# issues

node_id: MDExOlB1bGxSZXF1ZXN0NDczNjk2MDEy
title: add verification for AugmentationCost
state: closed
created_at: 2020-08-26T06:59:07Z
updated_at: 2020-08-27T00:01:13Z
closed_at: 2020-08-27T00:01:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3170
type: pull
body:
  AugmentationDevice.VerifyRequirements() was using AugmentationCost ?? 0, and the rest of the functions were using AugmentationCost directly

  This had the effect of letting an AugmentationDevice w/ missing/bad data go through, resulting in undefined behavior afterwards, such as setting AvailableExperience to null

  Adding check to AugmentationDevice.VerifyRequirements() to ensure AugmentationCost is not null

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node_id: MDExOlB1bGxSZXF1ZXN0NDczOTYxMjI0
title: fix exception when giving mana to an item w/ ItemMaxMana, but not ItemCurMana
state: closed
created_at: 2020-08-26T14:50:21Z
updated_at: 2020-08-27T04:14:23Z
closed_at: 2020-08-27T04:14:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3171
type: pull
body:
  - /ci 30187
  - /ci manastonegreat
  - double click mana stone
  - click 30187 - Hunter's Crystal

  Hunter's Crystal has ItemMaxMana=10000, but ItemCurMana=null

  the server gets an exception, although it doesn't crash the server. the player is then locked in perma hourglass state.

  the correct behavior from retail needs to be confirmed here. could mana stones give mana to items where ItemMaxMana has value, but ItemCurMana=null?

  at the minimum, it shouldn't get an exception / lock player into perma hourglass state..

  one thing to note about this, if this was possible in retail, then the current ace logic would then consider the rare to be in the 'potential pool' of items to give mana to afterwards, if the player double clicks a mana stone, and then clicks their character

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node_id: MDExOlB1bGxSZXF1ZXN0NDc0MjkxNjIw
title: Merge pull request #2 from ACEmulator/master
state: closed
created_at: 2020-08-26T23:05:56Z
updated_at: 2020-08-26T23:17:17Z
closed_at: 2020-08-26T23:17:17Z
author_association: NONE
pull_request: ACEmulator/ACE/pulls/3172
body: Updating Master
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc0MzQ3NzQz
title: fixing water depth for fishing
state: closed
created_at: 2020-08-26T23:45:56Z
updated_at: 2020-08-27T04:14:31Z
closed_at: 2020-08-27T04:14:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3173
type: pull
body:
  This fixes the 22257 - Fishing Holes getting their position bumped up ~0.35 by the server, which in turn caused them to appear floating above the water, and not animating.

  Root cause in ObjCell.get_water_depth(), the LandCells were not linked up to their parent Landblocks, so calc_water_depth() was never being called. The default value of 0.1 was being returned in this case, instead of the intended 0.45 in calc_water_depth()

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node_id: MDExOlB1bGxSZXF1ZXN0NDc0Njc1NDM1
title: CanScaleQuestMinDelta
state: closed
created_at: 2020-08-27T12:44:19Z
updated_at: 2020-08-27T23:59:12Z
closed_at: 2020-08-27T23:59:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3174
type: pull
body:
  This fixes colo on servers where quest_mindelta_rate is not 1.

  It allows other quest timers to be scaled, but keeps colo functioning as it did in retail.

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node_id: MDExOlB1bGxSZXF1ZXN0NDc0ODI0ODA3
title: Fix issue with applied_updates.txt persistence in containers
state: closed
created_at: 2020-08-27T16:46:31Z
updated_at: 2021-02-14T22:19:47Z
closed_at: 2020-08-27T20:25:24Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3175
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc0ODk0Nzk0
title: Switch ARM64 docker to use official ARM64 mysql container
state: closed
created_at: 2020-08-27T19:08:03Z
updated_at: 2021-02-14T22:19:46Z
closed_at: 2020-08-27T19:56:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3176
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc0OTM3OTA1
title: On error, exit CheckForWorldDatabaseUpdate gracefully
state: closed
created_at: 2020-08-27T20:41:28Z
updated_at: 2021-02-14T22:19:45Z
closed_at: 2020-08-27T20:45:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3177
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc1Mjc5NDUw
title: update cloak proc rate based on player feedback
state: closed
created_at: 2020-08-28T08:57:59Z
updated_at: 2020-08-29T05:48:09Z
closed_at: 2020-08-29T05:48:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3178
type: pull
body:
  This is still an 'invented' formula, but is in response to the player feedback about cloak proc rates being too high, esp. for the -200 proc

  Here are the #s for the base proc rates for specific damage %s, and the chance of procing for a string of hits for that damage %:

  Current proc rates: https://pastebin.com/P6QVFkze

  New proc rates (base): https://pastebin.com/LaL6DDUS
  New proc rates (level 5 cloak): https://pastebin.com/CAJgzwqX

  For strings of low hits, the proc rates were fine. The issue was when the player took high damage, the cloak was procing way too often. The new formula simply adds a cap to the max proc rate. The item level increases this max proc rate

  Current scale:

  0
  1 25%
  2 26.25%
  3 27.5%
  4 28.75%
  5 30%

  Other scales considered:

  0
  1 25%
  2 27%
  3 29%
  4 31%
  5 33%

  0
  1 20%
  2 22.5%
  3 25%
  4 27.5%
  5 30%

  From testing, 33% seems like it would be a bit too high, and 20% seems like it would be a bit too low. I like the idea of a higher variance between cloak levels, however while 25-30% might seem like a small variance, the difference should be noticeable especially for the higher damage hits.

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node_id: MDExOlB1bGxSZXF1ZXN0NDc1NTQ3MDQ4
title: Fix null crash on corpse close
state: closed
created_at: 2020-08-28T17:37:57Z
updated_at: 2021-02-14T22:19:44Z
closed_at: 2020-08-28T17:41:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3179
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc1NTczMzMy
title: Change GetTotalSpecializedCredits to skip Skill.None
state: closed
created_at: 2020-08-28T18:23:13Z
updated_at: 2021-02-14T22:19:42Z
closed_at: 2020-08-28T22:48:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3180
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc1NjYyMzQ2
title: add null player crash prevention to ContractTracker
state: closed
created_at: 2020-08-28T22:10:07Z
updated_at: 2020-08-28T23:26:19Z
closed_at: 2020-08-28T23:26:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3181
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc1NzA4OTcz
title: fix GetRandomWeeniesOfType rng bug
state: closed
created_at: 2020-08-29T02:51:22Z
updated_at: 2020-08-29T05:48:18Z
closed_at: 2020-08-29T05:48:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3182
type: pull
body:
  The previous call would never select the last element of the list

  Also updated the standard ThreadSafeRandom used in the rest of the project

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node_id: MDExOlB1bGxSZXF1ZXN0NDc1NzEwMjcx
title: update equipment ratings to Gear* properties
state: closed
created_at: 2020-08-29T03:03:08Z
updated_at: 2020-08-29T05:48:25Z
closed_at: 2020-08-29T05:48:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3183
type: pull
body:
  For equipment ratings, such as Damage Rating on a piece of armor, ACE was previously looking at the DamageRating property on the armor, where it should have been looking at the GearDamage property, similar to PetDevices.

  This can be seen in retail pcaps. previously in ACE, when appraising a piece of armor with a DamageRating, the rating was not visible in the appraisal window. It required the player equipping the armor, and seeing their character appraisal damage rating go up before.

  With GearDamage, the armor appraisal window correctly shows the Damage Rating

  (note that no data in ace world db, or lootgen currently assigns ratings to equipped items yet, afaik. this was purely a bug with the preliminary code added to support this feature in the future, and was only accessible by manually using /setproperty to assign a rating to an equippable item)

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node_id: MDExOlB1bGxSZXF1ZXN0NDc1NzE5MTQ3
title: Adjustments to ContractTracker
state: closed
created_at: 2020-08-29T04:32:38Z
updated_at: 2021-02-14T22:19:41Z
closed_at: 2020-08-29T04:47:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3184
type: pull
body:
  - ContractTracker.Contract now caches result from DAT
  - Adjusted handling for QuestflagRepeatTime
    - After repeat timer is up, recheck for other progress flags

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node_id: MDExOlB1bGxSZXF1ZXN0NDc1ODEzNzk3
title: Notify players logging into server of impending shutdown
state: closed
created_at: 2020-08-29T18:35:00Z
updated_at: 2021-02-14T22:19:40Z
closed_at: 2020-09-04T04:17:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3185
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc1ODIxOTg0
title: Add basic support for ResistItemAppraisal
state: closed
created_at: 2020-08-29T19:57:04Z
updated_at: 2021-02-14T22:19:39Z
closed_at: 2020-09-04T04:18:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3186
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc1OTYyODk0
title: update weapon swapping in combat to be synced closer to retail
state: closed
created_at: 2020-08-30T21:00:29Z
updated_at: 2021-02-12T13:04:29Z
closed_at: 2021-02-12T13:04:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3187
type: pull
body:
  This update delays the actual PutObjInContainer server response/action to after the player switches to HandCombat (where appropriate). This also has the effect of delaying the visual weapon swap, until the player reaches HandCombat mode.

  ACE was already doing the stance swapping correctly, it just wasn't delaying the PutObjInContainer response

  This could potentially fix the weapon swapping bugs spigot mentioned, when the player has higher latency to the server

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node_id: MDExOlB1bGxSZXF1ZXN0NDc1OTY2MTI3
title: Adjust CheckForWorldDatabaseUpdate version handling
state: closed
created_at: 2020-08-30T21:31:15Z
updated_at: 2021-02-14T22:19:37Z
closed_at: 2020-08-31T17:06:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3188
type: pull
body:
  Changed version checking to be more discrete in inspecting major, minor and build for versioning. If version is higher it will update, but if lower or patch build is from a PR it will skip

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node_id: MDExOlB1bGxSZXF1ZXN0NDc1OTc3MzQ5
title: fixing some spell messages for item spells
state: closed
created_at: 2020-08-30T23:19:03Z
updated_at: 2020-09-01T13:46:06Z
closed_at: 2020-09-01T13:46:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3189
type: pull
body:
  For spells from consuming food/drinks and activating gems, and the 'built-in' spells in the first slot of wands, the caster should be the player, and not the food/gem/casting item. The message for all of these should be 'You cast', and not 'Item cast'

  Omitting the casting item in the full WorldObject_Magic pipeline, so that the player is entered into the enchantment registry, and not the item. This could prevent scenarios where multiple food items that each cast spells could be spammed, effectively protecting against dispels (similar to the Blackmoor's Favor issue)

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node_id: MDExOlB1bGxSZXF1ZXN0NDc2ODUwNjA3
title: fixing able to launch spell projectiles through some doors still
state: closed
created_at: 2020-09-01T06:35:25Z
updated_at: 2020-09-01T22:30:10Z
closed_at: 2020-09-01T22:30:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3190
type: pull
body:
  Repro steps:
  - /teleloc 0x89040339 [50.012718 -8.942079 24.004999] -0.010417 0.000000 0.000000 -0.999946
  - stand at point-blank range to the closed door
  - target one of the wisps behind the door
  - /modifybool spell_projectile_ethereal false (default retail state, just ensuring)
  - launch spell projectile

  Expected:
  spell projectile explodes on closed door

  Actual:
  spell projectile goes through this particular closed door

  Note that with spell_projectile_ethereal true, the expected behavior happened already

  Thanks for Ulrik for reporting this issue!

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node_id: MDExOlB1bGxSZXF1ZXN0NDc3MDkwNDU1
title: Fix DatLoader.Tests
state: closed
created_at: 2020-09-01T13:41:36Z
updated_at: 2020-09-02T01:00:39Z
closed_at: 2020-09-02T00:59:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3191
body: Mostly just adding file types to DatFile.GetFileType() to help with the test functions.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc3MTAyNTI3
title: update motion key mask to match acclient
state: closed
created_at: 2020-09-01T13:59:50Z
updated_at: 2020-09-01T22:30:33Z
closed_at: 2020-09-01T22:30:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3192
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc3MTA4MjE4
title: Add DatLoader.Tests for client_local_English.dat
state: closed
created_at: 2020-09-01T14:08:53Z
updated_at: 2020-09-02T01:06:34Z
closed_at: 2020-09-02T01:06:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3193
body:
  This fixes some DatFileType definitions as well.

  All tests pass

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc3MTM1NTQ5
title: rewrite get_link to match closer to original acclient implementation
state: closed
created_at: 2020-09-01T14:49:50Z
updated_at: 2020-09-01T22:44:39Z
closed_at: 2020-09-01T22:44:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3194
body: also fixes a possible logic flaw for reverse animations, when first lookup isn't found
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc3NDA1NjMy
title: adding a few missing spells to spell tables
state: closed
created_at: 2020-09-02T00:04:15Z
updated_at: 2020-09-06T00:46:34Z
closed_at: 2020-09-06T00:46:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3195
type: pull
body:
  - According to spellSelectionGroup6, quickness buffs could be found on melee/missile weapons
  - Added jump/run buffs to ArmorCantrips. These were already in ArmorSpells. (actually was already added to ArmorCantrips before, just updated comments)
    In the pre-t7 retail data, jump/run buffs could only be found on certain types of armor/clothing, specifically those that only covered the feet or lower legs. We may want to consider adding a separate table for lower armor, or investigate if this was still the case @ eor
  - Added SpiritDrinker to WandSpells table. SpiritThirst was already in WandCantrips table.
  I can sort of see the reasoning behind why this was only in WandCantrips -- if this spell were to drop on a lower level item that didn't have elemental damage, it would be rather useless. However, afaik, SpiritDrinker could drop on wands in retail, and retail also didn't have any specialized logic to know to only put that spell on wands w/ elemental bonus etc.
  - Updated some of the tables to readonly for consistency. This doesn't truly protect anything, as the data in these readonly collections can still be modified -- readonly just prevents the collection from being re-initialized completely... so mostly cosmetic

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node_id: MDExOlB1bGxSZXF1ZXN0NDc3NTEwOTUw
title: Fix LanguageString
state: closed
created_at: 2020-09-02T01:33:50Z
updated_at: 2020-09-02T12:13:02Z
closed_at: 2020-09-02T12:12:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3196
type: pull
body:
  This is from OptimShi. I verified the string is now correct. Interestingly enough, tests still passed before with truncated strings.

  All tests still pass

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node_id: MDExOlB1bGxSZXF1ZXN0NDc3NTY4NDc4
title: adding item type chances data for reference
state: closed
created_at: 2020-09-02T04:56:02Z
updated_at: 2020-09-06T03:58:19Z
closed_at: 2020-09-06T03:58:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3197
type: pull
body:
  These would map to the treasure_death table, for the *_Selection_Chances columns

  To use this data, we would either need to add a translation layer, from retail TreasureItemType -> ace TreasureItemType, or we would need to update ace to use something more akin to the retail TreasureItemType

  This data is currently just for reference, and is currently not being used by the loot generator

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node_id: MDExOlB1bGxSZXF1ZXN0NDc3NTkxNzYz
title: adding generate-classnames dev command
state: closed
created_at: 2020-09-02T06:01:49Z
updated_at: 2020-09-06T03:58:53Z
closed_at: 2020-09-06T03:58:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3198
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc3NzE0NDIz
title: adding chance tables for gem count
state: closed
created_at: 2020-09-02T10:10:29Z
updated_at: 2020-09-10T12:03:02Z
closed_at: 2020-09-10T12:03:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3199
type: pull
body:
  This PR adds the treasure_gem_count table, keyed by GemCode (TsysMutationData >> 8) and Tier

  This converts the global flat ranges that are the same for every tier, into different profiles, with different chances for each # of gems for each tier

  Tier 1-6 data is defined, with tiers 7 and 8 needing to be added. T7-8 are currently using the T6 profile.

  If an item is missing a GemCode, the original ACE method is used as a fallback

  The Database\Updates\World\treasure-gem-count.sql script is temporary, just to get this PR out for testing. This will be converted into a proper update to Database\Base\WorldBase.sql, with the data being moved to ACE-World-16PY-Patches

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node_id: MDExOlB1bGxSZXF1ZXN0NDc3ODE3OTky
title: Add LootGeneration profiling to ServerPerformanceMonitor
state: closed
created_at: 2020-09-02T13:23:54Z
updated_at: 2020-09-02T15:19:55Z
closed_at: 2020-09-02T15:19:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3200
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc3ODU1MDc3
title: adding gem material chance tables
state: closed
created_at: 2020-09-02T14:20:21Z
updated_at: 2020-09-11T04:44:18Z
closed_at: 2020-09-11T04:44:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3201
type: pull
body:
  This builds on https://github.com/ACEmulator/ACE/pull/3199

  Previously, ACE was rolling for a random # between 10-50 for the gem material types, each with an equal chance

  This PR adds RollGemType(), which uses a process that is matched up closer to retail. There are 2 separate chance tables used for this: first, each tier has a different set of chances of rolling a certain gem quality, which is a # between 1 and 6. Each gem quality then has another chance table, with different material types possible for each one.

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node_id: MDExOlB1bGxSZXF1ZXN0NDc4MjQwNjg3
title: adding workmanship chance tables
state: closed
created_at: 2020-09-02T23:26:11Z
updated_at: 2020-09-11T04:44:41Z
closed_at: 2020-09-11T04:44:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3202
type: pull
body:
  This PR builds on https://github.com/ACEmulator/ACE/pull/3201

  This PR updates LootGenerationFactory.GetWorkmanship(tier) to a common chance table structure, with a separation between the data, and the logic for rolling into that table.

  It also includes the T1-6 workmanship chances that were supposedly used in retail, pre-T7. Some open questions are: how was the data in the original GetWorkmanship() determined? Was this measured from EOR pcaps / magloot logs? Another question would be, is it possible that retail adjusted these tables later in the game, after T7/T8 were added?

  ```
  Current ACE:           

  T1:

  1: 50%
  2: 30%
  3: 20%

  T2:

  2: 30%
  3: 20%
  4: 15%
  5: 20%
  6: 15%

  T3:

  3: 30%
  4: 20%
  5: 15%
  6: 20%
  7: 15%

  T4:

  3: 30%
  4: 20%
  5: 15%
  6: 15%
  7: 12%
  8: 8%

  T5:

  3: 15%
  4: 15%
  5: 20%
  6: 15%
  7: 15%
  8: 12%
  9: 8%

  T6-8:

  4: 15%
  5: 15%
  6: 20%
  7: 15%
  8: 15%
  9: 12%
  10: 8%
  ```

  ```
  Retail, pre-t7:

  T1:

  1: 5%
  2: 15%
  3: 30%
  4: 30%
  5: 20%

  T2:

  2: 5%
  3: 15%
  4: 30%
  5: 30%
  6: 20%

  T3:

  3: 5%
  4: 15%
  5: 30%
  6: 30%
  7: 20%

  T4:

  3: 1%
  4: 5%
  5: 15%
  6: 30%
  7: 29%
  8: 2%

  T5:

  3: 1%
  4: 3%
  5: 5%
  6: 25%
  7: 46%
  8: 15%
  9: 5%

  T6:

  4: 1%
  5: 4%
  6: 25%
  7: 25%
  8: 25%
  9: 15%
  10: 5%
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0NDc4MzIwNTEx
title: fixing specific /tele coord error
state: closed
created_at: 2020-09-03T03:17:07Z
updated_at: 2020-09-03T05:59:31Z
closed_at: 2020-09-03T05:59:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3203
type: pull
body:
  /tele 15.7S, 65.3W

  Expected:
  Teleport

  Actual:
  Caught exception, There was a problem with that location (bad coordinates?).

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node_id: MDExOlB1bGxSZXF1ZXN0NDc4NjM1NjEy
title: Add PropertiesBodyPart to the Weenie/Biota hybrid
state: closed
created_at: 2020-09-03T13:31:41Z
updated_at: 2020-09-06T11:47:14Z
closed_at: 2020-09-06T11:47:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3204
type: pull
body:
  This adds PropertiesBodyPart to the already established pattern for weenie collecitons that don't change.

  The existing ones are:
  weenie.PropertiesCreateList;
  weenie.PropertiesEmote;
  weenie.PropertiesEventFilter;
  weenie.PropertiesGenerator;

  This simply causes the Biota to reference the Weenie collection directly, instead of cloning it.

  This should provide a very very small runtime memory improvement

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node_id: MDExOlB1bGxSZXF1ZXN0NDc4ODAxMjE2
title: Allow duplicate contracts to be consumed
state: closed
created_at: 2020-09-03T18:13:07Z
updated_at: 2021-02-14T22:19:36Z
closed_at: 2020-09-04T04:18:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3205
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc5MDg4MzE4
title: updating lootgen item value mutation
state: closed
created_at: 2020-09-03T23:16:33Z
updated_at: 2020-10-20T16:41:28Z
closed_at: 2020-10-20T16:41:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3206
type: pull
body:
  This PR builds on https://github.com/ACEmulator/ACE/pull/3202, and the previous PRs

  There is some debug/test code commented out in MutateValue(), which can be used to compare the previous item values that ACE was rolling, compared to the new values

  I did some preliminary testing, and it looked like the new function was generating similar values, maybe slightly less than ACE before:

  ```
  Mutating value for Tenassa Breastplate (1,545 -> 5,443)
  Previous ACE range: 1,152 - 7,200
  ```

  Here is a string of value mutations (used tuskerguard / t4 for testing):

