE
body:
  Adding this for more information

  https://imgur.com/a/hHA7zWd

  VTank] --------------Object dump--------------
  [VTank] [Meta] Create count: 1
  [VTank] [Meta] Create time: 4/5/2019 4:54 PM
  [VTank] [Meta] Has identify data: True
  [VTank] [Meta] Last ID time: 4/5/2019 4:54 PM
  [VTank] [Meta] Worldfilter valid: True
  [VTank] [Meta] Client valid: True
  [VTank] [Meta] Apparent slot: 1
  [VTank] ID: 80007CA7 (-2147451737)
  [VTank] ObjectClass: WandStaffOrb
  [VTank] [Memloc] Local Position: [0x0, X=0, Y=0, Z=0]
  [VTank] (S) Name: Orb
  [VTank] (S) FullDescription: Orb
  [VTank] (B) 22: True
  [VTank] (I) CreateFlags1: -1859567464
  [VTank] (I) Type: 2366
  [VTank] (I) Icon: 5426
  [VTank] (I) Category: 32768
  [VTank] (I) Behavior: 18
  [VTank] (I) Value: 434
  [VTank] (I) ItemUsabilityFlags: 1
  [VTank] (I) UsageMask: 16
  [VTank] (I) IconOutline: 1
  [VTank] (I) Container: -2147451741
  [VTank] (I) EquipableSlots: 16777216 (wand)
  [VTank] (I) Burden: 50
  [VTank] (I) HookMask: 2
  [VTank] (I) Material: 60
  [VTank] (I) PhysicsDataFlags: 137345
  [VTank] (I) 169: 67242245
  [VTank] (I) DateOfBirth: 1554497668
  [VTank] (I) Workmanship: 2
  [VTank] (I) GemSettingQty: 2
  [VTank] (I) GemSettingType: 30
  [VTank] (I) LoreRequirement: 13
  [VTank] (I) MaximumMana: 1131
  [VTank] (I) CurrentMana: 1131
  [VTank] (I) DescriptionFormat: 7
  [VTank] (I) Spellcraft: 9
  [VTank] (D) SalvageWorkmanship: 2
  [VTank] (D) MeleeDefenseBonus: 1
  [VTank] (D) 39: 0.6
  [VTank] (D) ManaRateOfChange: -0.0454545454545455
  [VTank] Palette Entry 0: ID 0x000BEF, Ex Color: 000000, 0/0

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1654#issuecomment-480525929
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1654
node_id: MDEyOklzc3VlQ29tbWVudDQ4MDUyNTkyOQ==
created_at: 2019-04-06T18:17:38Z
updated_at: 2019-04-06T18:17:38Z
author_association: CONTRIBUTOR
body:
  Just a suggestion... I would think it would be good to track how many second attempts are required and report on them using the same server performance commands you developed earlier. I think it would be useful for a server admin to know how many retries are occurring as it could be indicative of a problem they may want to investigate and resolve.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1654#issuecomment-480528512
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1654
node_id: MDEyOklzc3VlQ29tbWVudDQ4MDUyODUxMg==
created_at: 2019-04-06T18:51:28Z
updated_at: 2019-04-06T18:51:28Z
author_association: MEMBER
body:
  Good idea.

  After this PR gets merged, I'll change /databasequeueinfo to /databaseperformance to report more information as well.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1657#issuecomment-480593148
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1657
node_id: MDEyOklzc3VlQ29tbWVudDQ4MDU5MzE0OA==
created_at: 2019-04-07T14:02:15Z
updated_at: 2019-04-07T14:02:15Z
author_association: MEMBER
body:
  This needs some more feedback and play testing.

  This simple PR as it is can reduce the CPU demand by 50% or more depending on the usage scenario.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1662#issuecomment-480867322
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1662
node_id: MDEyOklzc3VlQ29tbWVudDQ4MDg2NzMyMg==
created_at: 2019-04-08T14:56:22Z
updated_at: 2019-04-11T03:13:51Z
author_association: COLLABORATOR
body:
  Merge is contingent upon whether or not it ends up fixing the ["Network issues causing intermittent client drops"](https://trello.com/c/ZyMYSaAw) issue.  If it doesn't then close this without merge.  If it doesn't then the session collections can probably be ruled out as the cause.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1653#issuecomment-480957678
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1653
node_id: MDEyOklzc3VlQ29tbWVudDQ4MDk1NzY3OA==
created_at: 2019-04-08T18:48:27Z
updated_at: 2019-04-08T18:48:27Z
author_association: COLLABORATOR
body:
  These items are so well related.  What part of it should be separate?

  Also, the added complexity paves the road for more intricate scenarios like the graceful boot operation that @gmriggs and I figured out the other day.  There's a conversation server and client are supposed to have after the AccountBoot message is sent.  search the PCAPS for the operation code F7DC to find relevant retail activity

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1696#issuecomment-481826203
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1696
node_id: MDEyOklzc3VlQ29tbWVudDQ4MTgyNjIwMw==
created_at: 2019-04-10T19:17:19Z
updated_at: 2019-04-10T19:18:00Z
author_association: COLLABORATOR
body:
  For servers it is especially important to be running full copies of the cell.dat and portal.dat

  The full versions can be found here:

  https://www.gdleac.com/get-started/ on the 'Installing' tab, by clicking the 'Download Update' button

  For reference, the filesizes should be similar to this:

  348,127,232 client_cell_1.dat
  133,169,152 client_highres.dat
      1,048,576 client_local_English.dat
  926,941,184 client_portal.dat

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1696#issuecomment-481835749
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1696
node_id: MDEyOklzc3VlQ29tbWVudDQ4MTgzNTc0OQ==
created_at: 2019-04-10T19:46:42Z
updated_at: 2019-04-10T19:46:42Z
author_association: NONE
body:
  I am still getting after re downloading all the files
  2019-04-10 12:43:26,589 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CE41FFFE in Cell
  2019-04-10 12:43:26,636 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CF41FFFE in Cell
  2019-04-10 12:43:26,640 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CD42FFFE in Cell
  2019-04-10 12:43:26,641 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CF42FFFE in Cell
  2019-04-10 12:43:26,654 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CF40FFFE in Cell
  2019-04-10 12:43:37,003 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CC42FFFE in Cell
  2019-04-10 12:43:37,004 [World Manager] DEBUG (ACE.DatLoader.DatDatabase) Unable to find object_id CC40FFFE in Cell
  2019-04-10 12:44:05,977 [61] DEBUG (ACE.Server.Managers.WorldManager) Login Request from 24.119.181.82:61275
  2019-04-10 12:44:05,977 [61] DEBUG (ACE.Server.Managers.WorldManager) Creating new session for 24.119.181.82:61275 with id 2
  2019-04-10 12:44:05,988 [69] DEBUG (ACE.Server.Network.Handlers.AuthenticationHandler) new client connected: acservertracker:jj9h26hcsggc. setting session properties
  2019-04-10 12:44:05,990 [World Manager] DEBUG (ACE.Server.Managers.WorldManager) Removing session for 24.119.181.82:61275 with id 2
  2019-04-10 12:44:44,533 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441
  2019-04-10 12:45:04,576 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441
  2019-04-10 12:45:24,691 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441
  2019-04-10 12:45:44,741 [World Manager] DEBUG (ACE.Server.WorldObjects.Player) HandleActionForceObjDescSend() - couldn't find object 80000441

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1696#issuecomment-481946884
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1696
node_id: MDEyOklzc3VlQ29tbWVudDQ4MTk0Njg4NA==
created_at: 2019-04-11T03:03:26Z
updated_at: 2019-04-11T03:03:26Z
author_association: COLLABORATOR
body:
  ok i will have to check this out w/ debug logging enabled

  not every landblock has a LandblockInfo record (0xFFFE), but ace doesn't know if this record exists for a landblock until it tries to read it... so if it doesn't exist, it might be showing that debug message

  in general, the log messages have a lot of spam atm... we are working over the next month or two to do a lot of cleanup on these log messages

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1723#issuecomment-482858637
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1723
node_id: MDEyOklzc3VlQ29tbWVudDQ4Mjg1ODYzNw==
created_at: 2019-04-13T18:25:01Z
updated_at: 2019-04-13T18:25:01Z
author_association: COLLABORATOR
body:
  I think this is how it was in retail too? Maybe someone can confirm..

  I agree this would be a nice (possibly optional) convenience feature though

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1725#issuecomment-482895555
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1725
node_id: MDEyOklzc3VlQ29tbWVudDQ4Mjg5NTU1NQ==
created_at: 2019-04-13T22:41:19Z
updated_at: 2019-04-13T22:41:19Z
author_association: COLLABORATOR
body:
  closing this,  could have sworn they were letting themselves out the other day when i was trying to run through that dungeon...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1731#issuecomment-483241343
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1731
node_id: MDEyOklzc3VlQ29tbWVudDQ4MzI0MTM0Mw==
created_at: 2019-04-15T13:00:03Z
updated_at: 2019-04-15T13:00:03Z
author_association: MEMBER
body:
  There's already a function you can use to see if a container (Player) has free inventory slots

  Container.GetFreeInventorySlots(bool includeSidePacks)

  The CanAddToInventory function can simply be replaced with calls to 
  HasEnoughBurdenToAddToInventory(item) && GetFreeInventorySlots() > 0

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1723#issuecomment-483650100
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1723
node_id: MDEyOklzc3VlQ29tbWVudDQ4MzY1MDEwMA==
created_at: 2019-04-16T13:03:25Z
updated_at: 2019-04-16T13:03:25Z
author_association: NONE
body:
  I could be wrong on the purchase of the housing. Im still looking into it. but Im sure that it gave back change (pyreal) if you over paid. I know for sure that paying Maintenance it diffidently gave back change. I paid the Maintenance fees for 3 cottages in Lillyglen and I would drop 2 stacks of pyreal on it and it asked me if I wanted to pay the fee for someone else's cottage and I would say yes and it would leave a stack of 20k in my pack and so on till I was at 10k in the one stack. 25k + 25k - 30k = 20k and so on.  

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1723#issuecomment-483651666
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1723
node_id: MDEyOklzc3VlQ29tbWVudDQ4MzY1MTY2Ng==
created_at: 2019-04-16T13:07:41Z
updated_at: 2019-04-16T13:11:09Z
author_association: NONE
body:
  LOL just found this : https://asheron.fandom.com/wiki/Housing

  I made bold the needed phrase.

  Purchasing a House

  Each house in Asheron's Call has a purchase price that is made up of Pyreals, Trophies and one or more Writs of Refuge. In addition, each house also requires upkeep on a monthly basis (with the exception of Residential Quarters, which require upkeep every 3 months). One thing to make note of: If you own a cottage, villa or mansion, and you abandon it, you may not purchase another facility for 30 days.

  Note: A list of the required trophies can be found on each individual house page.
  Writs of Refuge

  A new form of currency was introduced to Asheron's Call for the purpose of purchasing and maintaining houses. The Writ of Refuge is an item granted by members of the Zaikhal Arcanum for performing certain tasks or retrieving and returning certain trophy items to them. These tasks are geared roughly toward the level of the purchaser of the home at each level.

  Arcanum Agents can be found in most cities and towns. Stop in and talk to one and he or she will tell you what items can be traded for writs. It is also possible to obtain writs through certain quests.
  The Covenant Crystal

  Covenant Crystals appear wherever there is a home. It is used to purchase and pay maintenance on the home. They link the character to the home and display the name of the homeowner once the dwelling has been purchased.

  The covenant crystal accepts either pyreals or **exact trade notes**. For example, if purchasing a Villa you can use 2,000,000 pyreals or 8 MMD Notes.

  After purchase of a dwelling, the first period's rent/maintenance is due, which is also paid at the covenant crystal. The next due date can be found on the Housing tab of the Map panel. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1723#issuecomment-483666947
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1723
node_id: MDEyOklzc3VlQ29tbWVudDQ4MzY2Njk0Nw==
created_at: 2019-04-16T13:48:52Z
updated_at: 2019-04-16T13:48:52Z
author_association: COLLABORATOR
body:
  ah ok that might make sense, i think i read somewhere that it did not refund trade note overages, but that makes sense if it did refund overages for other items

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1749#issuecomment-484081524
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1749
node_id: MDEyOklzc3VlQ29tbWVudDQ4NDA4MTUyNA==
created_at: 2019-04-17T13:13:41Z
updated_at: 2019-04-17T13:13:41Z
author_association: MEMBER
body:
  Without this (in current master), entering town network ends up loading ~47 physics landblocks without their world landblock counterparts.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1751#issuecomment-484759294
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1751
node_id: MDEyOklzc3VlQ29tbWVudDQ4NDc1OTI5NA==
created_at: 2019-04-19T03:50:36Z
updated_at: 2019-04-19T03:51:08Z
author_association: COLLABORATOR
body:
  we saw a monster with 136 radius try to spawn on CE, which caused a crash for min being > max, so this part needs investigated more

  the classic tremendous monouga example: if one tries to spawn on the edge of a landblock, should it really be pushed all the way to the middle?

  in that case, if the data says a tremendous monouga should spawn on the edge, it seems like loading the neighboring landblock would have to naturally be done in that case

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1768#issuecomment-485124866
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1768
node_id: MDEyOklzc3VlQ29tbWVudDQ4NTEyNDg2Ng==
created_at: 2019-04-20T13:58:21Z
updated_at: 2019-04-20T13:58:21Z
author_association: MEMBER
body:
  I've switched the TryPrune() call to the creatures heartbeat. This should about the same performance, but be better at releasing stale data.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485771781
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1785
node_id: MDEyOklzc3VlQ29tbWVudDQ4NTc3MTc4MQ==
created_at: 2019-04-23T11:56:37Z
updated_at: 2019-04-23T11:56:37Z
author_association: MEMBER
body:
  Can you please describe to us what this PR accomplishes?
  What does it fix/resolve?
  What does it improve?
  Does it help you with further architecture plans? If so, how?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485782183
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1785
node_id: MDEyOklzc3VlQ29tbWVudDQ4NTc4MjE4Mw==
created_at: 2019-04-23T12:30:17Z
updated_at: 2019-04-23T12:36:05Z
author_association: COLLABORATOR
body:
  > 
  > 
  > I mentioned this in DM's, but you can make it a lot easier for us to review this PR by creating a dummy Session.Network object that simply relays EnqueueSend down to the base session.
  > 
  > It would leave the vast majority of these files unchanged so we can review the actual changes more clearly.
  > 
  > Then, after the architecture change is approved and merged, the wrapper class can be removed.

  I'll see if it can't revert the reduction and do it right. Good call!

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485838415
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1785
node_id: MDEyOklzc3VlQ29tbWVudDQ4NTgzODQxNQ==
created_at: 2019-04-23T14:54:34Z
updated_at: 2019-04-23T14:54:34Z
author_association: MEMBER
body:
  I'm starting to go over your checklist, thank you for providing that.

  The first thing I notice is the combination of Session and NetworkSession. I was aware that you had done this, which is why I suggested the wrapper, but I was curious as to why.

  The reason for combining class does not apply here. Session and NetworkSession should be kept functionally separate.

  NetworkSession is designed to handle low level packet work. This includes:
  - Packet processing
  - Packet transmission

  Session is designed to handle higher level session management. This includes:
  - Dispatching received packets (through to NetworkSession)
  - Processing packet transmit requests (through to NetworkSession)
  - Managing server/client/world states
  - Managing the session:player relationship

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1785#issuecomment-485898630
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1785
node_id: MDEyOklzc3VlQ29tbWVudDQ4NTg5ODYzMA==
created_at: 2019-04-23T17:27:37Z
updated_at: 2019-04-23T17:42:50Z
author_association: COLLABORATOR
body:
  > 
  > 
  > I'm starting to go over your checklist, thank you for providing that.
  > 
  > The first thing I notice is the combination of Session and NetworkSession. I was aware that you had done this, which is why I suggested the wrapper, but I was curious as to why.
  > 
  > The reason for combining class does not apply here. Session and NetworkSession should be kept functionally separate.
  > 
  > NetworkSession is designed to handle low level packet work. This includes:
  > 
  >     * Packet processing
  > 
  >     * Packet transmission
  > 
  > 
  > Session is designed to handle higher level session management. This includes:
  > 
  >     * Dispatching received packets (through to NetworkSession)
  > 
  >     * Processing packet transmit requests (through to NetworkSession)
  > 
  >     * Managing server/client/world states
  > 
  >     * Managing the session:player relationship

  i'll revert that reduction,

  there's one piece around all that, Network Management, manages the session collection, does session discrimination, and does low level network I/O, not sure how much that deviates from "the pattern".  

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1792#issuecomment-487030321
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1792
node_id: MDEyOklzc3VlQ29tbWVudDQ4NzAzMDMyMQ==
created_at: 2019-04-26T11:52:43Z
updated_at: 2019-04-26T11:52:43Z
author_association: MEMBER
body:
  Here is the documentation for .NET Core 2.2:
  https://docs.microsoft.com/en-us/dotnet/api/system.net.sockets.socket.beginreceivefrom?view=netcore-2.2

  After reading the documentation, It seems that both current master and this PR implement the system correctly. That might suggest that the underlying issue is present in both implementations, just occurs less in this PR's implementation.

  Can you please share your test code so I can run some tests as well?

  Thanks.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1726#issuecomment-487201516
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1726
node_id: MDEyOklzc3VlQ29tbWVudDQ4NzIwMTUxNg==
created_at: 2019-04-26T21:07:01Z
updated_at: 2019-04-26T21:07:01Z
author_association: MEMBER
body:
  I believe this PR is no longer needed.

  The issue that this PR was trying to address is resolved in Master as a result of another PR, and testing on CE has confirmed stability.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1833#issuecomment-488038129
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1833
node_id: MDEyOklzc3VlQ29tbWVudDQ4ODAzODEyOQ==
created_at: 2019-04-30T17:17:01Z
updated_at: 2019-04-30T17:17:01Z
author_association: MEMBER
body:
  Note, for developers, the following SDK will need to be installed:
  .NET Core 2.2 (x64 SDK v2.2.106) for Visual Studio 2017 SDK

  Which can be obtained here:
  https://dotnet.microsoft.com/download/visual-studio-sdks

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490240333
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1864
node_id: MDEyOklzc3VlQ29tbWVudDQ5MDI0MDMzMw==
created_at: 2019-05-07T20:20:27Z
updated_at: 2019-05-07T20:20:27Z
author_association: NONE
body:
  If each armor piece has the same potential spells and/or cantrips, then those separate arrays should be compressed down to fewer.  Jewelry obviously needs to have its own, as those items don't have impen/banes.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490244973
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1864
node_id: MDEyOklzc3VlQ29tbWVudDQ5MDI0NDk3Mw==
created_at: 2019-05-07T20:34:51Z
updated_at: 2019-05-07T20:36:14Z
author_association: NONE
body:
  On the right track.  ClothingCantrips looks to me to be much the same, also.  I imagine that the normal spells are also in similar need of compression and standardization.  Lastly, if those spell arrays are being condensed down to single arrays, the better option would be to remove the switch statements in LootGenerationFactory_Clothing.cs in favor of spells = LootTables.ArmorSpells and cantrips = LootTables.ArmorCantrips, rather than assigning the actual array to the others that are now unneeded.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491664262
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1891
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTY2NDI2Mg==
created_at: 2019-05-13T03:30:55Z
updated_at: 2019-05-13T03:30:55Z
author_association: COLLABORATOR
body:
  1876 needs further review, specifically the cantrip drop rate changes

  the refactoring parts of 1876 should be good, is there any way the refactoring parts can be a separate pr from the drop rates?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491684289
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1891
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTY4NDI4OQ==
created_at: 2019-05-13T05:48:36Z
updated_at: 2019-05-13T05:48:57Z
author_association: NONE
body:
  The drop rates that were in the code beforehand only allowed the locust players to have a chance at attaining minimal cantrip items.  I was told that they were definitely not correct.  I tested my changes quite a bit and the output felt decent to me.  I disapprove of reverting the code.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491843764
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1855
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTg0Mzc2NA==
created_at: 2019-05-13T14:23:12Z
updated_at: 2019-05-13T14:23:12Z
author_association: NONE
body:
  I have been playing around with this and found it to work as it should. I only have had 1 issue and i can not say it was this addition that caused it. A secondary character on the main account ( not the actual cottage owner) recalled back to the cottage and landed in complete darkness. Iwas unable to correct this, I had to restart the server to correct the issue. Im not sure if this was a result of this update (maybe read the landing coords wrong?) or what but out of maybe 60 or 70 recalls from different locations in Dereth with that character that was the only issue I had and it only happened once.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491900806
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1855
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTkwMDgwNg==
created_at: 2019-05-13T16:49:44Z
updated_at: 2019-05-13T16:49:44Z
author_association: NONE
body:
  @gmriggs Sure, I can give you the loc no problem, but im not sure I can repo the Black screen, as I said it only happened once. out of quit a few recalls. I can get the loc though no problem.

  Home owner recall /loc
  Your location is: 0xA6CB0036 [150.270996 129.328995 54.005001] 0.999852 0.000000 0.000000 0.017215

  Secondary character recall /loc
  Your location is: 0xA6CB0036 [150.270996 129.328995 54.005001] 0.999852 0.000000 0.000000 0.017215


  They appear to be identical. Like I said it may not have been an issue with this update.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491902159
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1855
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTkwMjE1OQ==
created_at: 2019-05-13T16:53:34Z
updated_at: 2019-05-13T17:03:55Z
author_association: NONE
body:
  I do have one question, were the other characters on the same account that the house owner is on able to turn the house hooks on/off I can't seem to remember?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491905019
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1855
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTkwNTAxOQ==
created_at: 2019-05-13T17:01:53Z
updated_at: 2019-05-13T17:01:53Z
author_association: NONE
body:
  Found my answer...
  https://asheron.fandom.com/wiki/Housing_FAQ


  Storage for other characters

  Q. What do my other characters do for storage?
  A. All characters on the account share the house and can access its storage space, hooks and all housing commands (except @house abandon and commands to change allegiance permissions). 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1855#issuecomment-491905374
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1855
node_id: MDEyOklzc3VlQ29tbWVudDQ5MTkwNTM3NA==
created_at: 2019-05-13T17:02:55Z
updated_at: 2019-05-13T17:02:55Z
author_association: NONE
body:
  My other character can't turn on or off the hooks, and I have not tried ANY of the other commands so far.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494213315
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1806
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDIxMzMxNQ==
created_at: 2019-05-21T02:14:30Z
updated_at: 2019-05-21T02:25:47Z
author_association: NONE
body:
  For Wrath of the Puppeteer spell, "|| spellID == 2998" needs to be added to the Volley else if branch in SpellProjectile.GetProjectileSpellType(), as it is a bolt/volley hybrid spell.  Three projectiles are fired but in succession, rather than as a group together, so that effect needs to be accounted for in code.

  SpellIDs 1832 through 1838, which Avalanche is a part of, are spell projectile rain spells that are unique to other War Magic projectile spells, with nine or 12 projectiles that slam down from above the target in an area, and should only be usable outdoors.  Those spell lines are a little wonky, as their spell.Power exceeds their item casters ItemSpellcrafts, so that probably needs to be accounted for, also.

  Paralyzing Fear spell on Virindi Implant also exceeds the ItemSpellcraft of the caster item.

  I imagine that ItemSpellcraft should probably only be used for resist checks and not for if an item has the "skill" to cast its spell.  Setting magicSkill = 999, at line 334 in Player_Magic.cs, ensures that a caster item can successfully cast its own spells.

  Lastly, the two WarMagic() overloads are probably sending an extra GameEventUseDone(), in the case of "spell not implemented, yet", as the cursor goes into perma-hourglass. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494237719
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1806
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDIzNzcxOQ==
created_at: 2019-05-21T04:47:02Z
updated_at: 2019-05-21T04:47:02Z
author_association: COLLABORATOR
body:
  "Those spell lines are a little wonky, as their spell.Power exceeds their item casters ItemSpellcrafts, so that probably needs to be accounted for, also."

  i think we saw issues with this for other built-in spells before... even if the ItemSpellcraft was above the spell.Power, it would still sometimes fizzle. The built-in spell code was changed because of this awhile ago, so that built-in spells never fizzle.

  The ItemSpellcraft ends up being the 'difficulty' the spell was cast with, ie. if I use a built-in spell on an item with ItemSpellcraft 250, when the target tries to resist, it would be resisting against skill level 250 there

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494238752
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1806
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDIzODc1Mg==
created_at: 2019-05-21T04:53:12Z
updated_at: 2019-05-21T04:53:49Z
author_association: NONE
body:
  The Avalanche spell (really all of these rain spells) has a spell.Power of 320, but the item, as you mentioned, has a built-in skill of 250. Even with the -50 discount on spell.Power for difficulty calculation, it still ends up being greater than the item's skill level, so the spell automatically fails, and then fizzles.  Currently, the line "if (isWeaponSpell && caster.ItemSpellcraft != null) magicSkill = caster.ItemSpellcraft;" is causing the instant spell cast failure for the item's spell.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494239854
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1806
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDIzOTg1NA==
created_at: 2019-05-21T04:59:32Z
updated_at: 2019-05-21T04:59:32Z
author_association: NONE
body:
  There isn't a lot of information to go on for these spells.  For the Wrath of the Puppeteer, the spell has multiple projectiles but doesn't have a DimsOrigin.X > 1, so SpellProjectile.GetProjectileSpellType() was assigning it a Bolt type.  However, in WarMagic(WorldObject target, Spell spell), the check didn't match any of the current criteria, ie. spell.NumProjectiles == 1 || spellType == SpellProjectile.ProjectileSpellType.Volley || spellType == SpellProjectile.ProjectileSpellType.Blast.  The picture associated with the Puppeteer's Skull weapon shows the three projectiles firing in succession.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494241632
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1806
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDI0MTYzMg==
created_at: 2019-05-21T05:09:51Z
updated_at: 2019-05-21T05:09:51Z
author_association: COLLABORATOR
body:
  Hmm, maybe that section should be changed to this:

  ```
              if (magicSkill > 0 && magicSkill >= (int)difficulty - 50)
              {
                  var chance = 1.0f - SkillCheck.GetMagicSkillChance((int)magicSkill, (int)difficulty);
                  var rng = ThreadSafeRandom.Next(0.0f, 1.0f);
                  if (chance < rng)
                      castingPreCheckStatus = CastingPreCheckStatus.Success;
              }

              if (isWeaponSpell)
                  castingPreCheckStatus = CastingPreCheckStatus.Success;
  ```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1922#issuecomment-494550040
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1922
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDU1MDA0MA==
created_at: 2019-05-21T20:41:07Z
updated_at: 2019-05-21T20:52:11Z
author_association: COLLABORATOR
body:
  I agree in theory that the 'source' of the spell would be the item that cast it

  During initial dev/testing of ItemProc, this switched between item.TryCastSpell and wielder.TryCastSpell a few times. If I remember correctly, there were 1 or 2 bugs with item.TryCastSpell that need to be fixed

  One that I remember is the message that is broadcast to the target. It would say things like 'Sword cast spell on you' or 'Aetheria cast spell on you', which seemed very unclear (not sure how it was in retail). If the proc successfully landed, the wielder also would not receive any messages about it, without additional logic added

  I forget if that was the only thing that needed investigated, but I'm thinking there might also have been something with EnchantmentManager sources

  Anyway yeah this needs further investigated, just saying it's not as simple as changing wielder.TryCastSpell to TryCastSpell here, and to be aware of the other possible bugs that would need to be looked into for that

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1922#issuecomment-494552419
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1922
node_id: MDEyOklzc3VlQ29tbWVudDQ5NDU1MjQxOQ==
created_at: 2019-05-21T20:48:02Z
updated_at: 2019-05-21T20:48:02Z
author_association: COLLABORATOR
body:
  One thing to possibly look out for with item.TryCastSpell / item sources is the enchantment duration

  If an item is the enchantment source, a lot of times the enchantment duration will be set to -1

  I remember adding some special logic to work around this for Aetheria, and if all ItemProcs are casting the spell from item source, this part should be tested thoroughly

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1941#issuecomment-496386693
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1941
node_id: MDEyOklzc3VlQ29tbWVudDQ5NjM4NjY5Mw==
created_at: 2019-05-28T06:47:13Z
updated_at: 2019-05-28T06:47:13Z
author_association: NONE
body:
  Old Chest is present in this dungeon: 0x02DE015A [208.458954 -97.311821 -35.994999] 0.512562 0.000000 0.000000 -0.858650

  ![image](https://user-images.githubusercontent.com/49040547/58456707-bab20c00-80d9-11e9-8aff-34d562afe662.png)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1922#issuecomment-496662382
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1922
node_id: MDEyOklzc3VlQ29tbWVudDQ5NjY2MjM4Mg==
created_at: 2019-05-28T19:48:49Z
updated_at: 2019-05-28T19:48:49Z
author_association: NONE
body:
  Correct source and target routing and messaging will be needed for ProcSpell for the Alchemical Throwing Phials to work correctly that are to be added in content patch https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/132

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1941#issuecomment-497333664
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1941
node_id: MDEyOklzc3VlQ29tbWVudDQ5NzMzMzY2NA==
created_at: 2019-05-30T13:43:00Z
updated_at: 2019-05-30T13:43:47Z
author_association: NONE
body:
  Hi Theran578, thank you very much for looking into it. Unfortunately I don't quite have your luck.

  Got some more info by trying Vsense:
  Vsense detects it near the large room towards the end of the dungeon. I can click the name in Vsense and its name appears in the bottom for a second before it goes away. This is similar to when I select a dye plant on the overworld that is out of range, but in this case it does not have the white indicator showing where the item is. If I press the 'use' key when it is selected this way, my character starts walking forward whichever way they are facing and the message that the chest is locked appears immediately. The character continues walking forward until interrupted. 
  It's like the chest is everywhere and nowhere. 

  I experience this issue with multiple characters on the Coldeve server. 

  ![image](https://user-images.githubusercontent.com/51051520/58636421-8cf2e000-82f0-11e9-88fb-745a7e37a3e3.png)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1948#issuecomment-497390281
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1948
node_id: MDEyOklzc3VlQ29tbWVudDQ5NzM5MDI4MQ==
created_at: 2019-05-30T16:21:57Z
updated_at: 2019-05-30T16:23:00Z
author_association: MEMBER
body:
  Database changes reside in ACE-World-16PY-Patches.

  The script isn't updating the right thing however. You would update [this file](https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/master/Database/Patches/2005-07-ThroneOfDestiny/9%20WeenieDefaults/Creature/Human/42140%20Warden.sql) and change
  ```INSERT INTO `weenie_properties_emote` (`object_Id`, `category`, `probability`, `weenie_Class_Id`, `style`, `substyle`, `quest`, `vendor_Type`, `min_Health`, `max_Health`)
  VALUES (42140,  6 /* Give */,      1, 8363 /* Mace of the Explorer */, NULL, NULL, NULL, NULL, NULL, NULL);```
  to
  ```INSERT INTO `weenie_properties_emote` (`object_Id`, `category`, `probability`, `weenie_Class_Id`, `style`, `substyle`, `quest`, `vendor_Type`, `min_Health`, `max_Health`)
  VALUES (42140,  1 /* Refuse */,      1, 8363 /* Mace of the Explorer */, NULL, NULL, NULL, NULL, NULL, NULL);```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1967#issuecomment-499354120
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1967
node_id: MDEyOklzc3VlQ29tbWVudDQ5OTM1NDEyMA==
created_at: 2019-06-06T05:31:24Z
updated_at: 2019-06-06T05:31:24Z
author_association: MEMBER
body:
  [44075 Cavern.sql](https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/master/Database/Patches/2005-07-ThroneOfDestiny/9%20WeenieDefaults/Creature/Unsorted/44075%20Cavern.sql) needs to be updated to include `(44075,  19, False) /* Attackable */` so the creature/fake portal doesn't spam error messages, try to attack players (and fail) and move randomly.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1924#issuecomment-499395510
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1924
node_id: MDEyOklzc3VlQ29tbWVudDQ5OTM5NTUxMA==
created_at: 2019-06-06T08:14:46Z
updated_at: 2019-06-06T08:14:46Z
author_association: MEMBER
body:
  > any idea what the retail command did specifically?

  from what I remember it just set whatever currently spec/trained skills to a specific level (not sure what), and i *think* changed the level to match that same number...

  it's probably not that big of a deal being an admin only function

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1924#issuecomment-500160713
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1924
node_id: MDEyOklzc3VlQ29tbWVudDUwMDE2MDcxMw==
created_at: 2019-06-08T20:32:37Z
updated_at: 2019-06-08T20:32:37Z
author_association: CONTRIBUTOR
body:
  this is definitely more fun, and serves the same purpose.

  i can not figure out why i need two calls to setmaxvitals() to get the hp to update in the client. it was working back when i was first looking at this, now it needs the second call. stam and mana seem to update just fine with the first call. also it appears to only be the client, calling /showstats reports the correct values in the terminal for health - just not in the client.

  ultimately not a huge deal, just leave the second call to setmaxvitals in there... but it may be something that affects other areas so worth noting

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1984#issuecomment-500308633
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1984
node_id: MDEyOklzc3VlQ29tbWVudDUwMDMwODYzMw==
created_at: 2019-06-10T06:37:46Z
updated_at: 2019-06-10T06:37:46Z
author_association: CONTRIBUTOR
body:
  So turns out I am mistaken and in retail if you deleted a character you were able to create another character with the same name immediately and get an error when trying to restore if someone has taken that name.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500372999
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwMDM3Mjk5OQ==
created_at: 2019-06-10T10:44:27Z
updated_at: 2019-06-10T10:44:27Z
author_association: MEMBER
body:
  See my comments in this PR regarding storing IP addresses in a database: https://github.com/ACEmulator/ACE/pull/1471

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500412891
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwMDQxMjg5MQ==
created_at: 2019-06-10T13:16:54Z
updated_at: 2019-06-10T13:16:54Z
author_association: MEMBER
body:
  I would also make the following adjustments
  email_Address should be nullable since it's a string.

  create/last login IP should be the varbinary as suggested in the other PR, as well as nullable.

  isBanned should be not nullable, default 0.

  should ban_Reason also be stored in this table?

  it might make sense to pull the ban columns out of `account` and maybe put them in a `ban` table and foreign link it to account.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500415322
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwMDQxNTMyMg==
created_at: 2019-06-10T13:24:20Z
updated_at: 2019-06-10T13:24:20Z
author_association: NONE
body:
  > See my comments in this PR regarding storing IP addresses in a database: #1471

  I strongly disagree with storing the IP fields in VARBINARY. I've never seen it used that way and it majorly over complicates things. VARCHAR works perfectly fine for any IP address and it's used to store an IP 99% of the time for servers.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500420909
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwMDQyMDkwOQ==
created_at: 2019-06-10T13:42:10Z
updated_at: 2019-06-10T13:42:10Z
author_association: MEMBER
body:
  VARCHAR can be more convenient in certain scenarios, sure. If you want human readable values when you browse the table in a tool such as phpMyAdmin or MySQL Workbench, VARCHAR offers you this over VARBINARY(16)

  However, VARBINARY(16) is the standard for storing ip addresses. It is more efficient for both storage and comparisons. VARBINARY(16) supports both IPV4 and IPV6 addresses. If we only want to store IPV4, then INT is the ideal column type. We can always change the column from INT to VARBINARY(16) in the future (if needed) and retain the existing values. I prefer using VARBINARY(16) though because it's the modern standard for ip storage.

  What is the use case where you would prefer these values stored as VARCHAR?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500433806
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwMDQzMzgwNg==
created_at: 2019-06-10T14:19:19Z
updated_at: 2019-06-10T14:19:19Z
author_association: NONE
body:
  The use case is that it makes both storing and reading the IP address easier. The performance gain from VARBINARY is negligible and makes the IP address unreadable when you want to simply look at the account table and see which IP belongs to which account.

  I think it's silly to block this PR because it's not modern enough for you. Keeping things simple is the best approach, especially for a community driven open source emulator project.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-500446544
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwMDQ0NjU0NA==
created_at: 2019-06-10T14:53:41Z
updated_at: 2019-06-10T14:53:41Z
author_association: MEMBER
body:
  I'm not blocking it, just offering suggestions.

  I have some more comments, i'll bring them up in the development channel in ACE.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1986#issuecomment-500640992
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1986
node_id: MDEyOklzc3VlQ29tbWVudDUwMDY0MDk5Mg==
created_at: 2019-06-11T00:29:49Z
updated_at: 2019-06-11T00:29:49Z
author_association: COLLABORATOR
body:
  i am checking out the bug report where wielding ammo isn't performing the wield requirement checks
  /ci arrowdeadlyfire
  i create a deadly fire arrow in my inventory... not sure what the exact wield requirements are for it, but i'm doing it on my char that isn't an archer
  when i try to wield it, i get the transient error 'The Deadly Fire Arrow can't be wielded'
  if it do it on my archer, he is able to wield it
  trying the exact repro steps in the bug report
  /ci 43951
  even on my archer, i don't satify the specialized fletching requirement
  and it doesn't let me wield the deadly prismatic arrow
  i then specialize fletching, and now meet all the requirements
  and now i am able to wield the deadly prismatic arrow

  can't repro this issue so far?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1986#issuecomment-500641382
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1986
node_id: MDEyOklzc3VlQ29tbWVudDUwMDY0MTM4Mg==
created_at: 2019-06-11T00:32:16Z
updated_at: 2019-06-11T00:32:16Z
author_association: COLLABORATOR
body:
  i see the bug maybe
  it's only performing the first wield requirement check
  it might not be checking all of them

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2000#issuecomment-501996091
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2000
node_id: MDEyOklzc3VlQ29tbWVudDUwMTk5NjA5MQ==
created_at: 2019-06-14T07:10:12Z
updated_at: 2019-06-14T07:10:12Z
author_association: COLLABORATOR
body:
  you are correct, missile weapons do indeed have a speed

  for some reason, the /ci yumi that i examined did not have a speed shown in appraisal, even though it appears to have a speed in the data

  in addition to this, i don't think any ace code is actually evaluating the speed of missile weapons yet...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2015#issuecomment-502917899
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2015
node_id: MDEyOklzc3VlQ29tbWVudDUwMjkxNzg5OQ==
created_at: 2019-06-18T02:14:29Z
updated_at: 2019-06-18T02:14:29Z
author_association: COLLABORATOR
body:
  fixed in https://github.com/ACEmulator/ACE/pull/2011/commits/1f5bf46c4b2d669fc8f7285f2db743ee26b07bce

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2007#issuecomment-502970334
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2007
node_id: MDEyOklzc3VlQ29tbWVudDUwMjk3MDMzNA==
created_at: 2019-06-18T06:45:30Z
updated_at: 2019-06-18T06:45:30Z
author_association: NONE
body:
  To my knowledge, it isn't really advised to load PCAP-Export files into the database, as is, especially for items that are way in future patches than that of where content is currently at.  A lot of PCAP-Export items may not be fully formed and may not work correctly, even setting aside new properties that may not be supported in ones emulator flavor of choice.  Many weenies have a lot more to them than were captured via PCAP'ing.  Personally, I would not call this a bug per se.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1985#issuecomment-504343731
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1985
node_id: MDEyOklzc3VlQ29tbWVudDUwNDM0MzczMQ==
created_at: 2019-06-21T08:38:34Z
updated_at: 2019-06-21T08:38:34Z
author_association: MEMBER
body:
  I think this current state will meet both needs well. @TheKnobGoblin do the added fields that automatically convert to readable varchars work for you?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504658279
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY1ODI3OQ==
created_at: 2019-06-22T11:39:41Z
updated_at: 2019-06-22T11:39:41Z
author_association: COLLABORATOR
body:
  what about a completely different approach to this?

  when a player enters /god mode, serialize the current state of all their affected properties, and save it to a new PropertyString

  add an /ungod command, which restores the character state

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504677441
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY3NzQ0MQ==
created_at: 2019-06-22T16:00:27Z
updated_at: 2019-06-22T16:07:23Z
author_association: NONE
body:
  I believe this fix is incomplete.   When a beneficial item spell, such as a impen or bane, is targeted on another player, it should be distributed internally to all items that the target player is wearing that are enchantable but also deduct an appropriate amount of mana, as though having cast the spell individually on each equipped piece.  Just as a player targeting themselves distributes the cast item spell on all equipped items that are enchantable, yet deducts an appropriate amount of mana for all items enchanted.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504677858
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY3Nzg1OA==
created_at: 2019-06-22T16:06:06Z
updated_at: 2019-06-22T16:06:33Z
author_association: CONTRIBUTOR
body:
  I think this PR accomplishes the first part of your statement - it applies the spell to all equipped items that are enchantable. I tested it before issuing the pull request and it functioned as expected.

  The second bit about deducting an amount of mana as if the spell was cast on each piece individually... Is that only when applying item spells to other characters? The code just above it for applying item spells to self-equipped items does not deduct mana for each item the spell was cast upon, either.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678060
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY3ODA2MA==
created_at: 2019-06-22T16:08:47Z
updated_at: 2019-06-22T16:12:31Z
author_association: NONE
body:
  If multiple sums of mana aren't being deducted for even self-targeted impen/banes, then that is a bug, also.  When an impen or bane is cast on oneself or another player, regardless, the spell should get distributed to all clothing items equipped, sans a possible equipped shield as that should not be part of the bundled spell cast, and mana taken from the caster should be equivalent to that of having cast the spell individually on all items.  ACE was functioning this way at one point.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678362
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY3ODM2Mg==
created_at: 2019-06-22T16:12:18Z
updated_at: 2019-06-22T16:12:18Z
author_association: CONTRIBUTOR
body:
  Interesting. I don't remember self targeted item spells cast on a character in retail deducting multiple sums of mana. Do you happen to have a reference to this on the Wiki or something similar?

  I don't believe this is currently implemented in either case. I believe this is the only place where awareness could be raised that an item spell is targeting multiple pieces, so I don't believe it is implemented elsewhere.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678534
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY3ODUzNA==
created_at: 2019-06-22T16:14:40Z
updated_at: 2019-06-22T16:14:40Z
author_association: NONE
body:
  Casting impen on all equipped items from one cast without removing an equivalent amount of mana would be a cheat.  You would in a sense be getting free spell casts.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680195
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY4MDE5NQ==
created_at: 2019-06-22T16:35:57Z
updated_at: 2019-06-22T16:35:57Z
author_association: NONE
body:
  Never mind.  CalculateManaUsage() is still totaling the sum of the mana for an equivalent multiple spell casting, when a player is targeted for an impen/bane type item spell cast.  "numTargetItems = targetPlayer.EquippedObjects.Values.Count(i => (i is Clothing || i.IsShield) && i.IsEnchantable);" is the line from Creature.CalculateManaUsage().  You are correct in that the Clothing check is missing.  However, it should be able to be shortened from i.WeenieType == WeenieType.Clothing to 'i is Clothing'.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680439
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY4MDQzOQ==
created_at: 2019-06-22T16:39:21Z
updated_at: 2019-06-22T16:39:21Z
author_association: CONTRIBUTOR
body:
  You beat me to it. I had just come to the same conclusion. If I shorten the weenie type definition as suggested will that resolve your concerns with his PR? Thank you for taking the time to review and comment. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680827
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY4MDgyNw==
created_at: 2019-06-22T16:44:31Z
updated_at: 2019-06-22T16:44:31Z
author_association: NONE
body:
  Yes.

  Code gets moved around a lot, and it can seemingly get lost in the shuffle.  "It isn't were I left it, so it must be gone"...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504681824
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY4MTgyNA==
created_at: 2019-06-22T16:57:29Z
updated_at: 2019-06-22T16:57:29Z
author_association: NONE
body:
  Game-play tested proposed fix works, so should be good to go when Clothing check is changed to 'i is Clothing'

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504682121
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY4MjEyMQ==
created_at: 2019-06-22T17:01:42Z
updated_at: 2019-06-22T17:01:42Z
author_association: CONTRIBUTOR
body:
  Great. Thank you again for the review and play testing. I'll revise the PR later today as I've stepped away from a PC for a bit. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504693303
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY5MzMwMw==
created_at: 2019-06-22T19:45:20Z
updated_at: 2019-06-22T19:45:20Z
author_association: COLLABORATOR
body:
  "it should be distributed internally to all items that the target player is wearing that are enchantable"

  This is incorrect. There has been a ton of discussion about this in the ACE development and help channels, so please see there for reference.

  The only spell that would ever go to multiple targets is a self-impen/bane. Casting item spells with other players or creatures as targets would never go to more than 1 item.

  If I cast Blood Loather with another creature or player as the target, it applies to their primary weapon. If they aren't wielding a weapon in their main hand, then the spell fails to apply.

  Likewise, if I try to cast impen/bane or brittlemail/lure on another creature target, it tries to redirect to their equipped shield. If it can't find this valid item to redirect to, then it gets the 'fail to affect' message after the cast (not before, like many of the other errors)

  In addition, impen/bane on another creature target was massively broken before, and is already working as described if you test in-game, without any additional code changes needed. Before this PR, I could:

  - cast impen/bane on another player target, buffing all of their armor (incorrect, you could not do this in retail)
  - even worse, when this operation was done in ace before this pr, it was only using mana for 1 item, instead of + (ManaMod * NumTargetItems)
    ManaMod for brittlemail/lures is 0, so the data would indicate here that brittlemail/lures could never be applied to more than 1 item at a time, so this makes sense why brittlemail/lure with another player as target before this PR was a) even working and applying to all of their armor, and b) only using the equivalent mana for 1 item. but i'm not sure why impen/bane with other players as target before this PR was only using mana for 1 item instead of all of the equipped items, but it was...
    

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504693626
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2028
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY5MzYyNg==
created_at: 2019-06-22T19:50:28Z
updated_at: 2019-06-22T19:50:28Z
author_association: CONTRIBUTOR
body:
  I'm sorry. I do not regularly participate in those development discord channels. However, it is apparent I should do so if I intend to continue contributing. I will be closing this PR. Thank you to all who commented. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504694989
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNDY5NDk4OQ==
created_at: 2019-06-22T20:11:53Z
updated_at: 2019-06-22T20:12:48Z
author_association: COLLABORATOR
body:
  then you just /ungod after the server has restarted

  that's the point of saving it in a PropertyString. it's persisted to the db

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2033#issuecomment-504716921
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2033
node_id: MDEyOklzc3VlQ29tbWVudDUwNDcxNjkyMQ==
created_at: 2019-06-23T03:42:25Z
updated_at: 2019-06-23T03:42:25Z
author_association: COLLABORATOR
body:
  Thanks for the PR

  Someone mentioned that stamina / mana healing kits weren't working yet (these types of healing kits for other vitals were news to me), and I was going to investigate these soon

  I will playtest this PR for these items

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2033#issuecomment-504717494
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2033
node_id: MDEyOklzc3VlQ29tbWVudDUwNDcxNzQ5NA==
created_at: 2019-06-23T03:57:17Z
updated_at: 2019-06-23T03:57:17Z
author_association: COLLABORATOR
body:
  ah i see some preliminary work for adding other vital types was in there, but the initial check was still always for Health

  This looks like a good change, and is moving in the right direction for all of the different healing kits types.

  I noticed a few other details for stamina/mana/unlimited use kits, mostly related to messages sent to the player. I can help clean these other messages up after this PR, unless anyone else would like to do that part

  Looks good to me, thanks again

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504805622
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNDgwNTYyMg==
created_at: 2019-06-24T01:04:48Z
updated_at: 2019-06-24T01:04:48Z
author_association: CONTRIBUTOR
body:
  When you say PropertyString do you mean creating a new entry in the db? Or do you mean serializing the data and saving it in something that is already existing? Is there an example of something that is currently saved like this?

  That could also work but isn't sort of the same thing - just on a different (user controllable) timescale? The way it is setup now it forces the reload on log out (or total reload if the server crashes) which should create shorter 'unsaved' time periods. /ungod would just force the reload when the user chooses.

  I appreciate the feedback. I'm open to implementing this however we agree is best - or totally dropping it if we agree it is useless, or just too dangerous.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504855418
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNDg1NTQxOA==
created_at: 2019-06-24T04:44:05Z
updated_at: 2019-06-24T04:44:05Z
author_association: COLLABORATOR
body:
  in PropertyString.cs:

  ```
          /* custom */
          [ServerOnly]
          AllegianceMotd                  = 9001,
          [ServerOnly]
          AllegianceMotdSetBy             = 9002,
          [ServerOnly]
          AllegianceSpeakerTitle          = 9003,
          [ServerOnly]
          AllegianceSeneschalTitle        = 9004,
          [ServerOnly]
          AllegianceCastellanTitle        = 9005,
          [ServerOnly]
          GodState                        = 9006,
  ```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504856223
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNDg1NjIyMw==
created_at: 2019-06-24T04:48:50Z
updated_at: 2019-06-24T04:48:50Z
author_association: COLLABORATOR
body:
  It's just that not saving 1 object in the world, but saving all the others, could possibly leave the world in a very inconsistent state

  For example, consider this scenario: i go into god mode, then I go through a lot of inventory state changes... I drop an item into the landblock, I give an item to another player. Then I log off.

  The state of the world would be: the item would be updated, and it would now be owned by the landblock/other player, but there would now be duplicate references to the item: the item would exist in the landblock / other player's inventory, but my own inventory would still contain a reference to it, so it might still appear there as well. There won't actually be a duplicate item, but it will be 2 inconsistent references to the same item, and this can throw all of the world data into an inconsistent state.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-504857231
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNDg1NzIzMQ==
created_at: 2019-06-24T04:55:06Z
updated_at: 2019-06-24T04:55:06Z
author_association: COLLABORATOR
body:
  It's providing similar functionality, but doing it in a much cleaner / consistent way. The current implementation is bending over backwards to do very weird things that doesn't match up with the way things are designed. The state of the world should be a singular, consistent concept -- the idea of "persist the entire state of the world, EXCEPT for these particular objects" is not a good idea, and gets into lots of possible loopholes and inconsistent states in the data. There is no "don't save this particular object to the db" flag for individual objects for a good reason.

  This really should be a simple feature, and shouldn't require tendrils into all of the core / underlying systems on the server. The player goes into god mode, and at some time they might want to revert. So give them that ability to revert. Save the state of all the fields affected by god mode. Restore that state.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2045#issuecomment-505539045
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2045
node_id: MDEyOklzc3VlQ29tbWVudDUwNTUzOTA0NQ==
created_at: 2019-06-25T17:17:04Z
updated_at: 2019-06-25T17:17:04Z
author_association: MEMBER
body:
  Is there a better way to do this that doesn't involve looping anywhere between 1-1000 times every time?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1855#issuecomment-506949406
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1855
node_id: MDEyOklzc3VlQ29tbWVudDUwNjk0OTQwNg==
created_at: 2019-06-29T11:15:26Z
updated_at: 2019-06-29T11:15:26Z
author_association: COLLABORATOR
body:
  Hey Warloxx,

  Returning to this PR to give it the proper treatment. This PR was only a preliminary version, to give players the ability to /hr from other characters on the account.

  This PR will be continued further to include the full features for account-wide housing

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2027#issuecomment-507500810
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2027
node_id: MDEyOklzc3VlQ29tbWVudDUwNzUwMDgxMA==
created_at: 2019-07-02T03:11:52Z
updated_at: 2019-07-02T03:14:13Z
author_association: CONTRIBUTOR
body:
  i liked gm's approach so i ran with it

  i think this now gives the appropriate level of functionality without the danger of not saving to the db

  it could even act as a crude way to restore character templates with some tweaks

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2070#issuecomment-508295236
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2070
node_id: MDEyOklzc3VlQ29tbWVudDUwODI5NTIzNg==
created_at: 2019-07-04T00:21:29Z
updated_at: 2019-07-04T00:21:29Z
author_association: CONTRIBUTOR
body:
  Two possibilities I tested.

  - hit by a void blast as a npk
  - hit by a two hander as a npk

  both seemed to have no effect as I was able to recall right after and did not get stuck.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2071#issuecomment-508558053
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2071
node_id: MDEyOklzc3VlQ29tbWVudDUwODU1ODA1Mw==
created_at: 2019-07-04T18:59:41Z
updated_at: 2019-07-04T18:59:41Z
author_association: MEMBER
body:
  Hold off on final merge until DB update includes a few changes to aetheria base objects, code wise checks with me however

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1941#issuecomment-508954211
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1941
node_id: MDEyOklzc3VlQ29tbWVudDUwODk1NDIxMQ==
created_at: 2019-07-06T21:16:55Z
updated_at: 2019-07-06T21:16:55Z
author_association: NONE
body:
  I noticed a lot of mention of Generators in recent patch notes. I was hopeful but it didn't seem to fix the issue.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1792#issuecomment-509228652
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1792
node_id: MDEyOklzc3VlQ29tbWVudDUwOTIyODY1Mg==
created_at: 2019-07-08T13:38:18Z
updated_at: 2019-07-08T13:38:18Z
author_association: MEMBER
body:
  I'm closing this.

  The problem as described is replicated on a bench over a LAN, but may not be over the internet.

  Even so, the proposed solution changes the threading model which I believe to be unnecessary. In the event this issue does happen on a internet hosted server, hopefully we can address it without changing the threading model and instead changing how we use the Socket and it's callback.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2085#issuecomment-509296292
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2085
node_id: MDEyOklzc3VlQ29tbWVudDUwOTI5NjI5Mg==
created_at: 2019-07-08T16:26:34Z
updated_at: 2019-07-08T16:26:34Z
author_association: MEMBER
body:
  Is this a table that just holds one row that represents the version?

  It might make more sense to create a Property table that can expose the master version as a record, but also allow additional properties to be defined in the future.

  For the world version, it might make more sense to store that as a Build Date instead of a Build Version, so you might have a PropertiesTimestamp table., or you could put it in a PropertiesString table, similar to how we do it in the Shard db.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2084#issuecomment-509322949
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2084
node_id: MDEyOklzc3VlQ29tbWVudDUwOTMyMjk0OQ==
created_at: 2019-07-08T17:40:52Z
updated_at: 2019-07-08T17:40:52Z
author_association: NONE
body:
  As mentioned in the first PR of the same name, will hold off on merging, if approved before Aetheria Quest content is added, as it is probably wouldn't be a good idea to have Coealesced Aetheria drop for players without a means to use them.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2084#issuecomment-509329132
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2084
node_id: MDEyOklzc3VlQ29tbWVudDUwOTMyOTEzMg==
created_at: 2019-07-08T17:58:22Z
updated_at: 2019-07-08T17:58:22Z
author_association: MEMBER
body:
  The other factor for merging before DB is updated is that the current "Coealesced Aetheria" dropping would have the name of "Aetheria" when looted, and makes it a bit more difficult to distinguish it needs be used with the Aetheria Mana Stone. As coded now, only Coealesced Aetheria can be "bathed in mana" so once the Aethera quest db is merged, later this week, we can bring this in to go hand-in-hand with. :) Thanks for adding it to loot for us! =)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2070#issuecomment-509662495
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2070
node_id: MDEyOklzc3VlQ29tbWVudDUwOTY2MjQ5NQ==
created_at: 2019-07-09T14:20:25Z
updated_at: 2019-07-09T14:20:25Z
author_association: COLLABORATOR
body:
  Possibly fixed in https://github.com/ACEmulator/ACE/pull/2086, specifically the TeleportCreateObjectDelay

  Unfortunately these changes cannot be easily backported to the current version of ObjMaint, as the CO's are sent in multiple places

  https://github.com/ACEmulator/ACE/pull/2082 could also be affecting this

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2099#issuecomment-511073136
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2099
node_id: MDEyOklzc3VlQ29tbWVudDUxMTA3MzEzNg==
created_at: 2019-07-13T00:53:05Z
updated_at: 2019-07-13T00:53:05Z
author_association: MEMBER
body:
  Ok, this is correct and is as it was before we removed EF tracking for non-player based biotas.

  This re-enables EF tracking for all biotas.
  Get/Delete performance is no different.
  Save performance is substantially improved. By using EF tracking (as we were), it could take 10% - 50% as much time as it was without the tracking.

  With the tracking, every time a non-player biota was saved, the entire entity would have to be pulled from the database, diffed, and then saved.

  This simply saves the changes on save without having to pull and diff.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2143#issuecomment-513537994
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2143
node_id: MDEyOklzc3VlQ29tbWVudDUxMzUzNzk5NA==
created_at: 2019-07-21T09:22:59Z
updated_at: 2019-07-21T09:22:59Z
author_association: COLLABORATOR
body:
  tested, seems to be a good addition

  one suggestion, on the /showprops screen, can it show the current value for that property?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2147#issuecomment-513644351
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2147
node_id: MDEyOklzc3VlQ29tbWVudDUxMzY0NDM1MQ==
created_at: 2019-07-22T05:22:20Z
updated_at: 2019-07-22T05:22:20Z
author_association: COLLABORATOR
body:
  This should be working in most places, but it looks like you found 2 missing places:

  - Cleaving damage
  - There seems to be a bug where sometimes monsters will aggro players while they are still in portal space

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2144#issuecomment-513654104
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2144
node_id: MDEyOklzc3VlQ29tbWVudDUxMzY1NDEwNA==
created_at: 2019-07-22T06:10:03Z
updated_at: 2019-07-22T06:10:03Z
author_association: COLLABORATOR
body:
  looks like this should be good. since material+item name might be more of a common thing outside of just RecipeManager, eventually perhaps there should be a WorldObject.SomethingName that automatically builds the correct material+name. RecipeManager.GetMaterialName() was a start at this, but still needs additional logic layered on top, ie. to handle when there is no material name. All of this probably should be wrapped into 1 consistent function eventually

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2145#issuecomment-513654398
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2145
node_id: MDEyOklzc3VlQ29tbWVudDUxMzY1NDM5OA==
created_at: 2019-07-22T06:11:33Z
updated_at: 2019-07-22T06:11:33Z
author_association: COLLABORATOR
body:
  @OptimShi would probably be best to review this PR, since he has been working with lance on studying all the retail data, and figuring out which spells had a chance of going on which items

  Optim has been working on a large update the loot generation factory based on this research, so I expected much of the existing code in LootGenerationFactory to change soon from this

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2147#issuecomment-513655172
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2147
node_id: MDEyOklzc3VlQ29tbWVudDUxMzY1NTE3Mg==
created_at: 2019-07-22T06:14:55Z
updated_at: 2019-07-22T06:14:55Z
author_association: COLLABORATOR
body:
  this looks like a good addition, some other notes:

  - not sure if ace's concept of 'IsTeleporting' was a thing in retail, or if really the code that determines if something is attackable should be going by the .Hidden (pink bubbles) state

  - the checks for 'IsTeleporting' were recently added to player attacks such as melee/missile, but there still might be some gaps for the monsters... if something is in Hidden state, the monsters shouldn't really be trying to even attack it

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2146#issuecomment-513752913
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2146
node_id: MDEyOklzc3VlQ29tbWVudDUxMzc1MjkxMw==
created_at: 2019-07-22T11:28:13Z
updated_at: 2019-07-22T11:28:13Z
author_association: MEMBER
body:
  Thanks for the seconds change.