  ```
  Mutating value for Covenant Girth (980 -> 26,965)
  Previous ACE range: 2,048 - 12,800
  Mutating value for Chainmail Bracers (1,280 -> 7,604)
  Previous ACE range: 2,592 - 16,200
  Mutating value for Quarter Staff (130 -> 2,066)
  Previous ACE range: 800 - 5,000
  Mutating value for Tenassa Breastplate (1,545 -> 3,456)
  Previous ACE range: 2,592 - 16,200
  Mutating value for Top (100 -> 958)
  Previous ACE range: 1,152 - 7,200
  Mutating value for Top (100 -> 1,132)
  Previous ACE range: 1,152 - 7,200
  Mutating value for Bracelet (50 -> 964)
  Previous ACE range: 800 - 5,000
  Mutating value for Scalemail Pauldrons (433 -> 4,533)
  Previous ACE range: 1,352 - 8,450
  Mutating value for Cap (1,010 -> 3,588)
  Previous ACE range: 2,592 - 16,200
  Mutating value for Sollerets (653 -> 8,196)
  Previous ACE range: 1,152 - 7,200
  ```

  a couple of those ended up higher than the max range ace was previously capable of

  The logic in this new method should be  evaluated closely, to ensure it is within the expected ranges, and to see how well it matches up w/ retail values

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node_id: MDExOlB1bGxSZXF1ZXN0NDc5MzkyMTQ0
title: fix portal gems
state: closed
created_at: 2020-09-04T07:38:37Z
updated_at: 2020-09-04T08:10:20Z
closed_at: 2020-09-04T08:10:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3207
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDc5NjIxNTYx
title: adding caster slot spells table
state: closed
created_at: 2020-09-04T12:02:59Z
updated_at: 2020-09-13T09:33:11Z
closed_at: 2020-09-13T09:33:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3208
type: pull
body:
  This PR builds on https://github.com/ACEmulator/ACE/pull/3206

  Just some preliminary data definitions, no logic actually adding the 'first slot' spells to casters yet

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node_id: MDExOlB1bGxSZXF1ZXN0NDgwNDcxNDcx
title: update crit rate for existing bloodstone wands
state: closed
created_at: 2020-09-05T07:17:09Z
updated_at: 2020-09-10T12:08:47Z
closed_at: 2020-09-10T12:08:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3209
body: https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/618/
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDgwNDg3MTA4
title: adjust SeenOutside logic
state: closed
created_at: 2020-09-05T09:13:19Z
updated_at: 2020-09-06T04:06:46Z
closed_at: 2020-09-06T04:06:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3210
type: pull
body:
  Repro steps:

  /teleloc 0x76E90187 [128.597122 131.423340 88.805008] -0.999902 0.000000 0.000000 -0.014001

  observe: a door in the path ahead is invisible

  take a step forward, door suddenly pops into visibility

  expected:

  door should be visible from 187

  For EnvCells that are SeenOutside, the server was previously only getting the outside cells, and any other envCells that are also seen outside

  It should be getting all of the VisibleCells, as well as the previous filter

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node_id: MDExOlB1bGxSZXF1ZXN0NDgwNDkxNzcz
title: adding missing piece for /lootgen dev command for aetheria and pet devices
state: closed
created_at: 2020-09-05T09:50:53Z
updated_at: 2020-09-06T04:06:33Z
closed_at: 2020-09-06T04:06:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3211
type: pull
body:
  This is only for /lootgen dev command. Aetheria and PetDevices were already working fine in the regular lootgen system

  The MutateItem() method used only by /lootgen dev command already had the logic for Aetheria and PetDevices, however an error was being shown beforehand, since these items do not contain PropertyInt.TsysMutationData

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node_id: MDExOlB1bGxSZXF1ZXN0NDgwNjY3OTU0
title: adding magic/mundane item type selection profiles
state: closed
created_at: 2020-09-06T06:35:56Z
updated_at: 2020-09-10T12:10:02Z
closed_at: 2020-09-10T12:10:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3212
type: pull
body:
  This builds on PR https://github.com/ACEmulator/ACE/pull/3197

  Similar to how 3197 mapped the treasure_death.ItemTreasureTypeSelectionChances column to chance tables, this does the same for MagicItems and MundaneItems

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node_id: MDExOlB1bGxSZXF1ZXN0NDgwNzQ0NjY4
title: adding reference wcid tables
state: closed
created_at: 2020-09-06T12:06:20Z
updated_at: 2020-09-11T05:04:58Z
closed_at: 2020-09-11T05:04:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3213
type: pull
body:
  This follows a similar structure as some of the previous lootgen prs, where the data is provided as a reference point, and the existing lootgen logic remains the same

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node_id: MDExOlB1bGxSZXF1ZXN0NDgwODA4NzU0
title: adding heritage tables
state: closed
created_at: 2020-09-06T15:55:16Z
updated_at: 2020-09-13T09:34:06Z
closed_at: 2020-09-13T09:34:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3214
type: pull
body:
  This PR builds on https://github.com/ACEmulator/ACE/pull/3213

  This maps to the 'UnknownChances' column in the treasure_death table (todo: rename column)

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node_id: MDExOlB1bGxSZXF1ZXN0NDgwODE1NDQ3
title: adding armor and weapon type chance tables
state: closed
created_at: 2020-09-06T16:20:11Z
updated_at: 2020-09-13T09:40:25Z
closed_at: 2020-09-13T09:40:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3215
body: This builds on PR https://github.com/ACEmulator/ACE/pull/3214
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDgxMTQyNzY1
title: adding reference method for roll wcid
state: closed
created_at: 2020-09-07T07:38:13Z
updated_at: 2020-09-14T19:31:57Z
closed_at: 2020-09-14T19:31:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3216
type: pull
body:
  This builds on the previous PRs, and adds an example method of the process for taking a treasure_death profile, rolling for the item types, and then rolling for the item wcids

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node_id: MDExOlB1bGxSZXF1ZXN0NDgxMjAzOTM4
title: fixing more bugs from 3189
state: closed
created_at: 2020-09-07T09:01:14Z
updated_at: 2020-09-07T15:45:34Z
closed_at: 2020-09-07T15:45:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3217
type: pull
body:
  3189 changed some stuff to make the built-in spell for 41465 Casting Stein say 'You cast', instead of 'Item cast', but ended up breaking other stuff, like ItemSpellcraft

  This re-implements the fix in a better way to fix both scenarios

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node_id: MDExOlB1bGxSZXF1ZXN0NDgyNTM1MTgz
title: restore indenting to prevent merge error with other prs
state: closed
created_at: 2020-09-09T06:07:14Z
updated_at: 2020-09-09T10:09:43Z
closed_at: 2020-09-09T10:09:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3218
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg0NzM0NzU5
title: adding mutation filters
state: closed
created_at: 2020-09-11T07:13:04Z
updated_at: 2020-09-14T19:32:11Z
closed_at: 2020-09-14T19:32:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3219
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg0NzUwMjc2
title: upgrading chance table format
state: closed
created_at: 2020-09-11T07:30:58Z
updated_at: 2020-09-13T09:45:02Z
closed_at: 2020-09-13T09:45:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3220
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg1MTQ5OTk4
title: improving loot stats performance
state: closed
created_at: 2020-09-11T14:45:00Z
updated_at: 2020-09-13T09:45:15Z
closed_at: 2020-09-13T09:45:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3221
body:
  Creating 10000 corpses.

  before:
  StatsTimer: 63.8822824s

  after:
  StatsTimer: 0.311643s

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg1MTYzNzUz
title: minor performance improvements to AssignMagic()
state: closed
created_at: 2020-09-11T14:59:04Z
updated_at: 2020-10-20T16:05:09Z
closed_at: 2020-10-20T16:05:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3222
type: pull
body:
  ```
  before:

  AssignMagicTimer: 0.851808s
    GetSpellcraftTimer: 0.2368137s
    GetDifficultyTimer: 0.101166s
    ShuffleTimer: 0.1905925s
    
  after:

  AssignMagicTimer: 0.518203s
    GetSpellcraftTimer: 0.0577184s
    GetDifficultyTimer: 0.0517837s
    ShuffleTimer: 0.0234474s
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0NDg1MTczNDE3
title: minor performance improvements to material / color caches
state: closed
created_at: 2020-09-11T15:09:23Z
updated_at: 2020-10-20T16:07:19Z
closed_at: 2020-10-20T16:07:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3223
type: pull
body:
  old:
  GetMaterialTimer: 0.2371793s
  ColorTimer: 0.3115907s

  new:
  GetMaterialTimer: 0.0508456s
  ColorTimer: 0.2146164s

  this pr + https://github.com/ACEmulator/ACE/pull/3222 brings the time for generating 10k corpses down from ~2.9s to ~1.75s

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node_id: MDExOlB1bGxSZXF1ZXN0NDg1Mzg3MDgw
title: add debug line to AddWorldObjectInternal for Players
state: closed
created_at: 2020-09-11T19:26:53Z
updated_at: 2020-09-11T19:31:54Z
closed_at: 2020-09-11T19:31:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3224
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg1ODkxNDMx
title: fixing fellowship spell messages
state: closed
created_at: 2020-09-12T12:35:10Z
updated_at: 2020-09-12T16:28:41Z
closed_at: 2020-09-12T16:28:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3225
type: pull
body:
  before:

  Self:

  You cast Superior Frore Ward on yourself
  You cast Superior Frore Ward on yourself, refreshing Superior Frore Ward

  Target: (no message, no enchantment, although there are visual effects on target)

  ---

  after:

  Self:

  You cast Superior Frore Ward on yourself
  You cast Superior Frore Ward on fellow

  Target:

  Fellow cast Superior Frore Ward on you

  most likely only a bug with fellowship enchantments for MagicSchool.LifeMagic

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node_id: MDExOlB1bGxSZXF1ZXN0NDg2MDU5ODc4
title: add missing calls to adjust bbox
state: closed
created_at: 2020-09-12T23:40:23Z
updated_at: 2020-09-13T09:45:27Z
closed_at: 2020-09-13T09:45:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3226
type: pull
body:
  Repro steps:
  /teleloc 0x8766002A [120.211113 44.779186 51.914539] 0.706729 0.000000 0.000000 -0.707484
  take a few steps on the rock ramp, and then wait a few seconds

  Expected:
  nothing

  Actual:
  player takes fall damage after a few seconds

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node_id: MDExOlB1bGxSZXF1ZXN0NDg2MTM3NTI3
title: Wire up ResetHomePosition in EmoteManager
state: closed
created_at: 2020-09-13T06:25:13Z
updated_at: 2021-02-14T22:19:34Z
closed_at: 2020-09-13T09:37:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3227
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg2MTU3MjA1
title: fix merge error
state: closed
created_at: 2020-09-13T09:49:42Z
updated_at: 2020-09-13T10:03:24Z
closed_at: 2020-09-13T10:03:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3228
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg2MjQwNDQz
title: adding pvp modifier for cloak damage procs, as per retail
state: closed
created_at: 2020-09-13T21:09:08Z
updated_at: 2020-09-14T11:20:28Z
closed_at: 2020-09-14T11:20:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3229
type: pull
body:
  https://asheron.fandom.com/wiki/Master_of_Arms
  Cloaks with the chance to reduce incoming damage by 200 have been reduced to 100 for PvP circumstances.

  Thanks to Jkurs for reporting this issue

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node_id: MDExOlB1bGxSZXF1ZXN0NDg2Mjc0NTQ2
title: moving shields from jewelry spells/cantrips to armor spells/cantrips
state: closed
created_at: 2020-09-14T01:21:44Z
updated_at: 2020-09-14T11:20:03Z
closed_at: 2020-09-14T11:20:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3230
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg2MjgzMDI3
title: Fix issue with attuned splits
state: closed
created_at: 2020-09-14T02:05:13Z
updated_at: 2021-02-14T22:19:27Z
closed_at: 2020-09-14T02:09:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3231
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg2NjE3NTA0
title: EnchantmentWithCaching Audit + Improvements
state: closed
created_at: 2020-09-14T13:28:17Z
updated_at: 2020-09-15T02:35:35Z
closed_at: 2020-09-15T02:35:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3232
type: pull
body:
  Overall, there was very little that could be improved. Caching is used properly throughout the entire object, except where improved in this PR.

  HasVitae is now cached

  Creature.RemoveItemSpell now involves one less lock/loop for every time a spell is found that needs to be removed


  Networking AppraiseInfo sends all the active enchantments for MagicSchool.Item

  The previous method cloned the entire collection and then ran this query:
  - group e by e.SpellCategory
                  into categories
                  select categories.OrderByDescending(c => c.LayerId).First();

  The new method uses the existing GetTopLayer without cloning the entire collection. It uses the following query:
  - group e by e.SpellCategory
                      into categories
                      select categories.OrderByDescending(c => c.PowerLevel).ThenByDescending(c => Level8AuraSelfSpells.Contains(c.SpellId)).First();

  All the existing GetEnchantmentsTopLayer queries were converted from OrderBy LayerId to PowerLevel. The AppraiseInfo was the only hold out.

  I believe this is a correct fix/improvement.

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node_id: MDExOlB1bGxSZXF1ZXN0NDg2ODQyMTU1
title: continued work on example methods, cross between current ace loot system and new structures
state: closed
created_at: 2020-09-14T19:43:51Z
updated_at: 2020-09-15T16:12:14Z
closed_at: 2020-09-15T16:12:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3233
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg2ODQyOTc1
title: full armor tables, adding t7 and t8
state: closed
created_at: 2020-09-14T19:45:38Z
updated_at: 2020-09-15T16:46:10Z
closed_at: 2020-09-15T16:46:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3234
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg2OTU3NjY0
title: fixing more fallout from food msg
state: closed
created_at: 2020-09-15T00:21:46Z
updated_at: 2020-09-15T16:10:10Z
closed_at: 2020-09-15T16:10:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3235
type: pull
body:
  blackmoor's favor should not be affected by player's increased spell duration aug

  this really is garbage code, but it's required because the magic pipeline is still poorly designed in many areas..

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node_id: MDExOlB1bGxSZXF1ZXN0NDg3Mjg5ODEy
title: Add Creature.GetEquippedItemsRatingSum()
state: closed
created_at: 2020-09-15T13:17:15Z
updated_at: 2020-09-29T13:46:44Z
closed_at: 2020-09-29T13:46:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3236
type: pull
body:
  This adds cache to ratings.

  Memory per creature is increase ~28 byes?

  Inventory is no longer iterated through for every combat interaction (4x less).

  Instead of invalidating the cache when equipment is changed, this method simply mutates the cache using the item being changed. This will be much more efficient as players are constantly changing weapons during combat while their overall suit of armor remains the same.

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node_id: MDExOlB1bGxSZXF1ZXN0NDg3NDczMTY0
title: adding post-tod missile weapon chance tables
state: closed
created_at: 2020-09-15T18:23:13Z
updated_at: 2020-09-22T22:42:59Z
closed_at: 2020-09-22T22:42:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3237
body: from pre-t7 data + ace + magloot log archive
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg3NTQ2MjAw
title: adding post-tod caster weapon chance tables
state: closed
created_at: 2020-09-15T20:30:18Z
updated_at: 2020-09-22T22:43:21Z
closed_at: 2020-09-22T22:43:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3238
body: from pre-t7 data + ace + magloot log archive
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg3OTI0Nzg3
title: fixing fire cestus
state: closed
created_at: 2020-09-16T11:34:18Z
updated_at: 2020-09-18T06:19:01Z
closed_at: 2020-09-18T06:19:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3239
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg3OTI4MTQ0
title: adding post-tod melee weapon chance tables
state: closed
created_at: 2020-09-16T11:40:55Z
updated_at: 2020-09-22T22:43:32Z
closed_at: 2020-09-22T22:43:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3240
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg4ODE5ODMx
title: suppress server error from bugged cells in asheron's castle
state: closed
created_at: 2020-09-17T17:22:12Z
updated_at: 2020-09-18T06:19:14Z
closed_at: 2020-09-18T06:19:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3241
type: pull
body:
  /teleloc  0xD6990117 [10.744077 179.707047 374.005005] -0.706488 0.000000 0.000000 -0.707725 run straight to wall, 180 and run back

  10:03:29 Your location is: 0xD6990112 [0.425325 178.418182 374.005005] -0.023942 0.000000 0.000000 0.999713
  10:03:35 Your location is: 0xD599012C [191.466156 178.372208 374.005005] -0.023942 0.000000 0.000000 0.999713

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node_id: MDExOlB1bGxSZXF1ZXN0NDg4ODMzNzUw
title: faction mobs vs. mobs not belonging to same faction
state: closed
created_at: 2020-09-17T17:50:40Z
updated_at: 2020-10-12T23:32:17Z
closed_at: 2020-10-12T23:32:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3242
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg5MDg1NTkx
title: Adjust Arcane Lore handling in GetTotalSpecializedCredits
state: closed
created_at: 2020-09-18T05:37:57Z
updated_at: 2021-02-14T22:19:26Z
closed_at: 2020-09-20T04:43:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3243
body: [See Treestats for example](https://treestats.net/Frostfell/Spqrs%20Mule)
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg5MTM1MzY0
title: Update script to fix existing casino key lockcodes
state: closed
created_at: 2020-09-18T07:33:57Z
updated_at: 2021-02-14T22:19:25Z
closed_at: 2020-09-18T08:06:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3244
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDg5NDcyMTM4
title: Adjust CheckPKStatusVsTarget
state: closed
created_at: 2020-09-18T18:21:27Z
updated_at: 2021-02-14T22:19:19Z
closed_at: 2020-10-15T03:57:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3245
type: pull
body:
  Change CheckPKStatusVsTarget so that it checks players pk status against all creatures instead of just players

  Use case is monsters that can be only be affected by PKs

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node_id: MDExOlB1bGxSZXF1ZXN0NDg5OTM0Mzk5
title: updating WeaponMissileDefense / WeaponMagicDefense rolls to eor formula
state: closed
created_at: 2020-09-20T17:45:13Z
updated_at: 2020-09-28T13:52:58Z
closed_at: 2020-09-28T13:52:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3246
type: pull
body:
  Sampled from about 100k items from eor magloot logs

  The tier divisions were found to be t1-t6, and t7-t8

  These were the exact chances for each outcome

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node_id: MDExOlB1bGxSZXF1ZXN0NDkxNjYzNjAx
state: closed
created_at: 2020-09-23T10:07:03Z
updated_at: 2020-09-28T15:39:20Z
closed_at: 2020-09-28T15:39:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3247
type: pull
title:
  adding end of retail mutation filters for melee weapon damage, wield difficulty, damage variance, weapondefense, and weaponoffense

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node_id: MDExOlB1bGxSZXF1ZXN0NDkxNzA1MjI3
title: updating wound sound for physical non-elemental attacks
state: closed
created_at: 2020-09-23T11:23:40Z
updated_at: 2020-09-28T20:52:18Z
closed_at: 2020-09-28T20:52:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3248
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDkyMjA0MzA4
title: Adjust Mana Stones to handle stackables correctly
state: closed
created_at: 2020-09-24T05:59:02Z
updated_at: 2021-02-14T22:19:23Z
closed_at: 2020-09-25T04:48:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3249
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDkyMzY1MTYz
state: closed
created_at: 2020-09-24T11:03:27Z
updated_at: 2020-09-28T17:40:32Z
closed_at: 2020-09-28T17:40:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3250
body: This PR builds on https://github.com/ACEmulator/ACE/pull/3247
type: pull
title:
  adding end of retail mutation filters for missile weapon DamageMod, ElementalDamageBonus, WieldRequirements, and WeaponDefense

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node_id: MDExOlB1bGxSZXF1ZXN0NDkyNDA0ODc5
state: closed
created_at: 2020-09-24T12:17:13Z
updated_at: 2020-09-28T17:53:41Z
closed_at: 2020-09-28T17:53:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3251
body: This PR builds on https://github.com/ACEmulator/ACE/pull/3250
type: pull
title:
  adding end of retail mutation filters for caster weapon ManaConversionMod, ElementalDamageMod, WieldRequirements, and WeaponDefense

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node_id: MDExOlB1bGxSZXF1ZXN0NDkyODExNDE1
state: closed
created_at: 2020-09-25T03:30:48Z
updated_at: 2020-09-25T04:45:04Z
closed_at: 2020-09-25T04:45:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3252
type: pull
title:
  move void_pvp_modifier calcs for direct damage, based on feedback and data from void pvp players in retail

body:
  The current feedback has been, for void pvp, dot damage is about on par with retail, but direct damage is still way too high

  From the data provided from void pvp players in retail, it seemed like direct damage from void in pvp was still about double what it should be. This has me confused, because we were already applying this logic from retail dev notes:

  ```
              // http://acpedia.org/wiki/Announcements_-_11th_Anniversary_Preview#Void_Magic_and_You.21
              // Creatures under Asheron’s protection take half damage from any nether type spell.
  ```

  The only thing I can imagine, is perhaps this logic applied *on top of* the player's natural resistance to void, instead of simply capping their natural resistance to void to 0.5

  Some complications resulted from the original implementation of the void_pvp_modifier server config option, as that option was set to retail 0.5 by default, but it was acting more like a scalar for the player taking damage from any source, instead of just from pvp.

  The logic has been modified so that void_pvp_modifier now correctly only applies to pvp situations. It has also been applied in a way that works slightly differently for dots, compared to direct damage. Since dots were already supposedly on par, we use a similar method as what was in use before -- void_pvp_modifier *replaces* the player's natural resistance to void in pvp scenarios, instead of factoring it on top like direct damage.

  This should satisfy all of the current scenarios that I can think of

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node_id: MDExOlB1bGxSZXF1ZXN0NDkyODc0MjM4
title: adding weapon speed mutations
state: closed
created_at: 2020-09-25T06:52:37Z
updated_at: 2020-09-28T18:56:32Z
closed_at: 2020-09-28T18:56:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3253
type: pull
body:
  This extends the loot system with support for mutating the weapon speed (WeaponTime) for melee and missile weapons

  This particular mutation makes use of QualityChance. An initial roll is performed, which determines if the WeaponTime will be mutated at all. The chance for this initial roll succeeding is based on tier, and optionally the TreasureDeath profile can contain a LootQualityMod, which can increase the chances of some mutations happening, such as this one.

  If the initial roll succeeds, QualityChance then returns a qualityLevel between 1-12, with the range and chance curves also based on tier / qualityMod. This qualityLevel is the major factor in determining the weapon speed modification, along with some extra rng, which also ends up smoothly interpolating been the qualityLevels.

  The range of possible weaponSpeedMods is: 67.5% - 100%

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node_id: MDExOlB1bGxSZXF1ZXN0NDkzMjM0NDcw
title: appending LongDesc with ' of <first spell name descriptor>'
state: closed
created_at: 2020-09-25T17:13:53Z
updated_at: 2020-09-28T20:15:41Z
closed_at: 2020-09-28T20:15:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3254
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDkzNDg4MDk1
title: adding SpellDIDs to isMagical casters
state: closed
created_at: 2020-09-26T05:00:44Z
updated_at: 2020-09-29T01:59:13Z
closed_at: 2020-09-29T01:59:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3255
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDkzNjQxMTY3
title: Add Fixup script for one more casino key
state: closed
created_at: 2020-09-26T23:07:50Z
updated_at: 2021-02-14T22:19:22Z
closed_at: 2020-10-01T20:44:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3256
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDkzNzk4NTQ0
title: adding AssignMagic_New method, aligned more closely with retail
state: closed
created_at: 2020-09-27T23:50:18Z
updated_at: 2020-10-03T05:12:02Z
closed_at: 2020-10-03T05:12:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3257
type: pull
body:
  This builds on the previous lootgen PRs, and follows the pattern of adding _New methods

  The in-game lootgen continues to use the existing logic. some of the testlootgen* commands are wired up to the new methods, and the _New methods can be utilized by uncommenting line 55 of LootGenerationFactory.cs

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node_id: MDExOlB1bGxSZXF1ZXN0NDk0MTMxMTY4
title: Make GrantXp more thread safe
state: closed
created_at: 2020-09-28T13:09:46Z
updated_at: 2020-09-29T13:46:42Z
closed_at: 2020-09-29T13:45:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3258
type: pull
body:
  This should fix the UpdateXpVitae exception where vitae is null, most likely due to a race condition.

  What this does is ensures UpdateXpAndLevel() is called on the players thread.

  What this also does though is defer the UpdateXpAndLevel call to later in the same tick, or, the next tick. In the future, i'd like to come up with a system that doesn't defer if the operation can be executed immediately while guaranteeing thread safety.

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node_id: MDExOlB1bGxSZXF1ZXN0NDk0OTY4MDkz
title: adding MutateCoins()
state: closed
created_at: 2020-09-29T16:47:05Z
updated_at: 2020-10-03T05:12:22Z
closed_at: 2020-10-03T05:12:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3259
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk1MDg3MDk5
title: porting *_cantrip_drop_rate server config options to updated cantrips system
state: closed
created_at: 2020-09-29T20:29:28Z
updated_at: 2020-10-03T05:17:45Z
closed_at: 2020-10-03T05:17:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3260
type: pull
body:
  this pr is based on https://github.com/ACEmulator/ACE/pull/3257

  see https://github.com/ACEmulator/ACE/pull/3260/commits/28ec687e1b73b63a18d58b50e6ff6a0624554291 for the parts specific to this pr

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node_id: MDExOlB1bGxSZXF1ZXN0NDk1ODczMTA0
title: update CreateRandomScroll() to eor chances and ranges
state: closed
created_at: 2020-10-01T00:28:15Z
updated_at: 2020-10-03T05:18:04Z
closed_at: 2020-10-03T05:18:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3261
type: pull
body:
  https://github.com/ACEmulator/ACE/pull/3261/commits/ef8e3b327bda3b27d0bc93261c4101056ade164e for the changes specific to this pr

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node_id: MDExOlB1bGxSZXF1ZXN0NDk1ODk3NzYy
title: adding retail chance tables for level 8 spell components, adding quality mod to more rolls
state: closed
created_at: 2020-10-01T02:00:50Z
updated_at: 2020-10-03T05:20:35Z
closed_at: 2020-10-03T05:20:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3262
type: pull
body:
  see https://github.com/ACEmulator/ACE/pull/3262/commits/782b7a448a1062a0839b37983cc353163a1481e0 for the changes specific to this pr

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node_id: MDExOlB1bGxSZXF1ZXN0NDk2MzU4MTE5
title: adding PetDevice and EncapsulatedSpirit to updated loot system
state: closed
created_at: 2020-10-01T15:40:05Z
updated_at: 2020-10-03T05:24:32Z
closed_at: 2020-10-03T05:24:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3263
type: pull
body:
  in terms of where PetDevices and EncapsulatedSpirits were in the retail loot table structure, some surprising things were found from analysis of the magloot corpse logs

  at first i assumed these would not be in the top-level tables, and they would be sub-categories of something else, like Gems. however, no strong correlations were found that matched up with this.

  for PetDevices, they appeared to be in the non-magical item profile table only. if a creature didn't drop any non-magical items, then it didn't drop any PetDevices.

  for encapsulated spirit, since it is an unmutated item, it seems like it would be prime for MundaneItems. however, it appeared to be a MagicalItem. if a creature didn't drop any non-magical or mundane items, it still appeared to drop EncapsulatedSpirits.