  My only other thought is that PlayerManager should not be involved.

  I think you can just have PlayerSaveInterval in Player_Dabase.cs point to => PropertyManager.GetLong("player_save_interval", DefaultPlayerSaveIntervalSecs).Item;

  You can change PlayerSaveInterval to an int so you're not converting every request.

  If we want to capture changes from Propertymanager, it should raise an event that also includes the property being changed. Then, objects could subscribe to that event to determine if they need to make an adjustment.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2145#issuecomment-513859577
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2145
node_id: MDEyOklzc3VlQ29tbWVudDUxMzg1OTU3Nw==
created_at: 2019-07-22T16:37:58Z
updated_at: 2019-07-22T16:37:58Z
author_association: COLLABORATOR
body:
  This looks good. My only feedback would be to go ahead and remove "Rejuvenation", "Regeneration", and "Mana Renewal" while you're at it, and add "[Jump](http://ac.yotesfan.com/spells/spell/2553)" and "[Sprint](http://ac.yotesfan.com/spells/spell/2564)" 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2146#issuecomment-513875708
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2146
node_id: MDEyOklzc3VlQ29tbWVudDUxMzg3NTcwOA==
created_at: 2019-07-22T17:22:15Z
updated_at: 2019-07-22T17:22:15Z
author_association: CONTRIBUTOR
body:
  I found that PropertyManager was also inaccessible from Player_Database either. Any other ideas?

  I agree about the PropertyManager change callback but that felt outside the scope of this PR.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2146#issuecomment-513887160
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2146
node_id: MDEyOklzc3VlQ29tbWVudDUxMzg4NzE2MA==
created_at: 2019-07-22T17:52:53Z
updated_at: 2019-07-22T17:52:53Z
author_association: NONE
body:
  Adding 'using ACE.Server.Managers;' should make PropertyManager "accessible" from Player_Database.cs.  As far as I can see, the relevant API functions of PropertyManager are all set to public.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2156#issuecomment-514290180
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2156
node_id: MDEyOklzc3VlQ29tbWVudDUxNDI5MDE4MA==
created_at: 2019-07-23T16:42:24Z
updated_at: 2019-07-23T16:42:24Z
author_association: CONTRIBUTOR
body:
  So... for some reason I've noticed that I don't get the "You're too busy" weenie error, but it *does* work in terms of preventing the concurrent recall/pkl commands. Any idea as to why?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2156#issuecomment-514354567
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2156
node_id: MDEyOklzc3VlQ29tbWVudDUxNDM1NDU2Nw==
created_at: 2019-07-23T19:40:48Z
updated_at: 2019-07-23T19:44:27Z
author_association: NONE
body:
  There is already precedent set for checking 'if (IsBusy || Teleporting)' throughout the existing code-base that I don't think a new getter to encapsulate this check is really necessary.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2156#issuecomment-514467581
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2156
node_id: MDEyOklzc3VlQ29tbWVudDUxNDQ2NzU4MQ==
created_at: 2019-07-24T03:45:14Z
updated_at: 2019-07-24T03:45:14Z
author_association: COLLABORATOR
body:
  > So... for some reason I've noticed that I don't get the "You're too busy" weenie error, but it _does_ work in terms of preventing the concurrent recall/pkl commands. Any idea as to why?

  Just tested, I get the "You're too busy!" error

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1733#issuecomment-514904029
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1733
node_id: MDEyOklzc3VlQ29tbWVudDUxNDkwNDAyOQ==
created_at: 2019-07-25T05:38:15Z
updated_at: 2019-07-25T05:38:15Z
author_association: COLLABORATOR
body:
  This would be determined by the AllowEdgeSlide bool in the data for that monster

  AllowEdgeSlide = false (default), monsters can jump down from ledges
  AllowEdgeSlide = true, monsters slide along ledges

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1608#issuecomment-514904786
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1608
node_id: MDEyOklzc3VlQ29tbWVudDUxNDkwNDc4Ng==
created_at: 2019-07-25T05:41:52Z
updated_at: 2019-07-25T05:41:52Z
author_association: COLLABORATOR
body:
  Have been trying to repro this one for many months, so far have not been able to repro it locally or on CE

  I think it might have something to do with packet reordering, and the client receive packets in a different order in which the server sent them

  Any chance of getting a pcap of this bug in action?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1583#issuecomment-514905119
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1583
node_id: MDEyOklzc3VlQ29tbWVudDUxNDkwNTExOQ==
created_at: 2019-07-25T05:43:31Z
updated_at: 2019-07-25T05:43:31Z
author_association: COLLABORATOR
body:
  I can look at preventing this at the code level, but technically this is a data bug.

  In the original PY16 data, if an item had a SpellDID, it did not appear in the spellbook. This data should be fixed ideally.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515007005
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTAwNzAwNQ==
created_at: 2019-07-25T11:27:11Z
updated_at: 2019-07-25T11:27:11Z
author_association: MEMBER
body:
  Both the rx and tx saves should be conditional based on the bool property gmriggs mentioned.

  That will keep the system 1:1 in both configurations and still optional.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1583#issuecomment-515052577
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1583
node_id: MDEyOklzc3VlQ29tbWVudDUxNTA1MjU3Nw==
created_at: 2019-07-25T13:53:36Z
updated_at: 2019-07-25T13:53:36Z
author_association: NONE
body:
  I would agree that the ideal fix would be to change the data; however, until those items are found, reported, and fixed, they cause bugged spell casts for players.  It might help the process along if a debug warning message was added that posts a message to the server console and in the log.  That was how I found a good portion of the loot gen weenies that were missing their TsysMutationData.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515145233
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTE0NTIzMw==
created_at: 2019-07-25T17:48:20Z
updated_at: 2019-07-25T17:51:14Z
author_association: MEMBER
body:
  I actually disagree with the optional nature you propose. The purpose of the save is to prevent issues relating to crashes which can't always be prevented/anticipated, where as throughout the code SaveBiotaToDatabase is used to force saves to ensure states are preserved, and not optionally, just for such occasions. 

  player_receive_immediate_save was added at some point and actually is more expensive because its doing a full player save instead of just the item saves needed in current use cases. The PR code actually negates the need to save entire players because on both outgoing and incoming items, the item with significantly less properties/dictionaries is saved vs the three instances of this code:
  ```cs
  if (PropertyManager.GetBool("player_receive_immediate_save").Item)
                                  player.RushNextPlayerSave(5);
  ```

  If SaveBiotaToDatabase  is required to be executed on outgoing items to prevent issues, it is also then required to be executed on create to ensure proper states are saved since it cannot be assumed the interval save will occur

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515155642
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTE1NTY0Mg==
created_at: 2019-07-25T18:13:09Z
updated_at: 2019-07-25T18:13:09Z
author_association: MEMBER
body:
  A server operator should be able to chose if they want to incur the additional overhead with ACID-like behavior, or, are ok with a rollback of approx 0-5m (which is similar to how retail operated)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515157487
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTE1NzQ4Nw==
created_at: 2019-07-25T18:17:32Z
updated_at: 2019-07-25T18:17:32Z
author_association: MEMBER
body:
  this isn't a rollback. The item is lost to the void because of the nature of saves. It saved in the item with null owner/container because that save is "required" and then subsequently lost because the update to add owner/container is no longer required? a true rollback is better because the previous full state is preserved, given that isn't the case here, you can't say its an acceptable outcome

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515163878
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTE2Mzg3OA==
created_at: 2019-07-25T18:35:43Z
updated_at: 2019-07-25T18:35:43Z
author_association: MEMBER
body:
  The concern here is player to player/chest item transfers right? If so, we can solve this in a much more database-efficient manner.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515164999
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTE2NDk5OQ==
created_at: 2019-07-25T18:38:44Z
updated_at: 2019-07-25T18:38:44Z
author_association: MEMBER
body:
  concern here is player to player, player to npc, npc to player, player to container, container to player

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2137#issuecomment-515168078
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2137
node_id: MDEyOklzc3VlQ29tbWVudDUxNTE2ODA3OA==
created_at: 2019-07-25T18:47:26Z
updated_at: 2019-07-25T18:47:26Z
author_association: MEMBER
body:
  If you comment out the save on RemoveItemFromContainer, what issues remain that need to be solved?

  Here is the reason why I originally added that:

  Notes:
  Landblocks are each on their own independent 5m save intervals
  Players all have their own independent 5m save intervals

  Bob is saved
  Bob gives sword to Jim
  Bob is saved
  Server crashes, Jim was not saved.

  The sword is still recorded as being possessed by Bob. When Bob relogs, what happens if his inventory is full? Any excess items should be moved into any available slot, or, dropped on the ground. I don't believe this logic is implemented.

  Currently, as implemented, if items are being saved without containers while they are being transitioned between containers, that's a problem that we should fix.

  We shouldn't then be saving the item again after it's received by the container to bring the item back out of the void.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1991#issuecomment-521282208
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1991
node_id: MDEyOklzc3VlQ29tbWVudDUyMTI4MjIwOA==
created_at: 2019-08-14T14:56:37Z
updated_at: 2019-08-14T14:56:37Z
author_association: COLLABORATOR
body:
  glad to hear it

  there are still a lot of very precise bugs that need to be ironed out with this pr, and it is still a wip that should not be checked into master yet

  also of concern is the slightly higher cpu usage. for a server like CE to be running this, mag's dungeon multithreading should be checked in first

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2245#issuecomment-522319579
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2245
node_id: MDEyOklzc3VlQ29tbWVudDUyMjMxOTU3OQ==
created_at: 2019-08-18T12:52:04Z
updated_at: 2019-08-18T12:55:06Z
author_association: MEMBER
body:
  I'm strongly against this kind of separation.

  It will absolutely lead to an error due to misuse, and you'll end up with guid errors.

  Even with the current dynamic guid recycling disabled, guid allocation in ACE is no longer an issue.

  This is trying to solve a problem that no longer exists in ACE, and is allocating items to GUID's that weren't found in retail. The risk here is very high!

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2251#issuecomment-522705009
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2251
node_id: MDEyOklzc3VlQ29tbWVudDUyMjcwNTAwOQ==
created_at: 2019-08-19T18:44:23Z
updated_at: 2019-08-19T18:44:23Z
author_association: MEMBER
body:
  changed code in #2256 to be checking for validlocations not being null or not being 0x0 to start with

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2260#issuecomment-522842149
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2260
node_id: MDEyOklzc3VlQ29tbWVudDUyMjg0MjE0OQ==
created_at: 2019-08-20T03:53:21Z
updated_at: 2019-08-20T03:53:21Z
author_association: MEMBER
body:
  > Didn't we already have a burn multiplier?

  not a comp burn change, this is a global override to force client/server to not require any spell components for casting

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2260#issuecomment-522978737
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2260
node_id: MDEyOklzc3VlQ29tbWVudDUyMjk3ODczNw==
created_at: 2019-08-20T11:51:33Z
updated_at: 2019-08-20T11:51:33Z
author_association: MEMBER
body:
  > 
  > 
  > > Didn't we already have a burn multiplier?
  > 
  > not a comp burn change, this is a global override to force client/server to not require any spell components for casting

  I thought you could change the burn multiplier to not consume any comps.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2260#issuecomment-523117356
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2260
node_id: MDEyOklzc3VlQ29tbWVudDUyMzExNzM1Ng==
created_at: 2019-08-20T17:33:39Z
updated_at: 2019-08-20T17:33:39Z
author_association: MEMBER
body:
  > > > Didn't we already have a burn multiplier?
  > > 
  > > 
  > > not a comp burn change, this is a global override to force client/server to not require any spell components for casting
  > 
  > I thought you could change the burn multiplier to not consume any comps.

  even if you can, that is not the same thing as this. This boolean makes so the client (and server) doesn't do any checking if your inventory contains comps

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2261#issuecomment-524661489
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2261
node_id: MDEyOklzc3VlQ29tbWVudDUyNDY2MTQ4OQ==
created_at: 2019-08-25T20:32:34Z
updated_at: 2019-08-25T20:32:34Z
author_association: NONE
body:
  Been using this PR on my local server since about the time it was posted and have not experienced any ill effects.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2288#issuecomment-524822782
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2288
node_id: MDEyOklzc3VlQ29tbWVudDUyNDgyMjc4Mg==
created_at: 2019-08-26T11:23:18Z
updated_at: 2019-08-26T11:23:18Z
author_association: MEMBER
body:
  Can you name a pcap/line # that shows this actually happening?

  This will add a lot of network overhead, and I still doubt this is what happened in retail.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/234#issuecomment-525081509
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/234
node_id: MDEyOklzc3VlQ29tbWVudDUyNTA4MTUwOQ==
created_at: 2019-08-27T00:11:54Z
updated_at: 2019-08-27T00:11:54Z
author_association: NONE
body:
  Automated tests are the way to go but cant really argue with having a side by side of actual smoke testing.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2199#issuecomment-526880308
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2199
node_id: MDEyOklzc3VlQ29tbWVudDUyNjg4MDMwOA==
created_at: 2019-09-01T02:28:26Z
updated_at: 2019-09-01T02:28:47Z
author_association: COLLABORATOR
body:
  this patch still is not correct. the base AL for olthoi armor (and many other armors on the server) are still incorrect, and the loot generator functions which apply AL modifiers are using an additive method, whereas the data from retail seems to be using a multiplier

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2261#issuecomment-528924417
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2261
node_id: MDEyOklzc3VlQ29tbWVudDUyODkyNDQxNw==
created_at: 2019-09-06T16:34:03Z
updated_at: 2019-09-06T16:34:03Z
author_association: MEMBER
body:
  > 
  > 
  > Need to support even those computers that have 1 cpu

  That's just not realistic. For example, let's say you want to load a player on a 1 CPU system. Loading the player and all of their inventory might take 1s - 5s. During that time, the entire world will be frozen. Every time a player saves, the entire world will be frozen.

  Any time a new player logs in, the entire world will be frozen.

  1 cpu is just not a realistic environment that can run ACE.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2300#issuecomment-531508097
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2300
node_id: MDEyOklzc3VlQ29tbWVudDUzMTUwODA5Nw==
created_at: 2019-09-14T19:46:51Z
updated_at: 2019-09-14T21:07:28Z
author_association: NONE
body:
  Looks like updated quest timers were not included.  According to wiki, originally quest was only one staff per character, which was changed even before the update to Roderick NPC.  Roderick's dialog is off, without the updated quest timers: impiousquestslag, impiousstaffbrokengiven, and impiousstaffquest

  Added in draft content PR: https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/218

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2303#issuecomment-533937504
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2303
node_id: MDEyOklzc3VlQ29tbWVudDUzMzkzNzUwNA==
created_at: 2019-09-23T01:27:18Z
updated_at: 2019-09-23T01:27:18Z
author_association: NONE
body:
  Have been using this WIP branch on my personal server for about seven days or so and have not encountered any issues with its inclusion.  Admittedly, my server isn't very heavily used; however, the with the use it has gotten, no stability issues or bugs have been experienced.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2303#issuecomment-535026091
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2303
node_id: MDEyOklzc3VlQ29tbWVudDUzNTAyNjA5MQ==
created_at: 2019-09-25T13:36:14Z
updated_at: 2019-09-25T13:36:14Z
author_association: MEMBER
body:
  > been using this WIP branch on my per

  Thank you for the feedback. The config options have now been moved to config.js, see config.js.example for the new properties.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2319#issuecomment-535290832
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2319
node_id: MDEyOklzc3VlQ29tbWVudDUzNTI5MDgzMg==
created_at: 2019-09-26T01:34:15Z
updated_at: 2019-10-03T14:03:27Z
author_association: NONE
body:
  1. Technically not an ACE.Server issue but one of missing content
  2. This quest is some patches down the road from where ACE's World DB "officially" stands, which is Under Cover of Night from September 2005.  Anyone is free to make submissions to add missing pieces; however, if one is waiting for someone else to do it, it may be a while....

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2223#issuecomment-535994755
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2223
node_id: MDEyOklzc3VlQ29tbWVudDUzNTk5NDc1NQ==
created_at: 2019-09-27T15:47:50Z
updated_at: 2019-09-27T15:47:50Z
author_association: MEMBER
body:
  My only remaining feedback is that this feature should be enabled via the config.js, not a shard property.

  To me, this is a feature specific to a physical server, and should travel with the shard as it moves across servers, or gets shared for use on another server.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2326#issuecomment-536615071
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2326
node_id: MDEyOklzc3VlQ29tbWVudDUzNjYxNTA3MQ==
created_at: 2019-09-30T15:27:12Z
updated_at: 2019-09-30T15:27:12Z
author_association: MEMBER
body:
  @LtRipley36706 At this point the PR is done from my side.

  What's left to do is determine what other weenie types should be excluded. Need your help there.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1991#issuecomment-541657781
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1991
node_id: MDEyOklzc3VlQ29tbWVudDU0MTY1Nzc4MQ==
created_at: 2019-10-14T12:49:00Z
updated_at: 2019-10-14T12:49:00Z
author_association: MEMBER
body:
  I need some help verifying what i believe is a new, unintended behavior.

  Location: Pit of Egg Orchard. Using this map:
  https://vignette.wikia.nocookie.net/asheron/images/7/7c/002B.gif/revision/latest?cb=20141117102648
  The location is in the octagon shaped room, on the bottom part.
  Your location is: 0x002B01A2 [184.551422 -96.884575 -53.993999] -0.460788 0.000000 0.000000 -0.887510

  VTank options:
  Ghost detection off
  Character type: Melee

  In current master, you can sticky to this location and macro endlessly.
  - Monsters that land on your head find a safe way down.
  - Corpses end up on the floor
  - No ghost monsters remain in the client
  - About 1-2 creatures per day will attack the player that the client has either not detected, wasn't informed about, or forgot about. Manually attacking or smiting these creatures works just fine. The client otherwise just works around these creatures.

  In this PR:
  - Monsters may remain on your head and not find their way down safely
  - Corpses of those creatures may end up at head level
  - The client ends up with ghost monsters where the monster is in the floor. Doing a /smite all does not delete the creature from the client.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2326#issuecomment-547397824
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2326
node_id: MDEyOklzc3VlQ29tbWVudDU0NzM5NzgyNA==
created_at: 2019-10-29T12:34:10Z
updated_at: 2019-10-29T12:34:10Z
author_association: MEMBER
body:
  While this may be approved, I think we should get some feedback from server operators before it gets checked in.

  Hopefully a few server operators can run this, and then we can wait a week or two to see if anyone complains.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2375#issuecomment-548227389
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2375
node_id: MDEyOklzc3VlQ29tbWVudDU0ODIyNzM4OQ==
created_at: 2019-10-31T05:55:55Z
updated_at: 2019-10-31T05:55:55Z
author_association: MEMBER
body:
  Logging wasn't removed, error still occurs. but unless a server is in debug mode, theres no reason to tell a player a weenietype is undefined.. for whatever ones remain. they've all been added as it was certain they either did something, or nothing

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2375#issuecomment-548261962
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2375
node_id: MDEyOklzc3VlQ29tbWVudDU0ODI2MTk2Mg==
created_at: 2019-10-31T08:23:48Z
updated_at: 2019-10-31T08:23:48Z
author_association: COLLABORATOR
body:
  Public servers are almost never running in debug mode

  Sure there is, this error message has found tons of items where no UseHandler was defined for. Players have seen this message and then reported the message to us.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2388#issuecomment-550129208
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2388
node_id: MDEyOklzc3VlQ29tbWVudDU1MDEyOTIwOA==
created_at: 2019-11-06T03:41:51Z
updated_at: 2019-11-06T03:41:51Z
author_association: CONTRIBUTOR
body:
  figured i would fix the root of the problem too by checking against the valid skills hashset before adding new skills with GetOrAddSkill

  not sure if this fix is appropriate... based on my understanding i think this would still return a creature skill object if the call is made with an inappropriate skill value, but it wouldnt add the value to the db. the onus is on the user of the function to make sure they arent checking or using invalid skills at that point... with 99+ references to GetCreatureSkill i cant possibly check them all

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2388#issuecomment-550414587
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2388
node_id: MDEyOklzc3VlQ29tbWVudDU1MDQxNDU4Nw==
created_at: 2019-11-06T17:25:39Z
updated_at: 2019-11-06T17:25:39Z
author_association: CONTRIBUTOR
body:
  Ah. Definitely didn’t realize that mobs used deprecated skills.

  I’ll back these changes out of this PR when I get home and possibly look into fixing this elsewhere in the call chain like suggested. 

  Thanks guys.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2395#issuecomment-551921922
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2395
node_id: MDEyOklzc3VlQ29tbWVudDU1MTkyMTkyMg==
created_at: 2019-11-08T17:38:16Z
updated_at: 2019-11-08T17:38:16Z
author_association: COLLABORATOR
body:
  From Magnus's data, clothing has a 5.1-7.8% chance of dropping depending on tier, its basically half of armor drop chance. By adding clothing chance to this roll, it will greatly reduce the number of drops of armor/weapons, and overflowing the server with a lot of clothing.  This one of the main area's (lootbias) that needs to be updated and aligned with what drop rate data we have.  

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2398#issuecomment-552142367
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2398
node_id: MDEyOklzc3VlQ29tbWVudDU1MjE0MjM2Nw==
created_at: 2019-11-09T22:12:29Z
updated_at: 2019-11-09T22:18:39Z
author_association: MEMBER
body:
  I think everything in here is great, except for the need to add IDisposable. Disposable is used to clean up unmanaged resources. https://docs.microsoft.com/en-us/dotnet/standard/garbage-collection/implementing-dispose?redirectedfrom=MSDN

  In this PR, CyrptoSystem is cleaning up managed event handlers, and collections, for which CryptoSystem is the parent of these objects to the root. The GC will take care of this for us.

  I agree that the crypto system to this point is very well tested, and I'm all for improving performance.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2411#issuecomment-552643295
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2411
node_id: MDEyOklzc3VlQ29tbWVudDU1MjY0MzI5NQ==
created_at: 2019-11-11T22:20:35Z
updated_at: 2019-11-11T22:22:33Z
author_association: CONTRIBUTOR
body:
  :thumbsup:   I didn't know that an expression could be used for a case name.  Learn something new every day...  C# gets even better and better...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2412#issuecomment-552710876
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2412
node_id: MDEyOklzc3VlQ29tbWVudDU1MjcxMDg3Ng==
created_at: 2019-11-12T02:53:12Z
updated_at: 2019-11-12T02:53:12Z
author_association: MEMBER
body:
  I like the idea, but, i don't think shifting the AccessLevel by 1 will work. I think that would demote existing characters and account levels.

  Furthermore, it's probably not a good idea to drop the entire table in
  DROP TABLE IF EXISTS `accesslevel`;
  Instead, it would probably be safer to update existing rows, and add the new row.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2412#issuecomment-552712772
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2412
node_id: MDEyOklzc3VlQ29tbWVudDU1MjcxMjc3Mg==
created_at: 2019-11-12T03:01:53Z
updated_at: 2019-11-12T03:01:53Z
author_association: NONE
body:
  It works, you need to run the sql so that existing account levels are converted to the new ones.

  Also you can't simply update the rows in the accesslevel table due to one of them being a primary key. I see nothing wrong with dropping this table and remaking it but your call.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2412#issuecomment-552905366
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2412
node_id: MDEyOklzc3VlQ29tbWVudDU1MjkwNTM2Ng==
created_at: 2019-11-12T14:00:53Z
updated_at: 2019-11-12T14:00:53Z
author_association: MEMBER
body:
  I like the idea of this, but the implementation needs to be thought out some more.

  For example, if a server adds this PR without the mysql update, their accounts won't have the appropriate access level, and many will be rejected.

  if the do the SQL update before the PR, then their players have more access than they should.

  ALso, the UPDATE statement should be a single query that adds 1 to all existing values that are between 0-5

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2412#issuecomment-552914003
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2412
node_id: MDEyOklzc3VlQ29tbWVudDU1MjkxNDAwMw==
created_at: 2019-11-12T14:22:06Z
updated_at: 2019-11-12T14:22:06Z
author_association: NONE
body:
  I've tested this and it works perfectly. You're defeating the entire purpose of mandatory sql updates when they're made. Server owners always need to install them.

  Also who cares about whether the sql is on one line or not? It's just a simple update script that will be eventually moved to the base anyway.

  Anyway, I'll keep this to myself and make sure not to contribute to this project anymore.

reactions:
  {"total_count": 1, "+1": 0, "-1": 1, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0}


html_url: https://github.com/ACEmulator/ACE/pull/2383#issuecomment-553893088
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2383
node_id: MDEyOklzc3VlQ29tbWVudDU1Mzg5MzA4OA==
created_at: 2019-11-14T13:42:52Z
updated_at: 2019-11-14T13:42:52Z
author_association: COLLABORATOR
body:
  ce has been running this PR without any issues for the past few days, however when we tried to add in https://github.com/ACEmulator/ACE/pull/2415 today, the server crashed almost immediately on startup with this error:

  ```
  Unhandled exception. System.AggregateException: One or more errors occurred. (An item with the same key has already been added. Key: 150995130)
   ---> System.ArgumentException: An item with the same key has already been added. Key: 150995130
     at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
     at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value)
     at ACE.Server.Physics.Animation.MotionTable.GetRunSpeed(UInt32 motionTableID) in /home/gmriggs/ACE/ACE/Source/ACE.Server/Physics/Animation/MotionTable.cs:line 503
     at ACE.Server.WorldObjects.Creature.GetMovementSpeed() in /home/gmriggs/ACE/ACE/Source/ACE.Server/WorldObjects/Monster_Navigation.cs:line 336
     at ACE.Server.WorldObjects.Creature.StartTurn() in /home/gmriggs/ACE/ACE/Source/ACE.Server/WorldObjects/Monster_Navigation.cs:line 87
     at ACE.Server.WorldObjects.Creature.Monster_Tick(Double currentUnixTime) in /home/gmriggs/ACE/ACE/Source/ACE.Server/WorldObjects/Monster_Tick.cs:line 157
     at ACE.Server.Entity.Landblock.TickMultiThreadedWork(Double currentUnixTime) in /home/gmriggs/ACE/ACE/Source/ACE.Server/Entity/Landblock.cs:line 452
     at ACE.Server.Managers.LandblockManager.<>c.<TickMultiThreadedWork>b__15_0(LandblockGroup landblockGroup) in /home/gmriggs/ACE/ACE/Source/ACE.Server/Managers/LandblockManager.cs:line 306
     at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
  ```

  2415 adds some new logic for players, but the calling profile of these functions should not be affected. this error was also purely for the monster movement paths, which 2415 does not change

  i'm wondering if it could have just been an odd coincidence that this happened when 2415 was added in... the way i see this error happening is right when the server is first starting up, if 2 monsters of the same type in separate landblocks both start running around the exact same time, this error could maybe occur

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2419#issuecomment-554223477
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2419
node_id: MDEyOklzc3VlQ29tbWVudDU1NDIyMzQ3Nw==
created_at: 2019-11-15T05:53:02Z
updated_at: 2019-11-15T05:58:04Z
author_association: COLLABORATOR
body:
  whatever is appropriate, just wanted to get the option in to set Storage separately

  ResetInterval is a PropertyFloat, and there is special logic to interpret ResetInterval <= 5 as ChestRegenOnClose, so infinite would be double.MaxValue or double.PositiveInfinity i guess

  actionChain.AddDelaySeconds(ChestResetInterval);

  actually setting extreme ChestResetInterval there would probably not be good, so maybe some kind of special value to indicate no automatic reset

  maybe it could interpret double.MaxValue or double.PositiveInfinity as not enqueuing any automatic reset chain

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2419#issuecomment-554396148
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2419
node_id: MDEyOklzc3VlQ29tbWVudDU1NDM5NjE0OA==
created_at: 2019-11-15T15:10:29Z
updated_at: 2019-11-15T15:10:57Z
author_association: COLLABORATOR
body:
  ok this has been updated for Storage to default to ResetInterval=double.PositiveInfinity, and special logic to skip queueing the action chain when ResetInterval is this value

  another way to do this might simply be for the check to be && !(this is Storage), however if someone does wish to modify their server for Storage chests to have ResetIntervals (such as 5 mins. or 10 mins.) then this code gives them the option to easily change the default value

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2440#issuecomment-556901861
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2440
node_id: MDEyOklzc3VlQ29tbWVudDU1NjkwMTg2MQ==
created_at: 2019-11-21T03:19:00Z
updated_at: 2019-11-21T03:19:00Z
author_association: MEMBER
body:
  Instead of constantly updating ConsoleCommands.cs, please instead create a ConsoleCommands_Loot.cs where you can move and update your lot testing code too. Note: You may need to make the class Partial, if it's not already.