  PetDevices were found to drop at roughly the same rate as the weapons and armor, in the ItemProfile tables

  EncapsulatedSpirits were found to drop at roughly 0.5% rate in the MagicalItem profile tables

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node_id: MDExOlB1bGxSZXF1ZXN0NDk2NDg1MjIw
title: adding Aetheria to CreateRandomLootObjects_New w/ chances from magloot logs
state: closed
created_at: 2020-10-01T19:08:00Z
updated_at: 2020-10-03T05:26:09Z
closed_at: 2020-10-03T05:26:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3264
type: pull
body:
  see https://github.com/ACEmulator/ACE/pull/3264/commits/3279baa1209630dfede6aee08b3b163fe916e2ad for the changes specific to this pr

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node_id: MDExOlB1bGxSZXF1ZXN0NDk2NTA4Njkx
title: adding hammers to finesse weapons table
state: closed
created_at: 2020-10-01T19:51:12Z
updated_at: 2020-10-03T05:26:23Z
closed_at: 2020-10-03T05:26:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3265
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk2NjgxNDUy
title: adding Cloaks to updated loot system w/ retail chances for drop rates and ItemMaxLevel
state: closed
created_at: 2020-10-02T05:04:20Z
updated_at: 2020-10-03T05:29:36Z
closed_at: 2020-10-03T05:29:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3266
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk2Njk4NzI5
title: adding trinkets to jewelry wcid tables w/ eor chances
state: closed
created_at: 2020-10-02T05:57:55Z
updated_at: 2020-10-03T05:30:45Z
closed_at: 2020-10-03T05:30:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3267
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk3MDQ1Mjgy
title: adding retail process and chances for rolling for coalesced mana
state: closed
created_at: 2020-10-02T17:39:01Z
updated_at: 2020-10-03T05:31:45Z
closed_at: 2020-10-03T05:31:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3268
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk3MjE0Njgz
title: adding support for society armor to updated loot system
state: closed
created_at: 2020-10-03T04:49:17Z
updated_at: 2020-10-09T04:12:23Z
closed_at: 2020-10-09T04:12:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3269
type: pull
body:
  requires https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/654

  see https://github.com/ACEmulator/ACE/pull/3269/commits/3ab0650523a41865193e412f74ba949ede9f999c for the changes specific to this pr

  also adds /modifybool updated_loot_system true/false, to dynamically switch between updated / current loot system

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node_id: MDExOlB1bGxSZXF1ZXN0NDk3MzQ5OTIy
title: updating spell selection tables to eor data
state: closed
created_at: 2020-10-03T23:09:41Z
updated_at: 2020-10-09T04:12:44Z
closed_at: 2020-10-09T04:12:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3270
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk3MzYwMjg2
title: Update NoDrop_Landblocks to include Mhoire Armory
state: closed
created_at: 2020-10-04T01:22:39Z
updated_at: 2021-10-10T23:10:17Z
closed_at: 2020-10-04T19:00:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3271
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk3NDAzOTM0
title: updating cantrip selection tables to eor chances / data
state: closed
created_at: 2020-10-04T09:34:02Z
updated_at: 2020-10-09T04:13:02Z
closed_at: 2020-10-09T04:13:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3272
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk3NTkwNjMx
title: adding GetSpellCode_Dynamic alt method
state: closed
created_at: 2020-10-05T05:25:31Z
updated_at: 2020-10-09T04:47:43Z
closed_at: 2020-10-09T04:47:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3273
type: pull
body:
  as an alternative to setting the SpellSelectionCode in PropertyInt.TsysMutationData properly for every lootgen item, this method correctly calculates the SpellSelectionCode dynamically at runtime, for all current lootgen items

  see https://github.com/ACEmulator/ACE/pull/3273/commits/a1d9b8d94202dc63f8e993320ea774e96e65feee for the updates specific to this pr

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node_id: MDU6SXNzdWU3MTUzMTE4MjQ=
title: Cooking: Flour + Nanners recipe does not work
state: closed
created_at: 2020-10-06T03:37:17Z
updated_at: 2020-10-06T20:07:02Z
closed_at: 2020-10-06T20:06:28Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Use flour on Nanners (from Tuskers) ->  Error message: Cannot be used

  ### The log given by the failure.


  ### Desired functionality.
  What would like to see implemented?  Create Nanner Dough
  What is the use case?      Cooking.

  Wiki shows the recipe. Dunno if it changed.

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node_id: MDExOlB1bGxSZXF1ZXN0NDk4MjY0MDA1
title: update hotspots to send generic death message
state: closed
created_at: 2020-10-06T04:59:50Z
updated_at: 2020-10-09T04:19:46Z
closed_at: 2020-10-09T04:19:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3275
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NDk4OTMxMzMz
title: adding ArmorModVsType mutations
state: closed
created_at: 2020-10-07T02:06:32Z
updated_at: 2020-10-09T04:48:12Z
closed_at: 2020-10-09T04:48:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3276
type: pull
body:
  This PR adds ArmorModVsType mutations to armor that has a PropertyInt.MutateFilter that contains this mutation

  see https://github.com/ACEmulator/ACE/pull/3276/commits/572fb76d9f3d2d3961befaa13343a785763efe78 for the updates specific to this pr

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node_id: MDExOlB1bGxSZXF1ZXN0NDk5MDMzNjMw
title: adding TryMutateGearRating() to updated T8 loot
state: closed
created_at: 2020-10-07T07:08:25Z
updated_at: 2020-10-09T04:50:35Z
closed_at: 2020-10-09T04:50:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3277
type: pull
body:
  see https://github.com/ACEmulator/ACE/pull/3277/commits/2aa02bb9d82da0ea12365563a1e1df9f692165f7 for the updates specific to this pr

  - only t8 items could receive gear ratings
  - only clothing, armor, and jewelry could receive gear ratings
  - anything with AL (including clothing w/ al, and crowns) would receive either GearCritDamage, or GearCritDamageResist
  - clothing w/out AL could receive either GearDamage, or GearDamageResist
  - jewelry w/out AL could receive GearHealingBoost or GearMaxHealth
  - an item could never receive more than 1 gear rating

  - these items had a 25% chance to receive a rating

  - anything w/ AL could receive a rating of 1 or 2
  - non-AL clothing or jewelry could receive a rating of 1, 2, or 3

  - any item that had a gear rating would have level requirement of at least 180

  - cloaks could also receive gear rating, and were considered clothing here

  (when "jewelry w/ AL" is referred to here, it is specifically for crown types (crowns, coronets, diadems, etc.), which were TreasureItemType.Jewelry, and in the jewelry tables, despite being ItemType.Clothing)

  chance table data from magloot corpse logs

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node_id: MDExOlB1bGxSZXF1ZXN0NDk5MDU2NzY2
title: updating GearRatingCache for latest requirements
state: closed
created_at: 2020-10-07T07:53:59Z
updated_at: 2020-10-09T04:50:53Z
closed_at: 2020-10-09T04:50:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3278
type: pull
body:
  GearCritRating and GearCritResistRating were not on equipment (only used by PetDevices, which were transferred over to the CombatPet's CritRating / CritResistRating)

  GearHealingBoost and GearMaxHealth also needed to be added

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node_id: MDExOlB1bGxSZXF1ZXN0NDk5NTcwNTI3
state: closed
created_at: 2020-10-07T23:29:22Z
updated_at: 2020-10-09T04:51:11Z
closed_at: 2020-10-09T04:51:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3279
type: pull
title:
  update GetAttackType() to ensure consistent handling for all bugged data found in previous/current versions of world db, and current / future fixed data

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node_id: MDExOlB1bGxSZXF1ZXN0NDk5OTAzOTEy
title: NetworkSessionExceptionFix
state: closed
created_at: 2020-10-08T12:58:53Z
updated_at: 2020-10-09T12:26:41Z
closed_at: 2020-10-09T12:26:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3280
type: pull
body:
  This fixes:  ERROR (ACE.Server.Program) System.InvalidOperationException: Sequence contains no elements

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node_id: MDExOlB1bGxSZXF1ZXN0NTAwMjk4ODAy
state: closed
created_at: 2020-10-09T02:09:20Z
updated_at: 2020-10-12T04:41:05Z
closed_at: 2020-10-12T04:41:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3281
type: pull
title:
  matching CalculateManaRate, ItemMaxMana, Spellcraft, ItemSkill/LevelLimit activation requirement, and ItemDifficulty / arcane lore requirement up to eor data

body:
  also refactoring to LootGenerationFactory:

  - LootGenerationFactory.cs now contains core methods
  - the current chance tables in LootGenerationFactory.cs have been moved to LootGenerationFactory_Chance.cs
  - AssignMagic(), and all of its associated methods, have been moved to a new LootGenerationFactory_Magic.cs
  - The previous code in LootGenerationFactory_Magic.cs (Casters, PetDevices, and Scrolls) have been moved to _Caster.cs, _PetDevice.cs, and _Scroll.cs

  see https://github.com/ACEmulator/ACE/pull/3281/commits/ccbe89a3a4417cba3a753bd91a7869d603aabe16 for the updates specific to this pr

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node_id: MDExOlB1bGxSZXF1ZXN0NTAwMzYxNDU3
title: fix z-pos hacking false positive when jumping into portals w/ airborne destinations
state: closed
created_at: 2020-10-09T05:52:06Z
updated_at: 2020-10-09T07:25:16Z
closed_at: 2020-10-09T07:25:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3282
body: also reduces log spam from untargeted spell projectile waves in neftet
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwMzgyMTkz
title: adding magical dinnerware
state: closed
created_at: 2020-10-09T06:40:19Z
updated_at: 2020-10-12T05:10:01Z
closed_at: 2020-10-12T05:10:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3283
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwMzgyNDkz
title: append hotspot fix
state: closed
created_at: 2020-10-09T06:40:55Z
updated_at: 2020-10-09T06:57:50Z
closed_at: 2020-10-09T06:57:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3284
body: this fixes a possible null pointer exception if lastDamagerInfo is null
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwNTk2ODQ5
title: Fix Spelling Enum CombatUse
state: closed
created_at: 2020-10-09T13:39:56Z
updated_at: 2021-10-10T23:10:20Z
closed_at: 2020-10-10T01:53:21Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3285
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwODgwMDk1
title: update poniard / newer tachi / iasparailaun logic
state: closed
created_at: 2020-10-10T00:53:10Z
updated_at: 2020-10-10T22:47:21Z
closed_at: 2020-10-10T22:47:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3286
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwODg2NDA2
title: update gems to be closer to eor
state: closed
created_at: 2020-10-10T01:35:53Z
updated_at: 2020-10-12T05:13:08Z
closed_at: 2020-10-12T05:13:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3287
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwOTIzNjYy
title: adding preliminary support for PropertyBool.AiUseHumanMagicAnimations
state: closed
created_at: 2020-10-10T06:47:24Z
updated_at: 2020-10-12T05:14:09Z
closed_at: 2020-10-12T05:14:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3288
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAwOTQ1NTY5
state: closed
created_at: 2020-10-10T09:32:51Z
updated_at: 2020-10-12T05:16:40Z
closed_at: 2020-10-12T05:16:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3289
type: pull
title:
  fix semi-recent issue with ranged mobs (archers, thrown weapons) not rolling for spellcasting chance

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node_id: MDExOlB1bGxSZXF1ZXN0NTAxMDY3NzI0
title: adding eor mutation scripts for ArmorLevel
state: closed
created_at: 2020-10-11T02:35:41Z
updated_at: 2020-10-16T04:35:34Z
closed_at: 2020-10-16T04:35:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3290
type: pull
body:
  see https://github.com/ACEmulator/ACE/pull/3290/commits/d8d18cfe3f4d3dfae79860e1ff9bcab341f44f52 for the updates specific to this pr

  - verified extremities cap out at 344, non-extremities 314, and shields 274, as per retail

  an interesting note, even though the py16 mutation scripts and the eor scripts both randomize between (-5, 5), this range was inclusive/exclusive. in the mutation system, this range is cast to floats, and the result is eventually cast back to an int. so in terms of actual inclusive range, retail actually used (-5, 4) here. that is why everything caps out at +4, instead of +5

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node_id: MDExOlB1bGxSZXF1ZXN0NTAxMDg1Mzc2
title: quick fix for spellbook reordering
state: closed
created_at: 2020-10-11T05:59:04Z
updated_at: 2020-11-22T08:27:17Z
closed_at: 2020-11-22T08:27:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3291
type: pull
body:
  For some reason, the WeeniePropertiesSpellBook collection from EF is being sorted by SpellId, instead of by Id

  Repro steps:

  - Create a monster that has a spellbook with spells not in ascending SpellId order
  - Appraise monster in-game
  - /debugspellbook

  Expected:

  Spellbook is in original order in DB

  Actual:

  Spellbook is in SpellID order

  Spellbook order matters for monsters

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node_id: MDExOlB1bGxSZXF1ZXN0NTAxMjM1NTk0
title: adding eor mutation scripts for covenant armor / covenant shield
state: closed
created_at: 2020-10-12T00:41:07Z
updated_at: 2020-10-16T04:38:19Z
closed_at: 2020-10-16T04:38:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3292
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAxMjc0Njg1
title: remove legacy code - fix clothing/armor being blue again
state: closed
created_at: 2020-10-12T03:38:31Z
updated_at: 2020-10-12T05:22:36Z
closed_at: 2020-10-12T05:22:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3293
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAxMjkwNzAy
title: adding eor mutation scripts for olthoi armor / olthoi shield
state: closed
created_at: 2020-10-12T04:39:48Z
updated_at: 2020-10-16T04:39:43Z
closed_at: 2020-10-16T04:39:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3294
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAxNjE2MjA2
title: adding armor equipment set chances to updated loot system
state: closed
created_at: 2020-10-12T14:29:44Z
updated_at: 2020-10-16T04:41:49Z
closed_at: 2020-10-16T04:41:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3295
type: pull
body:
  current ace lootgen pretty close for this one

  retail had a 34% chance of dropping an equipment set on a piece of t7 or t8 armor (2% even chance for each of the 17 armor equipment sets)

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node_id: MDExOlB1bGxSZXF1ZXN0NTAzMDQ2NDA3
title: sync shield negative AL logic with armor / client
state: closed
created_at: 2020-10-14T01:20:00Z
updated_at: 2020-10-14T05:53:14Z
closed_at: 2020-10-14T05:53:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3296
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAzNDg3MTgz
title: faster sync for containers on give
state: closed
created_at: 2020-10-14T16:13:39Z
updated_at: 2020-10-15T04:00:02Z
closed_at: 2020-10-15T04:00:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3297
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAzNzA4OTE4
title: Update Monster_Missile.cs
state: closed
created_at: 2020-10-14T23:25:01Z
updated_at: 2020-10-15T04:00:13Z
closed_at: 2020-10-15T04:00:13Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3298
type: pull
body:
  Add AiAllowedCombatStyle == CombatStyle.StubbornMissile to enable functionality.

  Tested and working

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node_id: MDExOlB1bGxSZXF1ZXN0NTAzNzM1MzQ0
title: fix monsters running off into the distance
state: closed
created_at: 2020-10-15T00:59:14Z
updated_at: 2020-10-15T03:59:46Z
closed_at: 2020-10-15T03:59:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3299
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTAzOTE5MDc4
title: fixing monster turning speed desync / monsters running off into the distance
state: closed
created_at: 2020-10-15T08:19:53Z
updated_at: 2020-10-15T15:03:58Z
closed_at: 2020-10-15T15:03:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3300
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0MTc4Nzcy
title: fix param order
state: closed
created_at: 2020-10-15T15:10:47Z
updated_at: 2020-10-15T17:19:00Z
closed_at: 2020-10-15T17:19:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3301
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0MjA5MjU0
title: adding /reload-loot-tables for admins to hotswap loot profiles
state: closed
created_at: 2020-10-15T15:56:21Z
updated_at: 2020-11-23T18:22:56Z
closed_at: 2020-10-17T18:02:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3302
type: pull
body:
  this pr adds the ability for admins and devs to hotswap loot profiles at runtime with the /reload-loot-tables admin command

  by default, if no parameters are specified, the latest loot table data from the source folder will be reloaded.

  a 'loot profile folder' can also be specified, to easily hotswap between different loot table profiles

  creating new loot profiles would just be cloning the ACE.Server/Factories/Tables folder, and modifying it with any customizations specific to that profile.

  ```
  reload-loot-tables

  Updated ArmorModVsTypeChance
  Updated ArmorTypeChance
  Updated ArmorCantrips
  Updated CantripChance
  Updated JewelryCantrips
  Updated MeleeCantrips
  Updated MissileCantrips
  Updated NumCantrips
  Updated WandCantrips
  Updated CasterSlotSpells
  Updated CloakChance
  Updated GearRatingChance
  Updated GemClassChance
  Updated GemCountChance
  Updated HeritageChance
  Updated MaterialTable
  Updated PetDeviceChance
  Updated QualityChance
  Updated ScrollLevelChance
  Updated SpellLevelChance
  Updated SpellLevelProgression
  Updated SpellSelectionTable
  Updated ArmorSpells
  Updated GemSpells
  Updated JewelrySpells
  Updated MeleeSpells
  Updated MissileSpells
  Updated ScrollSpells
  Updated WandSpells
  Updated TreasureProfile_Item
  Updated TreasureProfile_MagicItem
  Updated TreasureProfile_Mundane
  Updated AetheriaWcids
  Updated WeaponTypeChance
  Updated WorkmanshipChance
  Updated AetheriaChance
  Updated ArmorWcids
  Updated CloakWcids
  Updated ClothingWcids
  Updated CoalescedManaWcids
  Updated ConsumeWcids
  Updated GenericWcids
  Updated HealKitWcids
  Updated JewelryWcids
  Updated LockpickWcids
  Updated ManaStoneWcids
  Updated PetDeviceWcids
  Updated ScrollWcids
  Updated SocietyArmorWcids
  Updated SpellComponentWcids
  Updated AtlatlWcids
  Updated BowWcids_Aluvian
  Updated BowWcids_Gharundim
  Updated BowWcids_Sho
  Updated CasterWcids
  Updated CrossbowWcids
  Updated FinesseWeaponWcids
  Updated HeavyWeaponWcids
  Updated AxeWcids
  Updated DaggerWcids_Aluvian_Sho
  Updated DaggerWcids_Gharundim
  Updated MaceWcids
  Updated SpearWcids
  Updated StaffWcids
  Updated SwordWcids_Aluvian
  Updated SwordWcids_Gharundim
  Updated SwordWcids_Sho
  Updated UnarmedWcids
  Updated LightWeaponWcids
  Updated TwoHandedWeaponWcids
  Updated WeaponWcids

  Updated loot tables in 0.126916s
  ```

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node_id: MDExOlB1bGxSZXF1ZXN0NTA0NTQ3ODk1
title: account for odd NonComponentTargetType for portal recall / summon portal
state: closed
created_at: 2020-10-16T04:02:51Z
updated_at: 2020-10-16T04:10:28Z
closed_at: 2020-10-16T04:10:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3303
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0NTUzMTYx
title: fix typo
state: closed
created_at: 2020-10-16T04:06:17Z
updated_at: 2020-10-16T04:10:38Z
closed_at: 2020-10-16T04:10:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3304
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0NTY1NzYz
title: Revert "fix typo"
state: closed
created_at: 2020-10-16T04:15:19Z
updated_at: 2020-10-16T04:17:59Z
closed_at: 2020-10-16T04:17:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3305
body: Reverts ACEmulator/ACE#3304
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0NTY4ODkx
title: fix typo
state: closed
created_at: 2020-10-16T04:19:12Z
updated_at: 2020-10-16T04:19:54Z
closed_at: 2020-10-16T04:19:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3306
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0NTk2OTI3
title: Allow generators to process remove queue while disabled
state: closed
created_at: 2020-10-16T05:32:26Z
updated_at: 2021-02-14T22:19:19Z
closed_at: 2020-10-16T07:22:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3307
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA0ODI0MDA3
title: fix blue (again)
state: closed
created_at: 2020-10-16T13:01:37Z
updated_at: 2020-10-16T13:08:11Z
closed_at: 2020-10-16T13:08:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3308
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA1Mjg5NTY1
title: adding PacketHeader.RejectRetransmit response for uncached packets
state: closed
created_at: 2020-10-17T14:19:40Z
updated_at: 2020-10-18T09:47:25Z
closed_at: 2020-10-18T09:47:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3309
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA1Mjk4MDg5
title: add missing damage variance part of scripts
state: closed
created_at: 2020-10-17T15:17:03Z
updated_at: 2020-10-17T18:02:10Z
closed_at: 2020-10-17T18:02:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3310
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA1MzYyOTcy
title: Add aceversion command
state: closed
created_at: 2020-10-17T23:40:36Z
updated_at: 2021-02-14T22:19:17Z
closed_at: 2020-10-18T17:48:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3311
type: pull
body:
  Add `aceversion` command for players.

  This can be used by players on bug reports as well as in getting assistance with debugging issues.

  Command is disabled by default, but can be enabled by server operators with `version_info_enabled` property

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node_id: MDExOlB1bGxSZXF1ZXN0NTA1NDg1NzE3
title: PacketRejectRetransmit
state: closed
created_at: 2020-10-18T14:54:41Z
updated_at: 2020-10-27T01:04:00Z
closed_at: 2020-10-27T01:03:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3312
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA1NTI3OTAy
title: Wire up reportbug command
state: closed
created_at: 2020-10-18T19:36:08Z
updated_at: 2021-02-14T22:19:02Z
closed_at: 2020-11-24T18:17:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3313
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA1OTgzMDAw
title: [DEBUG] Multi thread debugging
state: closed
created_at: 2020-10-19T13:50:20Z
updated_at: 2020-10-20T01:04:48Z
closed_at: 2020-10-20T01:04:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3314
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA2MDExNTcz
title: Landblock SpawnEncounters threading improvement
state: closed
created_at: 2020-10-19T14:12:30Z
updated_at: 2020-10-27T01:03:47Z
closed_at: 2020-10-27T01:03:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3315
type: pull
body:
  Landblock.SpawnEncounters is run from a separate Task.

  It does a lot of position/cell work on that task and only enqueues the AddWorldObject onto the thread safe ActionQueue.

  I suspect these tasks were hitting AdjustCells at the same time LandblockManager is unloading landblocks (and thus cells).

  This caused thread collisions on the AdjustCells dictionary.

  Wrapping all this work up into the thread safe ActionQueue should solve the issue.

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node_id: MDExOlB1bGxSZXF1ZXN0NTA2NDMzMTc2
title: Fix typo in @rename success message
state: closed
created_at: 2020-10-20T03:25:38Z
updated_at: 2020-10-20T03:29:07Z
closed_at: 2020-10-20T03:29:07Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3316
body:
  s/succesfully/successfully/g

  HT @Cyberkiller

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA2OTE1OTgy
title: add shard update script to sync level 200 pet device names
state: closed
created_at: 2020-10-20T15:46:07Z
updated_at: 2020-10-20T16:43:51Z
closed_at: 2020-10-20T16:43:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3317
body: this should be checked in after the db update for the level 200 pet device names
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA2OTY5Mjk2
title: remove duplicate melee cantrip code
state: closed
created_at: 2020-10-20T17:15:49Z
updated_at: 2020-10-20T17:19:54Z
closed_at: 2020-10-20T17:19:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3318
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA4MDM1NDE2
title: update arrows to use physics location instead of ace location, to match spell projectiles
state: closed
created_at: 2020-10-22T05:57:49Z
updated_at: 2020-10-25T18:22:23Z
closed_at: 2020-10-25T18:22:23Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3319
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA4MDQyOTM2
title: revert 3025, update two-handed combat cleave distance to be based on CylDist
state: closed
created_at: 2020-10-22T06:13:50Z
updated_at: 2020-10-25T18:22:33Z
closed_at: 2020-10-25T18:22:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3320
body:
  reverts https://github.com/ACEmulator/ACE/pull/3025

  https://youtu.be/gvHtVaWXaR8?t=863

type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA4MTMwODY4
title: Match pcap output for KillQuest task completion
state: closed
created_at: 2020-10-22T08:59:07Z
updated_at: 2020-10-22T17:46:23Z
closed_at: 2020-10-22T17:46:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3321
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA4NDkwNzgw
title: Pluralize -us
state: closed
created_at: 2020-10-22T18:49:40Z
updated_at: 2021-02-14T22:19:16Z
closed_at: 2020-10-27T03:54:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3322
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA4NzMwMDM2
title: Fix some issues with DerethDateTime
state: closed
created_at: 2020-10-23T05:37:14Z
updated_at: 2021-02-14T22:19:14Z
closed_at: 2020-10-23T18:21:00Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3323
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA5MDMxNjU3
title: improving /addenc, adding /removeenc
state: closed
created_at: 2020-10-23T15:12:37Z
updated_at: 2020-10-25T18:22:41Z
closed_at: 2020-10-25T18:22:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3324
type: pull
body:
  - the .sql output of /addenc is now more consistent with /createinst, in that it adds the encounter to the db w/ checks, and then outputs the entire state of the encounters in the db for that landblock to the sql file. this includes the delete statement, and any pre-existing encounters that were already in the database

  - a /removeenc command has been added, which works on the last appraised object

  - cleaned up both /removeenc and /removeinst to properly handle removal when there is only 1 encounter / instance in the landblock remaining

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node_id: MDExOlB1bGxSZXF1ZXN0NTA5MTgwMzQ5
title: add support for PropertyBool.NeverAttack
state: closed
created_at: 2020-10-23T19:41:26Z
updated_at: 2020-10-25T18:22:55Z
closed_at: 2020-10-25T18:22:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3325
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA5MjIwMTYw
title: add missing ItemCurMana fields to rares
state: closed
created_at: 2020-10-23T21:13:59Z
updated_at: 2020-10-26T01:40:00Z
closed_at: 2020-10-26T01:39:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3326
body: should be checked in after https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/682
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA5MzUyNjk2
title: Add liveopcreate command for live op/event operations
state: closed
created_at: 2020-10-24T06:38:16Z
updated_at: 2021-02-14T22:19:11Z
closed_at: 2020-10-25T18:09:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3327
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA5NDQ1OTU3
title: fix monsters snapping back to old positions after sticky melee swings
state: closed
created_at: 2020-10-24T15:12:53Z
updated_at: 2020-10-25T18:29:58Z
closed_at: 2020-10-25T18:29:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3328
type: pull
body:
  sending a regular UpdatePosition to clients while a monster is performing a melee swing can cause weird things to happen on the client

  it seems to have odd interactions with the interpolation manager on the client, which is probably already active due to the sticky melee swing

  this could have the effect of monsters 'snapping back' to their pre-melee swing position/orientation on the client only, after the melee swing has completed (even though they are not actually doing that on the server)

  this is resolved by replacing the regular UpdatePosition before the melee swing starts with a special 'force' version, which snaps the monster to that position, instead of interpolating to it, and also by not doing netsends for UpdatePosition while a monster is being dragged from a sticky, as this is already handled automatically on the client with the sticky bit being set from the melee swing

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node_id: MDExOlB1bGxSZXF1ZXN0NTA5NDg1MDM0
title: Add support for ChestClearedWhenClosed (Dirty Old Crate)
state: closed
created_at: 2020-10-24T19:47:52Z
updated_at: 2021-02-14T22:19:13Z
closed_at: 2020-10-24T20:20:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3329
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTA5NTQ1MDYz
title: Adjustment to Arcane Lore specialization
state: closed
created_at: 2020-10-25T06:28:55Z
updated_at: 2021-02-14T22:19:12Z
closed_at: 2020-10-25T18:09:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3330
body: Hopefully this is this last one....
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEwMDM2MDEz
title: improved EmoteType.Move* server movement
state: closed
created_at: 2020-10-26T13:38:39Z
updated_at: 2020-10-26T18:15:30Z
closed_at: 2020-10-26T18:15:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3331
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEwMjQwMDE3
title: fix compiler warning
state: closed
created_at: 2020-10-26T18:55:37Z
updated_at: 2020-10-27T06:45:31Z
closed_at: 2020-10-27T06:45:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3332
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEwNDAwNDU0
title: Multithread Generators
state: closed
created_at: 2020-10-27T01:19:29Z
updated_at: 2020-11-16T14:31:12Z
closed_at: 2020-11-16T14:30:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3333
body: This could be worth 1-2 ms on a heavily loaded server
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEwNDAyNTQ3
title: add Frozen Cave to nodrop landblocks
state: closed
created_at: 2020-10-27T01:27:09Z
updated_at: 2020-10-27T06:45:51Z
closed_at: 2020-10-27T06:45:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3334
body: for https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/695
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEwNDMyOTc3
title: DatabaseThreadCountMultiplier added to Config.js
state: closed
created_at: 2020-10-27T03:06:04Z
updated_at: 2020-10-27T14:17:34Z
closed_at: 2020-10-27T14:17:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3335
type: pull
body:
  This allows independent configuration of thread counts for world and database, specifically to allow over saturation of vCPU.