  Also, in the future, please separate actual loot drop rate changes in a separate PR (when possible) to allow easier rollbacks.

  Thanks!

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2432#issuecomment-557104969
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2432
node_id: MDEyOklzc3VlQ29tbWVudDU1NzEwNDk2OQ==
created_at: 2019-11-21T14:18:57Z
updated_at: 2019-11-21T14:18:57Z
author_association: MEMBER
body:
  Ok thanks.

  I don't feel comfortable straying from the native .NET implementation of Random.

  I'll investigate the performance impact of AsyncLocal vs ThreadLocal. Being that this class is in ACE.Common, it could be consumed outside of ACE in an Async manner.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2432#issuecomment-557105605
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2432
node_id: MDEyOklzc3VlQ29tbWVudDU1NzEwNTYwNQ==
created_at: 2019-11-21T14:20:26Z
updated_at: 2019-11-21T14:20:26Z
author_association: COLLABORATOR
body:
  > Ok thanks.
  > 
  > I don't feel comfortable straying from the native .NET implementation of Random.
  > 
  > I'll investigate the performance impact of AsyncLocal vs ThreadLocal. Being that this class is in ACE.Common, it could be consumed outside of ACE in an Async manner.

  I take it back, I don't know enough about it all to make that recommendation.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2448#issuecomment-557348592
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2448
node_id: MDEyOklzc3VlQ29tbWVudDU1NzM0ODU5Mg==
created_at: 2019-11-22T01:36:13Z
updated_at: 2019-11-22T01:36:13Z
author_association: COLLABORATOR
body:
  simple code changes, but the firstUpdate in particular is a giant hack that could have side effects for all i know..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2449#issuecomment-557361548
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2449
node_id: MDEyOklzc3VlQ29tbWVudDU1NzM2MTU0OA==
created_at: 2019-11-22T02:37:15Z
updated_at: 2019-11-22T02:37:15Z
author_association: COLLABORATOR
body:
  Just seen I left ConsoleCommands as a partial class (forgot to change it back to just a static class).  Fixed

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2451#issuecomment-557409530
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2451
node_id: MDEyOklzc3VlQ29tbWVudDU1NzQwOTUzMA==
created_at: 2019-11-22T06:33:09Z
updated_at: 2019-11-22T06:34:13Z
author_association: CONTRIBUTOR
body:
  PR isn't really presenting clean.  There appears to still be code changes from the Test Loot Generator PR, along with changes that are duplicated in the Missile Loot gen PR.  This one should really only have just the two files being touched, IMO.  Still gives the appearance of being all inclusive...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2451#issuecomment-557592238
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2451
node_id: MDEyOklzc3VlQ29tbWVudDU1NzU5MjIzOA==
created_at: 2019-11-22T16:08:00Z
updated_at: 2019-11-22T16:08:00Z
author_association: COLLABORATOR
body:
  > 
  > 
  > PR isn't really presenting clean. There appears to still be code changes from the Test Loot Generator PR, along with changes that are duplicated in the Missile Loot gen PR. This one should really only have just the two files being touched, IMO. Still gives the appearance of being all inclusive...

  Once the new PR is merged, then those should issues should resolve.  This is how I was instructed to do this, per Magnus and Gmriggs.  

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2451#issuecomment-557619795
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2451
node_id: MDEyOklzc3VlQ29tbWVudDU1NzYxOTc5NQ==
created_at: 2019-11-22T17:24:26Z
updated_at: 2019-11-22T17:24:26Z
author_association: CONTRIBUTOR
body:
  OK.  I guess it is just my OCD acting up, when seeing all of those merge branch commits and incremental change commits from the get go, instead of a clean, single commit ( or very few initial commits ) PR.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2459#issuecomment-557767516
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2459
node_id: MDEyOklzc3VlQ29tbWVudDU1Nzc2NzUxNg==
created_at: 2019-11-23T05:01:46Z
updated_at: 2019-11-23T05:01:46Z
author_association: COLLABORATOR
body:
  All of the code that creates new biotas and adds them to the database should be reviewed for these records

  If the DB/EF defaults were being relied on before, the code will need to explicitly specify these defaults now

  For example, if a new spellbook entry was being created at runtime, and the code was relying on the DB/EF defaults of 2, after this change those new entries would have 0. These default values would now move to becoming the code's responsibility

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2459#issuecomment-557789292
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2459
node_id: MDEyOklzc3VlQ29tbWVudDU1Nzc4OTI5Mg==
created_at: 2019-11-23T11:19:06Z
updated_at: 2019-11-23T11:19:06Z
author_association: COLLABORATOR
body:
  I can add a command to fix the shard emote_action delays

  emote probability is not a factor -- there is nothing with probability 0

  create_list is not a factor -- create_list, emote, generator, and spell_book biotas that are saved and restored from the database are already majorly broken in other ways, specifically they are lacking an order column, and if they get written to the shard db, EF is usually writing them in reverse order / in an undefined order. So any biotas that get written/restored from the shard db for these 4 tables are already majorly broken already until the order column is added.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2492#issuecomment-561742986
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2492
node_id: MDEyOklzc3VlQ29tbWVudDU2MTc0Mjk4Ng==
created_at: 2019-12-04T17:15:32Z
updated_at: 2019-12-04T17:15:32Z
author_association: NONE
body:
  Hi, I added this and the (mana conversion mod tweaks) to a clean server build and this happened when I was playing in Metos...

  [Error.txt](https://github.com/ACEmulator/ACE/files/3923081/Error.txt)

  This didnt crash my server.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2491#issuecomment-561743715
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2491
node_id: MDEyOklzc3VlQ29tbWVudDU2MTc0MzcxNQ==
created_at: 2019-12-04T17:17:28Z
updated_at: 2019-12-04T17:17:28Z
author_association: NONE
body:
  Hi, I added this and the (Null mana c) to a clean server build and this happened when I was playing in Metos...
  [Error.txt](https://github.com/ACEmulator/ACE/files/3923092/Error.txt)

  This didnt crash my server.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2491#issuecomment-561892418
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2491
node_id: MDEyOklzc3VlQ29tbWVudDU2MTg5MjQxOA==
created_at: 2019-12-04T23:36:40Z
updated_at: 2019-12-04T23:36:40Z
author_association: COLLABORATOR
body:
  Hey @Warloxx01,

  Thanks for the bug report!

  I have checked in an update that should hopefully fix this error. Please let me know if you find anything else

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2492#issuecomment-561968109
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2492
node_id: MDEyOklzc3VlQ29tbWVudDU2MTk2ODEwOQ==
created_at: 2019-12-05T04:52:59Z
updated_at: 2019-12-05T04:54:13Z
author_association: COLLABORATOR
body:
  The crash @Warloxx01 was seeing was from the other PR

  After the recent discoveries, the code update in lootgen, and the sql update to update existing items on the shard, should no longer be needed. Currently it's working exactly like it did in retail already (inconsistent data, and appraisal showing that inconsistent data).

  In the other PR, a server option has been added to normalize this data for appraisal only.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565606073
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYwNjA3Mw==
created_at: 2019-12-13T20:57:37Z
updated_at: 2019-12-13T20:57:37Z
author_association: CONTRIBUTOR
body:
  I have tested this on a local test server with life magic at 1033 and a Critical strike wand. Crits were low at about 2%

  Branith's staff crits about 33% of the time which is an easily noticeable difference.

  I can supply logs if interested, or can look into the reason if someone can hint me if it is a code or sql data issue. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565626242
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYyNjI0Mg==
created_at: 2019-12-13T22:06:40Z
updated_at: 2019-12-13T22:07:04Z
author_association: COLLABORATOR
body:
  @jspashett can you provide any examples from retail of Martyr's Hecatomb critting? Any lines from the retail pcaps, or any videos from retail would be fine

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565629329
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYyOTMyOQ==
created_at: 2019-12-13T22:17:06Z
updated_at: 2019-12-13T22:17:06Z
author_association: CONTRIBUTOR
body:
  Well, I probably can't provide retail evidence just now, However seems like the debate is currently whether my tests are valid. 

  The chance of having only 5% crits for a CS weapon that should do about 40% over 52 casts is infinity small (and I've posed this twice now)

  52 coin tosses all landing the same (at 50% probability) is as follows:

  0.5 ^ 52 = 2.2204460492503130808472633361816e-16‬
  ^ = power
  That would be 0.00000000000000002204 or so %

  I hope this illustrates my point. My results may not be totally accurate, but they are improbable if you say this is working. 

  I can go and try and find some turbine documentations on this if desired. I am currently looking at the code to see why this may happen. it seems clear was does a different thing than life magic does, every single time, by a huge margin. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565630518
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYzMDUxOA==
created_at: 2019-12-13T22:21:04Z
updated_at: 2019-12-13T22:21:04Z
author_association: COLLABORATOR
body:
  Ad-hoc testing of this on ACE is currently unneeded. The code is open source and everything about how it currently works is available to anyone.

  There is currently no code for life projectiles to crit, because there have been no examples provided yet of a life projectile critting in retail.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565631449
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYzMTQ0OQ==
created_at: 2019-12-13T22:24:07Z
updated_at: 2019-12-13T22:24:07Z
author_association: CONTRIBUTOR
body:
  @gmriggs Life magic projectiles do crit though on ACE right now, it's just that the CS property doesn't work. If the question is whether they should or not, then I can go away and try and find that information. I did play a Martyr mage for several years using a CS wand, so I know they used to crit the same as war, but I'll try and find some authoritative information on the subject.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565632953
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYzMjk1Mw==
created_at: 2019-12-13T22:28:58Z
updated_at: 2019-12-13T22:28:58Z
author_association: COLLABORATOR
body:
  Ok you are indeed correct about that -- the relevant code is in SpellProjectile.cs on line 397:

  ```
                  // could life magic projectiles crit?
                  // if so, did they use the same 1.5x formula as war magic, instead of 2.0x?
                  if (criticalHit)
                      damageBonus = lifeMagicDamage * 0.5f * GetWeaponCritDamageMod(sourceCreature, attackSkill, target);
  ```

  And the part before that, which should be working the same for all spell projectiles (life / war / void bolts):

  ```
              // critical hit
              var critical = GetWeaponMagicCritFrequency(sourceCreature, attackSkill, target);
              if (ThreadSafeRandom.Next(0.0f, 1.0f) < critical)
              {
                  if (targetPlayer != null && targetPlayer.AugmentationCriticalDefense > 0)
                  {
                      var criticalDefenseMod = sourcePlayer != null ? 0.05f : 0.25f;
                      var criticalDefenseChance = targetPlayer.AugmentationCriticalDefense * criticalDefenseMod;

                      if (criticalDefenseChance > ThreadSafeRandom.Next(0.0f, 1.0f))
                          critDefended = true;
                  }

                  if (!critDefended)
                      criticalHit = true;
              }
  ```

  I can look into why any existing code is currently not functioning to the intention of how its currently written

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565637118
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYzNzExOA==
created_at: 2019-12-13T22:44:37Z
updated_at: 2019-12-13T22:44:37Z
author_association: CONTRIBUTOR
body:
  Hmm. Ok. Sometimes they do say Crit as you've seen from my greps. I have been looking for some information on crits, which is hard to come by nowdays.

  Note also, that Biting Stike (not critical strike) does give sensible outputs in the log window.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565639236
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTYzOTIzNg==
created_at: 2019-12-13T22:53:27Z
updated_at: 2019-12-13T22:53:36Z
author_association: COLLABORATOR
body:
  One issue that is most likely the cause of CS not working for life magic projectiles is in WorldObject_Weapon.GetImbuedSkillType():

  ```
                  case Skill.WarMagic:
                  case Skill.VoidMagic:

                      return ImbuedSkillType.Magic;

                  default:
                      log.Debug($"WorldObject_Weapon.GetImbuedSkillType({skill?.Skill}): unexpected skill");
                      return ImbuedSkillType.Undef;
  ```

  This needs to have Skill.LifeMagic added

  It seems like Biting Strike should already be working, which could be confirmed locally by setting PropertyFloat.CriticalFrequency on the wand to something like 0.5

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565642387
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTY0MjM4Nw==
created_at: 2019-12-13T23:02:52Z
updated_at: 2019-12-13T23:15:49Z
author_association: COLLABORATOR
body:
  Also, just to clear up some minor misconceptions that have been floating around in this discussion:

  http://acpedia.org/wiki/Announcements_-_2004/07_-_Treaties_in_Stone#Letter_to_the_Players

  ```Critical Strike for War Magic currently scales from 5% critical hit chance to 25% critical hit chance at maximum effectiveness. In July, the maximum effectiveness will be increased to 50% chance (PvE only).```

  This line in the Turbine update notes has mislead a lot of players. It makes it sound like the base crit chance for magic (ie. a wand that doesn't have CS) is 5%, but it is not, it has always been 2%.

  http://acpedia.org/wiki/Announcements_-_2002/08_-_Atonement#Letter_to_the_Players

  ```
  	// Original:
  	// http://acpedia.org/wiki/Announcements_-_2002/08_-_Atonement#Letter_to_the_Players

  	// Critical Strikes: In addition to the skill-based damage bonus, each projectile spell has a 2% chance of causing a critical hit on the target and doing increased damage.
  	// A magical critical hit is similar in some respects to melee critical hits (although the damage calculation is handled differently).
  	// While a melee critical hit automatically does twice the maximum damage of the weapon, a magical critical hit will do an additional half the minimum damage of the spell.
  	// For instance, a magical critical hit from a level 7 spell, which does 110-180 points of damage, would add an additional 55 points of damage to the spell.

  	// Later updated for PvE only:

  	// http://acpedia.org/wiki/Announcements_-_2004/07_-_Treaties_in_Stone#Letter_to_the_Players

  	// Currently when a War Magic spell scores a critical hit, it adds a multiple of the base damage of the spell to a normal damage roll.
  	// Starting in July, War Magic critical hits will instead add a multiple of the maximum damage of the spell.
  	// No more crits that do less damage than non-crits!

  	if (isPVP) // PvP: 50% of the MIN damage added to normal damage roll
  		damageBonus = Spell.MinDamage * 0.5f;
  	else   // PvE: 50% of the MAX damage added to normal damage roll
  		damageBonus = Spell.MaxDamage * 0.5f;
  ```

  This "CS magic starts at 5%" actually comes from the way all Imbue formulas are written. Even more technical, it comes from the way Melee (base 400) and Missile/Magic (base 360) are tied together, some oddities *only* with Missile/Magic CS and none of the other imbues, and the way Turbine changed this formula in the July 2004 update to give a boost for PvE only.

  If you have a War Magic skill of 10, and you equip a CS wand, you don't automatically get boosted from 2% to 5% crit chance. For all imbues, you need to reach a minimum skill level threshold before the imbue starts to become effective.

  I could go into more detail about this, but a lot of these specifics about CS magic / 5% when it starts to become effective is explained in the code:

  ```
  	// http://acpedia.org/wiki/Announcements_-_2004/07_-_Treaties_in_Stone#Letter_to_the_Players

  	// For PvE only:

  	// Critical Strike for War Magic currently scales from 5% critical hit chance to 25% critical hit chance at maximum effectiveness.
  	// In July, the maximum effectiveness will be increased to 50% chance.

  	if (skillType == ImbuedSkillType.Magic && isPvP)
  		baseMod *= 0.5f;

  	// In the original formula for CS Magic pre-July 2004, (BS - 60) / 1200.0f, the minimum 5% crit rate would have been achieved at BS 120,
  	// which is exactly equal to the minimum base skill for CS Missile becoming effective.

  	// CS Magic is slightly different from all the other skill/imbue combinations, in that the MinCriticalStrikeMagicMod
  	// is different from the defaultMagicCritFrequency (5% vs. 2%)

  	// If we simply clamp to min. 5% here, then a player will be getting a +3% bonus from from base skill 0-90 in PvE,
  	// and base skill 0-120 in PvP

  	// This code is checking if the player has reached the skill threshold for receiving the 5% bonus
  ```

  So basically, in PvE, until you reach base magic skill 90 (or base skill 120 in PvP), the imbue has not reached the minimum threshold to become effective yet. At base magic skill 89 in PvE, your crit chance will be still only be 2% with a CS wand, as the skill cutoff is BS 90 which is exactly where 5% starts.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565644984
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTY0NDk4NA==
created_at: 2019-12-13T23:13:14Z
updated_at: 2019-12-13T23:13:14Z
author_association: CONTRIBUTOR
body:
  Yes, it's complicated. I remember there being complications... Where does this leave life magic and CS then at this juncture? Right now, quest wands with biting strike do give about 33% crits on life magic, so either that's a bug, or it's correct. CS wands don't seem to do anything much for life magic. I might try asking srand about it, but I don't know if I will get an answer. I do remember reading a turbine forum post where someone asked this, and I remember testing it on retail soon after, but I can't find this on the way back machine, so... well...

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565645400
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTY0NTQwMA==
created_at: 2019-12-13T23:14:58Z
updated_at: 2019-12-13T23:14:58Z
author_association: COLLABORATOR
body:
  I will fix this up. I think the only bug you are seeing is with CS and Life Projectiles, which the fix is posted in https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565639236 for.

  I will be testing all of these scenarios (including Life Projectiles + Bitiing Strike) to make sure this is all working properly

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2507#issuecomment-565720308
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2507
node_id: MDEyOklzc3VlQ29tbWVudDU2NTcyMDMwOA==
created_at: 2019-12-14T14:07:21Z
updated_at: 2019-12-14T14:07:21Z
author_association: CONTRIBUTOR
body:
  Thanks @gmriggs for putting that change in. I didn't get around to working it out myself. Hopefully that commit can land. As you are aware I am keen on Martyr mage templates, but only me and my dog plays them. I don't really want to steam roller anyone into changing things around, the info on life magic is hard to come by now. My plan with this ticket was to fix it myself, and then continue on to make other contributions to ACEmulator, so hopefully I can try and do that.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1500#issuecomment-565761123
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1500
node_id: MDEyOklzc3VlQ29tbWVudDU2NTc2MTEyMw==
created_at: 2019-12-14T23:09:10Z
updated_at: 2019-12-14T23:10:15Z
author_association: COLLABORATOR
body:
  Just to clarify, this was addressed in https://github.com/ACEmulator/ACE/pull/2491

  We actually found from retail pcaps, that this was an issue in retail too. Most of the items in retail *did* have 0 ManaConversionMod in the data, and it was sent during appraisal.

  The data for these items is actually very inconsistent. In the base 16PY weenies, many of them have 0 ManaConversionMod, and many have it omitted.

  So this is (unfortunately) working as per retail spec by default. A new server option has been added, /modifybool show_mana_conv_bonus_0 false, which will normalize the appraisal display for these items.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2515#issuecomment-566266070
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2515
node_id: MDEyOklzc3VlQ29tbWVudDU2NjI2NjA3MA==
created_at: 2019-12-16T22:06:52Z
updated_at: 2019-12-16T22:15:21Z
author_association: CONTRIBUTOR
body:
  I tried the PR out, and appears to be causing wild fluctuations of CPU and odd memory usage behavior vs current master.  At idle, master hovers around 1% with 6 cores.  With this PR added, the base CPU usage jumps to about 16%.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2515#issuecomment-566321394
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2515
node_id: MDEyOklzc3VlQ29tbWVudDU2NjMyMTM5NA==
created_at: 2019-12-17T00:56:04Z
updated_at: 2019-12-17T00:59:20Z
author_association: CONTRIBUTOR
body:
  This PR does appear to release most, if not all, of the memory allocated by ACE, at program termination, unlike how current master has been operating.  In master, it appears that allocated memory is held for a time after the program ends.  May or may not be an some sort of artifact of how .Net operates.

  The other difference is that the PR appears to postpone the initial memory caching, until after the caching routines declare via console output that they are completed.  ACE appears to continues to load its memory even after the server states that the world is open, causing the server to apparently initially ignore client connection attempts for a time after the prompt is displayed, waiting for console input.  This phenomenon can be observed via Resource Manager, in the graphed rise and fall of allocated memory, during the starting and stopping stages of the server.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2515#issuecomment-566350807
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2515
node_id: MDEyOklzc3VlQ29tbWVudDU2NjM1MDgwNw==
created_at: 2019-12-17T02:25:43Z
updated_at: 2019-12-17T02:25:43Z
author_association: MEMBER
body:
  Can you do some more testing? While this PR does look rather large, the bulk of it is renaming and code shuffling. The actual functional code changes are very small.

  Thanks.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2515#issuecomment-566583850
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2515
node_id: MDEyOklzc3VlQ29tbWVudDU2NjU4Mzg1MA==
created_at: 2019-12-17T15:12:29Z
updated_at: 2019-12-17T15:12:29Z
author_association: CONTRIBUTOR
body:
  Never mind above.  This phenomenon isn't a result of this PR.  I just built a plain, current master, and that build is exhibiting this affect.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2548#issuecomment-567053644
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2548
node_id: MDEyOklzc3VlQ29tbWVudDU2NzA1MzY0NA==
created_at: 2019-12-18T14:26:36Z
updated_at: 2019-12-18T14:26:36Z
author_association: COLLABORATOR
body:
  On a side note, while at it, is there any reason for the ElementalDamageBonusPvPReduction to be a static readonly in the class instead of a local var in that function?  Its only used in that function.  This has nothing to do with what dgarson submitted, but a quick refactor would remove a couple of vars

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2548#issuecomment-567055392
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2548
node_id: MDEyOklzc3VlQ29tbWVudDU2NzA1NTM5Mg==
created_at: 2019-12-18T14:31:12Z
updated_at: 2019-12-18T14:31:12Z
author_association: COLLABORATOR
body:
  I dunno, whoever wrote that code defined a lot of odd variables -- like 'defaultModifier 1.0', 'defaultBonus 0.0', things that will absolutely never be changed, but for some reason there are just named vars defined for them

  What you are saying is true from a scoping perspective, but unfortunately C# does not support static vars being declared from within a function. If a regular elementalDamageBonusPvPReduction = 0.5f were to be defined in that function, then it would be redundantly re-declaring it each and every time that function would be called

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2548#issuecomment-567056903
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2548
node_id: MDEyOklzc3VlQ29tbWVudDU2NzA1NjkwMw==
created_at: 2019-12-18T14:34:51Z
updated_at: 2019-12-18T14:34:51Z
author_association: COLLABORATOR
body:
  I guess the question would be does it even need to be defined?  If it's always the same, no real reason to define it, unless someone wanted to make it server configurable. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2548#issuecomment-567059166
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2548
node_id: MDEyOklzc3VlQ29tbWVudDU2NzA1OTE2Ng==
created_at: 2019-12-18T14:40:06Z
updated_at: 2019-12-18T14:40:06Z
author_association: COLLABORATOR
body:
  Yes, that would be the question

  At one point, i started to remove a lot of those 'defaultModifier' and 'defaultBonus' references and justmake them 1.0 / 0.0, but I found a lot of cases it did improve the readability of the code somewhat

  So as it stands now, this really should be a completely non-issue

  This is literally using 4 bytes of extra memory across the entire server..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2548#issuecomment-567060298
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2548
node_id: MDEyOklzc3VlQ29tbWVudDU2NzA2MDI5OA==
created_at: 2019-12-18T14:42:52Z
updated_at: 2019-12-18T14:43:25Z
author_association: COLLABORATOR
body:
  "If it's always the same"

  it's always the same, until someone wants to modify it. bring pvp down from 50%->25%, in a custom mod, for example... the client display wouldn't match up, but someone is currently free to modify that var from a named var, instead of twiddling the constants in the formula

  also just because it's only referenced from within that function today, does not mean it could not be referenced from elsewhere in the future

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2563#issuecomment-568295354
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2563
node_id: MDEyOklzc3VlQ29tbWVudDU2ODI5NTM1NA==
created_at: 2019-12-22T19:21:08Z
updated_at: 2019-12-22T19:21:08Z
author_association: MEMBER
body:
  Maybe before this is merged into master, we should switch the other property tables to Composite key as well.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2551#issuecomment-568313961
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2551
node_id: MDEyOklzc3VlQ29tbWVudDU2ODMxMzk2MQ==
created_at: 2019-12-22T23:55:01Z
updated_at: 2019-12-22T23:55:01Z
author_association: COLLABORATOR
body:
  Added Armor Stats, see below
  ```
  -----Melee Weapons----
   Skill                   Wield   Damage          MStrike         Variance        DefenseMod      MagicDBonus     MissileDBonus   Value   Type
   LightWeapons            370     48              N               0.85            1.16            1.01            1               18368   Frost Dolabra
   TwoHandedCombat         370     31              N               0.4             1.13            1               1               39915   Lightning Nodachi
   TwoHandedCombat         370     33              N               0.45            1.11            1               1               37700   Lightning Pike
   TwoHandedCombat         370     32              N               0.4             1.14            1               1               41847   Frost Spadone
   HeavyWeapons            400     66              N               0.97            1.17            1               1               18109   Frost War Axe
   FinesseWeapons          370     44              N               0.5             1.14            1               1               20062   Frost Jitte
   LightWeapons            370     47              N               0.71            1.12            1               1               26175   Yari

  -----Missile Weapons----
   Type    Wield   Modifier       ElementBonus     DefenseMod      MagicDBonus     MissileDBonus   Value
   X Bow   335     2.59           8                1.14            0               1               13220
   X Bow   335     2.59           9                1.15            0               1               4670
   Thrown  360     2.53           14               1.14            0               1               17376
   Thrown  360     2.56           11               1.17            0               1.01            19151
   Thrown  360     2.53           10               1.14            0               1               29950
   X Bow   360     2.56           15               1.12            0               1               12669
   Bow     360     2.37           12               1.17            0               1.01            6888
   Thrown  335     2.54           5                1.1             0               1               13772
   Bow     335     2.32           8                1.1             0               1               36576

  -----Caster Weapons----
   Wield   ElementBonus    DefenseMod      MagicDBonus     MissileDBonus   Value   MaxMana
   375     1.14            1.19             0              0               10752   9270
   355     1.12            1.13             0              0               30608   8940

  -----Armor----
   AL      Value   Type
   349     9065    Koujia Breastplate
   325     5556    Chainmail Gauntlets
   371     21021   Tenassa Sleeves
   350     7131    Celdon Leggings
   356     21991   Amuli Coat
   369     41342   Chiran Leggings
   328     31283   Yoroi Greaves
   332     16119   Yoroi Girth
   199     14344   Studded Leather Bracers
   485     50038   Covenant Bracers
   369     15289   Lorica Gauntlets
   368     19478   Chiran Coat


   Treasure Items
   ----
   Armor=12
   MeleeWeapon=7
   Caster=2
   MissileWeapon=9
   Jewelry=6
   Gem=2
   Clothing=4

   Generic Items
   ----
   Food=2
   SpellComps=1
   Keys=2
   ManaStones=1
   Pets=4
   EncapSpirits=0
   Scrolls=1
   Potions=2
   Healing Kits=0
   Level 8 Comps=1
   DinnerWare=4
   Misc=0
   Other=1
   NullCount=0
   Total Found=61
   TotalGenerated=61

   Drop Rates
   ----
   Armor= 19.67213%
   MeleeWeapon= 11.47541%
   Caster= 3.278688%
   MissileWeapon= 14.7541%
   Jewelry= 9.836065%
   Gem= 3.278688%
   Clothing= 6.557377%
   Other=1.639344%

   Armor Levels
   ----
   MinAL = 199     Studded Leather Bracers
   MaxAL = 485     Covenant Bracers

   Pets Ratings Stats
   ----
   Over 100 = 0
   Over  90 = 0
   Over  80 = 0
   Over  70 = 0
   Over  60 = 1
   Total Pets Generated = 4

   Mana capacity across all items Min=8418  Max=11264 Avg Mana=9780
   Min Items on a corpse = 5, Max Items on coprse = 7


   LootFactory Simulator
   ---------------------
   Loot profile 230 (a Tier 7 profile) from DID 1000 was used for creating 10 corpses.
   A total of 61 unique items were generated.
  ```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2551#issuecomment-568562616
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2551
node_id: MDEyOklzc3VlQ29tbWVudDU2ODU2MjYxNg==
created_at: 2019-12-23T19:34:11Z
updated_at: 2019-12-23T19:34:11Z
author_association: COLLABORATOR
body:
  Added Pet Table
  ```
  -----Pet Devices----
   Dmg     DmgR    Crit    CritD   CDR     CritR   Total
   0       0       0       0       0       3       3
   0       13      0       4       17      0       34
   0       0       4       0       10      6       20
   0       0       0       10      0       1       11
   13      0       0       3       13      0       29
   0       13      0       0       12      0       25
   0       8       0       10      5       0       23
   0       4       0       2       0       0       6
   11      11      0       14      0       5       41
   0       13      13      12      5       0       43
   0       0       3       0       6       0       9
   15      16      0       15      4       0       50
   5       11      0       14      15      0       45
   5       0       7       4       0       4       20```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2551#issuecomment-568566619
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2551
node_id: MDEyOklzc3VlQ29tbWVudDU2ODU2NjYxOQ==
created_at: 2019-12-23T19:52:51Z
updated_at: 2019-12-23T19:52:51Z
author_association: COLLABORATOR
body:
  Added options for seeing specific tables. 
  syntax
  ```
  testlootgen <# of items generate> <tier> <table to display>
  testlootgencorpse <deathtreasure DID> <# of corpses to generate> <table to display>
  ```
  Table Options
  ```
  melee, missile, caster, armor, pet
  ```
  Example of command to generate 158 items in tier 7 and display caster table
  ```
  testlootgen 158 7 caster
  ```
  Example of command to generate 200 corpses with deathtreasure DID 998 and display pet table
  ```
  testlootgencorpse 998 200 pet
  ```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2007#issuecomment-570936522
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2007
node_id: MDEyOklzc3VlQ29tbWVudDU3MDkzNjUyMg==
created_at: 2020-01-05T18:41:39Z
updated_at: 2020-01-05T18:41:39Z
author_association: MEMBER
body:
  Item sets seem to cast their spells fine for me, using retail pcapped and exported items. Perhaps your items have incomplete data?