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node_id: MDExOlB1bGxSZXF1ZXN0NTEwNzg5MTYw
title: DatabaseThreadCountMultiplier added to Config.js
state: closed
created_at: 2020-10-27T14:17:51Z
updated_at: 2020-11-16T14:30:04Z
closed_at: 2020-11-16T14:29:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3336
type: pull
body:
  This allows independent configuration of thread counts for world and database, specifically to allow over saturation of vCPU.

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node_id: MDExOlB1bGxSZXF1ZXN0NTExMjIxNTM4
title: add missing level requirement for t7 / t8 clothing in updated loot system
state: closed
created_at: 2020-10-28T02:01:03Z
updated_at: 2020-10-29T12:32:52Z
closed_at: 2020-10-29T12:32:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3337
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTExNzMyODA5
title: sync defense imbue salvage for existing shard items
state: closed
created_at: 2020-10-28T17:53:32Z
updated_at: 2020-10-30T17:27:24Z
closed_at: 2020-10-30T17:27:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3338
body: this pr should be checked in after https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/702
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEyMTY3OTIz
title: add more checks to prevent any possible overlap states when wielding items
state: closed
created_at: 2020-10-29T10:21:01Z
updated_at: 2020-10-29T22:31:54Z
closed_at: 2020-10-29T22:31:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3339
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEyNDM5NTY5
title: update pk corpse permissions based on player feedback
state: closed
created_at: 2020-10-29T17:25:11Z
updated_at: 2020-10-29T22:31:37Z
closed_at: 2020-10-29T22:31:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3340
type: pull
body:
  pk corpses also possibly become open to all after the killer loots, according to jkurs / sapphire / fire chimp

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node_id: MDExOlB1bGxSZXF1ZXN0NTEyOTY1NzE2
title: adding PKL arena to no log landblocks
state: closed
created_at: 2020-10-30T12:36:23Z
updated_at: 2020-10-30T17:27:40Z
closed_at: 2020-10-30T17:27:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3341
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEzMTQ0NDc3
title: upgrade fellow dismiss logic
state: closed
created_at: 2020-10-30T17:02:58Z
updated_at: 2020-10-30T17:27:33Z
closed_at: 2020-10-30T17:27:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3342
type: pull
body:
  - prevents a caught exception from occurring if an invalid online player guid is passed
  - ensures that a player can't dismiss themselves from the fellowship, as intended by the client. players must quit the felllowship

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node_id: MDExOlB1bGxSZXF1ZXN0NTEzMTk2NjM1
title: additional fellowship updates
state: closed
created_at: 2020-10-30T18:10:30Z
updated_at: 2020-10-30T18:45:30Z
closed_at: 2020-10-30T18:45:30Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3343
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEzMzUyMDYy
title: improved attribute validation
state: closed
created_at: 2020-10-31T01:37:10Z
updated_at: 2020-10-31T14:54:51Z
closed_at: 2020-10-31T14:54:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3344
type: pull
body:
  - if the server is sent attribute values that are less than 10 or greater than 100, previously the server was munging these values, and clamping them to the allowed ranges. it should be returning an error.

  - if the server received values of all uint.MaxValue, for example, the character would previously result in the following attributes: 100/100/100/30/0/0, which are invalid values for focus and self

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node_id: MDExOlB1bGxSZXF1ZXN0NTEzMzcwMzU5
title: fix missing dequip calls from stackable merge
state: closed
created_at: 2020-10-31T04:22:04Z
updated_at: 2020-10-31T14:55:03Z
closed_at: 2020-10-31T14:55:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3345
type: pull
body:
  this fixes long-standing bug on server where merging from equipped ammo slot was not being handled correctly on server

  repro steps:

  /ci arrow 100
  /ci arrow 100
  equip one of the arrow stacks
  double click the equipped arrows to dequip them

  expected:

  arrows are dequipped properly

  actual:

  arrows visibly disappear from equipped slot on client, but server actually returns an 'inventory saved failed', which the client might ignore / not be valid for this particular action, which the client sends as HandleActionStackableMerge.

  this is because the server code was only checking for inventory item in some places, and was missing the check for equipped items

  afterwards, if you try to equip the remaining stack of arrows, with the latest code you will get the error that there are already arrows equipped (which are now invisible to the client)

  if you relog, the invisible arrows in the equipped slot will re-appear

  ---

  previously, this was sort of just an invisible bug that was persisting on the server. when a player tries to equip new items, aside from some clothing slot checks, the full checks for overlap between wielded slots were not being performed before

  a recent pr https://github.com/ACEmulator/ACE/pull/3339 added the remaining equipped slots overlap prevention, which brought this bug to light

  in the current master, instead of allowing this bug to persist / grow, the server now correctly prevents any overlap from occurring

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node_id: MDExOlB1bGxSZXF1ZXN0NTEzNTI1NDU5
title: update copper/silver salvage to match mutation filter
state: closed
created_at: 2020-11-01T01:47:28Z
updated_at: 2020-11-01T03:39:24Z
closed_at: 2020-11-01T03:39:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3346
body: matches 38000034 and 38000035
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEzNjY4NzAx
title: fix bug with swapping weapons from missile combat
state: closed
created_at: 2020-11-01T18:19:21Z
updated_at: 2020-11-01T18:28:21Z
closed_at: 2020-11-01T18:28:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3347
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTEzNzA5NDMw
title: adding concurrency support to some projectile setup caches
state: closed
created_at: 2020-11-01T23:08:27Z
updated_at: 2020-11-02T05:00:26Z
closed_at: 2020-11-02T05:00:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3348
type: pull
body:
  ce just experienced their first concurrency-related crash from this, after about ~1 year from when this code was added

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node_id: MDExOlB1bGxSZXF1ZXN0NTE0MjU4NTc3
title: add cleanup script for grub / pack doll TTR
state: closed
created_at: 2020-11-02T19:02:08Z
updated_at: 2020-11-03T06:42:17Z
closed_at: 2020-11-03T06:42:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3349
type: pull
body:
  this should be checked in after https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/713 and https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/714

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node_id: MDExOlB1bGxSZXF1ZXN0NTE3NDUxOTIy
title: additional null check for copper/silver for legacy items
state: closed
created_at: 2020-11-09T04:07:59Z
updated_at: 2020-11-09T06:08:05Z
closed_at: 2020-11-09T06:08:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3350
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTE4MDQ2MDk0
title: fix spell stack calculation issue with set spells in multiple sets
state: closed
created_at: 2020-11-09T21:19:59Z
updated_at: 2020-11-16T03:59:05Z
closed_at: 2020-11-16T03:59:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3351
type: pull
body:
  repro steps:

  /ci shirt
  /ci pants
  appraise shirt, /additemspell 6330
  appraise pants, /additemspell 6331

  equip shirt pants in different order, and notice discrepancies in the following areas: the spell the server thinks is at the top of the stack (matches client, in current master), and the spell the client thinks is at the top of the stack

  this seems to be a bug on both the client and server. this patch fixes it for the server (unknown if retail server has this issue), but the visual display anomaly will still remain on the client

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node_id: MDExOlB1bGxSZXF1ZXN0NTE4NzA3Mjcw
title: [TEST] Switch from netcoreapp3.1 to net 5.0
state: closed
created_at: 2020-11-10T19:13:46Z
updated_at: 2021-02-14T22:19:09Z
closed_at: 2020-11-15T19:35:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3352
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTE5MDEyNjUz
title: Adjust Allegiance TurbineChatHandling
state: closed
created_at: 2020-11-11T07:31:25Z
updated_at: 2021-02-14T22:19:10Z
closed_at: 2020-11-24T18:17:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3353
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIwOTQ1MjUw
title: WieldSkill -> WieldSkillType for t7+ non-elemental casters
state: closed
created_at: 2020-11-14T02:19:11Z
updated_at: 2020-11-16T03:58:32Z
closed_at: 2020-11-16T03:58:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3354
body: todo: investigate why script compiler was not showing warning
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIxMDE5MDc4
title: Add location to AddWorldObjectInternal failure debug message
state: closed
created_at: 2020-11-14T15:15:59Z
updated_at: 2020-11-16T14:31:40Z
closed_at: 2020-11-16T14:31:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3355
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIxMjEwMzc5
title: .NET Entity Framework Core 3.1 support (attempt #2)
state: closed
created_at: 2020-11-15T15:15:59Z
updated_at: 2020-12-08T02:59:56Z
closed_at: 2020-12-08T02:59:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3356
type: pull
body:
  One of the biggest breaking changes in EF Core 3.0+ is existing LINQ queries like .Include() are no longer evaluated client-side. They now can result in explosive joins. This issue is documented here: https://github.com/dotnet/efcore/issues/18022

  For the above reason, many heavy .Include() queries have now been rewritten per the updated advice from one of the core EF Contributors using this example: https://gist.github.com/smitpatel/d4cb3619e5b33e8d9ea24d3f2a88333a

  This PR needs some testing on development servers.
  ~~I do NOT recommend this be run on production yet.~~

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node_id: MDExOlB1bGxSZXF1ZXN0NTIxMjEzMjY0
title: Misc Database Improvements/Cleanup
state: closed
created_at: 2020-11-15T15:35:21Z
updated_at: 2020-11-15T19:07:38Z
closed_at: 2020-11-15T19:07:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3357
type: pull
body:
  Resilient Connections have been added.
  https://docs.microsoft.com/en-us/dotnet/architecture/microservices/implement-resilient-applications/implement-resilient-entity-framework-core-sql-connections
  https://docs.microsoft.com/en-us/ef/core/miscellaneous/connection-resiliency

  some comments have been removed

  NoTracking has been added where it was missing

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node_id: MDExOlB1bGxSZXF1ZXN0NTIxMjQ3Nzgy
title: ObjectGuid fixes
state: closed
created_at: 2020-11-15T19:37:55Z
updated_at: 2020-11-15T19:41:14Z
closed_at: 2020-11-15T19:41:07Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3358
body: found originally by gmriggs, then submitted via Ripley
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIxMjUwODk0
title: Update Solution files
state: closed
created_at: 2020-11-15T20:02:08Z
updated_at: 2021-02-14T22:19:07Z
closed_at: 2020-11-15T20:30:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3359
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIxNDEyOTE3
title: add pre-normalization to treasure material tables
state: closed
created_at: 2020-11-16T06:44:01Z
updated_at: 2020-11-22T07:57:06Z
closed_at: 2020-11-22T07:57:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3360
type: pull
body:
  This adds a small pre-normalization step when the 3 TreasureMaterial tables are initially read in from the DB the first time

  In the PY16 version of these tables, the TreasureMaterialGroup table contains what appears to be a small overflow error for Gems, where the totals exceed 100%. This has the effect of Zircon not dropping before this normalization.

  Another approach to this might be simply updating the TreasureMaterialGroup PY16 data for Gems

  (note that before some recent optimizations, this normalization step already existed, but was happening *every* time a material was rolled. after some investigation of the data, it was only found to be an error in 1 specific subsection for Gem Groups, and the epsilon appeared to be small enough that it was questioned if it mattered, and a comment was left in the code. this restores the normalization process in a much more efficient manner)

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node_id: MDExOlB1bGxSZXF1ZXN0NTIxNzIyMDY0
title: adding support for emote self-targeted and untargeted spells
state: closed
created_at: 2020-11-16T15:04:34Z
updated_at: 2020-11-22T07:56:17Z
closed_at: 2020-11-22T07:56:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3361
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIyMTkyNTYx
title: ensure 2-way collision detection on all missiles
state: closed
created_at: 2020-11-17T07:05:47Z
updated_at: 2020-11-22T07:57:13Z
closed_at: 2020-11-22T07:57:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3362
body: synced with spell projectiles, tested
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIyMjA1Mzg4
title: fix 2 bugs with LumAugItemManaGain
state: closed
created_at: 2020-11-17T07:36:17Z
updated_at: 2020-11-22T07:57:20Z
closed_at: 2020-11-22T07:57:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3363
type: pull
body:
  - fixed a bug where LumAugItemManaGain was able to send an item's current mana beyond its max mana
  - fixed a bug where LumAugItemManaGain was only taking effect for player targets

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node_id: MDExOlB1bGxSZXF1ZXN0NTIyMzg1NDky
title: replace updated_loot_system server option w/ legacy_loot_system, disabling by default
state: closed
created_at: 2020-11-17T12:47:19Z
updated_at: 2020-11-22T07:57:26Z
closed_at: 2020-11-22T07:57:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3364
body: this enables the updated loot system by default
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIyNzQyMTYz
title: fix narnia arrows
state: closed
created_at: 2020-11-17T22:20:06Z
updated_at: 2020-11-22T07:57:37Z
closed_at: 2020-11-22T07:57:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3365
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTIyODk0MjI5
title: Fix Unhook
state: closed
created_at: 2020-11-18T04:01:47Z
updated_at: 2020-11-18T12:59:45Z
closed_at: 2020-11-18T12:59:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3366
body: ObjectGuid.Invalid is a valid use case for CreateWorldObject
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI0MjQxNTEw
title: NetworkSession Sequence Exception Fix
state: closed
created_at: 2020-11-19T21:26:27Z
updated_at: 2020-11-19T21:37:02Z
closed_at: 2020-11-19T21:36:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3367
body: race condition between listener thread and NetworkManager parallel threads
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI0NDM2NjE5
title: Add Shard Biota cache configuration options
state: closed
created_at: 2020-11-20T05:18:24Z
updated_at: 2021-02-14T22:19:01Z
closed_at: 2020-11-20T17:30:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3368
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI1MTcwMTc5
title: Added Type of Element for Casters in the TestLootGenCorpse Tables.
state: closed
created_at: 2020-11-21T18:44:31Z
updated_at: 2020-11-22T01:28:04Z
closed_at: 2020-11-22T01:28:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3369
type: pull
body:
  Added Type of Element for Casters in the TestLootGenCorpse Tables (for Testing to see what elements drop). (its just the name of the caster).

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node_id: MDExOlB1bGxSZXF1ZXN0NTI1MTgyNjYz
title: remove lqm from caster wcid table
state: closed
created_at: 2020-11-21T20:01:30Z
updated_at: 2020-11-22T07:50:07Z
closed_at: 2020-11-22T07:50:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3370
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI2NDQxMTY4
title: fix chickenhen move emote
state: closed
created_at: 2020-11-24T12:21:54Z
updated_at: 2020-11-24T14:54:33Z
closed_at: 2020-11-24T14:54:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3371
type: pull
body:
  chickenhen has a NonCombat.Ready immediately after its Move emotes, with 0 delay in between. not sure if retail would have waited to perform the Ready until after the move was completed... ace emotes are currently setup to pre-calculate the delay to the next emote, and a variable delay / callback system is not implemented for this.

  the way ExecuteMotion(Ready) is also called, it apparently stops the current Turning motion in progress, but does not call MoveToManager to stop the current MoveTo in progress. so MoveToManager was basically going into an infinite loop, detecting that no Turning progress was being made, and incrementing FailProgressCount each time, which the Move handler was not monitoring

  the easiest fix for this is to just ignore Motion emotes if there is a MoveTo currently in progress (esp. for chickenhen Ready, which is a redundant emote that effectively does nothing here), and to also add a failsafe to check FailProgressCount in the Move handler

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node_id: MDExOlB1bGxSZXF1ZXN0NTI2NzgyNzc2
title: Make generator spawn failures debug
state: closed
created_at: 2020-11-24T20:58:51Z
updated_at: 2020-11-25T23:15:16Z
closed_at: 2020-11-25T23:15:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3372
type: pull
body:
  Generators that have spawn circumferences that overlap water or cliff edges may fail to random spawn creatures.

  This makes the message a debug level instead of a warn level

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node_id: MDExOlB1bGxSZXF1ZXN0NTI2Nzg1OTI2
title: [Go Live Apr 15] .NET 5.0 support
state: closed
created_at: 2020-11-24T21:05:39Z
updated_at: 2021-04-15T12:09:37Z
closed_at: 2021-04-15T12:09:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3373
body: Could it be this simple? Seems so
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI4MzQyMjY5
title: sync Enlightenment and GearMaxHealth calcs up to client more closely
state: closed
created_at: 2020-11-27T00:50:25Z
updated_at: 2020-11-27T02:10:58Z
closed_at: 2020-11-27T02:10:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3374
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI4MzQ5OTI2
title: ensure PhysicsObj still has reference in MoveTick
state: closed
created_at: 2020-11-27T01:33:16Z
updated_at: 2020-11-27T02:11:05Z
closed_at: 2020-11-27T02:11:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3375
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTI4NzI5NjI5
title: further updates to base vs. current to sync up exactly with client
state: closed
created_at: 2020-11-27T17:43:57Z
updated_at: 2020-11-29T10:10:47Z
closed_at: 2020-11-29T10:10:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3376
type: pull
body:
  these syncs are testable with /showstats, 40% vitae, setting large values for things like Enlightenment, and examination of the client code

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node_id: MDExOlB1bGxSZXF1ZXN0NTI5MDA4Njk4
title: Update all the non-EF packages to latest
state: closed
created_at: 2020-11-28T21:01:36Z
updated_at: 2020-11-29T14:46:49Z
closed_at: 2020-11-29T14:46:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3377
body:
  This is kind of a meh update.

  I checked the changelogs and there's really nothing major here.

type: pull
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node_id: MDU6SXNzdWU3NTM4MjE5OTU=
title: Expand PetClass handling to the CraftTool class
state: closed
created_at: 2020-11-30T21:37:14Z
updated_at: 2020-11-30T21:42:16Z
closed_at: 2020-11-30T21:41:54Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Pet Devices were captured as CraftTool, when setup as CraftTool Pet does not summon. See attached files for reference.

   [MagicHat_PetSnowman.zip](https://github.com/ACEmulator/ACE/files/5618831/MagicHat_PetSnowman.zip)

  ### The log given by the failure.
  Pet does not summon.

  ### Desired functionality.
  If the device was captured as a CraftTool it shouldn't need to be changed to PetDevice to function.

  ### Mention any other details that might be useful.
  https://github.com/ACEmulator/ACE-PCAP-Dynamics-Exports/blob/master/Database/3-Core/9%20WeenieDefaults/SQL/CraftTool/Misc/34421%20Magic%20Hat.sql

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node_id: MDExOlB1bGxSZXF1ZXN0NTMxMzcyNDUx
title: prevent 'difficult to master' weapons from being turned into unusable intermediate tailoring kits
state: closed
created_at: 2020-12-03T00:23:33Z
updated_at: 2020-12-03T18:52:47Z
closed_at: 2020-12-03T18:52:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3379
body: confirmed with verb in retail, the preliminary tailoring operation would fail
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTMyNzQzMjAy
title: Update Docker files due to NET 5.0 changes
state: closed
created_at: 2020-12-04T19:35:27Z
updated_at: 2020-12-05T19:26:17Z
closed_at: 2020-12-05T19:26:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3380
body: See https://github.com/dotnet/dotnet-docker/issues/2375
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTMzMTQ3MTE3
title: Catch and log null activator in CheckUseRequirements
state: closed
created_at: 2020-12-06T06:07:33Z
updated_at: 2021-02-14T22:19:01Z
closed_at: 2020-12-11T02:37:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3381
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTMzMTQ3NDAx
title: Add catchall support for ReceiveTalkDirect to EmoteManager
state: closed
created_at: 2020-12-06T06:10:42Z
updated_at: 2021-02-14T22:18:59Z
closed_at: 2020-12-11T02:37:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3382
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTMzMzE1MTc5
title: Workaround fix for intermittent corpse save failures
state: closed
created_at: 2020-12-07T01:29:27Z
updated_at: 2021-02-14T22:19:00Z
closed_at: 2020-12-11T02:37:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3383
type: pull
body:
  This patch attempts to workaround the order column for biota_properties_palette table being removed from shard database which causes corpse save failures.

  It is unknown what exactly causes this table to lose this column but this workaround corrects it and retries saving

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node_id: MDExOlB1bGxSZXF1ZXN0NTM0ODEyNzM3
title: aerbax shield spell stack order fix
state: closed
created_at: 2020-12-09T00:26:08Z
updated_at: 2020-12-14T05:53:24Z
closed_at: 2020-12-14T05:53:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3387
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTM2NTAyNzM2
title: Fix warnings in compiler
state: closed
created_at: 2020-12-11T04:46:43Z
updated_at: 2021-02-14T22:18:56Z
closed_at: 2020-12-11T17:05:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3388
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTM3NDIwMjM0
title: Wire up proper support for EmoteType.CreateTreasure
state: closed
created_at: 2020-12-11T21:20:54Z
updated_at: 2021-02-14T22:18:55Z
closed_at: 2020-12-14T06:38:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3389
body: Verified proper support using creatures existing in 16PY dataset.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTM5MDU3Njky
title: ensure minimum wield level requirement 180 for items w/ legendary cantrips
state: closed
created_at: 2020-12-14T00:42:58Z
updated_at: 2020-12-18T12:10:44Z
closed_at: 2020-12-18T12:10:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3390
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQwMjgwNDk4
title: Send current attacker message to client.
state: closed
created_at: 2020-12-15T14:10:23Z
updated_at: 2020-12-19T21:09:32Z
closed_at: 2020-12-19T21:09:32Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3391
type: pull
body:
  Send the current attacker message to the client so that the client can
  use the last attack keyboard shortcut to select the last attacker.

  Note that these will be sent often when there are multiple attackers.
  The message should only be sent when the attacker changes

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node_id: MDExOlB1bGxSZXF1ZXN0NTQyMjM0NTc5
title: Update forcelogoff command
state: closed
created_at: 2020-12-18T01:40:44Z
updated_at: 2021-02-14T22:18:57Z
closed_at: 2020-12-27T19:09:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3392
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQzMDkxMjE5
title: Fix Allegiance Purging
state: closed
created_at: 2020-12-20T16:19:46Z
updated_at: 2020-12-20T22:43:46Z
closed_at: 2020-12-20T22:43:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3393
type: pull
body:
  This particular select statement (which has an inner function call) doesn't work unless the results are pulled using a ToList first.

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node_id: MDExOlB1bGxSZXF1ZXN0NTQzNzYwNTI5
title: fix equipped items casting impen/bane on the wielder instead of themselves
state: closed
created_at: 2020-12-21T22:35:36Z
updated_at: 2020-12-22T04:14:06Z
closed_at: 2020-12-22T04:14:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3394
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ1NDQzNzE3
title: add retaliate targets cleanup
state: closed
created_at: 2020-12-24T18:36:19Z
updated_at: 2020-12-25T01:35:43Z
closed_at: 2020-12-25T01:35:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3395
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ1NDQ5MjU2
title: replacing windows eol with unix eol for import-sql books
state: closed
created_at: 2020-12-24T19:16:45Z
updated_at: 2020-12-25T01:35:54Z
closed_at: 2020-12-25T01:35:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3396
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ1NzQwMDg4
title: Allow corpse that generated rares to be open to all after killer loots
state: closed
created_at: 2020-12-26T22:24:58Z
updated_at: 2021-02-14T22:18:53Z
closed_at: 2020-12-27T19:09:44Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3397
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ1Nzc0MzA1
title: Warn and boot out of date clients found in character creation
state: closed
created_at: 2020-12-27T07:19:11Z
updated_at: 2021-02-14T22:18:52Z
closed_at: 2020-12-27T19:10:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3398
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ1ODQyNjAw
title: legendary cantrips do not add level 180 requirement to items that don't already have a level req
state: closed
created_at: 2020-12-27T18:31:34Z
updated_at: 2020-12-28T01:36:11Z
closed_at: 2020-12-28T01:36:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3399
body: info from @4eyebiped
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ1ODgwMDky
title: add chorizite to foci formula, as per acclient
state: closed
created_at: 2020-12-28T00:51:59Z
updated_at: 2020-12-28T01:36:20Z
closed_at: 2020-12-28T01:36:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3400
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ2MjM4NjY4
title: update wielded treasure roll to be closer to retail
state: closed
created_at: 2020-12-28T21:08:58Z
updated_at: 2020-12-31T22:37:09Z
closed_at: 2020-12-31T22:37:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3401
type: pull
body:
  a set with 117% probability, for example, should be interpreted as 2 sets: the first set having a 100% chance of rolling one of the items in the range of 0.0-1.0, and the second set having a 17% chance of rolling an item in the > 1.0 range

  this is similar to how the createlist probabilities work

  previously ace was only performing 1 roll for this, between 0.0-1.17

  also adds /show-wielded-treasure &lt;creature wcid&gt; developer command

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node_id: MDExOlB1bGxSZXF1ZXN0NTQ2NTk5MzU3
title: Rebase SQL scripts
state: closed
created_at: 2020-12-29T19:02:04Z
updated_at: 2021-02-14T22:18:52Z
closed_at: 2020-12-30T19:21:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3402
body: Archive previous SQL base
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ2NjcwNTc0
title: add 100% physical crit rate chance against players while they are performing logout motion
state: closed
created_at: 2020-12-29T23:24:19Z
updated_at: 2020-12-31T22:37:19Z
closed_at: 2020-12-31T22:37:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3403
type: pull
body:
  https://asheron.fandom.com/wiki/Announcements_-_2002/08_-_Atonement

  It should be noted that any time a character is logging off, PK or not, all physical attacks against them become automatically critical.
  (Note that spells do not share this behavior.) We hope this will stress the need to log off in a safe place.

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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3NTEyNjc5
title: fixing mukkir sense / mukkir's ferocity resist
state: closed
created_at: 2020-12-31T21:42:37Z
updated_at: 2021-01-01T18:08:00Z
closed_at: 2021-01-01T18:08:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3404
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3NjYzMDkw
title: add support for FoeType
state: closed
created_at: 2021-01-01T18:50:17Z
updated_at: 2021-01-10T17:32:24Z
closed_at: 2021-01-10T17:32:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3405
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3NjY3Nzcx
title: add support for Tolerance.Target and possible Tolerance.Monster ?
state: closed
created_at: 2021-01-01T19:37:50Z
updated_at: 2021-01-10T17:32:36Z
closed_at: 2021-01-10T17:32:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3406
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3NjgxMDQ2
title: add limited support for negative damage
state: closed
created_at: 2021-01-01T21:51:47Z
updated_at: 2021-01-10T17:32:49Z
closed_at: 2021-01-10T17:32:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3407
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3NzA4MTAy
title: fix 27864 - Mosswart Muckstalker + Katar + Kick
state: closed
created_at: 2021-01-02T03:25:36Z
updated_at: 2021-01-02T05:18:07Z
closed_at: 2021-01-02T05:18:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3408
body: thanks to MySpace for reporting this issue!
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3Nzg4ODM2
title: Ensure thread-safety for player OnDeath messages
state: closed
created_at: 2021-01-02T19:20:53Z
updated_at: 2021-01-04T14:01:15Z
closed_at: 2021-01-04T14:01:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3409
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3Nzg5MzMz
title: LandblockGroup Multi-Thread Debugging
state: closed
created_at: 2021-01-02T19:26:32Z
updated_at: 2021-02-09T14:12:11Z
closed_at: 2021-02-09T14:12:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3410
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3OTMwNDkw
title: additional hooks for monster procing equipped items
state: closed
created_at: 2021-01-03T20:18:08Z
updated_at: 2021-01-04T16:51:21Z
closed_at: 2021-01-04T16:51:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3411
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ3OTg2NjY2
title: spawn generated object positions relative to generator orientations to match retail
state: closed
created_at: 2021-01-04T03:07:44Z
updated_at: 2021-01-11T03:32:03Z
closed_at: 2021-01-11T03:32:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3412
body: thanks to TCK for helping to figure this out!
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ4MDQyNDA3
title: update order of pklite messages on login
state: closed
created_at: 2021-01-04T06:22:52Z
updated_at: 2021-01-04T16:51:32Z
closed_at: 2021-01-04T16:51:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3413
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ4MDU3ODYx
title: send pkl motion as actions
state: closed
created_at: 2021-01-04T06:58:40Z
updated_at: 2021-01-04T16:51:42Z
closed_at: 2021-01-04T16:51:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3414
body: similar to previous changes for house recall
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTQ4MzMxMzM2
title: apply trinket/aug bonuses to level proportional xp
state: closed
created_at: 2021-01-04T16:10:34Z
updated_at: 2021-01-10T17:33:01Z
closed_at: 2021-01-10T17:33:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3415
body: from retail info provided by @sLackeR-hub
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTUyMjA5Nzgx
title: Update console title to show server name
state: closed
created_at: 2021-01-10T01:11:35Z
updated_at: 2021-01-23T19:13:04Z
closed_at: 2021-01-23T19:13:04Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3416
type: pull
body:
  This is very useful for anyone running multiple servers on the same machine (particularly windows servers). 

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node_id: MDExOlB1bGxSZXF1ZXN0NTUyMjIzODgw
title: update base magic crit rate for 11-2002 iron coast release notes
state: closed
created_at: 2021-01-10T04:04:12Z
updated_at: 2021-01-10T17:33:16Z
closed_at: 2021-01-10T17:33:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3417
type: pull
body:
  http://acpedia.org/wiki/Announcements_-_2002/11_-_The_Iron_Coast#Release_Notes

  "The chance for causing a critical hit with magic, both with and without a Critical Strike wand, has been increased."

  Thanks to Xenocide for tracking down some solid dev notes for this!

  Also updated the critical protection augmentation feedback messages for magic to match retail pcaps. It differed slightly from the messages for physical.

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node_id: MDExOlB1bGxSZXF1ZXN0NTUyMzE4MTI1
title: add support for Ulgrim the Unquiet wields
state: closed
created_at: 2021-01-10T17:26:56Z
updated_at: 2021-01-11T03:29:15Z
closed_at: 2021-01-11T03:29:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3418
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTUyMzI3NTI1
title: add support for Hatred1Bits
state: closed
created_at: 2021-01-10T18:35:11Z
updated_at: 2023-07-15T16:31:17Z
closed_at: 2023-07-15T16:31:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3419
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTUyMzQzNDU1
title: Prevent future instances of dynamic GUIDs in World Database
state: closed
created_at: 2021-01-10T20:29:51Z
updated_at: 2021-02-14T22:18:51Z
closed_at: 2021-01-16T21:24:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3420
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTUyMzQ1MzM0
title: alternative to hatred bits, using extra faction bits
state: closed
created_at: 2021-01-10T20:43:49Z
updated_at: 2021-04-13T17:54:24Z
closed_at: 2021-04-13T17:54:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3421
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU1MDI3OTg1
title: fix possible null reference exception from invalid proc spell ids
state: closed
created_at: 2021-01-14T15:58:23Z
updated_at: 2021-01-14T22:23:10Z
closed_at: 2021-01-14T22:23:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3422
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU1MjUwNjA2
title: rush next player save after successful tailoring operation
state: closed
created_at: 2021-01-14T21:56:55Z
updated_at: 2021-02-12T16:33:40Z
closed_at: 2021-02-12T16:33:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3423
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU1OTA4ODkw
title: Remove GameMessageHearDirectSpeech, redirect to GameEventTell
state: closed
created_at: 2021-01-15T19:38:55Z
updated_at: 2021-02-14T22:18:49Z
closed_at: 2021-01-16T05:42:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3424
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU2MDg3NDU4
title: Add GameMessageHearRangedSpeech
state: closed
created_at: 2021-01-16T06:34:15Z
updated_at: 2021-02-14T22:18:50Z
closed_at: 2021-01-16T08:31:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3425
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU2MjM0MjU5
title: Add use_generator_rotation_offset configurable option
state: closed
created_at: 2021-01-16T21:15:08Z
updated_at: 2021-02-14T22:18:47Z
closed_at: 2021-01-16T21:19:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3426
type: pull
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node_id: MDU6SXNzdWU3ODc3NTUzMjU=
title: Society Augmentation Gem quest no longer working since last update.
state: closed
created_at: 2021-01-17T17:36:13Z
updated_at: 2021-01-17T20:26:37Z
closed_at: 2021-01-17T20:19:22Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->Go to society (I'm in Hand) and speak with Operations Aid NPC, then talk to Operations Specialist.  They get confirmation from you and portal you into the dungeon.  As you start the quest, there should be two rooms on the West side that are filled with enemies.  Before this last patch there was.  Now it seems there's only one room filled, and it's with the wrong set of enemies.  
  The set that's there now, should be part of the next set of rooms.  But there's only one set here now.

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

  ### Desired functionality.
  <!-- The quest should run as stated in this walk through.  http://acpedia.org/wiki/Aug_Gem:_Society
  What would like to see implemented?  Working as before.
  What is the use case?  Get society Aug gem
  -->

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  This was working prior to the current patch, as I run this weekly.

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node_id: MDExOlB1bGxSZXF1ZXN0NTU2NDMwMjI0
title: Adjust teleloc to match examples provided
state: closed
created_at: 2021-01-17T23:11:24Z
updated_at: 2021-02-14T22:18:46Z
closed_at: 2021-01-18T03:17:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3428
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU2OTk3OTQ1
title: Changes to PropertyManager
state: closed
created_at: 2021-01-18T19:20:17Z
updated_at: 2021-02-14T22:18:45Z
closed_at: 2021-01-19T00:57:26Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3429
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU3MTY2NzE0
title: Add in support for GeneratorAutomaticDestruction
state: closed
created_at: 2021-01-19T04:58:22Z
updated_at: 2021-02-14T22:18:37Z
closed_at: 2021-01-22T18:34:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3430
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU4NTE0OTYz
title: Update docker-compose files
state: closed
created_at: 2021-01-20T20:42:24Z
updated_at: 2021-02-14T22:18:37Z
closed_at: 2021-01-21T04:54:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3431
body: Limit MySQL to 8.0.21 due to issue with GUID gap query
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU5NDE0NzY0
title: Merge pull request #1 from ACEmulator/master
state: closed
created_at: 2021-01-21T17:07:10Z
updated_at: 2021-01-21T17:07:19Z
closed_at: 2021-01-21T17:07:19Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3432
body: update
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU5NDE1NDYz
title: Merge pull request #2 from ACEmulator/master
state: closed
created_at: 2021-01-21T17:08:16Z
updated_at: 2021-01-21T17:08:44Z
closed_at: 2021-01-21T17:08:44Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3433
body: update FORK
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU5NDE3NTUy
title: Merge pull request #1 from ACEmulator/master
state: closed
created_at: 2021-01-21T17:11:41Z
updated_at: 2021-01-21T17:12:41Z
closed_at: 2021-01-21T17:12:07Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3434
body: update FORK
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTU5NTA3MDAz
title: Fix query issue with recent MySQL versions
state: closed
created_at: 2021-01-21T19:55:46Z
updated_at: 2021-02-14T22:18:36Z
closed_at: 2021-01-22T18:29:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3435
body: Resolves GUID recapture issue with MySQL 8.0.22+
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTYwNDkyMjQw
title: Update Vendor generator sys to match EoR usage
state: closed
created_at: 2021-01-23T21:28:11Z
updated_at: 2021-02-14T22:18:32Z
closed_at: 2021-02-05T18:17:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3436
type: pull
body:
  According to PCAPs vendors didn't seem to be making use of the Shop generator system to gate/limit amount of purchases or create stock scarcity.

  This fixes shop spam for these items from 16py data

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node_id: MDExOlB1bGxSZXF1ZXN0NTYwNTE0OTY1
title: Fix issue with Console.Title and non windows platforms
state: closed
created_at: 2021-01-24T00:00:29Z
updated_at: 2021-02-14T22:18:43Z
closed_at: 2021-01-24T16:27:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3437
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTYwNzU4NDgx
title: Update ability to log chat via log4net
state: closed
created_at: 2021-01-25T03:51:44Z
updated_at: 2021-02-14T22:18:34Z
closed_at: 2021-01-28T04:44:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3438
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTYyMjU1NjYz
title: Misc House Logging
state: closed
created_at: 2021-01-27T06:08:22Z
updated_at: 2021-02-14T22:18:33Z
closed_at: 2021-01-27T18:13:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3439
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTYzNDYwNzg2
title: Force "lost" session characters to log out on shutdown
state: closed
created_at: 2021-01-28T18:36:50Z
updated_at: 2021-02-14T22:18:31Z
closed_at: 2021-02-01T14:37:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3440
type: pull
body:
  Prevent server from failing to finish clean shutdown due to bugged sessionless characters not fully logging out

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node_id: MDExOlB1bGxSZXF1ZXN0NTY0NTc5NTQ3
title: attack hook selects body part
state: closed
created_at: 2021-01-31T04:17:18Z
updated_at: 2021-05-22T19:54:18Z
closed_at: 2021-05-22T19:54:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3441
type: pull
body:
  details from @OptimShi 

  i would have preferred to create a class pairing the existing time and the AttackHooks together, instead of the anonymous type, but ran into an issue where it would need to be in DatLoader, and didn't want to muddy up with DatLoader with responsibilities that are specific to Entity/Server

  also ran into an issue where I couldn't figure out how to pass in multistrike index into the action method, kept it at index 0 for now, will investigate further

  todo: output details for any creatures with differences between old method and new method

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node_id: MDExOlB1bGxSZXF1ZXN0NTY0ODEyNDg4
title: Improve PK LogOut to help prevent stuck characters
state: closed
created_at: 2021-02-01T03:30:20Z
updated_at: 2021-02-09T14:12:45Z
closed_at: 2021-02-09T14:12:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3442
type: pull
body:
  Instead of enqueueing the work onto the player, we now enqueue it onto the WorldManager ActionQueue.

  When players were getting stuck, the players were becoming detached from the landblock before the logout animation finished. I don't know why.

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node_id: MDExOlB1bGxSZXF1ZXN0NTY0ODE5OTcy
title: Add server properties to audit
state: closed
created_at: 2021-02-01T03:54:56Z
updated_at: 2021-02-14T22:18:27Z
closed_at: 2021-02-01T14:37:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3443
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY2MjQxODg2
title: add exception for IsDungeon heuristic to properly flag nw admin island
state: closed
created_at: 2021-02-02T19:54:00Z
updated_at: 2021-02-03T15:12:28Z
closed_at: 2021-02-03T15:12:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3444
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY2NTQ5NjY2
title: Add TryFixExceptionOnSave to workaround SaveCharacter desync fails
state: closed
created_at: 2021-02-03T05:35:22Z
updated_at: 2021-06-10T18:12:48Z
closed_at: 2021-02-14T22:18:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3445
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY3MzY3ODM0
title: Add support for servers to periodically communicate with external services
state: open
created_at: 2021-02-04T06:18:53Z
updated_at: 2021-02-09T00:23:06Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3446
type: pull
body:
  Hey all, I was talking about something I've built with @LtRipley36706 the other day and he thought other devs would be interested in seeing a PR so here it is:

  It would be really interesting if ACE servers could communicate with external services. There's been a ton of discussion about _how_ to do this, going back to https://github.com/ACEmulator/ACE/issues/718. Providing an HTTP API is a really powerful idea but presents a ton of problems such as rate limiting, running read-only replicas of the database, and so on.

  A lighter weight and simpler approach is to have ACE servers _send_ any information to external services periodically. The biggest downside here is that the feature only works if the external service stays available.

  What I've done here is created a new `*Manager` class called `HeartbeatManager` that based on code that already existed in ACE that sends a JSON payload to a configurable HTTP endpoint at a configurable interval. Think [webhook](https://en.wikipedia.org/wiki/Webhook).

  The immediate thing ACE servers could do with this is broadcast whether the server is up and how many players are online to services such as https://treestats.net. People are very interested in how many players are on each server but the TreeStats way of tracking [server populations](https://treestats.net/player_counts/) requires players on each server to run my Decal plugin. And even then, the temporal resolution of the population data depends on how many players are running the plugin. With my system here, ACE servers could send their `OnlineCount` to TreeStats at intervals and we'd all have much better data to look at.

  Some notes:

  1. This PR isn't done, I'm having some issues figuring out default values in the config
  2. The payload is hardcoded to send `WorldName` and `OnlineCount` but I think we could find some easy way to let users configure the Manager to send more info such as any config properties (xp rate, pk/npk, etc) or even information obtained from database queries such as total characters.
  3. This type of approach could even be used to send webhooks to Discord servers, Google Sheets, etc
  3. I'm open to another name. Maybe even `WebhookManager`

  What do you all think? I'm open to both thoughts on the concept as well as specific comments on the PR.

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node_id: MDExOlB1bGxSZXF1ZXN0NTY4MTAxNTc3
title: Add server configurable limit for player corpses
state: closed
created_at: 2021-02-05T05:33:47Z
updated_at: 2021-02-14T22:17:51Z
closed_at: 2021-02-14T22:02:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3447
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY4NTcyODMz
title: Fix crash on Vendor inventory load
state: closed
created_at: 2021-02-05T19:45:26Z
updated_at: 2021-02-14T22:18:11Z
closed_at: 2021-02-05T19:49:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3448
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY4ODM2MzYx
title: Add thread safety to Character QuestRegistry
state: closed
created_at: 2021-02-06T19:08:40Z
updated_at: 2021-02-13T14:24:49Z
closed_at: 2021-02-13T14:24:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3449
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY4OTI5MDA1
title: Send correct message for banned accounts
state: closed
created_at: 2021-02-07T07:42:57Z
updated_at: 2021-02-14T22:18:11Z
closed_at: 2021-02-07T18:31:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3450
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY5MDM4MzQ4
title: Attempt Z position adjustments on failed spawns
state: closed
created_at: 2021-02-07T19:56:08Z
updated_at: 2021-06-10T18:12:47Z
closed_at: 2021-05-28T16:36:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3451
type: pull
body:
  Prior to #3447 there were corpses that would place items they contained at their same LOC. This didn't work for all the items, so there are many of these items "stuck" in limbo. This attempts to resolve the limbo for many, if not most, of them

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node_id: MDExOlB1bGxSZXF1ZXN0NTY5MDU1OTg4
title: Adjust some House permissions
state: closed
created_at: 2021-02-07T21:26:16Z
updated_at: 2021-02-14T22:18:09Z
closed_at: 2021-02-08T03:45:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3452
type: pull
body:
  Corrects bugs with Villa permission propagation, correctly uses OpenToEveryone property instead of Open, and allows all in to basements if OpenToEveryone is true

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node_id: MDExOlB1bGxSZXF1ZXN0NTY5MTAyMzA5
title: fix autorun gap between client and server
state: closed
created_at: 2021-02-08T01:56:03Z
updated_at: 2021-02-08T02:11:03Z
closed_at: 2021-02-08T02:11:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3453
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTY5MTYwMTYz
title: Partial revert for HouseOwner in CreateObject
state: closed
created_at: 2021-02-08T05:20:30Z
updated_at: 2021-02-14T22:18:09Z
closed_at: 2021-02-08T05:40:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3454
body: Fixes crash for some houses
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcwMDIwOTc0
title: Catch null Player in SendFinalLogOffMessages
state: closed
created_at: 2021-02-09T05:17:57Z
updated_at: 2021-02-14T22:18:08Z
closed_at: 2021-02-09T18:03:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3455
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcwMDc2OTY3
title: allegiance sanctuary null check
state: closed
created_at: 2021-02-09T07:11:51Z
updated_at: 2021-02-09T18:13:52Z
closed_at: 2021-02-09T18:13:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3456
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcwODY0MDU3
title: Adjust InqOwnsItems and TakeItems handling
state: closed
created_at: 2021-02-10T06:35:05Z
updated_at: 2021-02-14T22:17:56Z
closed_at: 2021-02-14T22:03:06Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3457
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcxNTQ0ODMz
title: Contract registry thread safety
state: closed
created_at: 2021-02-11T03:32:45Z
updated_at: 2021-02-13T14:25:05Z
closed_at: 2021-02-13T14:24:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3458
body: This (in addition to the quest thread safety PR), makes the character entity full thread safe.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcxNTcyNjYw
title: Add another null check in AddMoveToTick
state: closed
created_at: 2021-02-11T05:15:14Z
updated_at: 2021-02-14T22:17:53Z
closed_at: 2021-02-11T17:46:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3459
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcxODYyNDQ3
title: Give ability to change what level fellowship XP is shared evenly regardless of level
state: closed
created_at: 2021-02-11T14:33:48Z
updated_at: 2021-02-11T20:20:14Z
closed_at: 2021-02-11T20:20:14Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3460
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcxOTk3MTY3
title: fix ResistHealthDrain
state: closed
created_at: 2021-02-11T17:44:58Z
updated_at: 2021-02-11T18:10:44Z
closed_at: 2021-02-11T18:10:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3461
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcyMzY4MDM5
title: fix Landblock.CellLandblock for IsDungeon
state: closed
created_at: 2021-02-12T08:46:26Z
updated_at: 2021-02-12T13:39:42Z
closed_at: 2021-02-12T13:39:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3462
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcyODY3MDI2
title: Improve SaveCharacter error logging
state: closed
created_at: 2021-02-13T02:16:35Z
updated_at: 2021-02-13T14:25:14Z
closed_at: 2021-02-13T14:25:12Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3463
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTcyOTUyOTIw
title: Ignore TryProcEquippedItems for Collisions when source/target are on separate landblock groups
state: closed
created_at: 2021-02-13T15:42:31Z
updated_at: 2021-02-22T03:20:07Z
closed_at: 2021-02-22T03:19:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3464
type: pull
body:
  This helps reduce thread safety issues for the following scenario:

                          // sourceCreature and creatureTarget are now in different landblock groups.
                          // What has likely happened is that sourceCreature sent a projectile toward creatureTarget. Before impact, sourceCreature was teleported away.
                          // To perform this fully thread safe, we would enqueue the work onto worldManager.
                          // WorldManager.EnqueueAction(new ActionEventDelegate(() => sourceCreature.TryProcEquippedItems(targetCreature, false)));
                          // But, to keep it simple, we will just ignore it and not bother with TryProcEquippedItems for this particular impact.

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node_id: MDExOlB1bGxSZXF1ZXN0NTczMDMwMDQ4
title: Add message on login to a no login landblock
state: closed
created_at: 2021-02-14T03:13:46Z
updated_at: 2021-02-14T22:17:48Z
closed_at: 2021-02-14T22:03:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3465
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTczMTU2ODA1
title: Fix Adding Contracts
state: closed
created_at: 2021-02-14T21:17:52Z
updated_at: 2021-02-14T21:21:19Z
closed_at: 2021-02-14T21:21:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3466
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTczNzE4Njgz
title: Improve Character Save Process
state: closed
created_at: 2021-02-15T17:58:26Z
updated_at: 2021-02-15T18:24:17Z
closed_at: 2021-02-15T18:24:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3467
body: This fixes a couple of race conditions
type: pull
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node_id: MDU6SXNzdWU4MDk2MzA3MTE=
title: Banished Mu-miyah not counting towards Banished Creature Kill Task
state: closed
created_at: 2021-02-16T20:38:49Z
updated_at: 2021-02-24T06:53:01Z
closed_at: 2021-02-24T06:53:01Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  1. Start the quest: https://asheron.fandom.com/wiki/Banished_Creature_Kill_Task Banished Creature Kill Task
  2. Kill a Banished Mu-miyah
  3. It does not count towards the kill task quest

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

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Killing a Banished Mu-miyah should count towards the quest.