  A bug I did notice is this.

  You equip item 1: Defenders Set. You meet the activation requirements.
  You equip item 2: Defenders Set. You DO NOT meet the activation requirements.
  You will not receive the bonus spells for having 2 of the set items equipped.

  However:

  You equip item 1: Defenders Set. You DO NOT meet the activation requirements.
  You equip item 2: Defenders Set. You meet the activation requirements.
  You WILL receive the bonus spells for having 2 of the set items equipped.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1621#issuecomment-570936719
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1621
node_id: MDEyOklzc3VlQ29tbWVudDU3MDkzNjcxOQ==
created_at: 2020-01-05T18:44:33Z
updated_at: 2020-01-05T18:44:33Z
author_association: MEMBER
body:
  I'm closing this.

  Much of ACE is balanced around certain conditions, such as the current 5 minute defined save interval. Misunderstanding the gravity of the property, or accidentally changing it, could result in drastic performance and/or data corruption issues.

  If such an adjustment is required, it should likely be done by the server operator in their own local code repo.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/1120#issuecomment-570936853
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1120
node_id: MDEyOklzc3VlQ29tbWVudDU3MDkzNjg1Mw==
created_at: 2020-01-05T18:46:25Z
updated_at: 2020-01-05T18:46:25Z
author_association: MEMBER
body:
  I'm closing this.

  This is just one of the many things that will have to be addressed when multi-threading is expanded. When we get to that point, we can better define what systems will need adjustment. This could be done in a more generic issue or "Project"

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573309276
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2601
node_id: MDEyOklzc3VlQ29tbWVudDU3MzMwOTI3Ng==
created_at: 2020-01-11T11:41:18Z
updated_at: 2020-01-11T11:41:18Z
author_association: NONE
body:
  is it possible to have a /loc flag to add location with text?
  May we have an option 
  /createinst 51961 /loc 0x7AE80002 [18.392700 25.705500 120.005000] 0.668462 0.000000 0.000000 0.743747

  -Dark Uncle

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573314708
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2601
node_id: MDEyOklzc3VlQ29tbWVudDU3MzMxNDcwOA==
created_at: 2020-01-11T12:57:05Z
updated_at: 2020-01-11T13:23:48Z
author_association: COLLABORATOR
body:
  > is it possible to have a /loc flag to add location with text?
  > May we have an option
  > /createinst 51961 /loc 0x7AE80002 [18.392700 25.705500 120.005000] 0.668462 0.000000 0.000000 0.743747
  > 
  > -Dark Uncle

  What would the use case for this be?

  You're supposed to go to the location you want the object to spawn, and then /createinst

  If you have a list of locations from retail, and the objects that spawned there, then /createinst is probably not your ideal workflow. You would be much better off with a script that converts your wcids + locations into LandblockInstances, and outputs the XXYY.sql file

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573314762
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2601
node_id: MDEyOklzc3VlQ29tbWVudDU3MzMxNDc2Mg==
created_at: 2020-01-11T12:58:06Z
updated_at: 2020-01-11T12:58:06Z
author_association: COLLABORATOR
body:
  > Can generator respawns rate be changed (or are all generators on world spawn) ?

  Sure, but this doesn't have anything to do with /createinst or landblock instances.

  You would simply go into the generate weenie, and adjust the properties for the generator.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573339821
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2601
node_id: MDEyOklzc3VlQ29tbWVudDU3MzMzOTgyMQ==
created_at: 2020-01-11T18:03:12Z
updated_at: 2020-01-11T18:04:29Z
author_association: NONE
body:
  I have tried to place a book and other things by dropping and sometimes more precision is needed. It can however as you suggest done through SQL

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2601#issuecomment-573354819
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2601
node_id: MDEyOklzc3VlQ29tbWVudDU3MzM1NDgxOQ==
created_at: 2020-01-11T21:11:32Z
updated_at: 2020-01-11T21:11:32Z
author_association: COLLABORATOR
body:
  > I have tried to place a book and other things by dropping and sometimes more precision is needed. It can however as you suggest done through SQL

  Precision placement of objects, and moving them around afterwards, is not the intended usage of /createinst. For something like that, you would be better off with a 3d editor, and clicking and dragging items around.

  If you have the /loc already, then simply /teleloc there, and place the object.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2594#issuecomment-573438561
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2594
node_id: MDEyOklzc3VlQ29tbWVudDU3MzQzODU2MQ==
created_at: 2020-01-12T17:37:53Z
updated_at: 2020-01-12T17:40:19Z
author_association: MEMBER
body:
  The idea is to sort the different assets under their own sub-directories under ACE.

  This is a scalable pattern. The alternative is root becomes bloated with various assets unrelated to each other, but required by ACE.

  edit: Also, this doesn't affect existing installations. This does make it cleaner for new installations however. And like I mentioned, other windows server hosts have already been using this pattern (including myself) without have ever discussing this with each other. This same idea has been implemented independently, by several individuals.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2603#issuecomment-573503033
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2603
node_id: MDEyOklzc3VlQ29tbWVudDU3MzUwMzAzMw==
created_at: 2020-01-13T04:24:13Z
updated_at: 2020-01-13T04:24:13Z
author_association: CONTRIBUTOR
body:
  @Mag-nus using in-process tools to scramble packets is fundamentally flawed.

  When disabled, there is still a performance impact
  it currently doesn't scramble the headers
  fixing those 2 would take more dev time from actual useful features, since tools like clumsy exist.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2616#issuecomment-574521762
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2616
node_id: MDEyOklzc3VlQ29tbWVudDU3NDUyMTc2Mg==
created_at: 2020-01-15T06:50:44Z
updated_at: 2020-01-15T06:52:30Z
author_association: COLLABORATOR
body:
  > Should something similar be applied to the WorldDatabase where the weenies are read?

  Technically when a bunch of the of the weenie* tables are read in, it should be ordering by id, ensuring the records are returned in the order they were entered into the db.

  The World DB does not have the same problems as the Shard DB though. The Shard DB biota tables are written incorrectly, as a result of EF writing collections / sets in its own internal way, providing no interface to specify or guarantee the ordering.

  So if the question is 'should we also be sorting the weenie generators table by probability when it is read in', the answer is no, most definitely not. In fact, we shouldn't really even be doing it for the shard database -- it is only a hack to avoid having to place the order column on the biota_generators table. The order column would be the 'real' way to do it.

   

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2601#issuecomment-575550216
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2601
node_id: MDEyOklzc3VlQ29tbWVudDU3NTU1MDIxNg==
created_at: 2020-01-17T09:38:57Z
updated_at: 2020-01-17T09:38:57Z
author_association: COLLABORATOR
body:
  btw, for future reference for precision placement of objects, some things that might be useful:

  - appraise yourself, /setproperty PropertyFloat.DefaultScale 0.2, relog
  - maybe give yourself a very high jumping skilll (/god?)
  - /cloak on to make yourself ethereal / pass into normally unreachable areas can also be useful

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2625#issuecomment-575674336
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2625
node_id: MDEyOklzc3VlQ29tbWVudDU3NTY3NDMzNg==
created_at: 2020-01-17T15:33:53Z
updated_at: 2020-01-17T15:33:53Z
author_association: COLLABORATOR
body:
  > Instead, should log out be delayed until the player is back on a landblock?

  They never return to the landblock... that's the bug

  CurrentLandblock is somehow going null for the player, even though the Landblock.worldObjects list still contains references to the player

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2628#issuecomment-576058197
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2628
node_id: MDEyOklzc3VlQ29tbWVudDU3NjA1ODE5Nw==
created_at: 2020-01-19T23:10:17Z
updated_at: 2020-01-19T23:10:17Z
author_association: MEMBER
body:
  Something potentially doesn't add up with adapter converting data found here:
  [encounters.json](https://gitlab.com/Scribble/gdlenhanced/blob/TestServer/Bin/Data/json/encounters.json)
  [region.json](https://gitlab.com/Scribble/gdlenhanced/blob/TestServer/Bin/Data/json/region.json)

  additionally, in order to get ACEmulator/GDLCacheBinParser work, changes made for compilation of .net standard 2.0 in addition to 2.1

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2628#issuecomment-576152318
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2628
node_id: MDEyOklzc3VlQ29tbWVudDU3NjE1MjMxOA==
created_at: 2020-01-20T08:00:12Z
updated_at: 2020-01-20T08:00:12Z
author_association: MEMBER
body:
  converting resolved, requires cache data loaded, so that part  is handled by ACEmulator/GDLCacheBinParse

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2652#issuecomment-577752206
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2652
node_id: MDEyOklzc3VlQ29tbWVudDU3Nzc1MjIwNg==
created_at: 2020-01-23T16:13:59Z
updated_at: 2020-01-23T16:16:19Z
author_association: CONTRIBUTOR
body:
  According to the TakeItem emote for Sara Sen, she is supposed to only take one item of a stack.  May be an issue with the implementation of TakeItem in ACE

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2652#issuecomment-577754723
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2652
node_id: MDEyOklzc3VlQ29tbWVudDU3Nzc1NDcyMw==
created_at: 2020-01-23T16:19:11Z
updated_at: 2020-01-23T16:19:47Z
author_association: CONTRIBUTOR
body:
  @Warloxx01 When you hand her a stack, what is the chat output response?  Does it say you hand over "all" the yellow seeds, or just one, yet, takes the whole stack?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2652#issuecomment-577766342
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2652
node_id: MDEyOklzc3VlQ29tbWVudDU3Nzc2NjM0Mg==
created_at: 2020-01-23T16:44:22Z
updated_at: 2020-01-23T16:45:02Z
author_association: COLLABORATOR
body:
  Just tried this, appears to be working properly for me, when repeatedly dragging over a stack of yellow monster seeds:

  ```
  You allow Sara Sen to examine your Yellow Monster Seed.
  You hand over 1 of your Yellow Monster Seeds.
  Sara Sen tells you, "Excellent, excellent! Bring me just four more of the yellow monster seeds and I will do my best to cultivate one of them for you. Then you can have your very own Pitcher Plant!"
  You allow Sara Sen to examine your Yellow Monster Seed.
  You hand over 1 of your Yellow Monster Seeds.
  Sara Sen tells you, "Excellent, excellent! Bring me just three more of the yellow monster seeds and I will do my best to cultivate one of them for you. Then you can have your very own Pitcher Plant!"
  You allow Sara Sen to examine your Yellow Monster Seed.
  You hand over 1 of your Yellow Monster Seeds.
  Sara Sen tells you, "Excellent, excellent! Bring me just two more of the yellow monster seeds and I will do my best to cultivate one of them for you. Then you can have your very own Pitcher Plant!"
  You allow Sara Sen to examine your Yellow Monster Seed.
  You hand over 1 of your Yellow Monster Seeds.
  Sara Sen tells you, "Excellent, excellent! Bring me just one more of the yellow monster seeds and I will do my best to cultivate one of them for you. Then you can have your very own Pitcher Plant!"
  You allow Sara Sen to examine your Yellow Monster Seed.
  You hand over 1 of your Yellow Monster Seeds.
  Sara Sen tells you, "Excellent! With all these seeds you have brought me, I should be able to grow many more Pitcher Plants! Here, allow me to gift you with a sprout!"
  Sara Sen gives you Yellow Monster Sprout.
  Sara Sen tells you, "Isn't that the most adorable thing? Now listen carefully -- this plant isn't full grown yet! Before it reaches its full growth it needs to be fed a big meal. Pitcher Plants generally prefer meat of some sort, but they will sometimes eat other things as well. You may have to experiment a bit."
  Sara Sen smiles at you fondly.
  Sara Sen tells you, "A plant like this will really only eat one meal in its lifetime, so choose that meal with care. If you feed your sprout well, you may end up with a truly monstrous Pitcher Plant. If that happens, bring it back here and I'll fertilize it for you."
  Sara Sen tells you, "And remember, if you bring me more seeds, I will cultivate more sprouts for you."```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2631#issuecomment-577878203
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2631
node_id: MDEyOklzc3VlQ29tbWVudDU3Nzg3ODIwMw==
created_at: 2020-01-23T21:10:05Z
updated_at: 2020-01-23T21:10:05Z
author_association: COLLABORATOR
body:
  > 
  > 
  > for the actual lootgen parts, @harliq would probably be the best person to review that

  I will pull it and run it through loot sim tonight

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2652#issuecomment-577984236
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2652
node_id: MDEyOklzc3VlQ29tbWVudDU3Nzk4NDIzNg==
created_at: 2020-01-24T04:15:45Z
updated_at: 2020-01-24T04:15:45Z
author_association: NONE
body:
  O.k I just tried it on my server and it worked fine. Don't know why it didn't work on Coldeve. Maybe a glitch or something. Sorry guys

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/1525#issuecomment-577991517
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/1525
node_id: MDEyOklzc3VlQ29tbWVudDU3Nzk5MTUxNw==
created_at: 2020-01-24T04:58:23Z
updated_at: 2020-01-24T04:58:23Z
author_association: CONTRIBUTOR
body:
  Can we choose to make it work for just containers/doors or make it more generic and add overridable Open/Close to base WorldObject that weenie classes override like Activate?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2625#issuecomment-578539363
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2625
node_id: MDEyOklzc3VlQ29tbWVudDU3ODUzOTM2Mw==
created_at: 2020-01-26T20:23:58Z
updated_at: 2020-01-26T20:25:10Z
author_association: MEMBER
body:
  Doesn't matter where it is, as long as it can't go null and can tick without being "in game" to completion. As I understand it, sessions are destroyed long before players characters exit

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2668#issuecomment-581261251
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2668
node_id: MDEyOklzc3VlQ29tbWVudDU4MTI2MTI1MQ==
created_at: 2020-02-03T06:36:33Z
updated_at: 2020-02-03T06:37:22Z
author_association: CONTRIBUTOR
body:
  Tested. It seems to work  pretty consistent for the issue I had, with the local signaling. Does seem to kick the local signal twice, but the doors can at least hear it now and act accordingly. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2683#issuecomment-581713860
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2683
node_id: MDEyOklzc3VlQ29tbWVudDU4MTcxMzg2MA==
created_at: 2020-02-04T02:33:45Z
updated_at: 2020-02-04T02:33:45Z
author_association: CONTRIBUTOR
body:
  I have tested and this works very well. The only caveat is for the "key" at the top of the JSON file it creates when exporting from sql, it used either the file name, or just the 0x8765 where as GDLE requires the file to be converted from 0x87650000.  So you have to go back and edit the JSON version of the landblocks.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2631#issuecomment-582175469
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2631
node_id: MDEyOklzc3VlQ29tbWVudDU4MjE3NTQ2OQ==
created_at: 2020-02-05T00:00:33Z
updated_at: 2020-02-05T00:00:33Z
author_association: COLLABORATOR
body:
  I pulled and tested with @ziang4891 updated weenies.  Loot Sim shows correct armor levels, and weapons appear to be fine.  

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2691#issuecomment-582742073
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2691
node_id: MDEyOklzc3VlQ29tbWVudDU4Mjc0MjA3Mw==
created_at: 2020-02-06T05:20:45Z
updated_at: 2020-02-06T05:20:45Z
author_association: MEMBER
body:
  It was just an easy way to go from what we have to the model system.

  If you'd like the names changed, please suggest new names in the following format (or similar)
  OldName -> NewName

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2691#issuecomment-582745551
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2691
node_id: MDEyOklzc3VlQ29tbWVudDU4Mjc0NTU1MQ==
created_at: 2020-02-06T05:37:13Z
updated_at: 2020-02-06T05:37:13Z
author_association: COLLABORATOR
body:
  my suggestion is that only the things that are actually properties in ac should be listed as properties:

  https://acemulator.github.io/protocol/Types/ACBaseQualities.html

  ie., all the PropertyTypes, where types are primitive types

  EnchantmentRegistry it not a property. it should be just EnchantmentRegistry, not PropertyEnchantmentRegistry

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2691#issuecomment-582746130
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2691
node_id: MDEyOklzc3VlQ29tbWVudDU4Mjc0NjEzMA==
created_at: 2020-02-06T05:39:48Z
updated_at: 2020-02-06T05:40:40Z
author_association: COLLABORATOR
body:
  technically it shouldn't even be ICollection&lt;EnchantmentRegistry&gt;, it should be ICollection&lt;Enchantment&gt;

  the collection is the enchantment registry, not each individual entry

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2654#issuecomment-583068893
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2654
node_id: MDEyOklzc3VlQ29tbWVudDU4MzA2ODg5Mw==
created_at: 2020-02-06T19:25:19Z
updated_at: 2020-02-06T19:25:19Z
author_association: COLLABORATOR
body:
  ideally would like to get dictionary / fast lookup support into EmoteManager collections before merging this

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2695#issuecomment-583146862
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2695
node_id: MDEyOklzc3VlQ29tbWVudDU4MzE0Njg2Mg==
created_at: 2020-02-06T22:42:21Z
updated_at: 2020-02-06T22:42:38Z
author_association: CONTRIBUTOR
body:
  Recreated from a clean backup of original PR, against current master.  While giving it a once-over, I found and corrected one unintended change.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2697#issuecomment-583643989
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2697
node_id: MDEyOklzc3VlQ29tbWVudDU4MzY0Mzk4OQ==
created_at: 2020-02-07T22:28:31Z
updated_at: 2020-02-07T22:28:31Z
author_association: MEMBER
body:
  The changes in ExecuteEmote are a step backwards.

  Prior, it was utilizing a linq query which was very efficient. The only issue was it would enumerate over more records when not using a keyed dictionary.

  Use linq to build the query, and the return emoteSet.FirstOrDefault() will perform the work and return only what's needed (a single element, or null), without creating any additional lists.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2694#issuecomment-583952809
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2694
node_id: MDEyOklzc3VlQ29tbWVudDU4Mzk1MjgwOQ==
created_at: 2020-02-10T04:43:16Z
updated_at: 2020-02-10T04:43:16Z
author_association: CONTRIBUTOR
body:
  As discussed when converting two single quotes used for the message field SQL insert to JSON, it leaves  two single quotes. Works great when going from JSON to SQL. 

  It will add the extra single quote to your SQL to avoid INSERT problems with the message field.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2691#issuecomment-584208206
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2691
node_id: MDEyOklzc3VlQ29tbWVudDU4NDIwODIwNg==
created_at: 2020-02-10T16:27:44Z
updated_at: 2020-02-10T16:27:44Z
author_association: MEMBER
body:
  This needs to be thought through more.

  You'll end up with some properties that become BodyPart, Emotes (EmoteSet -> Emote), AnimPart (which already has a simliar named AnimData in entity)...

  And then you get to things like Attribute and Attribute2nd, Skill, etc.. where if you remove the Properties prefix, you can get collisions with other enums or entity objects that are similar, but not the same.

  I would suggest waiting to switch the names and/or theme of the names until after this is all pushed into master.

  Trying to switch the names now adds another layer of confusion and room for error.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2707#issuecomment-587541437
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2707
node_id: MDEyOklzc3VlQ29tbWVudDU4NzU0MTQzNw==
created_at: 2020-02-18T16:13:46Z
updated_at: 2020-02-18T16:13:46Z
author_association: MEMBER
body:
  I would still rename /art/ to /images/, or, alternatively put it in the repo root as /images/.

  Other projects may want to references these assets. More generically you'd call these "resources" and they'd be in a folder with the same name, however, i think a specific folder for /images/ is appropriate.

  I've never seen the term /art/ used to define such assets so it feels odd to me.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2707#issuecomment-587589180
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2707
node_id: MDEyOklzc3VlQ29tbWVudDU4NzU4OTE4MA==
created_at: 2020-02-18T17:50:39Z
updated_at: 2020-02-18T17:50:39Z
author_association: MEMBER
body:
  moving to top level solution folder looked to be problematic in project file. maybe can revisit later

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2697#issuecomment-588267874
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2697
node_id: MDEyOklzc3VlQ29tbWVudDU4ODI2Nzg3NA==
created_at: 2020-02-19T14:42:26Z
updated_at: 2020-02-19T14:42:26Z
author_association: MEMBER
body:
  I'm testing this against current master (that has the fixed orderby), and am not seeing a noticeable difference with the following setup:
  Landblocks: 1,415 active (3 dungeons), 635 dormant (1 dungeons), Landblock Groups: 14 - Players: 154, Creatures: 17,053, Missiles: 10, Other: 24,439, Total: 41,656

  I still plan to do more controlled testing. Will report those results when I have them.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2721#issuecomment-589507271
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2721
node_id: MDEyOklzc3VlQ29tbWVudDU4OTUwNzI3MQ==
created_at: 2020-02-21T05:41:00Z
updated_at: 2020-02-21T05:41:00Z
author_association: CONTRIBUTOR
body:
  Seems to work very well. I use it all the time now. Its especially handy after importing a large volume of statically place weenies and not having to restart your server to try changes. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2727#issuecomment-589651014
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2727
node_id: MDEyOklzc3VlQ29tbWVudDU4OTY1MTAxNA==
created_at: 2020-02-21T13:23:05Z
updated_at: 2020-02-21T13:23:05Z
author_association: MEMBER
body:
  Please hold off on this.

  The exception you posted is a single threaded stack, direct from WorldManager.

  Rather than add the increased overhead from a ConcurrentDictionary, I'd like to find out what is actually messing with AdjustCells in a different thread.

  Also, this is the first time I've ever seen this exception as a result of multi-threading. I spent a lot of time making sure that the various threads and entities (like landblock) can be thread safe without the use of heavier objects like ConcurrentDictionary and excessive locking. I think the current stability of ACE in mulit-thread env is pretty solid. I'd like to know more about this specific issue before we apply a patch that may be masking a bigger architectural issue that I may have missed.

  I'm also not ruling out something specific to the server in questions codebase. As I mentioned, this is the first time I've seen this exception.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2728#issuecomment-589732745
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2728
node_id: MDEyOklzc3VlQ29tbWVudDU4OTczMjc0NQ==
created_at: 2020-02-21T16:38:47Z
updated_at: 2020-02-21T16:38:47Z
author_association: COLLABORATOR
body:
  For a good example between the 1st and 2nd version of this patch:

  In first version of patch:

  - start running constantly into a door
  - open door while running into it

  expected:

  to match up with acclient, the doors to the buildings in yaraq for example, have a ~0.3s delay before they turn ethereal

  actual:

  the player previously started to run through the doors immediately, in the first version of this patch.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2728#issuecomment-589741112
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2728
node_id: MDEyOklzc3VlQ29tbWVudDU4OTc0MTExMg==
created_at: 2020-02-21T16:58:21Z
updated_at: 2020-02-21T16:58:21Z
author_association: COLLABORATOR
body:
  nevermind, i misinterpreted the data.

  the yaraq door is not 0.3s, it is 0.03s -- the hook to change ethereal state is on the second frame of the animation. so ethereal is set to false 1/30 of a second after opening the door, and it is set to true 29/30 of a second after closing the door

  in other words, at least for the doors i am testing, the original logic was "close enough", and this would be overcomplicating things, unless there are truly any doors where the ethereal hook happens 1/2 way through the animation.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2752#issuecomment-593186094
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2752
node_id: MDEyOklzc3VlQ29tbWVudDU5MzE4NjA5NA==
created_at: 2020-03-02T02:06:36Z
updated_at: 2020-03-02T02:06:36Z
author_association: COLLABORATOR
body:
  another question: should the function that rolls for pet ratings still be based on tier?

  if a T5 rolls a level 50 pet, it doesn't make much sense for it to have lower ratings on average than a T1 rolling that same level 50 pet

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2760#issuecomment-594130850
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2760
node_id: MDEyOklzc3VlQ29tbWVudDU5NDEzMDg1MA==
created_at: 2020-03-03T19:39:30Z
updated_at: 2020-03-03T19:39:30Z
author_association: COLLABORATOR
body:
  Not sure if this fix is appropriate.

  This leaves the potential for bad data lingering around that never gets detected or fixed..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2809#issuecomment-599039912
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2809
node_id: MDEyOklzc3VlQ29tbWVudDU5OTAzOTkxMg==
created_at: 2020-03-14T10:50:48Z
updated_at: 2020-03-14T10:50:48Z
author_association: COLLABORATOR
body:
  Update:

  With https://github.com/ACEmulator/ACE/pull/2809/commits/71c27feee83562330b667028ef1d16d0035cf405 , I am still able to repro the 'client repeatedly tries to log into world very rapidly' bug using a new set of repro steps:

  - Start server
  - Log into server via thwarg launcher. Close thwarg launcher window so that it doesn't automatically close the ac window
  - Open thwarg launcher again
  - Set /pktimer on char still logged into world
  - Log in again with thwarg launcher, WITHOUT closing the original acclient window

  At this point, since ThwargLauncher will be connecting on a new port, it will get a new session, instead of the existing one. So the new session won't be in 'WorldConnected' state, so it won't hit any of that logic

  It will however, hit this logic in AuthenticationHandler, on line 176:

  ```
                  if (PropertyManager.GetBool("account_login_boots_in_use").Item)
                  {
                      var previouslyConnectedAccount = NetworkManager.Find(account.AccountName);

                      if (previouslyConnectedAccount != null)
                      {
                          previouslyConnectedAccount.Terminate(SessionTerminationReason.AccountLoggedIn, new GameMessageCharacterError(CharacterError.Logon));
                      }
                  }
  ```

  Thinking maybe this logic should be moved to NetworkManager.LoginRequest perhaps?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2809#issuecomment-599042382
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2809
node_id: MDEyOklzc3VlQ29tbWVudDU5OTA0MjM4Mg==
created_at: 2020-03-14T11:13:29Z
updated_at: 2020-03-14T11:13:29Z
author_association: COLLABORATOR
body:
  With the revised implementation in https://github.com/ACEmulator/ACE/pull/2809/commits/593cc5f06a1e63a9062e6f256b3234d8da01b146, the previous bug is fixed

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2828#issuecomment-600216530
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2828
node_id: MDEyOklzc3VlQ29tbWVudDYwMDIxNjUzMA==
created_at: 2020-03-17T18:01:46Z
updated_at: 2020-03-17T18:01:46Z
author_association: COLLABORATOR
body:
  I forwarded this particular error to @Mag-nus, so that he can investigate the best place to insert such error handling and logging code

  I think perhaps the inner database lookup code should just be returning null properly / not crashing there, and then it would maybe be the responsibility of the outer game code that fetches the weenie to check if null / handle / error logging

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2828#issuecomment-600219981
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2828
node_id: MDEyOklzc3VlQ29tbWVudDYwMDIxOTk4MQ==
created_at: 2020-03-17T18:09:11Z
updated_at: 2020-03-17T18:09:11Z
author_association: COLLABORATOR
body:
  I agree, this just for DnF at the moment for helping find issues in their stuff.  Not really meant for master

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2846#issuecomment-602258737
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2846
node_id: MDEyOklzc3VlQ29tbWVudDYwMjI1ODczNw==
created_at: 2020-03-22T19:18:47Z
updated_at: 2020-03-22T19:21:31Z
author_association: COLLABORATOR
body:
  What happens if I import the scroll to my live server with the import content commands?

  The weenie cache will be cleared, but the scroll cache will not be... so the scroll cache will still be saying that scroll is 'null'

  This was sort of intentionally designed to not cache null weenies. If we do want to cache null weenies, then Harli's original PR would be the correct location for this -- in ConvertToEntityWeenie, just sans logging

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2846#issuecomment-602268376
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2846
node_id: MDEyOklzc3VlQ29tbWVudDYwMjI2ODM3Ng==
created_at: 2020-03-22T20:36:53Z
updated_at: 2020-03-22T20:36:53Z
author_association: MEMBER
body:
  I think clearweeniecache should probably be expanded to be "clearworldcache". If not in name, at least functionally.

  I'm fine either way, just bring up something I saw.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2870#issuecomment-605709456
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2870
node_id: MDEyOklzc3VlQ29tbWVudDYwNTcwOTQ1Ng==
created_at: 2020-03-29T22:08:44Z
updated_at: 2020-03-29T22:08:44Z
author_association: COLLABORATOR
body:
  There's several other instances of `Shade > 0`, not just `Item.Shade > 0`. Not sure if all are relevant (e.g. where it's used as "probability"), but the others correct some other issues.

  Test: Create an NPC with a Faran Robe, WCID 5850, PaletteTemplate 5 and Shade of 0. The created NPC with robe will use the default Shade on the Robe of 0.5 (should be a dark blue/black trim, but is instead a medium blue with brown/greyish trim)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2875#issuecomment-608515643
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2875
node_id: MDEyOklzc3VlQ29tbWVudDYwODUxNTY0Mw==
created_at: 2020-04-03T15:46:22Z
updated_at: 2020-04-03T15:46:22Z
author_association: COLLABORATOR
body:
  Projectiles shouldn't just randomly explode because of server lag, or if 1 tick seems to randomly take too long...

  I get these random 'tick took ## ms' messages on my local server all the time. This would severely destabilize the game..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2822#issuecomment-609808129
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2822
node_id: MDEyOklzc3VlQ29tbWVudDYwOTgwODEyOQ==
created_at: 2020-04-06T13:52:13Z
updated_at: 2020-04-06T13:52:13Z
author_association: COLLABORATOR
body:
  This patch has been running on Potato for the past few weeks

  I have not heard any reports from players on whether they have perceived any noticeable improvements from this patch -- however, the 2-way collision detects definitely seem like the "right" way to do this part here

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2905#issuecomment-612298191
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2905
node_id: MDEyOklzc3VlQ29tbWVudDYxMjI5ODE5MQ==
created_at: 2020-04-11T02:08:40Z
updated_at: 2020-04-11T02:08:40Z
author_association: CONTRIBUTOR
body:
  # Validation
  1. On clean server, on master I created a character and `/god` and confirmed I was stuck.
  2. Shutdown server, switched to this pull request, build and relaunched the server.
  3. Ran `/ungod` -> `/god` -> `/ungod`

  Result:
  > You have returned from your godly state.
  > You are now a god!!!
  > You have returned from your godly state.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2906#issuecomment-612470440
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2906
node_id: MDEyOklzc3VlQ29tbWVudDYxMjQ3MDQ0MA==
created_at: 2020-04-11T17:23:18Z
updated_at: 2020-04-11T17:24:20Z
author_association: COLLABORATOR
body:
  maybe it's inaccurate or some other bug, but:

  http://gallery.esfbc.com/albums/userpics/10001/Capture.PNG

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2906#issuecomment-612496506
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2906
node_id: MDEyOklzc3VlQ29tbWVudDYxMjQ5NjUwNg==
created_at: 2020-04-11T19:26:29Z
updated_at: 2020-04-11T19:26:29Z
author_association: NONE
body:
  I think this behavior is correct- the original AC manual has a screenshot of the allegiance tab of a character without any patron or vassals showing a zero rank.  If I recall correctly, the idea is that you have a rank of '1' just for being a part of an allegiance but 0 when you start out without a patron or vassals.

  In any case, this issue is mainly about the correct evaluation of allegianceMinLevel for HasRequirements()'s return value when a character's 'allegiance' field is null.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2919#issuecomment-612602058
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2919
node_id: MDEyOklzc3VlQ29tbWVudDYxMjYwMjA1OA==
created_at: 2020-04-12T11:45:07Z
updated_at: 2020-04-12T11:45:07Z
author_association: COLLABORATOR
body:
  Any particular reason this increases the debuff timers?

  I can imagine there being a use case where an admin would want to increase the buff timers, but keep the debuff timers

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2919#issuecomment-612657698
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2919
node_id: MDEyOklzc3VlQ29tbWVudDYxMjY1NzY5OA==
created_at: 2020-04-12T18:32:40Z
updated_at: 2020-04-12T18:32:40Z
author_association: CONTRIBUTOR
body:
  I thought it would help for there to still be a matching detriment to a global extension of spell duration from a balance perspective.  I think it would up the need for players to be more prepared, say for getting dispel gems or chorizite, for certain activities.  Then on a PvP server it would potentially be seen as necessary since in that relative context a "negative" spell cast onto players B is a "positive" spell person A who cast it.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2931#issuecomment-613638055
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2931
node_id: MDEyOklzc3VlQ29tbWVudDYxMzYzODA1NQ==
created_at: 2020-04-14T19:29:30Z
updated_at: 2020-04-14T19:29:30Z
author_association: NONE
body:
  Thanks gmriggs,

   

  I had run the updates to the shard, many of them seem to effect 0 rows, etc.  I assume the shard update in question is “2020-04-07-00-Add-Order-To-Biota-Properties-Palette" which I had executed previously and the table looks like:

  +----------------+-------------------+------+-----+---------+----------------+

  | Field          | Type              | Null | Key | Default | Extra          |

  +----------------+-------------------+------+-----+---------+----------------+

  | id             | int unsigned      | NO   | PRI | NULL    | auto_increment |

  | object_Id      | int unsigned      | NO   | MUL | 0       |                |

  | sub_Palette_Id | int unsigned      | NO   |     | NULL    |                |

  | offset         | smallint unsigned | NO   |     | NULL    |                |

  | length         | smallint unsigned | NO   |     | NULL    |                |

  | order          | tinyint unsigned  | YES  |     | NULL    |                |

  +----------------+-------------------+------+-----+---------+----------------+

   

  There is nothing in the table, empty set.

   

  Am I missing something, should I rebuild?  Any advice is welcome, and I hope this doesn’t reopen the ticket, that wasn’t my intent.

   

  Thanks again!

   

  From: gmriggs <notifications@github.com> 
  Sent: Tuesday, April 14, 2020 2:18 AM
  To: ACEmulator/ACE <ACE@noreply.github.com>
  Cc: eviosdelam <andrew@braineacts.com>; Author <author@noreply.github.com>
  Subject: Re: [ACEmulator/ACE] DoSaveBiota: Unknown column 'order' in 'field list' (#2931)

   

  Not a bug. Run the updates in your Database/Updates/Shard folder

  —
  You are receiving this because you authored the thread.
  Reply to this email directly, view it on GitHub <https://github.com/ACEmulator/ACE/issues/2931#issuecomment-613325651> , or unsubscribe <https://github.com/notifications/unsubscribe-auth/AMVEOONWDCQTQR3JYCPGSPLRMQS6FANCNFSM4MHSCHPQ> .  <https://github.com/notifications/beacon/AMVEOOJAW2JHTCYYL53HZEDRMQS6FA5CNFSM4MHSCHP2YY3PNVWWK3TUL52HS4DFVREXG43VMVBW63LNMVXHJKTDN5WW2ZLOORPWSZGOESHJWUY.gif> 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/2931#issuecomment-613640075
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2931
node_id: MDEyOklzc3VlQ29tbWVudDYxMzY0MDA3NQ==
created_at: 2020-04-14T19:34:06Z
updated_at: 2020-04-14T19:34:06Z
author_association: COLLABORATOR
body:
  @eviosdelam 

  Hmm, if you ran the update, and you are still getting an error with 'order' column, maybe it's something different than I originally thought

  Forwarding this to @Mag-nus , as he knows the most about this particular update

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2935#issuecomment-614379333
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2935
node_id: MDEyOklzc3VlQ29tbWVudDYxNDM3OTMzMw==
created_at: 2020-04-16T02:33:05Z
updated_at: 2020-04-16T02:36:10Z
author_association: NONE
body:
  > 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.

  Not sure how relevant this is but MFK chests always reset to locked upon closing so this doesn't prevent the delay as its not possible to ever bypass it with chests like those that reset upon closure.

  I might suggest adding this as a server option, so that server operators can tweak this setting higher or lower depending on preference. You said 5 seconds is too low but that might be accurate to others (or even making it 0 to disable entirely). Just my 2cents.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2990#issuecomment-629855537
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2990
node_id: MDEyOklzc3VlQ29tbWVudDYyOTg1NTUzNw==
created_at: 2020-05-17T20:25:03Z
updated_at: 2020-05-17T20:25:31Z
author_association: COLLABORATOR
body:
  Well that information was sent in previous versions of ACE, even when the fellowship window wasn't open. A plugin like that would have been possible in previous versions of ACE, or with a future option to toggle this feature

  This update was just the result of something schneebly mentioned when he was studying the ACE network traffic, so that it matches up with retail a bit closer

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2998#issuecomment-635607225
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2998
node_id: MDEyOklzc3VlQ29tbWVudDYzNTYwNzIyNQ==
created_at: 2020-05-28T21:05:09Z
updated_at: 2020-05-28T21:06:29Z
author_association: COLLABORATOR
body:
  I would change 0 to a 1 and leave the 100, since if lowering to 99, the higher end roll chance is decreasing.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2998#issuecomment-635645330
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2998
node_id: MDEyOklzc3VlQ29tbWVudDYzNTY0NTMzMA==
created_at: 2020-05-28T22:38:58Z
updated_at: 2020-05-28T22:39:19Z
author_association: COLLABORATOR
body:
  > I would change 0 to a 1 and leave the 100, since if lowering to 99, the higher end roll chance is decreasing.

  Changing it to 1,100 would require all of the ifs to be updated to <= instead of <, and would produce the exact same result as the currently updated code.

  This fixes the RNG roll to match with the intended rates of the if statements. The original was bugged for every if branch, in that something that was intended to have a 20/100 chance was having a 20/101 chance.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/2998#issuecomment-635647256
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/2998
node_id: MDEyOklzc3VlQ29tbWVudDYzNTY0NzI1Ng==
created_at: 2020-05-28T22:44:44Z
updated_at: 2020-05-28T22:45:23Z
author_association: COLLABORATOR
body:
  original:

  ```
  	case 2:
  		chance = ThreadSafeRandom.Next(0, 100);
  		if (chance < 80)
  			damageMod = .01;
  		else if (chance < 95)
  			damageMod = .02;
  		else
  			damageMod = .03;
  		break;
  ```
  		
  80/101 = 79.2%		
  15/101 = 14.8%
  6/101 = 5.9%

  currently updated version:

  80%
  15%
  5%

  your suggestion:

  79%
  15%
  6%

  your suggestion, and also changing every < to <= :

  80%
  15%
  5%

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3015#issuecomment-641549994
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3015
node_id: MDEyOklzc3VlQ29tbWVudDY0MTU0OTk5NA==
created_at: 2020-06-09T20:25:20Z
updated_at: 2020-06-09T20:25:20Z
author_association: COLLABORATOR
body:
  Just a word of caution, this will still be set to 'false' for most servers

  This will only be set to true for brand new servers that are installed after this patch

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3027#issuecomment-645596889
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3027
node_id: MDEyOklzc3VlQ29tbWVudDY0NTU5Njg4OQ==
created_at: 2020-06-17T20:09:39Z
updated_at: 2020-06-17T20:09:39Z
author_association: COLLABORATOR
body:
  I have tested this, and it works.   Of note, you have to reload the landblock for the changes to take effect.  If you remove the child instance,  it will continue to spawn till you reload.  This is a given, but just to avoid confusion for others.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3034#issuecomment-647058358
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3034
node_id: MDEyOklzc3VlQ29tbWVudDY0NzA1ODM1OA==
created_at: 2020-06-20T23:46:42Z
updated_at: 2020-06-20T23:46:42Z
author_association: CONTRIBUTOR
body:
  For reference: another line of code that may be useful for fixing https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/WorldObjects/Player.cs#L151

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3042#issuecomment-650565047
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3042
node_id: MDEyOklzc3VlQ29tbWVudDY1MDU2NTA0Nw==
created_at: 2020-06-27T14:02:38Z
updated_at: 2020-06-27T14:02:38Z
author_association: MEMBER
body:
  Out of curiosity, what does this gain, or affect?

  The best I could find is that this controls the icon: https://docs.microsoft.com/en-us/visualstudio/extensibility/internals/solution-dot-sln-file?view=vs-2019