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

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node_id: MDExOlB1bGxSZXF1ZXN0NTc3MDMzODUx
title: verify cast radius during manual movement after windup
state: closed
created_at: 2021-02-21T01:28:47Z
updated_at: 2021-03-01T00:59:54Z
closed_at: 2021-03-01T00:59:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3469
body: test for pvp servers, feedback provided by Curryfury
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTc3MDYyMTM1
title: Add minPower to SelectDispel filter
state: closed
created_at: 2021-02-21T06:34:16Z
updated_at: 2021-06-10T18:12:46Z
closed_at: 2021-02-22T17:55:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3470
type: pull
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node_id: MDU6SXNzdWU4MTMwNDAxNzg=
title: Lunuum's Disappearance | Andrilos bugged
state: closed
created_at: 2021-02-22T01:47:12Z
updated_at: 2021-03-26T04:15:19Z
closed_at: 2021-03-26T04:15:19Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  The NPC mob Andrilos in Lunuum's Disappearance does not respond when you show him the sketch or attempt to talk to him.

  You get a message "You allow Andrilos to examine your Sketch of a Viamontian." When you show him the sketch but no follow-up.

  Attempted to reset him by killing to no avail.

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node_id: MDExOlB1bGxSZXF1ZXN0NTc3NjE4NTc1
title: Endpoint Mismatch should be debug, not warn
state: closed
created_at: 2021-02-22T12:56:44Z
updated_at: 2021-02-24T03:15:36Z
closed_at: 2021-02-24T03:15:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3472
type: pull
body:
  This can happen when clients are connected to a server.
  Those clients remain untouched.
  Server crashes and restarts.
  NEW clients connect.
  The original clients are still open and trying to talk to the server, resulting in this message.

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node_id: MDExOlB1bGxSZXF1ZXN0NTc3ODIzNjYx
title: Fix issue with portal recall
state: closed
created_at: 2021-02-22T17:50:38Z
updated_at: 2021-06-10T18:12:45Z
closed_at: 2021-02-22T19:20:39Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3473
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTc4NjExMTQ3
title: improve autonomous motion persistence through non-autonomous actions for missile combat
state: closed
created_at: 2021-02-23T17:10:24Z
updated_at: 2021-03-01T01:11:02Z
closed_at: 2021-03-01T01:11:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3474
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTc4ODA4NjUw
title: adding melee_max_angle server option
state: closed
created_at: 2021-02-23T22:48:49Z
updated_at: 2021-03-01T01:11:17Z
closed_at: 2021-03-01T01:11:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3475
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTc4ODM0NDU3
title: add error logging for spell projectiles with zero velocity
state: closed
created_at: 2021-02-23T23:34:43Z
updated_at: 2021-02-25T05:59:36Z
closed_at: 2021-02-25T05:59:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3476
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTc4OTI4NTU4
title: fixing power/accuracy bar unintentionally resetting on remote servers
state: closed
created_at: 2021-02-24T03:03:05Z
updated_at: 2021-02-25T02:34:05Z
closed_at: 2021-02-25T02:34:05Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3477
type: pull
body:
  repro steps:

  - this needs to be performed on a remote server with some amount of latency. clumsy can also be used w/ 50ms lag on local server
  - start charging up a full power melee attack
  - press the 'z' key as soon as the power bar starts charging

  expected:

  - powerbar continues to charge, player starts sidestepping

  actual:

  - powerbar resets and stops charging, player starts sidestepping

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node_id: MDExOlB1bGxSZXF1ZXN0NTc5Njk0NDEy
title: gracefully handle chests with missing mtable data
state: closed
created_at: 2021-02-25T00:14:20Z
updated_at: 2021-02-25T02:33:52Z
closed_at: 2021-02-25T02:33:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3478
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTc5NzU1NDQx
title: fix semi-translucent items after tailoring until relog
state: closed
created_at: 2021-02-25T02:26:47Z
updated_at: 2021-02-25T05:59:48Z
closed_at: 2021-02-25T05:59:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3479
type: pull
body:
  note that only the [Ephemeral] fix is required for the issue.

  the physics/sound table are just added for consistency.

  it should still be investigated why EphemeralProperty=null retains the original value at runtime, when the EphemeralProperty originates from the base weenie

  it should also be evaluated whether or not the tailoring intermediate items should have Translucency=0.5 on them

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node_id: MDExOlB1bGxSZXF1ZXN0NTc5NzYxNzc3
title: more protection from 'InvalidCastException'
state: closed
created_at: 2021-02-25T02:44:11Z
updated_at: 2021-02-25T05:59:09Z
closed_at: 2021-02-25T05:59:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3480
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgwMzQzNTg3
title: adding proc rate modifier for damage reduction cloaks
state: closed
created_at: 2021-02-25T19:37:01Z
updated_at: 2021-03-01T01:11:31Z
closed_at: 2021-03-01T01:11:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3481
type: pull
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node_id: MDU6SXNzdWU4MTY5Njk1NTI=
title: Apostate Grand Director or Apostate Finale quest luminance XP now down to 5,000. Should be 35,000
state: closed
created_at: 2021-02-26T02:27:39Z
updated_at: 2021-09-17T15:35:13Z
closed_at: 2021-09-17T15:35:13Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [X ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  Complete the Apostate Finale quest with a toon that is luminance XP flagged.  You'll receive only 5K for luminance XP.
  According to several resources, the first time and repeat times, the luminance XP is 35K.
  Sources:
  http://acpedia.org/wiki/Apostate_Finale
  http://acpedia.org/wiki/Luminance_Quests (Listed as Apostate Grand Director)

  Apostate Grand Director | Group/Solo | 35,000 | 35,000 | 20 hours

  Searched through known issues and did not see this reported.
  If the luminance was changed in retail, can someone please provide documentation of this?

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

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

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

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node_id: MDExOlB1bGxSZXF1ZXN0NTgwNjExNTA5
title: Save Aetheria on Reveal
state: closed
created_at: 2021-02-26T05:31:16Z
updated_at: 2021-06-10T18:12:45Z
closed_at: 2021-02-26T05:47:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3483
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgwNjQ5MjMx
title: remove unsafe reference to AttackTarget
state: closed
created_at: 2021-02-26T07:01:14Z
updated_at: 2021-02-26T07:04:27Z
closed_at: 2021-02-26T07:04:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3484
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgwNzM5NTg2
title: Debug log adjustments for Crafting
state: closed
created_at: 2021-02-26T09:54:25Z
updated_at: 2021-06-10T18:12:43Z
closed_at: 2021-02-26T17:45:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3485
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgxMDc3NzE3
title: Match /age output with client character panel
state: closed
created_at: 2021-02-26T19:41:51Z
updated_at: 2021-06-10T18:12:38Z
closed_at: 2021-02-28T04:07:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3486
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgxMjQ5MTYy
title: allow recalls to be started from portal space, as per retail
state: closed
created_at: 2021-02-27T04:17:25Z
updated_at: 2021-03-01T01:11:42Z
closed_at: 2021-03-01T01:11:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3487
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgxNDYwODc5
title: fix spell projectiles spawning with zero velocity
state: closed
created_at: 2021-02-28T06:02:51Z
updated_at: 2021-02-28T06:24:00Z
closed_at: 2021-02-28T06:24:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3488
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgyNjA1Mzgy
title: add server option trajectory_alt_solver
state: closed
created_at: 2021-03-02T01:25:20Z
updated_at: 2021-03-03T09:13:55Z
closed_at: 2021-03-03T09:13:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3489
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTgzMTU5ODU1
title: Send reason for Global chat rejection by default
state: closed
created_at: 2021-03-02T16:18:48Z
updated_at: 2021-06-10T18:12:36Z
closed_at: 2021-03-08T18:25:57Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3490
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTg2MTM5ODI3
title: Fix multi-thread issue when monsters cast against players that left
state: closed
created_at: 2021-03-06T21:36:53Z
updated_at: 2021-03-06T22:45:25Z
closed_at: 2021-03-06T22:45:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3491
type: pull
body:
  Scenario:

  Monster targets player
  Monster begins to cast a spell at player (windup)
  Player teleports out
  Monster windup completes and casts
  TryResit code now accesses two threads at once determining if the spell can be landed on the player that's now gone.

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node_id: MDExOlB1bGxSZXF1ZXN0NTg2MzIxNzA2
title: Fix Appraise for equipment with banes
state: closed
created_at: 2021-03-07T20:31:25Z
updated_at: 2021-03-07T20:45:40Z
closed_at: 2021-03-07T20:45:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3492
type: pull
body:
  /ci 45967

  current master, the bane spell does not show up in the items enchantments list in the appraise window

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node_id: MDExOlB1bGxSZXF1ZXN0NTg2MzM4Mjk0
title: Fix PaletteTemplate bug in GeneratorProfile.Spawn
state: closed
created_at: 2021-03-07T22:12:24Z
updated_at: 2021-06-10T18:12:36Z
closed_at: 2021-03-08T18:26:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3493
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTg2MzUzMjEy
title: Add simple offset to Spawn_Scatter
state: closed
created_at: 2021-03-07T23:48:20Z
updated_at: 2021-06-10T18:12:35Z
closed_at: 2021-03-11T05:11:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3494
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTg2NTMzMDcz
title: qst registry entry sent line by line
state: closed
created_at: 2021-03-08T07:33:53Z
updated_at: 2021-06-10T18:12:33Z
closed_at: 2021-03-08T07:43:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3495
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTg4MjgwNTYw
title: fix phials getting mana rate from previous fix
state: closed
created_at: 2021-03-09T16:58:12Z
updated_at: 2021-03-10T10:37:48Z
closed_at: 2021-03-10T10:37:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3496
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTg4NDkxMzkz
title: Cloaking removes ReportCollisions
state: closed
created_at: 2021-03-09T19:11:39Z
updated_at: 2021-06-10T18:12:31Z
closed_at: 2021-03-11T05:12:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3497
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTkwMDMwMzEz
title: Update EventManager for logging and RealTime events
state: closed
created_at: 2021-03-10T18:54:49Z
updated_at: 2021-06-10T18:12:29Z
closed_at: 2021-03-11T05:12:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3498
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTkyNDE3MTE4
title: Fix Shutdown Thread Safety
state: closed
created_at: 2021-03-13T19:58:03Z
updated_at: 2021-03-16T11:38:32Z
closed_at: 2021-03-16T11:37:54Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3499
type: pull
body:
  Logging off all players and disconnecting sessions will now be enqueued by the shutdown process, but the action performed by world manager, fixing some cross-threading issues previously seen.

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node_id: MDExOlB1bGxSZXF1ZXN0NTkzMDI4NDE4
title: Improve EnqueueSend
state: closed
created_at: 2021-03-15T12:21:45Z
updated_at: 2021-03-16T11:39:05Z
closed_at: 2021-03-16T11:39:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3500
type: pull
body:
  Most uses of this function are a single message.

  This removes the overhead of GroupBy() and ToList() for every call at the expense of retaking the lock in cases where multiple messages of the same group are sent.

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node_id: MDExOlB1bGxSZXF1ZXN0NTkzNTI0OTQ2
title: Improve UpdateDatabaseBiota()
state: closed
created_at: 2021-03-16T02:34:05Z
updated_at: 2021-03-16T11:39:36Z
closed_at: 2021-03-16T11:39:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3501
type: pull
body:
  In previous master, the full targetBiota spellbook was being iterated for each sourceBiota spell.

  This was very time consuming with players with large spell books (100+ ms)

  Now, a dictionary is made and that is used to perform the nested lookup.

  New result is 0 ms.

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node_id: MDExOlB1bGxSZXF1ZXN0NTk0Mzg0NjM2
title: Fix issue with vtank corpse loot stall
state: closed
created_at: 2021-03-17T04:03:29Z
updated_at: 2021-06-10T18:12:28Z
closed_at: 2021-03-17T21:48:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3502
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTk0ODE2ODE1
title: Move dieChain to CurrentLandblock
state: closed
created_at: 2021-03-17T15:12:32Z
updated_at: 2021-06-10T18:12:26Z
closed_at: 2021-03-17T21:48:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3503
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTk1Nzc0NDUz
title: Sync-Fix Casting Stone incorrect CritFreq
state: closed
created_at: 2021-03-18T17:03:37Z
updated_at: 2021-06-10T18:12:24Z
closed_at: 2021-03-18T17:24:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3504
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTk2MDM2MjU3
title: destructive curse gives proficiency to void magic
state: closed
created_at: 2021-03-18T23:37:46Z
updated_at: 2021-04-05T08:04:40Z
closed_at: 2021-04-05T08:04:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3505
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTk2MDM3MzMw
title: add safe_spell_comps global server option
state: closed
created_at: 2021-03-18T23:40:05Z
updated_at: 2021-04-05T08:04:28Z
closed_at: 2021-04-05T08:04:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3506
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTk3Mjg2ODY5
title: Put Player DieChain onto WorldManager
state: closed
created_at: 2021-03-20T13:59:06Z
updated_at: 2021-03-20T17:38:17Z
closed_at: 2021-03-20T17:38:14Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3507
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NTk3NDM1MDA0
title: Enhancements to Housing
state: closed
created_at: 2021-03-21T07:34:57Z
updated_at: 2021-06-10T18:12:13Z
closed_at: 2021-04-13T18:11:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3508
type: pull
body:
  - Matched up more system text found in pcaps.
  - Added support for 30 day cooldown between housing purchases.
  - Added hourly warning for non-payment of rent found in retail pcaps.
  - Misc. logging improvement.
  - Allow entry into basements for unowned housing.
  - Fixed recycling GUIDs for house profile items.
  - Wired up `/adminhouse` command
     - dump: dumps info about currently selected house or house owned by currently selected player.
     - dump name (name): dumps info about house owned by the account of the named player.
     - dump account (account name): dumps info about house owned by named account.
     - dump hid (houseID): dumps info about specified house.
     - dump_all: dumps one line about each house in the world.
     - rent pay: fully pay the rent of the selected house.
     - rent payall: fully pay the rent for all houses.
     - payrent (off / on): sets the targeted house to not require / require normal maintenance payments.
  - Added proper HAR (HouseAccessRecord) support for `/house guest list` command.
  - Added support for house Hook limits. (25 is default, Villas and Mansions define other limits)
  - Added support for house HookGroup limits.
    - Mansion only items (Portal Devices, Spell Teaching Devices) will no longer activate on hooks if they are not hooked within a Mansion.
    - Each house type has its own HookGroup limits, some of which is inferred but has not been explicitly defined to players or found in pcaps. For example, Chalk Board limits were confirmed, but Spell Casting Item limits are not 100% pcap confirmed.

  Note that houses over hook limits added above will not lose their items, but simply cannot hook any new items until enough items are removed from hooks to bring the house under new limits.

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node_id: MDU6SXNzdWU4MzczMDE3ODc=
title: Rynthid Tentacle Bow (id: 51988) is not typed as a missile weapon.
state: closed
created_at: 2021-03-22T04:26:21Z
updated_at: 2021-03-26T04:14:38Z
closed_at: 2021-03-26T04:14:38Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

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

  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->
  No log, just a weird calculation issue occurs in DamageEvent.GetBaseDamage(Player attacker)

  ### Desired functionality.
  <!--
  What would like to see implemented?
  What is the use case?
  -->
  Rynthid Tentacle Bow has type of Missile Weapon.

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  The query below should pull back all missile weapons that aren't correctly marked as such in the weenie DB. There appears to only be 1. On sever side, the typing on the bow as a generic object causes neither the DamageBonus or the ElementalDamageBonus to apply when dealing damage.

  select * from weenie as w
  join weenie_properties_float as wf
  	on wf.object_id = w.class_id
  	and wf.type = 63 // 63 is Damage mod, so *should pull back all missile weapons that are worth their salt
  where w.type != 3 // 3 is missile weapons, this ones are already labeled appropriately!
  and wf.value != 1; // Check to see if the damage mod isn't 1, a lot of odd weapons have a damage mod of 1 for some reason.

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node_id: MDExOlB1bGxSZXF1ZXN0NTk5MzgzMjYw
title: Fix to allow custom db name with auto world db updater
state: closed
created_at: 2021-03-24T04:57:30Z
updated_at: 2021-04-03T16:43:03Z
closed_at: 2021-04-03T16:43:02Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3510
type: pull
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node_id: MDU6SXNzdWU4NDE1MDcyOTI=
title: Composite bow handle mob doesnt spawn.
state: open
created_at: 2021-03-26T01:25:10Z
updated_at: 2021-03-26T04:08:59Z
author_association: NONE
body: The mob which drops the exquisite composite bow handle does not spawn.
type: issue
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node_id: MDExOlB1bGxSZXF1ZXN0NjA0MTcwOTQx
title: Catch null CurrentLandblock in Chest.Reset
state: closed
created_at: 2021-03-30T17:55:21Z
updated_at: 2021-06-10T18:12:23Z
closed_at: 2021-05-28T16:36:31Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3512
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA4NDA1NjE0
title: Swap in GetCachedWeenie for GetWeenie
state: closed
created_at: 2021-04-03T15:55:11Z
updated_at: 2021-06-10T18:12:22Z
closed_at: 2021-04-03T16:39:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3513
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA4NDEzNDk1
title: Update patcher to support custom database names
state: closed
created_at: 2021-04-03T16:54:02Z
updated_at: 2021-06-10T18:12:21Z
closed_at: 2021-04-13T17:58:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3514
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA4NTkwMjUx
title: [TEST] Disable Move emotes
state: closed
created_at: 2021-04-04T18:28:00Z
updated_at: 2021-06-10T18:12:18Z
closed_at: 2021-04-07T16:47:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3515
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA4NjQzOTMx
title: add cancel moveto after move emote failprogresscount threshold
state: closed
created_at: 2021-04-05T01:02:46Z
updated_at: 2021-04-05T08:00:44Z
closed_at: 2021-04-05T08:00:44Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3516
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA4NjYzMzUz
title: update GetMaxRange() - max iterations
state: closed
created_at: 2021-04-05T02:41:15Z
updated_at: 2021-04-05T08:00:53Z
closed_at: 2021-04-05T08:00:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3517
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA4NzkwMzIy
title: update ciloot to new loot system
state: closed
created_at: 2021-04-05T08:02:27Z
updated_at: 2021-04-20T10:19:26Z
closed_at: 2021-04-20T10:19:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3518
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA5MDg3Mzg2
title: Check player busy/dead state before OnActivate executes for Gems
state: closed
created_at: 2021-04-05T17:33:00Z
updated_at: 2021-06-10T18:12:17Z
closed_at: 2021-04-13T18:01:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3519
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA5MzY1MzQ1
title: Make use of EmotePriority
state: closed
created_at: 2021-04-06T00:18:54Z
updated_at: 2021-06-10T18:12:16Z
closed_at: 2021-04-07T16:47:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3520
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjA5ODI1NTk0
title: Filter Emotes when IsDormant
state: closed
created_at: 2021-04-06T12:53:20Z
updated_at: 2021-04-08T00:14:29Z
closed_at: 2021-04-08T00:14:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3521
type: pull
body:
  This adds a IsDormant check on top of EmoteType.Motion, which already checked for PlayersInRange(). This should not change the result, but instead simply provide a more efficient way to filter this emote. IsDormant is less CPU then calling PlayersInRange, and there should never be PlayersInRange when IsDormant.

  EmoteType.Move adds an IsDormant check.

  These changes bring current master + 219 content to equal if not better performance than current master + 216 content.

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node_id: MDExOlB1bGxSZXF1ZXN0NjEwMjExODYz
title: use implicit relative path denotation for content_folder
state: closed
created_at: 2021-04-06T22:43:15Z
updated_at: 2021-04-20T10:19:41Z
closed_at: 2021-04-20T10:19:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3522
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjExNjMwMDM4
title: Emote.Move filter when no players in range
state: closed
created_at: 2021-04-08T14:55:01Z
updated_at: 2021-04-09T12:16:52Z
closed_at: 2021-04-09T12:16:45Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3523
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjE0ODEyMTAz
title: Fix issue with Hooker hookgroup check [ci skip]
state: closed
created_at: 2021-04-13T23:01:22Z
updated_at: 2021-06-10T18:12:14Z
closed_at: 2021-04-13T23:01:50Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3524
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjE3NTgxNDY4
title: Improve error message for players purchasing housing with new accounts
state: closed
created_at: 2021-04-19T00:02:08Z
updated_at: 2021-06-10T18:12:11Z
closed_at: 2021-04-19T16:44:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3525
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjE4MDE4ODIw
title: Fix corpse creation and player location when dying and logging out at the same time
state: closed
created_at: 2021-04-19T13:57:18Z
updated_at: 2021-05-19T00:08:59Z
closed_at: 2021-05-19T00:08:53Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3526
type: pull
body:
  I'm not too happy with the back/forth state machine, but it's a difficult thing to fix "cleanly" without something like a serial pipeline/work queue that can be manipulated and injected into..

  What we're trying to solve are two cases:
  1) Player dies and disconnects/logs out during the animation
  2) Player starts logout, dies during logout animation

  These cases can end up with no corpse being generated and the player not being teleported back to sanctuary

  The idea is pretty simple.
  We now set isInDeathProcess when Player_Death.Die() is called

  We check for isInDeathProcess  in Player.Logout_Inner and LogOut_Final to ensure that the player isn't removed from the world until after isInDeathProcess completes.

  This is handled by Player_Death.ThreadSafeTeleportOnDeath() checking for IsLoggingOut and calling LogOut_Final, thus, completing the process

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node_id: MDExOlB1bGxSZXF1ZXN0NjE5NzgyMDE4
title: Apply 2014 aegis pvp nerf
state: closed
created_at: 2021-04-21T01:00:45Z
updated_at: 2021-04-21T01:07:27Z
closed_at: 2021-04-21T01:07:26Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3527
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjE5Nzg2MTQx
title: Apply 2014 Aegis PvP nerf
state: closed
created_at: 2021-04-21T01:14:40Z
updated_at: 2021-04-22T22:37:37Z
closed_at: 2021-04-22T22:37:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3528
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjIxNjAyMTUz
title: fix error with recently unsupported bitshift operator in dungeonname
state: closed
created_at: 2021-04-22T22:27:07Z
updated_at: 2021-04-23T03:25:49Z
closed_at: 2021-04-23T03:25:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3529
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjIyNDYwNzg4
title: fix infinite rare leather
state: closed
created_at: 2021-04-24T04:20:49Z
updated_at: 2021-05-03T02:22:59Z
closed_at: 2021-05-03T02:22:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3530
body: The rare item 'infinite leather' wasn't applying the Retained property to the items
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjIyNTg3Nzgy
title: gcstatus
state: closed
created_at: 2021-04-24T13:53:36Z
updated_at: 2021-05-25T12:12:05Z
closed_at: 2021-05-25T12:12:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3531
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjIyNjYwMDE1
title: add material type to cloaks
state: closed
created_at: 2021-04-24T22:46:28Z
updated_at: 2021-05-03T02:22:20Z
closed_at: 2021-05-03T02:22:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3532
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjIyOTM4NzA5
title: fix reload-loot-tables custom folder
state: closed
created_at: 2021-04-26T04:18:06Z
updated_at: 2021-04-27T01:52:48Z
closed_at: 2021-04-27T01:52:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3533
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjI1NDAzNjA4
title: add attribute/vital activation requirements
state: closed
created_at: 2021-04-28T17:01:11Z
updated_at: 2021-05-05T12:44:17Z
closed_at: 2021-05-05T12:44:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3534
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjI1NzI2MTMw
title: fix @pop exception when run from console
state: closed
created_at: 2021-04-29T02:04:22Z
updated_at: 2021-05-03T02:22:31Z
closed_at: 2021-05-03T02:22:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3535
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjI1NzQ4MzMz
title: remove natural resistances for undefined damage type
state: closed
created_at: 2021-04-29T03:14:36Z
updated_at: 2021-05-03T02:22:42Z
closed_at: 2021-05-03T02:22:42Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3536
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjI3MjEzMjg4
state: closed
created_at: 2021-04-30T10:16:27Z
updated_at: 2021-05-22T19:58:06Z
closed_at: 2021-05-22T19:58:06Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3537
type: pull
title:
  adjust magic CriticalMultiplier/CripplingBlow/CD/CDR to match physical, add comments for further investigation about the combination of these factors

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node_id: MDExOlB1bGxSZXF1ZXN0NjI3MjkyNjAz
title: improve CasterGuid bookkeeping for dequipping items w/ spell sets
state: closed
created_at: 2021-04-30T11:38:24Z
updated_at: 2021-05-05T12:44:25Z
closed_at: 2021-05-05T12:44:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3538
type: pull
body:
  this fixes 1 instance of a bug that can still happen in AuditItemSpells

  repro steps:

  - equip item 1 from a spell set
  - equip item 2 from same spell set, so that it boosts the spells
  - dequip item 2 by *dropping it on the ground*, so it is no longer in player's possession
  - relog

  expected:
  nothing

  actual:
  AuditItemSpells detects error, and silently removes the spells from the set

  in the above scenario, when dequipping item 2, it removes the higher level spells, and re-adds the lower level spells. however, the lower level spells were being added with CasterGuid=item2 (the dequipped item), which can cause some confusion and inconsistencies with bookkeeping and AuditItemSpells

  AuditItemSpells was previously upgraded to detect this scenario, however it relied on the item still being in the player's possession.

  This fix upgrades things so the spells are correctly associated with the last-equipped item in the spell set that is still equipped, instead of the recently dequipped item. This improved bookkeeping fixes the bug in AuditItemSpells for this scenario.

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node_id: MDExOlB1bGxSZXF1ZXN0NjMxMDYyNDkx
title: update dispels for pk
state: closed
created_at: 2021-05-06T03:14:22Z
updated_at: 2021-05-13T08:12:58Z
closed_at: 2021-05-13T08:12:58Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3539
type: pull
body:
  Some of the information about which dispels are resistable in the client dats looks oddly inconsistent:

  'all' and 'all negative' are marked as 'not resistable'
  '# positive', and '# negative' are marked as 'resistable'
  fellowship '# negative' are marked as 'not resistable'

  Specifically, why the '# negative' are marked as resistable, I have no idea. The PK community has asked about this

  A new server option has been added, allow_negative_dispel_resist, which defaults true, and uses the information in the retail client dats verbatim. If a server operator wishes to make the #-# negative spells not resistable, they can set this option to false

  How dispels work with the PK timer was also adding an additional check that wasn't in retail. Technically only the PK timer on the caster should be checked, and there should be no restrictions on the PK timer of the target. So if Player A is PK flagged, and Player B is *not* PK flagged, Player B should still be able to cast a dispel on Player A.

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node_id: MDExOlB1bGxSZXF1ZXN0NjM3MjM0MDE1
title: remove decay timer from passive pets
state: closed
created_at: 2021-05-10T09:11:53Z
updated_at: 2021-05-11T16:37:59Z
closed_at: 2021-05-11T16:37:59Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3540
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQzNDE4MDE0
title: pk timer dispel potion does not consume item
state: closed
created_at: 2021-05-12T18:50:55Z
updated_at: 2021-05-13T08:13:08Z
closed_at: 2021-05-13T08:13:08Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3541
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQzNDE4ODEz
title: add CheckUniques to EmoteType.Give
state: closed
created_at: 2021-05-12T18:51:51Z
updated_at: 2021-05-13T08:13:17Z
closed_at: 2021-05-13T08:13:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3542
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ2MDY0NTYy
title: adding portal re-use timer
state: closed
created_at: 2021-05-17T18:04:03Z
updated_at: 2021-05-18T22:19:54Z
closed_at: 2021-05-18T22:19:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3543
type: pull
body:
  This could potentially fix some errors with players claiming they are getting teleported out of some dungeons immediately when they teleport in

  This adds the 'You have been teleported too recently!' message similar to retail

  The implementation for this isn't the cleanest, however it evolved from some earlier versions where the code was slightly cleaner, but had gameplay issues during playtesting. I opted here to do what was called for in code to make everything feel solid in-game.

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node_id: MDExOlB1bGxSZXF1ZXN0NjQ2MjM0MDU3
title: improved move to state handling during pk teleport
state: closed
created_at: 2021-05-17T22:46:47Z
updated_at: 2021-05-18T22:20:15Z
closed_at: 2021-05-18T22:20:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3544
type: pull
body:
  (just pasting chat log for reference)

  ok i found another bug
  the server is dropping movement commands when you are in portal space
  so if you press 'run forward' to run in a portal, and then release 'run forward' while you are in portal space, the server is not processing the 'release run forward' command correctly in portal space
  i have a fix for current master for that, seems to prevent the oddities from happening in portal space
  so that, coupled with the 'you have teleported too recently!', should fix any bugs and oddities for that from multiple angles
  the physics engine also seems to handle different animations differently, like run forward, strafe, and run forward + strafe all display different stop motion properties in the physics engine, its weird
  but out of everything i tried, it seems to be best to just throw everything at the physics engine, and let it handle it naturally
  like if you have any combination of movement keys pressed down while in portal space, or release/re-press them, the physics engine handles it all naturally when the player is frozen in pink bubble state, and doesn't move their position or animate them until they are out of pink bubble state

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node_id: MDExOlB1bGxSZXF1ZXN0NjQ2MzU3ODk1
title: remove CD/CDR from lootgen shields
state: closed
created_at: 2021-05-18T03:46:30Z
updated_at: 2021-05-18T22:20:28Z
closed_at: 2021-05-18T22:20:28Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3545
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ3MTIzODU2
title: prevent some client lockups w/ dual wielding for remote servers w/ latency
state: closed
created_at: 2021-05-18T21:56:04Z
updated_at: 2021-05-19T00:06:38Z
closed_at: 2021-05-19T00:06:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3546
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ3MjIyNDU4
title: [TEST] add option to enable constraint manager on server
state: open
created_at: 2021-05-19T02:37:30Z
updated_at: 2021-06-10T23:05:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3547
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ5MjE0NzQw
title: add RootHouse null check to Storage.CheckUseRequirements
state: closed
created_at: 2021-05-20T17:38:25Z
updated_at: 2021-05-21T04:13:46Z
closed_at: 2021-05-21T04:13:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3548
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ5NDc5ODE5
title: increase TimeToRot for corpses that generate rares
state: closed
created_at: 2021-05-20T21:20:44Z
updated_at: 2021-05-22T05:57:41Z
closed_at: 2021-05-22T05:57:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3549
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ5NTU2Mjgx
title: cirand cleanup
state: closed
created_at: 2021-05-20T23:59:37Z
updated_at: 2021-05-22T05:57:50Z
closed_at: 2021-05-22T05:57:50Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3550
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjQ5NjI0ODUx
title: update /lootgen command for latest loot system
state: closed
created_at: 2021-05-21T03:31:11Z
updated_at: 2021-05-22T19:55:08Z
closed_at: 2021-05-22T19:55:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3551
type: pull
body:
  This update only affects the /lootgen admin/developer command, and nothing else

  This updates the /lootgen command to fully use the updated loot system. The TreasureRoll structure that is normally populated during the wcid roll is now derived and passed to mutation. TreasureRoll not being null enables all of the latest lootgen logic (mutation scripts, rolling for spells/cantrips, and some other missing pieces)

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node_id: MDExOlB1bGxSZXF1ZXN0NjQ5NjMzMDU2
title: running /generate-classnames for latest world db (221)
state: closed
created_at: 2021-05-21T03:58:04Z
updated_at: 2021-05-22T05:58:03Z
closed_at: 2021-05-22T05:58:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3552
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjUwMzAyMjA1
title: add support for monster-only recall spells
state: closed
created_at: 2021-05-21T20:09:48Z
updated_at: 2021-05-22T19:55:17Z
closed_at: 2021-05-22T19:55:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3553
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjUwMzkyMTEw
title: add MoveTo/TurnTo logic if needed to base Player_Use.HandleActionUseWithTarget
state: closed
created_at: 2021-05-21T21:11:27Z
updated_at: 2021-05-22T19:55:26Z
closed_at: 2021-05-22T19:55:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3554
type: pull
body:
  This fixes using keys in locked doors and chests remotely. The player now correctly performs a MoveTo/TurnTo the remote object, if necessary

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node_id: MDExOlB1bGxSZXF1ZXN0NjUwNTY5NzA0
title: improving MoveToManager for pk
state: closed
created_at: 2021-05-22T05:33:36Z
updated_at: 2021-05-22T19:55:34Z
closed_at: 2021-05-22T19:55:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3555
type: pull
body:
  In retail, when a player double clicked an object in the world from far away, or when they tried to use an object in their inventory on another object in the world from far away, the server would have the player automatically MoveTo the remote object. If the player then manually pressed their movement keys while this automatic MoveTo was taking place, their client would automatically say 'Action Cancelled!', and their client would cancel the automatic MoveTo on its own.

  However, the client wasn't really cancelling the action they were trying to perform at the end of the MoveTo -- they were only cancelling the MoveTo itself.

  In this scenario, when the player released the manually pressed movement keys, the retail server would then attempt to perform the action from their current location. In effect, the performing of the action was not tied to the automatic MoveTo completing successfully, but rather it was tied to OnMotionComplete(Ready), ie. it was tied to the player becoming stationary again.

  Thanks to @Nalindar for this info

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node_id: MDExOlB1bGxSZXF1ZXN0NjUwNjk4MDk4
title: revert 3537 based on further investigation
state: closed
created_at: 2021-05-22T23:12:20Z
updated_at: 2021-05-22T23:17:53Z
closed_at: 2021-05-22T23:17:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3556
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjUwNzE2ODAx
title: adjust CD/CDR formulas
state: closed
created_at: 2021-05-23T02:51:33Z
updated_at: 2021-05-24T05:02:45Z
closed_at: 2021-05-24T05:02:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3557
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjUwNzUyMDEz
title: fixing forgetfulness gems on aug speced skills
state: closed
created_at: 2021-05-23T08:52:30Z
updated_at: 2021-05-24T05:02:34Z
closed_at: 2021-05-24T05:02:34Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3558
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjUwOTYyMzIw
title: adding the very basics for olthoi play
state: closed
created_at: 2021-05-24T04:42:22Z
updated_at: 2021-10-12T04:34:25Z
closed_at: 2021-10-12T04:34:25Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3559
type: pull
body:
  This adds a new server property, olthoi_play_enabled, which currently defaults to false

  When this option is enabled, players can create Olthoi characters, and log in and run around the world with them

  Beyond that, there are absolutely no gameplay adjustments for Olthoi players yet. This PR only enables the very basics of creating the Olthoi characters, and running around the world.

  Requires https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/921

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node_id: MDExOlB1bGxSZXF1ZXN0NjUyOTQ4Mjg1
title: Fix house abandon via deed discard
state: closed
created_at: 2021-05-25T23:15:12Z
updated_at: 2021-06-10T18:12:09Z
closed_at: 2021-05-28T16:36:36Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3560
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjUzNTM5MDA0
title: extend summoning killtask multicredit bug to fellowships, capped with new server option
state: closed
created_at: 2021-05-26T10:08:16Z
updated_at: 2021-06-29T01:00:03Z
closed_at: 2021-06-29T01:00:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3561
type: pull
body:
  This PR extends the existing allow_summoning_killtask_multicredit bug (which defaults to true, as per retail) to fellowships, which is also per retail

  What this PR does not do is allow fellowships to exploit this bug to any extreme, by default. It is theorized that in retail, it would have been possible for each person in a fellowship to possibly get *46 kill credits* from a single mob, if they knew how to exploit this issue to its maximum theoretical potential.

  This PR adds a new server option, summoning_killtask_multicredit_cap, which defaults to 2. This new server option technically makes the old allow_summoning_killtask_multicredit server option obsolete, however the old server option is still supported for compatibility with existing servers who may have already decided to fix this issue.

  This means that someone exploiting this issue to any extremity will still only be able to get a maximum of 2 kill credits from 1 kill. Retail was theoretically uncapped here, as evidenced by some people doing solo testing with 1 summoner not involved in a fellowship being able to get 6 kill credits from 1 kill (1 personal, plus an additional 5 summons that they were able to fit into the 3-minute damage history window)

  So while this technically reins in the existing solo bug from theoretically 6 max -> 2, it also extends the potential additional credit to each person in the fellowship with at least 1 summoner.

  See the writeup for the original PR for additional info:

  https://github.com/ACEmulator/ACE/pull/3122

  As with the original PR, this new version was extensively tested using a standalone program to simulate all of the different possible combinations and server config settings. The latest version went through a few different iterations to ensure each scenario resulted in the expected output, also similar to the original version.

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node_id: MDExOlB1bGxSZXF1ZXN0NjU0NTI3Mjgx
title: fix animation get_link, again
state: closed
created_at: 2021-05-27T05:56:01Z
updated_at: 2021-05-27T13:39:27Z
closed_at: 2021-05-27T13:39:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3562
type: pull
body:
  This fixes some issues with certain animations being skipped on the server, and possibly other anomalies when building animation sequences

  Re-confirmed with client code

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node_id: MDExOlB1bGxSZXF1ZXN0NjU0OTQ2OTM3
title: Server limit based on authenticated connections only
state: closed
created_at: 2021-05-27T13:06:49Z
updated_at: 2021-06-11T01:23:37Z
closed_at: 2021-06-11T01:23:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3563
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjU3NDk5NDY0
title: add allow_fast_chug server option for pks
state: closed
created_at: 2021-05-29T16:47:05Z
updated_at: 2021-07-19T01:01:47Z
closed_at: 2021-07-19T01:01:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3564
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjU3NjEwMzYy
title: Fix house abandon via deed discard
state: closed
created_at: 2021-05-30T06:25:04Z
updated_at: 2021-06-10T18:12:10Z
closed_at: 2021-05-30T17:03:38Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3565
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjU3NjY0NzMx
title: refactor vendor code, add support for PropertyInt.Unique on vendors
state: closed
created_at: 2021-05-30T10:44:51Z
updated_at: 2021-09-20T17:45:27Z
closed_at: 2021-09-20T17:45:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3566
type: pull
body:
  This started out as a simple task of adding PropertyInt.Unique support for players purchasing items from vendors.

  I found that adding this feature was more difficult than it should have been, due to the way the existing vendor code was written. I also started to find issues with the existing vendor code.

  (note that when referring to buy/sell, it is always from the perspective of the player)

  - The handling of players purchasing Unique items (items sold to the vendor by other players, not to be confused with PropertyInt.Unique) was very convoluted. The main issue is that Unique items were removed from the vendor list *way* too early in the process: during initial validation. If the validation failed at any point afterwards (and there are many, many ways it can fail afterwards) the vendor then has to add the unique item back to its Uniques list.

  There were gaps in the code where errors could occur, and the Unique item was never added back to the vendor's Uniques list. This was all pointless mangagement. The item shouldn't be removed from the vendor's Uniques list until all validation has passed, and no more errors can occur, when the player actually purchases the item.

  - The feature to ensure a player has enough inventory space / side container slots / burden capacity to receive items was implemented decently enough, with only a couple of bugs, however the main issue with this code is that it was copy/pasted in various parts all throughout the system, with only a few minor changes in some of the parts (such as the messages the player receives on failure). There should be no code duplication for the common parts, and only the parts that differ in each section should be re-specified.

  A new helper class has been added for this, ItemsToReceive. This greatly reduces the amount of duplicate code in all of the places that use it: Vendor, Player_Commerce, Player_Inventory, Advocate, and Gem.

  - The AllItems collection for vendors was a useful idea in theory. However, it was implemented inefficiently, and was only used in 2 places throughout the entire system. (approaching the vendor, which is used when the player double-clicks the vendor, and when a transaction has completed to get the latest inventory, which was subsequently used by RotUniques, even though it only needed to iterate over the Uniques, and finally by FindObject, which had a flag to check for the last used vendor).

  The core collections are stored separately as DefaultItems and UniqueItems, and AllItems was a getter that dynamically built a new combined list of DefaultItems and UniqueItems each time it was called. Removing AllItems and replacing it with a similarly easy-to-use but more efficient concept was fairly straightforward.

  For vendor approach and anything else that needs to iterate over all items in the vendor's inventory, forEachItem() now iterates over both collections:

  Previous code:
  ```
  foreach (var item in vendor.AllItems)
  {
  	DoSomething(item);
  }
  ```
  New code:
  ```
  vendor.forEachItem((item) =>
  {
  	DoSomething(item);
  });
  ```
  Similarly, for FindObject:
  ```
  vendor.AllItems.TryGetValue(objectGuid, out var item);
  ```
  Becomes:
  ```
  vendor.TryGetItemForSale(objectGuid, out var item);
  ```
  So a similar interface, but the underlying implementation is much more efficient, without recreating a duplicate / combined collection on each call.

  - The overly confusing buy data flow:

  Player.HandleActionBuyItem -> Vendor.BuyItems_ValidateTransaction -> Player.FinalizeBuyTransaction -> Vendor.BuyItems_FinalTransaction

  has been cleaned up. Vendor.BuyItems_FinalTransaction was entirely unneeded, and all it was doing was maintaining Uniques on (some) failure causes. Player.FinalizeBuyTransaction also had a confusing aspect where it performed 1 last final validation, which should have been in the prior validation method. There is no reason to split this validation logic up. All of the validation logic should be accessible in 1 place.

  Vendor.BuyItems_ValidateTransaction still chains to Player.FinalizeBuyTransaction, which is still somewhat confusing, however this is commented well throughout, to make it clear and readily apparent whats going on, so the reader of the code is aware of the control flow no matter where they are viewing the code from. It would be nice if the validate() function could return a bool, and then the original caller could continue onwards. However, this would require the validation function returning many different out params, so the existing structure was kept in place there.

  - The order of the functions is now in a more logical order that is in line with the natural control flow, and the order they are called in the code. Similar functions are grouped together, instead of randomly scattered throughout. This unfortunately makes the git diff a bit confusing to compare.

  - Vendor.LastPlayer has been replaced with Vendor.LastPlayerInfo, to ensure the vendor is only holding onto a WorldObjectInfo weak reference to the player. I don't think the vendor would have held onto any player references for any extended lengths of time, but it's always good to ensure this can never happen.

  - Vendor.LoadInventory was cleaned up. Again, duplicated code here. 2 giant loops that were doing almost the exact same thing (maybe even literally the exact same thing?) This code has also been optimized where it can perform the dupe wcid/palette/shade combo check before ever instantiating the WorldObject.

  - Missing calls to WorldObject.Destroy() on error scenarios have been added for GuidManager

  - Stackable logic has been cleaned up and simplified. There where also some scenarios where stackables were being handled inconsistently. ie., if a worldObject is Stackable, however its MaxStackSize is null for whatever reason, most of the code was considering this to be the same as MaxStackSize being 1, and other code was handling this in odd ways, sometimes equating it to being an infinite MaxStackSize. This has been normalized in those places to the rest of the system.

  - ItemProfile now reads amount in as int instead of uint, as per the client and protocol specs. ItemProfile now has a normalized method for ensuring validity, and verification of amount > 0

  - VerifySellItems() has been normalized to include all of the verifications. Previously, the verification of items the player is attempting to sell to the vendor was split up into 2 places -- VerifySellItems(), and inline logic in HandleActionSellItem() afterwards. There was really no need for this 2-step process before, and there were even some redundancies between them. All of the verification logic is in 1 method now, and there are some performance improvements as well.

  There is an ongoing process for reviewing this code and testing everything, but everything has looked good enough for awhile now to push out the PR for others to review / test as well

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node_id: MDExOlB1bGxSZXF1ZXN0NjU3NzAxODY5
title: handle edge case with /reload-landblock and Chest.Reset
state: closed
created_at: 2021-05-30T13:34:45Z
updated_at: 2021-05-30T17:03:46Z
closed_at: 2021-05-30T17:03:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3567
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjU3NzQxMzQz
title: fix issues with disabling house_15day_account for existing chars
state: closed
created_at: 2021-05-30T16:13:49Z
updated_at: 2021-06-13T02:06:33Z
closed_at: 2021-06-13T02:06:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3568
type: pull
body:
  This fixes various state issues with toggling house_15day_account and HousePurchaseTimestamp.

  Although undocumented, house_15day_account was a bit different from other server config options. The state of this server config option was basically persisted to new characters on first login, and changing this server option afterwards basically had no effect for existing characters.

  A common scenario for this: a server admin sets up a new server, and then later realizes they wish to disable the "accounts must be older than 15 days to purchase a house" restriction. So they set house_15day_account to false, and they are later surprised that existing characters on the server *still* cannot purchase a new house, only this time they are receiving the 30-day repurchase timer error, instead of the 15-day new account error (even though they've never purchased a house before)

  This fixes that scenario, so house_15day_account should be able to be reliably togged on and off dynamically, just like the other server config options.

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node_id: MDExOlB1bGxSZXF1ZXN0NjYxMDE5MTY3
title: fix magic absorbing shields in ThrownShield stance
state: closed
created_at: 2021-06-03T15:45:45Z
updated_at: 2021-06-03T23:34:36Z
closed_at: 2021-06-03T23:34:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3569
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjYzMDQ2ODQ5
title: fix various dupe bugs
state: closed
created_at: 2021-06-06T20:46:24Z
updated_at: 2021-06-10T21:32:53Z
closed_at: 2021-06-10T21:32:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3570
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjYzMDkzMDU1
title: updating melee weapon procs
state: closed
created_at: 2021-06-07T00:52:22Z
updated_at: 2021-06-10T22:56:41Z
closed_at: 2021-06-10T22:56:41Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3571
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjYzMjk3NzU0
title: refactor mana rate
state: closed
created_at: 2021-06-07T07:50:32Z
updated_at: 2021-06-10T22:59:57Z
closed_at: 2021-06-10T22:59:57Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3572
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjYzNzkwMDgz
title: adding combat emote check for viridian rise mobs
state: closed
created_at: 2021-06-07T18:05:17Z
updated_at: 2021-06-10T22:57:27Z
closed_at: 2021-06-10T22:57:27Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3573
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjYzODAwNTQ5
title: add support for dirty fighting mobs for vr
state: closed
created_at: 2021-06-07T18:18:53Z
updated_at: 2021-06-10T22:57:01Z
closed_at: 2021-06-10T22:57:00Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3574
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY0MzI5OTYy
title: fix some client memory leaks with appraisals
state: closed
created_at: 2021-06-08T06:21:07Z
updated_at: 2021-06-12T20:03:19Z
closed_at: 2021-06-12T20:03:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3575
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY0NDg4MDQx
title: fix some client memory leaks from incorrectly ordered hashtables on login
state: closed
created_at: 2021-06-08T08:34:13Z
updated_at: 2021-06-12T20:10:21Z
closed_at: 2021-06-12T20:10:21Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3576
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY1NTIxMTAw
state: closed
created_at: 2021-06-09T03:52:23Z
updated_at: 2021-06-10T22:57:36Z
closed_at: 2021-06-10T22:57:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3577
type: pull
title:
  fix GetMaxGuidFoundInRange to not be terrible, improve startup times / startup resources for large servers significantly

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node_id: MDExOlB1bGxSZXF1ZXN0NjY1NTIyMTQw
title: extend timeout for GetSequenceGaps
state: closed
created_at: 2021-06-09T03:55:52Z
updated_at: 2021-06-10T22:57:43Z
closed_at: 2021-06-10T22:57:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3578
type: pull
body:
  This query is described as being "very fast", but it takes over 60 seconds to run on my local computer for CE's database. Not sure if that is expected or not, but this extends the default timeout so the server doesn't crash on startup.

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node_id: MDExOlB1bGxSZXF1ZXN0NjY1NTYzNTg1
title: fix sphere collision check during movement interpolation
state: closed
created_at: 2021-06-09T05:33:59Z
updated_at: 2021-06-10T22:57:52Z
closed_at: 2021-06-10T22:57:52Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3579
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY2MTIxMTA3
title: fixing item appraisal active enchantments missing some spells
state: closed
created_at: 2021-06-09T17:41:56Z
updated_at: 2021-06-10T22:58:02Z
closed_at: 2021-06-10T22:58:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3580
body: This fixes items showing up in Mag-Tools mana tracker with a red 'no' symbol
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY2MzMwMjU4
title: significant performance improvements to purging orphan biotas
state: closed
created_at: 2021-06-09T21:35:19Z
updated_at: 2021-07-19T01:21:51Z
closed_at: 2021-07-19T01:21:51Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3581
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY2NjY5OTQw
title: improve precaching performance from 5 mins -> 5 seconds
state: closed
created_at: 2021-06-10T08:52:08Z
updated_at: 2021-06-12T20:02:31Z
closed_at: 2021-06-12T20:02:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3582
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY2ODUxMzYy
title: update max chase range to intended value
state: closed
created_at: 2021-06-10T12:40:13Z
updated_at: 2021-06-10T22:58:12Z
closed_at: 2021-06-10T22:58:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3583
type: pull
body:
  This updates monster max chase range to the originally intended value.

  I can't believe this was set to 192 since inception... I am certain this was originally set to 96 during development, and an incorrect value must have gotten checked in. I don't want to think about all of the wasted CPU cycles from monsters chasing players a full landblock across the landscape from this...

  Note that this is different from the default HomeRadius, which is still set to 192 by default, unless overridden by the mob. A mob will travel up to HomeRadius from its home to reach a target, before returning home. It will also return home if the target is more than than MaxChaseDist away.

  For reference, approximate maximum distance a ranged player can launch a projectile is about 75 meters away.

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node_id: MDExOlB1bGxSZXF1ZXN0NjY2ODg2OTY1
title: re-enable monster alert logic based on latest info
state: closed
created_at: 2021-06-10T13:21:13Z
updated_at: 2021-06-10T22:58:19Z
closed_at: 2021-06-10T22:58:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3584
type: pull
body:
  Thanks to @TectonicRifts for sharing his recollections of this behavior from retail

  It was originally implemented after being mentioned by @dgatewood awhile ago, however it was later commented out since we couldn't find any other confirmation of it being a thing, and also concerns that some players would be able to abuse it.

  @TectonicRifts also happened to independently mention it, confirming that it was indeed a thing in retail. He also filled in some missing details that weren't in the original implementation.

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node_id: MDExOlB1bGxSZXF1ZXN0NjY3NDE5MDAw
title: Add .vsconfig
state: closed
created_at: 2021-06-10T21:15:38Z
updated_at: 2021-06-10T21:21:20Z
closed_at: 2021-06-10T21:21:17Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3585
type: pull
body:
  ensures Visual Studio has all needed components to properly compile/debug all ACEmulator org projects

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node_id: MDExOlB1bGxSZXF1ZXN0NjY4ODMzNjA2
state: closed
created_at: 2021-06-12T10:20:57Z
updated_at: 2021-06-12T20:02:46Z
closed_at: 2021-06-12T20:02:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3586
type: pull
title:
  improve spell projectiles to use weapon that launched the projectile for calculations, instead of current weapon

body:
  This PR starts with WorldObject_Weapon, for the following functions:

  ```
  GetWeaponCriticalChance
  * GetWeaponMagicCritFrequency
  * GetWeaponCritDamageMod
  * GetCasterElementalDamageModifier
  GetMissileElementalDamageBonus
  * GetWeaponCreatureSlayerModifier
  * GetWeaponResistanceModifier
  ```

  Previously, all of these functions were using GetCurrentWeapon(). These functions now accept a WorldObject weapon parameter.

  A simple scenario to repro this issue would be to launch a spell projectile at something from far away, with a wand that doesn't have a Slayer property on it. Then switch to a wand that does have the appropriate Slayer property on it, while the spell projectile is in-flight. When the spell projectile that was launched with the non-Slayer wand hits the target, it will incorrectly have gotten the slayer bonus.

  This was an issue with bow/crossbow/atlatl projectiles awhile ago, and it was mostly cleaned up for physical projectiles some time ago. However, there were still a few gaps lingering around even for physical missiles.

  The implementation for this PR would have been simpler if it didn't need to touch the generic TryCastSpell function. Since that generic entrypoint function also needs to support this, the new weapon parameter started to spread much further. It *almost* looked like the itemCaster and weapon concepts could have been merged, however there were just a few spots where merging them could have possibly caused some issues. itemCaster is used for a lot determinations for who the 'true' caster is that gets added as the EnchantmentManager source caster, and also for spell messages for the caster of the spell.

  An example of why this needs to touch the core TryCastSpell function is for proc spells. The issue originally reported that spurred this PR was from a dual-wield melee that cast a proc spell projectile with their main hand weapon, and then got the slayer bonus from their offhand weapon when the spell projectile landed.

  Another bug in current master with proc spell projectiles was also found while testing before this PR. This bug becomes very obvious if the proc rate for a weapon is set to 100% for testing. If you have a melee weapon with a 'cast on strike' target proc spell projectile, when that melee weapon procs, and the spell projectile hits the target immediately afterwards, the spell projectile hitting the target will then try to re-proc any target spells again at that point. With 100% proc rates, this causes a rapid-fire chain proc spells, repeating in quick succession until the target is dead.

  This additional bug was patched by having target procs from spell projectiles only happen if the spell projectile was launched from a caster weapon. If the spell projectile was launched something like a melee weapon procing, then the spell projectile hitting won't have a chance to re-activate another target proc in that scenario. A comment was left in the code that perhaps a better solution to this might be a 'CanProc' bool on the SpellProjectile that defaults to true. If the source of a spell projectile is from a proc, then CanProc would be set to false for that situation.

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node_id: MDExOlB1bGxSZXF1ZXN0NjY4OTE3Nzk4
title: Improve World DB Startup Caching
state: closed
created_at: 2021-06-12T17:27:50Z
updated_at: 2021-06-12T19:15:51Z
closed_at: 2021-06-12T19:15:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3587
type: pull
body:
  This is significantly faster than what is currently in master, and just slightly slower than PR #3582

  It is now a single threaded operation, just like #3582 but instead of stitching the objects together manually, it lets EF stitch the objects together.

  EF Tracking is required for the stitching to work.

  This is the recommended pattern for these types of actions when dealing with EF.

  I think similar improvements can be made to startup player caching

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node_id: MDExOlB1bGxSZXF1ZXN0NjY4OTMwNDU0
title: extending /fellow-info debug command with xp sharing distance info
state: closed
created_at: 2021-06-12T18:36:26Z
updated_at: 2021-06-12T20:02:54Z
closed_at: 2021-06-12T20:02:54Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3588
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY4OTUzNDU0
title: adding support for ProcSpell directly on mobs
state: closed
created_at: 2021-06-12T21:27:11Z
updated_at: 2021-06-13T02:06:40Z
closed_at: 2021-06-13T02:06:40Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3589
type: pull
body:
  The current mobs in the db that have ProcSpells directly on them:

  31013,Wicked Skeleton,Blade Vulnerability Other VI
  31014,Naughty Skeleton,Blade Vulnerability Other VI
  31279,Bone Scourge,Blade Vulnerability Other VI
  87173,Naughty Skeleton,Blade Vulnerability Other VI
  87175,Wicked Skeleton,Blade Vulnerability Other VI

  It was also found that Caster items having ProcSpells is not a thing in the current db, and it's unknown if it was ever a thing in retail.

  Even when caster target procs are working 100% in theory, they still display some oddities. Since it's possible this was never even a concept in eor, procs from caster items are being disabled until if/when they are discovered to have been a thing.

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node_id: MDExOlB1bGxSZXF1ZXN0NjY4OTgwMzY1
title: update pass interval
state: closed
created_at: 2021-06-13T02:39:49Z
updated_at: 2021-06-13T19:26:03Z
closed_at: 2021-06-13T19:26:03Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3590
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjY4OTk2Nzg4
title: partial revert of 3589, full pipeline for proc spell handling
state: closed
created_at: 2021-06-13T05:45:52Z
updated_at: 2021-06-13T17:05:29Z
closed_at: 2021-06-13T17:05:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3591
type: pull
body:
  For https://github.com/ACEmulator/ACE/pull/3589, it completely slipped my mind that even though no Caster items contain proc spells directly, procing on magic attacks is still definitely needed for Aetheria.

  This re-enables procing for magic casting and spell projectiles, and finishes the complete pipeline in the proper way. When a spell is proced, a new bool 'fromProc' is passed around to the appropriate functions. This ensures when spell procs land, they don't make any attempt to re-proc. This avoids the multi-proc issues and chain proc bugs.

  The procing code was also cleaned up a bit for missile projectiles, to further reflect how those should 'truly' work, for both phials, and missile launchers (ie. bows) with procs on them

  The LandblockGroup thread safety code was updated to ensure all 3 relevant WorldObjects are in the same landblock group (attacker, defender, projectile)

  A 4th WorldObject could also potentially be involved -- the MissileLauncher in the case of things like bows. In almost every case, the MissileLauncher will not be on a landblock, and will be in the attacker's EquippedItems (or possibly their inventory, if they de-equipped it).

  It is technically possible for the attacker to launch an arrow, and then drop their bow in the landblock though. If this were to happen, I would imagine it be very difficult for that bow to get to a different landblock group than the other 3 relevant WorldObjects.

  It's still a technical possibility, although an extremely unlikely one in-game. If one wanted to be really secure, you could check if ProjectileLauncher?.CurrentLandblock isn't null, make sure it matches up with the other 3 objects.

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node_id: MDU6SXNzdWU5MjA4MDgxNjk=
title: Recipes with TinkeringMaterial items that are not traditional salvage do not function properly
state: closed
created_at: 2021-06-14T22:00:52Z
updated_at: 2021-07-12T00:14:22Z
closed_at: 2021-07-12T00:14:22Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  - [ X] bug report -> please search issues before submitting

  ### Repro steps.

  Attempting to re-create the Mucor Enhanced Weapons, the Mucor-Altered Granite/Mahagony/Opal are of a ITEM_TYPE_INT "TinkeringMaterial". These items will currently automatically go through the Tinkering/Salvaging pipeline because of that and attempt to apply them as a salvage, using a salvage application skill check.

  ### Desired functionality.

  Should work as expected, doing a standard skill check and following the recipe using proper difficulty, and other standard recipe steps.

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

  Current work-around is to change the Mucor-Altered <Material> item from TinkeringMaterial to a different ItemType.

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node_id: MDExOlB1bGxSZXF1ZXN0NjcwMTQzMjY0
title: update recipes to use mutation scripts
state: closed
created_at: 2021-06-15T07:25:39Z
updated_at: 2021-07-12T00:14:22Z
closed_at: 2021-07-12T00:14:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3593
type: pull
body:
  For Green Garnet to work, https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/937 is required to update the data_Id from 44 (clashes with Covenant Shield) to 4B

  For Sandstone to work, https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/939 is required to update the data_Id from 43 (clashes with Leather) to 4E

  This fixes https://github.com/ACEmulator/ACE/issues/3592

  This PR will need to be checked in in tandem with the latest World DB updates (https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/937, https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/939, https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/940, https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/942), and server operators will need to update to the latest code release / world db release in tandem

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node_id: MDExOlB1bGxSZXF1ZXN0NjcwNTI0MzM4
title: emote manager micro optimization
state: closed
created_at: 2021-06-15T15:41:17Z
updated_at: 2021-06-16T01:18:18Z
closed_at: 2021-06-16T01:18:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3594
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjcwNjQyMjc4
title: commenting out debug line
state: closed
created_at: 2021-06-15T18:18:49Z
updated_at: 2021-06-16T01:17:45Z
closed_at: 2021-06-16T01:17:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3595
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjcxODQ3MzE1
title: fix imperil
state: closed
created_at: 2021-06-16T20:03:50Z
updated_at: 2021-06-17T00:37:11Z
closed_at: 2021-06-17T00:37:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3596
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjcxODU5NTY2
title: adding logic for InqFellowNum
state: closed
created_at: 2021-06-16T20:16:21Z
updated_at: 2021-06-28T18:54:53Z
closed_at: 2021-06-28T18:54:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3597
type: pull
body:
  this emote appears to be unused so far in the current world db, so adding this logic before the old branches are called

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node_id: MDExOlB1bGxSZXF1ZXN0NjczMDk2NDAy
title: retroactively fix weenieType on rynthid tentacle bow
state: closed
created_at: 2021-06-18T01:23:55Z
updated_at: 2021-06-28T18:55:01Z
closed_at: 2021-06-28T18:55:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3598
type: pull
body:
  this updates weenieType from generic to missile launcher for rynthid tentacle bows generated in the first month before march 25th

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node_id: MDExOlB1bGxSZXF1ZXN0Njc0Nzk2NjUx
title: wire up copychar and bornagain commands
state: closed
created_at: 2021-06-21T18:55:29Z
updated_at: 2021-09-25T15:16:16Z
closed_at: 2021-07-18T17:47:01Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3599
type: pull
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node_id: MDU6SXNzdWU5MzIwMTI1Mjg=
title: When players in inside the Rynthid Access Dungeon, the whole server seems to lag.
state: closed
created_at: 2021-06-28T21:33:03Z
updated_at: 2021-08-30T01:10:50Z
closed_at: 2021-08-30T01:10:49Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting 
  - [ ] feature request
  ```

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

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

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

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here -->
  When doing the "Seed of Power" quest, when entering the final dungeon (Rynthid Access Dungeon)
  Players in the dungeon and outside the dungeon experience a noticeable lag.  
  This is seen by not being able to run smoothly.  Not being able to go into or out of combat stance.
  Not able to see when spells are cast, or when you recall out of the dungeon.

  Server was rebooted and this same behavior was experienced again.  

  When you portal out of the dungeon, all players go back to normal behavior.  No lag, no delays.  
  A player goes back in the dungeon, and immediate lag happens again.

  Dungeon is  Rynthid Crystal Access Device at 63.1S, 65.5W.

  Walk through of the quest can be found here: http://acpedia.org/wiki/Seed_of_Power

  First 3 dungeons did not have any issue.  Just the final one.

  Thanks for all you do.

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node_id: MDExOlB1bGxSZXF1ZXN0NjgyODk2NTky
title: Added Double server property 'rare_drop_rate_percent'
state: closed
created_at: 2021-07-02T21:55:36Z
updated_at: 2021-07-18T17:45:56Z
closed_at: 2021-07-18T17:45:56Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3601
type: pull
body:
  Adjust the chance of a rare to spawn as a percentage. 
  Default is 0.04, or 1 in 2,500. 
  Max is 100, or every eligible drop (100%!)

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node_id: MDExOlB1bGxSZXF1ZXN0NjgzODM4OTI4
title: fix various desyncs and inconsistencies which could possibly be resulting in leaks
state: closed
created_at: 2021-07-05T17:01:38Z
updated_at: 2021-07-18T17:48:07Z
closed_at: 2021-07-18T17:48:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3602
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjgzOTM3ODIz
title: drop item bug fixes and improvements
state: closed
created_at: 2021-07-05T21:18:29Z
updated_at: 2021-07-19T01:02:11Z
closed_at: 2021-07-19T01:02:11Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3603
type: pull
body:
  - SplitTo3D was using ancient and bug-prone drop method. Updated to use common drop method
  - SplitTo3D was destroying items on error. Updated to gracefully handle error scenarios
  - Common drop method now slides items from player location to destination location behind the scenes. This retains the existing behavior in ACE to prevent items from being dropped on the other side of a wall, while also improving the previous scenarios which would have resulted in drop fails (dropping into a wall, dropping into a hillside) and now result in successful drops closer to the player location.

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node_id: MDExOlB1bGxSZXF1ZXN0NjgzOTczMDk5
title: adding /ciaetheria dev command
state: closed
created_at: 2021-07-05T23:29:34Z
updated_at: 2021-07-11T23:49:04Z
closed_at: 2021-07-11T23:49:04Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3604
body: For those who don't have the Chaos Helper plugin installed
type: pull
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node_id: MDU6SXNzdWU5MzgwOTI1MTQ=
title: Character Vanished
state: closed
created_at: 2021-07-06T17:01:17Z
updated_at: 2021-07-06T17:20:59Z
closed_at: 2021-07-06T17:20:59Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report 

  Logged in to find brothers character had vanished. Level 17 Created 7/3/21, today is 7/6/21 No longer a vassal/follower of my character.  Name has disappeared from friends list but it says offline. https://i.imgur.com/fwjnaZH.png
  Name was UpperDecker


  ### Repro steps.
  Unknown

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

  ### Desired functionality.

  What would like to see implemented? Characters not disappearing.

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

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node_id: MDExOlB1bGxSZXF1ZXN0Njg0NzEzNzMz
title: add support for hex numbers to /setproperty
state: closed
created_at: 2021-07-06T22:16:40Z
updated_at: 2021-07-11T23:49:13Z
closed_at: 2021-07-11T23:49:13Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3606
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njg0NzcwODg5
title: Updated `showstats` command
state: closed
created_at: 2021-07-07T00:45:15Z
updated_at: 2021-07-07T02:42:01Z
closed_at: 2021-07-07T00:45:33Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3607
body: Will now output to client and include any creature, not just current player.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njg0ODEzMTA1
title: Updated `showstats` command
state: closed
created_at: 2021-07-07T02:43:54Z
updated_at: 2021-07-11T23:49:19Z
closed_at: 2021-07-11T23:49:19Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3608
type: pull
body:
  Changed `showstats` command to output to game and to include any creature type, not just current player.

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node_id: MDExOlB1bGxSZXF1ZXN0Njg1MzcwOTc2
title: fix leading 0s in DeveloperContentCommands
state: closed
created_at: 2021-07-07T17:13:57Z
updated_at: 2021-07-18T17:47:32Z
closed_at: 2021-07-18T17:47:32Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3609
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njg3MTgzNTE0
title: [DEBUG] First run at landblock auditing *DO NOT MERGE*
state: closed
created_at: 2021-07-10T13:28:09Z
updated_at: 2021-07-10T18:53:46Z
closed_at: 2021-07-10T18:53:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3610
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njg3MzUzNTk4
title: Temp fix to allow physics landblock GC
state: closed
created_at: 2021-07-11T15:31:20Z
updated_at: 2021-07-19T02:07:38Z
closed_at: 2021-07-18T17:48:15Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3611
body: Don't know what the root cause is yet
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njg3Mzk5ODE0
title: gmriggs objcell patch
state: closed
created_at: 2021-07-11T21:54:09Z
updated_at: 2021-07-19T02:07:47Z
closed_at: 2021-07-18T17:48:23Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3612
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njg4NDMzOTgz
title: Update GeneratorProfile.cs
state: closed
created_at: 2021-07-13T04:54:17Z
updated_at: 2021-09-25T15:16:16Z
closed_at: 2021-07-14T00:11:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3613
type: pull
body:
  Remove older logic that seems to have become unnecessary due to later generator system improvements.

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node_id: MDExOlB1bGxSZXF1ZXN0Njg5NjA2NzU0
title: fix defense imbues
state: closed
created_at: 2021-07-14T05:53:52Z
updated_at: 2021-07-14T21:18:26Z
closed_at: 2021-07-14T21:18:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3614
type: pull
body:
  MutationCache parser was picking up the wrong Enum type for defense skill names shared amongst Skill and ImbuedEffectType

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node_id: MDExOlB1bGxSZXF1ZXN0NjkwMzQ3MTA2
title: add null check to HandleTinkerLog
state: closed
created_at: 2021-07-15T02:35:15Z
updated_at: 2021-07-15T23:47:20Z
closed_at: 2021-07-15T23:47:20Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3615
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkwMzUwMTA4
title: add semicolons
state: closed
created_at: 2021-07-15T02:44:56Z
updated_at: 2021-07-15T23:47:36Z
closed_at: 2021-07-15T23:47:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3616
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkwODkzOTU2
title: Fix issue with Combat Pets and PK only creatures
state: closed
created_at: 2021-07-15T16:59:57Z
updated_at: 2021-09-25T15:16:17Z
closed_at: 2021-07-18T17:47:41Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3617
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkxMzUxMDg3
title: fix unintended multidamage
state: closed
created_at: 2021-07-16T09:56:03Z
updated_at: 2021-07-19T01:02:24Z
closed_at: 2021-07-19T01:02:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3618
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkxODA0MDA0
title: Add and switch to EMU time for Game World
state: closed
created_at: 2021-07-17T00:36:39Z
updated_at: 2023-10-20T22:31:43Z
closed_at: 2021-07-18T17:47:11Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3619
type: pull
body:
  This change switches PortalYearTicks from UtcNowToLoreTime to a new time called UtcNowToEMUTime.

  This switch results in time always rolling forward, as well as syncing all emulated servers up to the same source. The in-game calendar, day-night cycles and weather patterns would be identical across all worlds going forward. Previously there was varied results depending on when the server started up as the "seed" changed at that time. 

  As a side benefit to this change, the Journal section of the client (Quill, Journal pages with timers) will now track correctly should anyone wish to use that feature, which previously was unreliable since server time would roll backwards upon restart.

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node_id: MDExOlB1bGxSZXF1ZXN0NjkyMjUxMjM5
title: Update save condition
state: closed
created_at: 2021-07-19T04:09:15Z
updated_at: 2021-09-25T15:16:19Z
closed_at: 2021-07-19T06:17:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3620
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkyODU1MTI0
title: Add some basic pruning for shard database
state: closed
created_at: 2021-07-19T19:11:01Z
updated_at: 2021-09-25T15:16:39Z
closed_at: 2021-08-15T22:41:29Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3621
type: pull
body:
  Adding some basic functions to prune some records at server startup.

  This would prune friend lists of deleted friends (which are stuck in list, show up blank) and shortcuts to deleted objects which probably does not have any noticeable impact.

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node_id: MDExOlB1bGxSZXF1ZXN0NjkzMTA4ODYw
title: adding deep save to container drop
state: closed
created_at: 2021-07-20T04:36:54Z
updated_at: 2021-07-20T06:10:16Z
closed_at: 2021-07-20T06:10:16Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3622
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkzMzg0NTU4
title: Deep save in parallel
state: closed
created_at: 2021-07-20T11:23:40Z
updated_at: 2021-07-20T14:59:08Z
closed_at: 2021-07-20T14:59:04Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3623
body: This follows the pattern that players and landblocks use to save groups items.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NjkzOTU3MjU0
title: Fix issue with TimeZones on platforms other than Windows
state: closed
created_at: 2021-07-21T00:35:08Z
updated_at: 2021-09-25T15:16:45Z
closed_at: 2021-07-21T07:02:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3624
type: pull
body:
  See [here](https://devblogs.microsoft.com/dotnet/cross-platform-time-zones-with-net-core/) for issue explanation 

  Adding and using [this](https://github.com/mattjohnsonpint/TimeZoneConverter) nuget package to resolve until .NET6

  > .NET 6 will have built-in support for IANA and Windows time zones in a cross-platform manner, removing the need for the TimeZoneConverter library. If you are planning to use .NET 6 (or higher), you don't need to use the TimeZoneConverter library!

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node_id: MDExOlB1bGxSZXF1ZXN0Njk0NTQxMDY2
title: Update debug logging for ProcessRent
state: closed
created_at: 2021-07-21T16:51:35Z
updated_at: 2021-09-25T15:16:43Z
closed_at: 2021-07-25T16:38:48Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3625
body: Added to make it more clear when debug logging what the variables are at time of processing
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njk1NTE0Nzc4
title: Add "You Chicken Out." response to crafting cancellation
state: closed
created_at: 2021-07-22T21:12:32Z
updated_at: 2021-09-25T15:16:37Z
closed_at: 2021-08-03T04:17:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3626
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njk1NTMwNzk2
title: Aura of the Craftsman applies to all RecipeManager interactions that have difficulty
state: closed
created_at: 2021-07-22T21:45:06Z
updated_at: 2021-09-25T15:16:42Z
closed_at: 2021-08-01T18:56:43Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3627
type: pull
body:
  Aura of the Craftsman does not get applied in Base or Current skill universally, but instead appears to be applied only when in RecipeManager, or in other words, only at the time the player is using one object on another, and that recipe has a difficulty.

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node_id: MDExOlB1bGxSZXF1ZXN0Njk2NDA0NTE1
title: Update house auto warning to exclude inactive houses
state: closed
created_at: 2021-07-24T20:52:59Z
updated_at: 2021-09-25T15:16:41Z
closed_at: 2021-07-25T16:38:34Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3628
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njk3MTU3NzQ0
title: adding show_ammo_buff server config option
state: closed
created_at: 2021-07-26T16:02:10Z
updated_at: 2021-08-08T23:01:26Z
closed_at: 2021-08-08T23:01:26Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3629
body: defaults to retail value of false
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njk4MDkwMzk3
title: Add motion to Fellowship recruiting
state: closed
created_at: 2021-07-27T18:23:58Z
updated_at: 2021-09-25T15:16:46Z
closed_at: 2021-08-01T18:56:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3630
body: BowDeep on the recruiter occurs on successful recruitment
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0Njk4MjIzNTYw
title: Reset PetDevices
state: closed
created_at: 2021-07-27T22:18:03Z
updated_at: 2021-07-28T04:13:17Z
closed_at: 2021-07-28T04:13:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3631
type: pull
body:
  Fixes an issue where some older WeenieType.PetDevice (e.g. summoning essences) may be spawning pets of the wrong damage type.

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node_id: MDExOlB1bGxSZXF1ZXN0Njk4MjUyNDMz
title: Fix issue with Give emotes that have palette and/or shade
state: closed
created_at: 2021-07-27T23:34:19Z
updated_at: 2021-09-25T15:16:47Z
closed_at: 2021-07-28T04:12:47Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3632
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAwNDY3NTAx
title: Add UseRequiresLevel check to keys
state: closed
created_at: 2021-07-30T17:43:31Z
updated_at: 2021-09-25T15:16:48Z
closed_at: 2021-08-01T18:57:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3633
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAxMDI3OTg2
title: Re-verify items in Secure Trade before executing trade
state: closed
created_at: 2021-08-02T00:52:22Z
updated_at: 2021-09-25T15:16:38Z
closed_at: 2021-08-08T18:38:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3634
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAxMDU2ODMw
title: Do DeepSave on Wield
state: closed
created_at: 2021-08-02T02:05:32Z
updated_at: 2021-09-25T15:16:53Z
closed_at: 2021-08-02T18:23:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3635
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAxMDY5NjM0
title: Exclude Apartments from setting HousePurchaseTimestamp
state: closed
created_at: 2021-08-02T02:46:36Z
updated_at: 2021-09-25T15:16:55Z
closed_at: 2021-08-02T18:24:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3636
body: They do not create a wait time nor extend it if one is already set
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAxMjI1MjI1
title: SQL Writer updates
state: closed
created_at: 2021-08-02T07:52:22Z
updated_at: 2021-09-25T15:16:49Z
closed_at: 2021-08-02T18:24:10Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3637
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAxNjkxNTQx
title: Save item on Wield if from sidepack
state: closed
created_at: 2021-08-02T18:30:24Z
updated_at: 2021-09-25T15:16:38Z
closed_at: 2021-08-03T04:17:18Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3638
body: Co-Authored-By: gmriggs <8909245+gmriggs@users.noreply.github.com>
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzAxOTQwNDAz
title: Fix deletecharacter admin command
state: closed
created_at: 2021-08-03T04:16:46