  ```
  # Visual Studio Version 16
  The major version of Visual Studio that (most recently) saved this solution file. This information controls the version number in the solution icon.
  ```

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3042#issuecomment-650589634
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3042
node_id: MDEyOklzc3VlQ29tbWVudDY1MDU4OTYzNA==
created_at: 2020-06-27T17:32:59Z
updated_at: 2020-06-27T17:32:59Z
author_association: COLLABORATOR
body:
  If you have more than one version of Visual Studio installed, it will cause Visual Studio Version Selector to open the appropriate version. As it stands, if you have VS2017 and 2019 installed, double-clicking the .SLN causes 2017 open--which does not work with this.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3064#issuecomment-655527712
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3064
node_id: MDEyOklzc3VlQ29tbWVudDY1NTUyNzcxMg==
created_at: 2020-07-08T13:41:30Z
updated_at: 2020-07-08T13:41:30Z
author_association: CONTRIBUTOR
body:
  There is still a lot to update, casinos being one of the pieces.  It will probably be a while before there is a lot of movement to update the rewards.  ACE-Patches is nominally sitting at 2006-01-Reprisals for most completeness.  There is a long way to go and not a lot of informed contributors

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3064#issuecomment-655575492
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3064
node_id: MDEyOklzc3VlQ29tbWVudDY1NTU3NTQ5Mg==
created_at: 2020-07-08T15:03:10Z
updated_at: 2020-07-08T15:03:10Z
author_association: NONE
body:
  Thank you for the update. Out of curiosity how would one contribute to helping to update missing content or rolling out new content? I'm not sure what kind of experience is require or what kind of time I have, but I am definitely interested in helping if it's possible. Thank you for the help.


  -----Original Message-----
  From: ziang4891 <notifications@github.com>
  To: ACEmulator/ACE <ACE@noreply.github.com>
  Cc: MagiMaster10 <Asland100@aol.com>; Author <author@noreply.github.com>
  Sent: Wed, Jul 8, 2020 6:41 am
  Subject: Re: [ACEmulator/ACE] Den's of Antiquity issue (#3064)




  There is still a lot to update, casinos being one of the pieces. It will probably be a while before there is a lot of movement to update the rewards. ACE-Patches is nominally sitting at 2006-01-Reprisals for most completeness. There is a long way to go and not a lot of informed contributors

  —
  You are receiving this because you authored the thread.
  Reply to this email directly, view it on GitHub, or unsubscribe.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3078#issuecomment-658170173
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3078
node_id: MDEyOklzc3VlQ29tbWVudDY1ODE3MDE3Mw==
created_at: 2020-07-14T13:10:44Z
updated_at: 2020-07-14T13:10:44Z
author_association: MEMBER
body:
  Our existing Log4Net configuration can be used for this as well.

  Lines like the following, which write directly to the console, bypass any lognet collection and settings:
  Console.WriteLine($"Searching for World Customization SQL scripts .... ");

  What you could do is replace the existing Console.WriteLine and follow the pattern we've established which is similar to:
  Log("[WORLD_CUSTOMIZATION] Some Message....");

  Then, you can filter based on that tag in the log4net and pipe those messages to a separate log (if that is the intent).

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3078#issuecomment-660983867
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3078
node_id: MDEyOklzc3VlQ29tbWVudDY2MDk4Mzg2Nw==
created_at: 2020-07-20T12:00:32Z
updated_at: 2020-07-20T12:00:32Z
author_association: CONTRIBUTOR
body:
  I am just getting back to this. I will definitely look into trying this method. Does ACE have documentation on how Log4Net works?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3109#issuecomment-670844409
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3109
node_id: MDEyOklzc3VlQ29tbWVudDY3MDg0NDQwOQ==
created_at: 2020-08-08T08:26:57Z
updated_at: 2020-08-08T08:27:27Z
author_association: COLLABORATOR
body:
  fixed the 'todo' scenario above, although it only applies for faction mobs, and prevents the scenario described before from happening with faction mobs. retaliate behavior currently remains the same.

  investigating the summoning scenario next, and some other possible scenarios

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3109#issuecomment-670850895
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3109
node_id: MDEyOklzc3VlQ29tbWVudDY3MDg1MDg5NQ==
created_at: 2020-08-08T09:33:22Z
updated_at: 2020-08-08T09:34:03Z
author_association: COLLABORATOR
body:
  added support for CombatPets not attacking mobs belonging to the same faction as the pet owner

  one thing to note about this currently, if the pet owner attacks the same-factioned mob, the faction mob will retaliate, and the CombatPet will continue to idle, not defending the player

  anomalies still left on the todo list: if i attack a same-factioned mob standing in a group of other same-factioned mobs, should they all aggro me? currently using the DamageHistory method instead of a HashSet&lt;guid&gt; retaliateTargets, i wouldn't have a DamageHistory entry for the other mobs, so they would de-aggro quickly.

  another similar scenario, if i attack a same-factioned mob, but i am evaded, it will begin attacking me, and then quickly de-aggro, since an evade is not inserted into their DamageHistory

  considering switching to a HashSet&lt;guid&gt; retaliateTargets instead of DamageHistory.HasDamager(guid) to remedy these 2 situations

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3119#issuecomment-674155839
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3119
node_id: MDEyOklzc3VlQ29tbWVudDY3NDE1NTgzOQ==
created_at: 2020-08-14T16:27:42Z
updated_at: 2020-08-14T16:27:42Z
author_association: COLLABORATOR
body:
  Notes:

  Finding some inconsistencies between the usage of AxeMastery and MaceMastery

  Both seem to be linked to LightWeaponsMastery... testing in-game, and I correctly get the Light Weapons bonus from the level 7 version of both of these creature spells.

  However, the standard for LightWeapons conversion has seemed to be Axe instead of Mace, so normalizing to this

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3119#issuecomment-674158534
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3119
node_id: MDEyOklzc3VlQ29tbWVudDY3NDE1ODUzNA==
created_at: 2020-08-14T16:34:09Z
updated_at: 2020-08-14T16:34:09Z
author_association: CONTRIBUTOR
body:
  Yeah, multiple, differing original spells were changed to Light Weapons mastery, possibly so Turbine didn't have to touch an item to change its spell from weapon type to class, during the MoA conversion.  Instead of redoing the item, they changed the spell that was attached.  

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3119#issuecomment-674160460
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3119
node_id: MDEyOklzc3VlQ29tbWVudDY3NDE2MDQ2MA==
created_at: 2020-08-14T16:38:47Z
updated_at: 2020-08-14T16:39:01Z
author_association: COLLABORATOR
body:
  In GemCreatureSpellMatrix, there was a column split between MaceMastery for 1-6, and TwoHandedMastery for 7-8

  I'm assuming this column should be TwoHandedMastery, as there is no other column for it, and MaceMastery would have the unintended effect of doubling the chances for LightWeaponMastery

  Still in the process of verifying a few other parts of this PR

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3119#issuecomment-674161819
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3119
node_id: MDEyOklzc3VlQ29tbWVudDY3NDE2MTgxOQ==
created_at: 2020-08-14T16:42:07Z
updated_at: 2020-08-14T16:47:59Z
author_association: COLLABORATOR
body:
  Another thing I noticed is that for level 7-8 of salvaging buff, it switched over from Arcanum Salvaging to Nuhmudira's Wisdom

  Not sure which it should be

  Also for GemCreatureSpellMatrix, I noticed that rows 7-8 have 2 additional columns, for Void Magic Mastery and salvaging buff. Should these only be in rows 7-8, or should they also have entries in 1-6?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3125#issuecomment-674517105
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3125
node_id: MDEyOklzc3VlQ29tbWVudDY3NDUxNzEwNQ==
created_at: 2020-08-16T11:51:01Z
updated_at: 2020-08-16T11:51:01Z
author_association: COLLABORATOR
body:
  I misunderstood https://github.com/ACEmulator/ACE/pull/3121, specifically where IsRotationValid() was being called

  In the current implementation, IsRotationValid() is being called anytime .Location for any object on the server is being referenced. This is extremely bad design, and 1000% the wrong place / frequency to be calling IsRotationValid(). On a large server, this will result in 10s of thousands of calls to IsRotationValid() per second.

  IsRotationValid() should be called when a position / rotation is first read in from the database

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3125#issuecomment-674867257
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3125
node_id: MDEyOklzc3VlQ29tbWVudDY3NDg2NzI1Nw==
created_at: 2020-08-17T13:01:48Z
updated_at: 2020-08-17T13:01:48Z
author_association: MEMBER
body:
  Ripley, a good place to put the position check might be in WorldObject.cs, line 133, at the end of the WorldObject(Biota) ctor.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3163#issuecomment-678798535
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3163
node_id: MDEyOklzc3VlQ29tbWVudDY3ODc5ODUzNQ==
created_at: 2020-08-23T17:01:31Z
updated_at: 2020-08-23T17:01:31Z
author_association: COLLABORATOR
body:
  I think this function might be from acclient, I will have to double check, as it's one of the older ACE functions that someone added very early on

  IIRC, the NSWE compass coordinates only have accuracy down to 1 landblock, with the in-game precision of 1 decimal point. If we want to have more than 1 decimal point of precision, this function might need to be modified from the way acclient handles it

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3163#issuecomment-678799024
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3163
node_id: MDEyOklzc3VlQ29tbWVudDY3ODc5OTAyNA==
created_at: 2020-08-23T17:05:40Z
updated_at: 2020-08-23T17:07:01Z
author_association: COLLABORATOR
body:
  Measuring in game, it looks like each .1 equates to 1 outdoor landcell / 24 meters

  So with 1 decimal point, there should be cell-level precision

  (for landblock precision, i might have been confusing the level of precision with clicking on the minimap in-game to teleport)

  Still, this function should have been coming from acclient iirc..

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3162#issuecomment-678895443
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3162
node_id: MDEyOklzc3VlQ29tbWVudDY3ODg5NTQ0Mw==
created_at: 2020-08-24T04:22:33Z
updated_at: 2020-08-24T04:22:33Z
author_association: COLLABORATOR
body:
  closing - after talking with original reporters more, it was determined slayerMod didn't affect dots in retail

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3151#issuecomment-679281348
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3151
node_id: MDEyOklzc3VlQ29tbWVudDY3OTI4MTM0OA==
created_at: 2020-08-24T18:05:42Z
updated_at: 2020-08-24T18:05:42Z
author_association: CONTRIBUTOR
body:
  I was able to reproduce it using these steps:

  1. Installed latest code base, world database and confirmed all DB updates applied 
  2. Created two new characters
  3. Created some items in the inventory of one character using /ci developer command until I could no longer create new items
  4. Buffed the character with Strength spell
  5. Created more items in the characters inventory
  6. Killed the char using /die to remove the Strength buff
  7. This put the character at 300% burden
  8. Initiated trade between two characters and placed items on the side of the character currently with 300% burden and left nothing in the trade side of the unburdened character
  9. Attempted to complete trade and it failed because the burdened character was still at 300% burden, but was not taking on any additional weight

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3151#issuecomment-679282146
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3151
node_id: MDEyOklzc3VlQ29tbWVudDY3OTI4MjE0Ng==
created_at: 2020-08-24T18:07:23Z
updated_at: 2020-08-24T18:07:23Z
author_association: MEMBER
body:
  > I was able to reproduce it using these steps:
  > 
  > 1. Installed latest code base, world database and confirmed all DB updates applied
  > 2. Created two new characters
  > 3. Created some items in the inventory of one character using /ci developer command until I could no longer create new items
  > 4. Buffed the character with Strength spell
  > 5. Created more items in the characters inventory
  > 6. Killed the char using /die to remove the Strength buff
  > 7. This put the character at 300% burden
  > 8. Initiated trade between two characters and placed items on the side of the character currently with 300% burden and left nothing in the trade side of the unburdened character
  > 9. Attempted to complete trade and it failed because the burdened character was still at 300% burden, but was not taking on any additional weight

  cool thanks for the steps.. i had created and maxxed out a char but i didn't do the buff and add more.. will try that next

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3171#issuecomment-681277921
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3171
node_id: MDEyOklzc3VlQ29tbWVudDY4MTI3NzkyMQ==
created_at: 2020-08-27T01:52:54Z
updated_at: 2020-08-27T01:52:54Z
author_association: COLLABORATOR
body:
  also fixes a bug with using an empty mana stone on an equipped item doesn't destroy the item properly

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3208#issuecomment-687105625
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3208
node_id: MDEyOklzc3VlQ29tbWVudDY4NzEwNTYyNQ==
created_at: 2020-09-04T12:13:35Z
updated_at: 2020-09-04T12:14:18Z
author_association: COLLABORATOR
body:
  Requesting review from @ziang4891 and @harliq for https://github.com/ACEmulator/ACE/pull/3208/commits/d597bddbb0cb447bc57fdac0c67ded2491aef94a

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3160#issuecomment-687284850
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3160
node_id: MDEyOklzc3VlQ29tbWVudDY4NzI4NDg1MA==
created_at: 2020-09-04T17:30:36Z
updated_at: 2020-09-04T17:30:36Z
author_association: COLLABORATOR
body:
  I still do not agree with some of the changes for damage.   No hard proof was given for those changes.   Just data from others that can not be verified.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3160#issuecomment-687347222
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3160
node_id: MDEyOklzc3VlQ29tbWVudDY4NzM0NzIyMg==
created_at: 2020-09-04T19:47:01Z
updated_at: 2020-09-04T20:29:40Z
author_association: NONE
body:
  > I still do not agree with some of the changes for damage. No hard proof was given for those changes. Just data from others that can not be verified.

  To explain further, I first examined the information in Combined_Mag-Tools_Inventory_Loot_Generation.xlsm.  I gathered what information was available from there, then I compared it to Morosity’s very recent pcap mining to verify my information and to check for anomalies on both our sides.

  You mentioned several issues you have with the changes I presented for two handers.  All that information is in the magtools/virindi export.  That is my hard proof, which I thought we all have access to and were using?  I didn’t need further sources for two handers, though I still compared all information against Morosity’s data.  The more sources along with multiple people gathering it in a different way, the better.  Seeing as he gathered his data separately and through a different resource, it made me feel more confident in my numbers.  

  I will list below the number of examples that can be found in the magtools/virindi export to support my numbers, as I fully understand you dismissing Morosity’s data, since you don’t have direct access to it.  I do have a link to the raw PCAPs that he used (Which I assume both projects are using but perhaps he has additional ones), but we would have to mine the data ourselves from it.  Which I would happily dig through afterwards as I lack coding skills.

  30 examples to support 39 damage 400 wield
  8 examples to support 33 damage 370 wield
  16 examples to support 30 damage 350 wield
  5 examples to support 27 damage 325 wield
  5 examples to support 23 damage 300 wield
  3 examples to support 20 damage 250 wield

  If I am somehow misunderstanding you on why you do not accept this data, let me know so we can discuss it.  If Combined_Mag-Tools_Inventory_Loot_Generation.xlsm is considered inaccurate, let me know.  I got this file from either Hells or OptimShi and was told this is what you guys were using.


  EDIT:  The original 35 damage currently listed for 370 wield, there isn't even 1 example of that in the magtool export.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3199#issuecomment-687596774
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3199
node_id: MDEyOklzc3VlQ29tbWVudDY4NzU5Njc3NA==
created_at: 2020-09-05T11:37:33Z
updated_at: 2020-09-05T11:37:33Z
author_association: COLLABORATOR
body:
  Updated with treasure-gem-count.sql test file moved to WorldBase.sql and https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/619

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3214#issuecomment-687826692
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3214
node_id: MDEyOklzc3VlQ29tbWVudDY4NzgyNjY5Mg==
created_at: 2020-09-06T15:56:33Z
updated_at: 2020-09-06T15:56:33Z
author_association: COLLABORATOR
body:
  Requesting review from @ziang4891 and @harliq for https://github.com/ACEmulator/ACE/pull/3214/commits/722be15acb24e96fc0efd2a73d074fc497da0894

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3215#issuecomment-687832658
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3215
node_id: MDEyOklzc3VlQ29tbWVudDY4NzgzMjY1OA==
created_at: 2020-09-06T16:21:41Z
updated_at: 2020-09-06T16:21:41Z
author_association: COLLABORATOR
body:
  Requesting review from @ziang4891 and @harliq for https://github.com/ACEmulator/ACE/pull/3215/commits/b9db3dd3246faf28f9552767248b9d481fced51a

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3216#issuecomment-688110036
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3216
node_id: MDEyOklzc3VlQ29tbWVudDY4ODExMDAzNg==
created_at: 2020-09-07T07:39:51Z
updated_at: 2020-09-07T07:40:27Z
author_association: COLLABORATOR
body:
  Requesting review from @ziang4891 and @harliq for https://github.com/ACEmulator/ACE/pull/3216/commits/87de3f57111b58dd7eae762c95850c968c21c0c3

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3242#issuecomment-700757793
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3242
node_id: MDEyOklzc3VlQ29tbWVudDcwMDc1Nzc5Mw==
created_at: 2020-09-29T14:48:53Z
updated_at: 2020-09-29T14:48:53Z
author_association: CONTRIBUTOR
body:
  Preliminary testing looks pretty decent. Spells do not seem to have an affect in any scenario when mobs fight.

  Currently with this PR, a Faction mob will attack any mob with or without a faction.

  If the mob does not have a faction that is being attacked by projectile, or life/creature it will not aggro.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3277#issuecomment-704741893
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3277
node_id: MDEyOklzc3VlQ29tbWVudDcwNDc0MTg5Mw==
created_at: 2020-10-07T07:09:17Z
updated_at: 2020-10-07T07:09:17Z
author_association: COLLABORATOR
body:
  Requesting review from @ziang4891 and @harliq for https://github.com/ACEmulator/ACE/pull/3277/commits/2aa02bb9d82da0ea12365563a1e1df9f692165f7

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3278#issuecomment-704763463
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3278
node_id: MDEyOklzc3VlQ29tbWVudDcwNDc2MzQ2Mw==
created_at: 2020-10-07T07:55:32Z
updated_at: 2020-10-07T07:55:32Z
author_association: COLLABORATOR
body:
  Requesting review from @Mag-nus for https://github.com/ACEmulator/ACE/pull/3278/commits/15b1c583041d2f4e8bb73356b143c04bb3f0498e

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3277#issuecomment-704842056
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3277
node_id: MDEyOklzc3VlQ29tbWVudDcwNDg0MjA1Ng==
created_at: 2020-10-07T10:21:38Z
updated_at: 2020-10-07T10:21:38Z
author_association: COLLABORATOR
body:
  update: GearMaxHealth on Jewelry wasn't discovered until after the initial PR, and has now been added

  when querying the magloot corpse logs with this additional rating, the initial rating chance roll into the jewelry table now matches the other tables (25% chance)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3290#issuecomment-706640424
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3290
node_id: MDEyOklzc3VlQ29tbWVudDcwNjY0MDQyNA==
created_at: 2020-10-11T02:36:01Z
updated_at: 2020-10-11T02:36:13Z
author_association: COLLABORATOR
body:
  Requesting review from @ziang4891 and @harliq for https://github.com/ACEmulator/ACE/pull/3290/commits/d8d18cfe3f4d3dfae79860e1ff9bcab341f44f52

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3309#issuecomment-711106926
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3309
node_id: MDEyOklzc3VlQ29tbWVudDcxMTEwNjkyNg==
created_at: 2020-10-18T02:21:20Z
updated_at: 2020-10-18T02:21:20Z
author_association: MEMBER
body:
  I just whipped this up real quick, it may make it easier for you to construct and send the packet:

  `using System.Collections.Generic;


  namespace ACE.Server.Network.Packets
  {
      public class PacketRejectRetransmit : ServerPacket
      {
          public PacketRejectRetransmit(List<uint> sequences)
          {
              Header.Flags = PacketHeaderFlags.RejectRetransmit;

              InitializeDataWriter();

              DataWriter.Write(sequences.Count);

              foreach (var sequence in sequences)
                  DataWriter.Write(sequence);
          }
      }
  }
  `

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3309#issuecomment-711143171
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3309
node_id: MDEyOklzc3VlQ29tbWVudDcxMTE0MzE3MQ==
created_at: 2020-10-18T09:46:59Z
updated_at: 2020-10-18T09:46:59Z
author_association: COLLABORATOR
body:
  tried your code, doesn't work

  if someone wants to modify this pr afterwards with code that works, go for it

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3380#issuecomment-738982634
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3380
node_id: MDEyOklzc3VlQ29tbWVudDczODk4MjYzNA==
created_at: 2020-12-04T19:47:32Z
updated_at: 2020-12-04T19:47:32Z
author_association: MEMBER
body:
  This does not actually change to NET 5.0 sdk/runtime, just realigns the names for eventual 5.0 changeover

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3391#issuecomment-745395585
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3391
node_id: MDEyOklzc3VlQ29tbWVudDc0NTM5NTU4NQ==
created_at: 2020-12-15T16:14:13Z
updated_at: 2020-12-15T16:14:13Z
author_association: CONTRIBUTOR
body:
  I seems it might be the case that this message will be sent when a projectile is fired from a creature, rather than if/when it hits a player. That would be wrong. 

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3391#issuecomment-746385302
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3391
node_id: MDEyOklzc3VlQ29tbWVudDc0NjM4NTMwMg==
created_at: 2020-12-16T14:33:13Z
updated_at: 2020-12-16T14:33:13Z
author_association: CONTRIBUTOR
body:
  > 
  > 
  > I seems it might be the case that this message will be sent when a projectile is fired from a creature, rather than if/when it hits a player. That would be wrong.

  This is incorrect. I cannot currently find a place to issue this message without sprikling if statements around the code base. .e.g TryResistSpell should sometimes issue the message, as well as many other places. There doesn't a appear to be a (single)place / callback to capture an incoming attack on a creature/player

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3416#issuecomment-757394911
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3416
node_id: MDEyOklzc3VlQ29tbWVudDc1NzM5NDkxMQ==
created_at: 2021-01-10T01:18:39Z
updated_at: 2021-01-10T01:18:39Z
author_association: MEMBER
body:
  > at first i was concerned with the removal of ACEmulator, and was going to suggest ACEmulator - WorldName, or WorldName - ACEmulator
  > 
  > But I see now the default WorldName in Config.js is ACEmulator. This should be fine to me

  I'd prefer the name still be there, ideally probably better to split it up in to two changes. first one as-is, second one append world name if its different from default?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3416#issuecomment-757395653
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3416
node_id: MDEyOklzc3VlQ29tbWVudDc1NzM5NTY1Mw==
created_at: 2021-01-10T01:23:30Z
updated_at: 2021-01-10T01:23:30Z
author_association: COLLABORATOR
body:
  > I'd prefer the name still be there, ideally probably better to split it up in to two changes. first one as-is, second one append world name if its different from default?

  Yeah something like that

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3420#issuecomment-757539875
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3420
node_id: MDEyOklzc3VlQ29tbWVudDc1NzUzOTg3NQ==
created_at: 2021-01-10T20:35:53Z
updated_at: 2021-01-10T20:35:53Z
author_association: MEMBER
body:
  This code cannot go in until after world database 209 is released, to ensure proper support going forward.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3423#issuecomment-760528685
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3423
node_id: MDEyOklzc3VlQ29tbWVudDc2MDUyODY4NQ==
created_at: 2021-01-14T22:56:09Z
updated_at: 2021-01-14T22:56:09Z
author_association: MEMBER
body:
  This doesn't solve the problem. The race condition will still exist and items will be lost.

  If you absolutely insist this go into master, please use the following condition, which we use elshewhere for this bandaid.

   if (PropertyManager.GetBool("player_receive_immediate_save").Item)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3427#issuecomment-761874296
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3427
node_id: MDEyOklzc3VlQ29tbWVudDc2MTg3NDI5Ng==
created_at: 2021-01-17T20:26:36Z
updated_at: 2021-01-17T20:26:36Z
author_association: NONE
body:
  Awesome!

  Thanks for all y'all do.

  mv

  On Sun, Jan 17, 2021 at 2:19 PM Ty Conner <notifications@github.com> wrote:

  > Closed #3427 <https://github.com/ACEmulator/ACE/issues/3427>.
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3427#event-4215496790>, or
  > unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ARPMKTSYHJ3DO42J43C7W33S2NA5PANCNFSM4WGITY2A>
  > .
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3440#issuecomment-769845881
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3440
node_id: MDEyOklzc3VlQ29tbWVudDc2OTg0NTg4MQ==
created_at: 2021-01-29T14:43:26Z
updated_at: 2021-01-29T14:43:26Z
author_association: MEMBER
body:
  Something is not right here.

  A player should never have a null session. It's set in the ctor of the Player and never released.

  I suspect this is trying to fix custom code? I would prefer not to see fixes for 3rd paty code put into the core of ACE.

  More specifically, this code gives the indication to a developer that a Player.Session can be null, when in fact, it cannot.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3445#issuecomment-772540056
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3445
node_id: MDEyOklzc3VlQ29tbWVudDc3MjU0MDA1Ng==
created_at: 2021-02-03T14:12:58Z
updated_at: 2021-02-03T14:12:58Z
author_association: MEMBER
body:
  I don't believe the issue is in the db here.

  I think that the ACE object ACE.Database.Models.Shard.Character.CharacterPropertiesQuestRegistry collection is getting messed up and ending up with two entries that have the same QuestName property.

  As a temp fix, I would:
  - Iterate through the collection and log in detail with ERROR each record that has the QuestName in question.
  - Remove one of the quest name entries and log the action.
  - Try to save the character again.

  It's either that, or, the Character EF tracking is some how getting out of sync and EF can't recover. I'd try the above first though before we dig deeper.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3446#issuecomment-773073731
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3446
node_id: MDEyOklzc3VlQ29tbWVudDc3MzA3MzczMQ==
created_at: 2021-02-04T06:44:56Z
updated_at: 2021-02-04T06:44:56Z
author_association: COLLABORATOR
body:
  👍 to the idea for sure!

  Maybe someone can ping @FlaggAC about this as well... he brought up a discussion a few weeks ago about integrating the rcon protocol

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3446#issuecomment-773132197
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3446
node_id: MDEyOklzc3VlQ29tbWVudDc3MzEzMjE5Nw==
created_at: 2021-02-04T08:37:35Z
updated_at: 2021-02-04T08:37:35Z
author_association: CONTRIBUTOR
body:
  > 👍 to the idea for sure!
  > 
  > Maybe someone can ping @FlaggAC about this as well... he brought up a discussion a few weeks ago about integrating the rcon protocol

  Interesting, @gmriggs. Thanks for the pointer. I hadn't heard about that work but that's really cool.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3446#issuecomment-775535174
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3446
node_id: MDEyOklzc3VlQ29tbWVudDc3NTUzNTE3NA==
created_at: 2021-02-08T23:33:46Z
updated_at: 2021-02-08T23:33:57Z
author_association: CONTRIBUTOR
body:
  Hey yes I spoke with the owner of battlemetrics.com and it might be a good thing for any AC Servers that wish to opt in to this. It would show public chat history, player login history, etc. - You can get an idea by going to https://www.battlemetrics.com/subscription/rcon  and seeing what it offers. 

  Feel free to ping me in Discord if you want to work together on this or on your own - the guy sent me info on how to get it completely set up.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3446#issuecomment-775557804
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3446
node_id: MDEyOklzc3VlQ29tbWVudDc3NTU1NzgwNA==
created_at: 2021-02-09T00:23:06Z
updated_at: 2021-02-09T00:23:06Z
author_association: CONTRIBUTOR
body:
  That's a pretty neat service, @FlaggAC , thanks for the pointer. Gives me some ideas for things I could add onto TreeStats.

  I definitely like the idea of implementing something like rcon that gives servers two-way messaging and remote control. That said, I also like the relatively small size of the change I'm proposing here and am probably willing to put more time into it since it's scratching my own itch.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3460#issuecomment-777509940
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3460
node_id: MDEyOklzc3VlQ29tbWVudDc3NzUwOTk0MA==
created_at: 2021-02-11T14:42:03Z
updated_at: 2021-02-11T14:42:03Z
author_association: COLLABORATOR
body:
  This looks like it should be fine to me

  Only suggestion is to alphabetize the property in the list, so that the property list is easily manageable / understandable, and so people reading through the properties can easily find them

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3460#issuecomment-777545793
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3460
node_id: MDEyOklzc3VlQ29tbWVudDc3NzU0NTc5Mw==
created_at: 2021-02-11T15:03:11Z
updated_at: 2021-02-11T15:03:11Z
author_association: CONTRIBUTOR
body:
  > This looks like it should be fine to me
  > 
  > Only suggestion is to alphabetize the property in the list, so that the property list is easily manageable / understandable, and so people reading through the properties can easily find them

  Fixed the position in the list.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3471#issuecomment-782986447
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3471
node_id: MDEyOklzc3VlQ29tbWVudDc4Mjk4NjQ0Nw==
created_at: 2021-02-22T01:57:53Z
updated_at: 2021-02-22T02:03:40Z
author_association: CONTRIBUTOR
body:
  You have something wrong, then, as he is setup to respond when shown the Sketch of a Viamontian (32591)

  https://github.com/ACEmulator/ACE-World-16PY-Patches/blob/cf9dd751580230100b0c54646c9f130ced40cd2b/Database/Patches/2006-01-Reprisals/9%20WeenieDefaults/Creature/Human/73051%20Andrilos.sql#L113

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3472#issuecomment-783514919
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3472
node_id: MDEyOklzc3VlQ29tbWVudDc4MzUxNDkxOQ==
created_at: 2021-02-22T16:52:46Z
updated_at: 2021-02-22T16:52:46Z
author_association: CONTRIBUTOR
body:
  Should those old clients be forced to end, as I'm guessing that the server doesn't recognize them as valid clients, anymore?  Will they end on their own, when not getting any response from the restarted server?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3471#issuecomment-784383574
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3471
node_id: MDEyOklzc3VlQ29tbWVudDc4NDM4MzU3NA==
created_at: 2021-02-23T17:48:12Z
updated_at: 2021-02-23T17:48:12Z
author_association: CONTRIBUTOR
body:
  I will be running that quest again in the next week or so on another character of mine and will get some more details then as well as get the item properties of the sketch I hand him.   

  I'm also planning to test whether it does the flag but he just doesn't reply in @tell for whatever reason.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3471#issuecomment-784415087
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3471
node_id: MDEyOklzc3VlQ29tbWVudDc4NDQxNTA4Nw==
created_at: 2021-02-23T18:27:11Z
updated_at: 2021-02-23T18:27:11Z
author_association: CONTRIBUTOR
body:
  If you look at the file from master, there are only two possible outcomes from showing him the sketch, but of which have a reply from the NPC

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3471#issuecomment-784416899
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3471
node_id: MDEyOklzc3VlQ29tbWVudDc4NDQxNjg5OQ==
created_at: 2021-02-23T18:29:54Z
updated_at: 2021-02-23T18:29:54Z
author_association: CONTRIBUTOR
body:
  If I happen to run into the same problem again,  is there any sort of debugging information in addition to chat logs and item properties of the sketch which I could help by providing?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3509#issuecomment-803765110
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3509
node_id: MDEyOklzc3VlQ29tbWVudDgwMzc2NTExMA==
created_at: 2021-03-22T05:11:42Z
updated_at: 2021-03-22T05:11:42Z
author_association: CONTRIBUTOR
body:
  This is correct.  The Rynthid weapons do not get mastery, which is tied to WeaponType, just like the Atlan and Isparian weapons.  Not a bug

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3509#issuecomment-804059583
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3509
node_id: MDEyOklzc3VlQ29tbWVudDgwNDA1OTU4Mw==
created_at: 2021-03-22T13:26:19Z
updated_at: 2021-03-22T13:26:19Z
author_association: NONE
body:
  In the weenie table all atlan and isparian weapons are typed as a missile
  weapon from what I can tell.

  On Mon, Mar 22, 2021, 1:12 AM ziang4891 ***@***.***> wrote:

  > This is correct. The Rynthid weapons do not get mastery, which is tied to
  > WeaponType, just like the Atlan and Isparian weapons. Not a bug
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3509#issuecomment-803765110>,
  > or unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ADUZ5Y4HLTA2EIJG5HSJL3LTE3GR7ANCNFSM4ZSLDDJQ>
  > .
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3511#issuecomment-807921282
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3511
node_id: MDEyOklzc3VlQ29tbWVudDgwNzkyMTI4Mg==
created_at: 2021-03-26T04:08:59Z
updated_at: 2021-03-26T04:08:59Z
author_association: CONTRIBUTOR
body:
  One, this is not an issue with the server.  Two, the content isn't at the point of having this mob in place

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3543#issuecomment-842740815
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3543
node_id: MDEyOklzc3VlQ29tbWVudDg0Mjc0MDgxNQ==
created_at: 2021-05-18T00:51:44Z
updated_at: 2021-05-18T00:51:44Z
author_association: MEMBER
body:
  Should PropertyFloat.LastPortalTeleportTimestamp be marked [Ephemeral] so that it's not saved to the database?

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3543#issuecomment-842744018
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3543
node_id: MDEyOklzc3VlQ29tbWVudDg0Mjc0NDAxOA==
created_at: 2021-05-18T01:01:25Z
updated_at: 2021-05-18T01:01:25Z
author_association: COLLABORATOR
body:
  > Should PropertyFloat.LastPortalTeleportTimestamp be marked [Ephemeral] so that it's not saved to the database?

  Yes, that might be a good idea

  That could also solve one of the main issues I ran into when applying this logic to all teleports, instead of just portals. Technically logging in counts as a "teleport", or at least the client sends the same OnLoginComplete during the initial login that it also sends  when it's ready to exit portal space from a regular portal.

  I initially ran into an issue where a player logging in and then running immediately into a portal would trigger the 'you have teleported too recently' message, so it was further restricted to being applied just to portals

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3587#issuecomment-860085247
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3587
node_id: MDEyOklzc3VlQ29tbWVudDg2MDA4NTI0Nw==
created_at: 2021-06-12T17:39:02Z
updated_at: 2021-06-12T17:40:55Z
author_association: COLLABORATOR
body:
  measured on 2600k:

  master: ~300s
  https://github.com/ACEmulator/ACE/pull/3587: 18s
  https://github.com/ACEmulator/ACE/pull/3582: 5s

  ~15x improvement from master, but still 3-4x slower than https://github.com/ACEmulator/ACE/pull/3582

  still significantly better than master, so marking as approved

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3592#issuecomment-861775428
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3592
node_id: MDEyOklzc3VlQ29tbWVudDg2MTc3NTQyOA==
created_at: 2021-06-15T19:32:13Z
updated_at: 2021-06-15T19:32:13Z
author_association: COLLABORATOR
body:
  Fixed in https://github.com/ACEmulator/ACE/pull/3593

  ItemType can now be set to the retail values, and ItemType now makes no determination in whether or not the tinkering code is used

  Note that the only "tinkering code" in the system now are the tinkering difficulty formulas. This was solely determined by the salvage_Type field. salvage_Type 0 is for normal recipes that use the normal built-in difficulties in the recipe.difficulty field. salvage_Type 1 is for tinkering (tinkering difficulty calculation, difficulty on the recipe is unused here) and salvage_Type 2 is for imbues, which is similar to tinkering, except with the / 3 and imbue aug addons.

  salvage_Type could be better thought of as a difficulty_Type. ie., just because something is a bag of salvage, doesn't mean it gets salvage_Type set. See leather, sandstone, and ivory salvage -- leather especially, since it was in py16. All of these are bags of salvage, yet they have salvage_Type 0, so they can use the regular recipe difficulty formula.

  So for the Mucor-Altered "salvages", salvage_Type should be set to 0 for those.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3612#issuecomment-877867803
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3612
node_id: MDEyOklzc3VlQ29tbWVudDg3Nzg2NzgwMw==
created_at: 2021-07-11T22:05:36Z
updated_at: 2021-07-11T22:06:15Z
author_association: COLLABORATOR
body:
  as mentioned, not 100% confident emptycell isn't further modified downstream, and since readonly doesn't truly enforce no changes to the object, can't be certain without further evaluation of the calling functions

  this should be good for testing to measure performance improvements from fewer object instantiations

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3626#issuecomment-890989210
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3626
node_id: IC_kwDOBLalGM41G2qa
created_at: 2021-08-02T12:34:41Z
updated_at: 2021-08-02T12:34:41Z
author_association: MEMBER
body:
  I think you can move up the lines of "if (!response) return;" above the "var player = Player;".

  This will save calls to PalyerManager.GetOnlinePlayer when !response

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3626#issuecomment-891244006
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3626
node_id: IC_kwDOBLalGM41H03m
created_at: 2021-08-02T18:34:49Z
updated_at: 2021-08-02T18:34:49Z
author_association: MEMBER
body:
  > I think you can move up the lines of "if (!response) return;" above the "var player = Player;".
  > 
  > This will save calls to PalyerManager.GetOnlinePlayer when !response

  shuffled around the ones that could be

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/pull/3660#issuecomment-906837626
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3660
node_id: IC_kwDOBLalGM42DT56
created_at: 2021-08-27T00:45:14Z
updated_at: 2021-08-27T00:45:14Z
author_association: COLLABORATOR
body:
  I've added logging, and there are some legit ways the client will allow for these things to happen, which is why I left the logs as "Warn". e.g. equip a bow, and try to equip a left-hand-tethered melee weapon, and the client will "allow" it (but ACE, logically, blocks it...it just now generates a Warning)

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3674#issuecomment-921868307
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3674
node_id: IC_kwDOBLalGM428pgT
created_at: 2021-09-17T15:02:24Z
updated_at: 2021-09-17T15:02:24Z
author_association: COLLABORATOR
body:
  I think this is a client-side effect based on the server time.

  This would require adjusting the server time / booting everyone from the server. It would also require reversing the prng function on the client that controls the weather.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/718#issuecomment-932781409
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/718
node_id: IC_kwDOBLalGM43mR1h
created_at: 2021-10-02T16:41:40Z
updated_at: 2021-10-02T16:41:40Z
author_association: MEMBER
body:
  An approach I've been working on is to use Prometheus to serve data: https://github.com/Mag-nus/ACE/tree/prometheus

  It uses this library: https://github.com/prometheus-net/prometheus-net

  An example of how metrics are provided is here: https://github.com/Mag-nus/ACE/blob/prometheus/Source/ACE.Server/Program_Metrics.cs

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43m_mP
created_at: 2021-10-03T15:02:06Z
updated_at: 2021-10-03T15:03:19Z
author_association: NONE
body:
  I am running 1.31.4061 on a private server. I just complete this quest with no issues. Lady Saliane spawned in the bunker. Gargole was at designated location.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932973554
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nAvy
created_at: 2021-10-03T15:28:12Z
updated_at: 2021-10-03T15:28:12Z
author_association: NONE
body:
  Then there must be something else missing from the server that I'm playing
  on.

  It's not my server (don't have one).

  While he's on that build of the database, there's definitely something
  missing.  Can't get the last candle, and there isn't a gargoyle there to
  hand them to anyway.

  Server address is wuck.ddns.net:9080.  Not sure if you can check to see
  what the admin has missing or not correct.

  Or even if you'd want to.

  Thanks for the confirmation.

  Regards,

  Michael Voelkering

  On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:

  > I am running 1.31.4061 on a private server. I just complete this quest
  > with no issues.
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847>,
  > or unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ>
  > .
  > Triage notifications on the go with GitHub Mobile for iOS
  > <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android
  > <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nBc2
created_at: 2021-10-03T15:46:32Z
updated_at: 2021-10-03T15:46:32Z
author_association: NONE
body:
  Wait a minute..

  How are you on build 1.31.4061?

  From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  [image: image.png]

  You're on a newer build.

  Where do I tell the admin to get 1.31.4061?

  Regards,

  MV

  On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  wrote:

  > Then there must be something else missing from the server that I'm playing
  > on.
  >
  > It's not my server (don't have one).
  >
  > While he's on that build of the database, there's definitely something
  > missing.  Can't get the last candle, and there isn't a gargoyle there to
  > hand them to anyway.
  >
  > Server address is wuck.ddns.net:9080.  Not sure if you can check to see
  > what the admin has missing or not correct.
  >
  > Or even if you'd want to.
  >
  > Thanks for the confirmation.
  >
  > Regards,
  >
  > Michael Voelkering
  >
  > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  >
  >> I am running 1.31.4061 on a private server. I just complete this quest
  >> with no issues.
  >>
  >> —
  >> You are receiving this because you authored the thread.
  >> Reply to this email directly, view it on GitHub
  >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847>,
  >> or unsubscribe
  >> <https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ>
  >> .
  >> Triage notifications on the go with GitHub Mobile for iOS
  >> <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >> or Android
  >> <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >>
  >>
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nBg-
created_at: 2021-10-03T15:48:21Z
updated_at: 2021-10-03T15:48:21Z
author_association: NONE
body:
  Its the current version. I downloaded and compiled it

  Get Outlook for Android<https://aka.ms/AAb9ysg>
  ________________________________
  From: VokardIX ***@***.***>
  Sent: Sunday, October 3, 2021 10:46:42 AM
  To: ACEmulator/ACE ***@***.***>
  Cc: llupin ***@***.***>; Comment ***@***.***>
  Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done. Thought it was live. Last update says it is. (#3676)


  Wait a minute..

  How are you on build 1.31.4061?

  From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  [image: image.png]

  You're on a newer build.

  Where do I tell the admin to get 1.31.4061?

  Regards,

  MV

  On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  wrote:

  > Then there must be something else missing from the server that I'm playing
  > on.
  >
  > It's not my server (don't have one).
  >
  > While he's on that build of the database, there's definitely something
  > missing. Can't get the last candle, and there isn't a gargoyle there to
  > hand them to anyway.
  >
  > Server address is wuck.ddns.net:9080. Not sure if you can check to see
  > what the admin has missing or not correct.
  >
  > Or even if you'd want to.
  >
  > Thanks for the confirmation.
  >
  > Regards,
  >
  > Michael Voelkering
  >
  > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  >
  >> I am running 1.31.4061 on a private server. I just complete this quest
  >> with no issues.
  >>
  >> —
  >> You are receiving this because you authored the thread.
  >> Reply to this email directly, view it on GitHub
  >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847>,
  >> or unsubscribe
  >> <https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ>
  >> .
  >> Triage notifications on the go with GitHub Mobile for iOS
  >> <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >> or Android
  >> <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >>
  >>
  >

  —
  You are receiving this because you commented.
  Reply to this email directly, view it on GitHub<https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ>.
  Triage notifications on the go with GitHub Mobile for iOS<https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675> or Android<https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932977385
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nBrp
created_at: 2021-10-03T15:52:32Z
updated_at: 2021-10-03T15:52:32Z
author_association: NONE
body:
  So, even though the page shows .4049, it's really .4061?

  Okay...

  Can you send me the link to that page?


  On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:

  > Its the current version. I downloaded and compiled it
  >
  > Get Outlook for Android<https://aka.ms/AAb9ysg>
  > ________________________________
  > From: VokardIX ***@***.***>
  > Sent: Sunday, October 3, 2021 10:46:42 AM
  > To: ACEmulator/ACE ***@***.***>
  > Cc: llupin ***@***.***>; Comment ***@***.***>
  > Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  > Thought it was live. Last update says it is. (#3676)
  >
  >
  > Wait a minute..
  >
  > How are you on build 1.31.4061?
  >
  > From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  > [image: image.png]
  >
  > You're on a newer build.
  >
  > Where do I tell the admin to get 1.31.4061?
  >
  > Regards,
  >
  > MV
  >
  > On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  > wrote:
  >
  > > Then there must be something else missing from the server that I'm
  > playing
  > > on.
  > >
  > > It's not my server (don't have one).
  > >
  > > While he's on that build of the database, there's definitely something
  > > missing. Can't get the last candle, and there isn't a gargoyle there to
  > > hand them to anyway.
  > >
  > > Server address is wuck.ddns.net:9080. Not sure if you can check to see
  > > what the admin has missing or not correct.
  > >
  > > Or even if you'd want to.
  > >
  > > Thanks for the confirmation.
  > >
  > > Regards,
  > >
  > > Michael Voelkering
  > >
  > > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  > >
  > >> I am running 1.31.4061 on a private server. I just complete this quest
  > >> with no issues.
  > >>
  > >> —
  > >> You are receiving this because you authored the thread.
  > >> Reply to this email directly, view it on GitHub
  > >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847>,
  > >> or unsubscribe
  > >> <
  > https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  > >
  > >> .
  > >> Triage notifications on the go with GitHub Mobile for iOS
  > >> <
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  > >
  > >> or Android
  > >> <
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > >.
  > >>
  > >>
  > >
  >
  > —
  > You are receiving this because you commented.
  > Reply to this email directly, view it on GitHub<
  > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>, or
  > unsubscribe<
  > https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  > >.
  > Triage notifications on the go with GitHub Mobile for iOS<
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android<
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > >.
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  > or unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  > .
  > Triage notifications on the go with GitHub Mobile for iOS
  > <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android
  > <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932979779
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nCRD
created_at: 2021-10-03T16:06:00Z
updated_at: 2021-10-03T16:06:00Z
author_association: NONE
body:
  Admin went and downloaded again.  Only able to download the .4049 version.
  No idea where to get the .4061 version you have.  Please send where this
  can be downloaded from.

  On Sun, Oct 3, 2021 at 10:52 AM Michael Voelkering ***@***.***>
  wrote:

  > So, even though the page shows .4049, it's really .4061?
  >
  > Okay...
  >
  > Can you send me the link to that page?
  >
  >
  > On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:
  >
  >> Its the current version. I downloaded and compiled it
  >>
  >> Get Outlook for Android<https://aka.ms/AAb9ysg>
  >> ________________________________
  >> From: VokardIX ***@***.***>
  >> Sent: Sunday, October 3, 2021 10:46:42 AM
  >> To: ACEmulator/ACE ***@***.***>
  >> Cc: llupin ***@***.***>; Comment ***@***.***>
  >> Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  >> Thought it was live. Last update says it is. (#3676)
  >>
  >>
  >> Wait a minute..
  >>
  >> How are you on build 1.31.4061?
  >>
  >> From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  >> [image: image.png]
  >>
  >> You're on a newer build.
  >>
  >> Where do I tell the admin to get 1.31.4061?
  >>
  >> Regards,
  >>
  >> MV
  >>
  >> On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  >> wrote:
  >>
  >> > Then there must be something else missing from the server that I'm
  >> playing
  >> > on.
  >> >
  >> > It's not my server (don't have one).
  >> >
  >> > While he's on that build of the database, there's definitely something
  >> > missing. Can't get the last candle, and there isn't a gargoyle there to
  >> > hand them to anyway.
  >> >
  >> > Server address is wuck.ddns.net:9080. Not sure if you can check to see
  >> > what the admin has missing or not correct.
  >> >
  >> > Or even if you'd want to.
  >> >
  >> > Thanks for the confirmation.
  >> >
  >> > Regards,
  >> >
  >> > Michael Voelkering
  >> >
  >> > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  >> >
  >> >> I am running 1.31.4061 on a private server. I just complete this quest
  >> >> with no issues.
  >> >>
  >> >> —
  >> >> You are receiving this because you authored the thread.
  >> >> Reply to this email directly, view it on GitHub
  >> >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
  >> >,
  >> >> or unsubscribe
  >> >> <
  >> https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  >> >
  >> >> .
  >> >> Triage notifications on the go with GitHub Mobile for iOS
  >> >> <
  >> https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  >> >
  >> >> or Android
  >> >> <
  >> https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  >> >.
  >> >>
  >> >>
  >> >
  >>
  >> —
  >> You are receiving this because you commented.
  >> Reply to this email directly, view it on GitHub<
  >> https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>,
  >> or unsubscribe<
  >> https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  >> >.
  >> Triage notifications on the go with GitHub Mobile for iOS<
  >> https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >> or Android<
  >> https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  >> >.
  >>
  >> —
  >> You are receiving this because you authored the thread.
  >> Reply to this email directly, view it on GitHub
  >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  >> or unsubscribe
  >> <https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  >> .
  >> Triage notifications on the go with GitHub Mobile for iOS
  >> <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >> or Android
  >> <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >>
  >>
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932980611
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nCeD
created_at: 2021-10-03T16:10:29Z
updated_at: 2021-10-03T16:10:29Z
author_association: NONE
body:
  I assume it's not a public release.

  Anyway, thanks for all you guys do.  I know this is out of your free time.

  mv

  On Sun, Oct 3, 2021 at 11:05 AM Michael Voelkering ***@***.***>
  wrote:

  > Admin went and downloaded again.  Only able to download the .4049
  > version.  No idea where to get the .4061 version you have.  Please send
  > where this can be downloaded from.
  >
  > On Sun, Oct 3, 2021 at 10:52 AM Michael Voelkering ***@***.***>
  > wrote:
  >
  >> So, even though the page shows .4049, it's really .4061?
  >>
  >> Okay...
  >>
  >> Can you send me the link to that page?
  >>
  >>
  >> On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:
  >>
  >>> Its the current version. I downloaded and compiled it
  >>>
  >>> Get Outlook for Android<https://aka.ms/AAb9ysg>
  >>> ________________________________
  >>> From: VokardIX ***@***.***>
  >>> Sent: Sunday, October 3, 2021 10:46:42 AM
  >>> To: ACEmulator/ACE ***@***.***>
  >>> Cc: llupin ***@***.***>; Comment ***@***.***>
  >>> Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  >>> Thought it was live. Last update says it is. (#3676)
  >>>
  >>>
  >>> Wait a minute..
  >>>
  >>> How are you on build 1.31.4061?
  >>>
  >>> From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  >>> [image: image.png]
  >>>
  >>> You're on a newer build.
  >>>
  >>> Where do I tell the admin to get 1.31.4061?
  >>>
  >>> Regards,
  >>>
  >>> MV
  >>>
  >>> On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  >>> wrote:
  >>>
  >>> > Then there must be something else missing from the server that I'm
  >>> playing
  >>> > on.
  >>> >
  >>> > It's not my server (don't have one).
  >>> >
  >>> > While he's on that build of the database, there's definitely something
  >>> > missing. Can't get the last candle, and there isn't a gargoyle there to
  >>> > hand them to anyway.
  >>> >
  >>> > Server address is wuck.ddns.net:9080. Not sure if you can check to see
  >>> > what the admin has missing or not correct.
  >>> >
  >>> > Or even if you'd want to.
  >>> >
  >>> > Thanks for the confirmation.
  >>> >
  >>> > Regards,
  >>> >
  >>> > Michael Voelkering
  >>> >
  >>> > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  >>> >
  >>> >> I am running 1.31.4061 on a private server. I just complete this quest
  >>> >> with no issues.
  >>> >>
  >>> >> —
  >>> >> You are receiving this because you authored the thread.
  >>> >> Reply to this email directly, view it on GitHub
  >>> >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
  >>> >,
  >>> >> or unsubscribe
  >>> >> <
  >>> https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  >>> >
  >>> >> .
  >>> >> Triage notifications on the go with GitHub Mobile for iOS
  >>> >> <
  >>> https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  >>> >
  >>> >> or Android
  >>> >> <
  >>> https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  >>> >.
  >>> >>
  >>> >>
  >>> >
  >>>
  >>> —
  >>> You are receiving this because you commented.
  >>> Reply to this email directly, view it on GitHub<
  >>> https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>,
  >>> or unsubscribe<
  >>> https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  >>> >.
  >>> Triage notifications on the go with GitHub Mobile for iOS<
  >>> https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >>> or Android<
  >>> https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  >>> >.
  >>>
  >>> —
  >>> You are receiving this because you authored the thread.
  >>> Reply to this email directly, view it on GitHub
  >>> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  >>> or unsubscribe
  >>> <https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  >>> .
  >>> Triage notifications on the go with GitHub Mobile for iOS
  >>> <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >>> or Android
  >>> <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >>>
  >>>
  >>

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932980666
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nCe6
created_at: 2021-10-03T16:10:50Z
updated_at: 2021-10-03T16:10:50Z
author_association: NONE
body:
  https://github.com/ACEmulator/ACE

  click on the green button “code” and select “download zip”.

  From: VokardIX ***@***.***>
  Sent: Sunday, October 3, 2021 11:06 AM
  To: ACEmulator/ACE ***@***.***>
  Cc: llupin ***@***.***>; Comment ***@***.***>
  Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done. Thought it was live. Last update says it is. (#3676)

  Admin went and downloaded again. Only able to download the .4049 version.
  No idea where to get the .4061 version you have. Please send where this
  can be downloaded from.

  On Sun, Oct 3, 2021 at 10:52 AM Michael Voelkering ***@***.***>
  wrote:

  > So, even though the page shows .4049, it's really .4061?
  >
  > Okay...
  >
  > Can you send me the link to that page?
  >
  >
  > On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:
  >
  >> Its the current version. I downloaded and compiled it
  >>
  >> Get Outlook for Android<https://aka.ms/AAb9ysg>
  >> ________________________________
  >> From: VokardIX ***@***.***>
  >> Sent: Sunday, October 3, 2021 10:46:42 AM
  >> To: ACEmulator/ACE ***@***.***>
  >> Cc: llupin ***@***.***>; Comment ***@***.***>
  >> Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  >> Thought it was live. Last update says it is. (#3676)
  >>
  >>
  >> Wait a minute..
  >>
  >> How are you on build 1.31.4061?
  >>
  >> From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  >> [image: image.png]
  >>
  >> You're on a newer build.
  >>
  >> Where do I tell the admin to get 1.31.4061?
  >>
  >> Regards,
  >>
  >> MV
  >>
  >> On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  >> wrote:
  >>
  >> > Then there must be something else missing from the server that I'm
  >> playing
  >> > on.
  >> >
  >> > It's not my server (don't have one).
  >> >
  >> > While he's on that build of the database, there's definitely something
  >> > missing. Can't get the last candle, and there isn't a gargoyle there to
  >> > hand them to anyway.
  >> >
  >> > Server address is wuck.ddns.net:9080. Not sure if you can check to see
  >> > what the admin has missing or not correct.
  >> >
  >> > Or even if you'd want to.
  >> >
  >> > Thanks for the confirmation.
  >> >
  >> > Regards,
  >> >
  >> > Michael Voelkering
  >> >
  >> > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  >> >
  >> >> I am running 1.31.4061 on a private server. I just complete this quest
  >> >> with no issues.
  >> >>
  >> >> —
  >> >> You are receiving this because you authored the thread.
  >> >> Reply to this email directly, view it on GitHub
  >> >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
  >> >,
  >> >> or unsubscribe
  >> >> <
  >> https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  >> >
  >> >> .
  >> >> Triage notifications on the go with GitHub Mobile for iOS
  >> >> <
  >> https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  >> >
  >> >> or Android
  >> >> <
  >> https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  >> >.
  >> >>
  >> >>
  >> >
  >>
  >> —
  >> You are receiving this because you commented.
  >> Reply to this email directly, view it on GitHub<
  >> https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>,
  >> or unsubscribe<
  >> https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  >> >.
  >> Triage notifications on the go with GitHub Mobile for iOS<
  >> https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >> or Android<
  >> https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  >> >.
  >>
  >> —
  >> You are receiving this because you authored the thread.
  >> Reply to this email directly, view it on GitHub
  >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  >> or unsubscribe
  >> <https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  >> .
  >> Triage notifications on the go with GitHub Mobile for iOS
  >> <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >> or Android
  >> <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >>
  >>
  >


  —
  You are receiving this because you commented.
  Reply to this email directly, view it on GitHub<https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932979779>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AEI7OI3YICAWSCBZESO5XNLUFB5PFANCNFSM5EIUH7RQ>.
  Triage notifications on the go with GitHub Mobile for iOS<https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675> or Android<https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932982064
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nC0w
created_at: 2021-10-03T16:19:35Z
updated_at: 2021-10-03T16:19:35Z
author_association: NONE
body:
  All I get it the download for ACE-1.31.4049.zip

  There isn't one for 1.31.4061.  No idea where you're getting it.
  I assume you have access to something the public doesn't have access to.
  [image: image.png]

  Regards,

  mv

  On Sun, Oct 3, 2021 at 11:11 AM llupin ***@***.***> wrote:

  > https://github.com/ACEmulator/ACE
  >
  > click on the green button “code” and select “download zip”.
  >
  > From: VokardIX ***@***.***>
  > Sent: Sunday, October 3, 2021 11:06 AM
  > To: ACEmulator/ACE ***@***.***>
  > Cc: llupin ***@***.***>; Comment ***@***.***>
  > Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  > Thought it was live. Last update says it is. (#3676)
  >
  > Admin went and downloaded again. Only able to download the .4049 version.
  > No idea where to get the .4061 version you have. Please send where this
  > can be downloaded from.
  >
  > On Sun, Oct 3, 2021 at 10:52 AM Michael Voelkering ***@***.***>
  > wrote:
  >
  > > So, even though the page shows .4049, it's really .4061?
  > >
  > > Okay...
  > >
  > > Can you send me the link to that page?
  > >
  > >
  > > On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:
  > >
  > >> Its the current version. I downloaded and compiled it
  > >>
  > >> Get Outlook for Android<https://aka.ms/AAb9ysg>
  > >> ________________________________
  > >> From: VokardIX ***@***.***>
  > >> Sent: Sunday, October 3, 2021 10:46:42 AM
  > >> To: ACEmulator/ACE ***@***.***>
  > >> Cc: llupin ***@***.***>; Comment ***@***.***>
  > >> Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be
  > done.
  > >> Thought it was live. Last update says it is. (#3676)
  > >>
  > >>
  > >> Wait a minute..
  > >>
  > >> How are you on build 1.31.4061?
  > >>
  > >> From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  > >> [image: image.png]
  > >>
  > >> You're on a newer build.
  > >>
  > >> Where do I tell the admin to get 1.31.4061?
  > >>
  > >> Regards,
  > >>
  > >> MV
  > >>
  > >> On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  > >> wrote:
  > >>
  > >> > Then there must be something else missing from the server that I'm
  > >> playing
  > >> > on.
  > >> >
  > >> > It's not my server (don't have one).
  > >> >
  > >> > While he's on that build of the database, there's definitely
  > something
  > >> > missing. Can't get the last candle, and there isn't a gargoyle there
  > to
  > >> > hand them to anyway.
  > >> >
  > >> > Server address is wuck.ddns.net:9080. Not sure if you can check to
  > see
  > >> > what the admin has missing or not correct.
  > >> >
  > >> > Or even if you'd want to.
  > >> >
  > >> > Thanks for the confirmation.
  > >> >
  > >> > Regards,
  > >> >
  > >> > Michael Voelkering
  > >> >
  > >> > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  > >> >
  > >> >> I am running 1.31.4061 on a private server. I just complete this
  > quest
  > >> >> with no issues.
  > >> >>
  > >> >> —
  > >> >> You are receiving this because you authored the thread.
  > >> >> Reply to this email directly, view it on GitHub
  > >> >> <
  > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
  > >> >,
  > >> >> or unsubscribe
  > >> >> <
  > >>
  > https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  > >> >
  > >> >> .
  > >> >> Triage notifications on the go with GitHub Mobile for iOS
  > >> >> <
  > >>
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  > >> >
  > >> >> or Android
  > >> >> <
  > >>
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > >> >.
  > >> >>
  > >> >>
  > >> >
  > >>
  > >> —
  > >> You are receiving this because you commented.
  > >> Reply to this email directly, view it on GitHub<
  > >> https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>,
  > >> or unsubscribe<
  > >>
  > https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  > >> >.
  > >> Triage notifications on the go with GitHub Mobile for iOS<
  > >>
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > >> or Android<
  > >>
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > >> >.
  > >>
  > >> —
  > >> You are receiving this because you authored the thread.
  > >> Reply to this email directly, view it on GitHub
  > >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  >
  > >> or unsubscribe
  > >> <
  > https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  >
  > >> .
  > >> Triage notifications on the go with GitHub Mobile for iOS
  > >> <
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > >> or Android
  > >> <
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  > >>
  > >>
  > >
  >
  >
  > —
  > You are receiving this because you commented.
  > Reply to this email directly, view it on GitHub<
  > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932979779>, or
  > unsubscribe<
  > https://github.com/notifications/unsubscribe-auth/AEI7OI3YICAWSCBZESO5XNLUFB5PFANCNFSM5EIUH7RQ>.
  >
  > Triage notifications on the go with GitHub Mobile for iOS<
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android<
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932980666>,
  > or unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ARPMKTU7QOM4YYVSP7S6AITUFB6BJANCNFSM5EIUH7RQ>
  > .
  > Triage notifications on the go with GitHub Mobile for iOS
  > <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android
  > <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932982848
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nDBA
created_at: 2021-10-03T16:24:47Z
updated_at: 2021-10-03T16:24:47Z
author_association: NONE
body:
  [A screenshot of a computer  Description automatically generated with medium confidence]

  From: VokardIX ***@***.***>
  Sent: Sunday, October 3, 2021 11:20 AM
  To: ACEmulator/ACE ***@***.***>
  Cc: llupin ***@***.***>; Comment ***@***.***>
  Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done. Thought it was live. Last update says it is. (#3676)

  All I get it the download for ACE-1.31.4049.zip

  There isn't one for 1.31.4061. No idea where you're getting it.
  I assume you have access to something the public doesn't have access to.
  [image: image.png]

  Regards,

  mv

  On Sun, Oct 3, 2021 at 11:11 AM llupin ***@***.***> wrote:

  > https://github.com/ACEmulator/ACE
  >
  > click on the green button “code” and select “download zip”.
  >
  > From: VokardIX ***@***.***>
  > Sent: Sunday, October 3, 2021 11:06 AM
  > To: ACEmulator/ACE ***@***.***>
  > Cc: llupin ***@***.***>; Comment ***@***.***>
  > Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  > Thought it was live. Last update says it is. (#3676)
  >
  > Admin went and downloaded again. Only able to download the .4049 version.
  > No idea where to get the .4061 version you have. Please send where this
  > can be downloaded from.
  >
  > On Sun, Oct 3, 2021 at 10:52 AM Michael Voelkering ***@***.***>
  > wrote:
  >
  > > So, even though the page shows .4049, it's really .4061?
  > >
  > > Okay...
  > >
  > > Can you send me the link to that page?
  > >
  > >
  > > On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:
  > >
  > >> Its the current version. I downloaded and compiled it
  > >>
  > >> Get Outlook for Android<https://aka.ms/AAb9ysg>
  > >> ________________________________
  > >> From: VokardIX ***@***.***>
  > >> Sent: Sunday, October 3, 2021 10:46:42 AM
  > >> To: ACEmulator/ACE ***@***.***>
  > >> Cc: llupin ***@***.***>; Comment ***@***.***>
  > >> Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be
  > done.
  > >> Thought it was live. Last update says it is. (#3676)
  > >>
  > >>
  > >> Wait a minute..
  > >>
  > >> How are you on build 1.31.4061?
  > >>
  > >> From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  > >> [image: image.png]
  > >>
  > >> You're on a newer build.
  > >>
  > >> Where do I tell the admin to get 1.31.4061?
  > >>
  > >> Regards,
  > >>
  > >> MV
  > >>
  > >> On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  > >> wrote:
  > >>
  > >> > Then there must be something else missing from the server that I'm
  > >> playing
  > >> > on.
  > >> >
  > >> > It's not my server (don't have one).
  > >> >
  > >> > While he's on that build of the database, there's definitely
  > something
  > >> > missing. Can't get the last candle, and there isn't a gargoyle there
  > to
  > >> > hand them to anyway.
  > >> >
  > >> > Server address is wuck.ddns.net:9080. Not sure if you can check to
  > see
  > >> > what the admin has missing or not correct.
  > >> >
  > >> > Or even if you'd want to.
  > >> >
  > >> > Thanks for the confirmation.
  > >> >
  > >> > Regards,
  > >> >
  > >> > Michael Voelkering
  > >> >
  > >> > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  > >> >
  > >> >> I am running 1.31.4061 on a private server. I just complete this
  > quest
  > >> >> with no issues.
  > >> >>
  > >> >> —
  > >> >> You are receiving this because you authored the thread.
  > >> >> Reply to this email directly, view it on GitHub
  > >> >> <
  > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
  > >> >,
  > >> >> or unsubscribe
  > >> >> <
  > >>
  > https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  > >> >
  > >> >> .
  > >> >> Triage notifications on the go with GitHub Mobile for iOS
  > >> >> <
  > >>
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  > >> >
  > >> >> or Android
  > >> >> <
  > >>
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > >> >.
  > >> >>
  > >> >>
  > >> >
  > >>
  > >> —
  > >> You are receiving this because you commented.
  > >> Reply to this email directly, view it on GitHub<
  > >> https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>,
  > >> or unsubscribe<
  > >>
  > https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  > >> >.
  > >> Triage notifications on the go with GitHub Mobile for iOS<
  > >>
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > >> or Android<
  > >>
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > >> >.
  > >>
  > >> —
  > >> You are receiving this because you authored the thread.
  > >> Reply to this email directly, view it on GitHub
  > >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  >
  > >> or unsubscribe
  > >> <
  > https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  >
  > >> .
  > >> Triage notifications on the go with GitHub Mobile for iOS
  > >> <
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > >> or Android
  > >> <
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  > >>
  > >>
  > >
  >
  >
  > —
  > You are receiving this because you commented.
  > Reply to this email directly, view it on GitHub<
  > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932979779>, or
  > unsubscribe<
  > https://github.com/notifications/unsubscribe-auth/AEI7OI3YICAWSCBZESO5XNLUFB5PFANCNFSM5EIUH7RQ>.
  >
  > Triage notifications on the go with GitHub Mobile for iOS<
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android<
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932980666>,
  > or unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ARPMKTU7QOM4YYVSP7S6AITUFB6BJANCNFSM5EIUH7RQ>
  > .
  > Triage notifications on the go with GitHub Mobile for iOS
  > <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android
  > <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >


  —
  You are receiving this because you commented.
  Reply to this email directly, view it on GitHub<https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932982064>, or unsubscribe<https://github.com/notifications/unsubscribe-auth/AEI7OI3JQ3QPY62GS7JMZJTUFB7CDANCNFSM5EIUH7RQ>.
  Triage notifications on the go with GitHub Mobile for iOS<https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675> or Android<https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.

reactions:
[cell repeats an earlier one in this file: 112 characters]


html_url: https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932986611
issue_url: https://api.github.com/repos/ACEmulator/ACE/issues/3676
node_id: IC_kwDOBLalGM43nD7z
created_at: 2021-10-03T16:50:08Z
updated_at: 2021-10-03T16:50:08Z
author_association: NONE
body:
  I may have figured out where you're getting it from.

  Is the file called ACE-master.zip?

  Regards,

  mv

  On Sun, Oct 3, 2021 at 11:24 AM llupin ***@***.***> wrote:

  > [A screenshot of a computer Description automatically generated with
  > medium confidence]
  >
  > From: VokardIX ***@***.***>
  > Sent: Sunday, October 3, 2021 11:20 AM
  > To: ACEmulator/ACE ***@***.***>
  > Cc: llupin ***@***.***>; Comment ***@***.***>
  > Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  > Thought it was live. Last update says it is. (#3676)
  >
  > All I get it the download for ACE-1.31.4049.zip
  >
  > There isn't one for 1.31.4061. No idea where you're getting it.
  > I assume you have access to something the public doesn't have access to.
  > [image: image.png]
  >
  > Regards,
  >
  > mv
  >
  > On Sun, Oct 3, 2021 at 11:11 AM llupin ***@***.***> wrote:
  >
  > > https://github.com/ACEmulator/ACE
  > >
  > > click on the green button “code” and select “download zip”.
  > >
  > > From: VokardIX ***@***.***>
  > > Sent: Sunday, October 3, 2021 11:06 AM
  > > To: ACEmulator/ACE ***@***.***>
  > > Cc: llupin ***@***.***>; Comment ***@***.***>
  > > Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be done.
  > > Thought it was live. Last update says it is. (#3676)
  > >
  > > Admin went and downloaded again. Only able to download the .4049
  > version.
  > > No idea where to get the .4061 version you have. Please send where this
  > > can be downloaded from.
  > >
  > > On Sun, Oct 3, 2021 at 10:52 AM Michael Voelkering ***@***.***>
  > > wrote:
  > >
  > > > So, even though the page shows .4049, it's really .4061?
  > > >
  > > > Okay...
  > > >
  > > > Can you send me the link to that page?
  > > >
  > > >
  > > > On Sun, Oct 3, 2021 at 10:48 AM llupin ***@***.***> wrote:
  > > >
  > > >> Its the current version. I downloaded and compiled it
  > > >>
  > > >> Get Outlook for Android<https://aka.ms/AAb9ysg>
  > > >> ________________________________
  > > >> From: VokardIX ***@***.***>
  > > >> Sent: Sunday, October 3, 2021 10:46:42 AM
  > > >> To: ACEmulator/ACE ***@***.***>
  > > >> Cc: llupin ***@***.***>; Comment ***@***.***>
  > > >> Subject: Re: [ACEmulator/ACE] Castle of Lord Mhoire Quest can't be
  > > done.
  > > >> Thought it was live. Last update says it is. (#3676)
  > > >>
  > > >>
  > > >> Wait a minute..
  > > >>
  > > >> How are you on build 1.31.4061?
  > > >>
  > > >> From https://github.com/ACEmulator/ACE current release is 1.31.4049.
  > > >> [image: image.png]
  > > >>
  > > >> You're on a newer build.
  > > >>
  > > >> Where do I tell the admin to get 1.31.4061?
  > > >>
  > > >> Regards,
  > > >>
  > > >> MV
  > > >>
  > > >> On Sun, Oct 3, 2021 at 10:27 AM Michael Voelkering ***@***.***>
  > > >> wrote:
  > > >>
  > > >> > Then there must be something else missing from the server that I'm
  > > >> playing
  > > >> > on.
  > > >> >
  > > >> > It's not my server (don't have one).
  > > >> >
  > > >> > While he's on that build of the database, there's definitely
  > > something
  > > >> > missing. Can't get the last candle, and there isn't a gargoyle
  > there
  > > to
  > > >> > hand them to anyway.
  > > >> >
  > > >> > Server address is wuck.ddns.net:9080. Not sure if you can check to
  > > see
  > > >> > what the admin has missing or not correct.
  > > >> >
  > > >> > Or even if you'd want to.
  > > >> >
  > > >> > Thanks for the confirmation.
  > > >> >
  > > >> > Regards,
  > > >> >
  > > >> > Michael Voelkering
  > > >> >
  > > >> > On Sun, Oct 3, 2021 at 10:02 AM llupin ***@***.***> wrote:
  > > >> >
  > > >> >> I am running 1.31.4061 on a private server. I just complete this
  > > quest
  > > >> >> with no issues.
  > > >> >>
  > > >> >> —
  > > >> >> You are receiving this because you authored the thread.
  > > >> >> Reply to this email directly, view it on GitHub
  > > >> >> <
  > > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932968847
  > > >> >,
  > > >> >> or unsubscribe
  > > >> >> <
  > > >>
  > >
  > https://github.com/notifications/unsubscribe-auth/ARPMKTVFJXCL2CRTKN7BESLUFBV7RANCNFSM5EIUH7RQ
  > > >> >
  > > >> >> .
  > > >> >> Triage notifications on the go with GitHub Mobile for iOS
  > > >> >> <
  > > >>
  > >
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675
  > > >> >
  > > >> >> or Android
  > > >> >> <
  > > >>
  > >
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > > >> >.
  > > >> >>
  > > >> >>
  > > >> >
  > > >>
  > > >> —
  > > >> You are receiving this because you commented.
  > > >> Reply to this email directly, view it on GitHub<
  > > >> https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976438>,
  >
  > > >> or unsubscribe<
  > > >>
  > >
  > https://github.com/notifications/unsubscribe-auth/AEI7OI4PGWD3MQSIRSYCM43UFB3GFANCNFSM5EIUH7RQ
  > > >> >.
  > > >> Triage notifications on the go with GitHub Mobile for iOS<
  > > >>
  > >
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > >
  > > >> or Android<
  > > >>
  > >
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub
  > > >> >.
  > > >>
  > > >> —
  > > >> You are receiving this because you authored the thread.
  > > >> Reply to this email directly, view it on GitHub
  > > >> <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932976702>,
  >
  > >
  > > >> or unsubscribe
  > > >> <
  > >
  > https://github.com/notifications/unsubscribe-auth/ARPMKTX2Z5TLPHJBC4US22DUFB3M7ANCNFSM5EIUH7RQ>
  >
  > >
  > > >> .
  > > >> Triage notifications on the go with GitHub Mobile for iOS
  > > >> <
  > >
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > >
  > > >> or Android
  > > >> <
  > >
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  > >
  > > >>
  > > >>
  > > >
  > >
  > >
  > > —
  > > You are receiving this because you commented.
  > > Reply to this email directly, view it on GitHub<
  > > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932979779>,
  > or
  > > unsubscribe<
  > >
  > https://github.com/notifications/unsubscribe-auth/AEI7OI3YICAWSCBZESO5XNLUFB5PFANCNFSM5EIUH7RQ>.
  >
  > >
  > > Triage notifications on the go with GitHub Mobile for iOS<
  > >
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > > or Android<
  > >
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  > >
  > >
  > > —
  > > You are receiving this because you authored the thread.
  > > Reply to this email directly, view it on GitHub
  > > <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932980666>,
  > > or unsubscribe
  > > <
  > https://github.com/notifications/unsubscribe-auth/ARPMKTU7QOM4YYVSP7S6AITUFB6BJANCNFSM5EIUH7RQ>
  >
  > > .
  > > Triage notifications on the go with GitHub Mobile for iOS
  > > <
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  >
  > > or Android
  > > <
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  > >
  > >
  >
  >
  > —
  > You are receiving this because you commented.
  > Reply to this email directly, view it on GitHub<
  > https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932982064>, or
  > unsubscribe<
  > https://github.com/notifications/unsubscribe-auth/AEI7OI3JQ3QPY62GS7JMZJTUFB7CDANCNFSM5EIUH7RQ>.
  >
  > Triage notifications on the go with GitHub Mobile for iOS<
  > https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android<
  > https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >
  > —
  > You are receiving this because you authored the thread.
  > Reply to this email directly, view it on GitHub
  > <https://github.com/ACEmulator/ACE/issues/3676#issuecomment-932982848>,
  > or unsubscribe
  > <https://github.com/notifications/unsubscribe-auth/ARPMKTWO3ZF4NO4I3XUMVT3UFB7VVANCNFSM5EIUH7RQ>
  > .
  > Triage notifications on the go with GitHub Mobile for iOS
  > <https://apps.apple.com/app/apple-store/id1477376905?ct=notification-email&mt=8&pt=524675>
  > or Android
  > <https://play.google.com/store/apps/details?id=com.github.android&referrer=utm_campaign%3Dnotification-email%26utm_medium%3Demail%26utm_source%3Dgithub>.
  >
  >

reactions:
[cell repeats an earlier one in this file: 112 characters]


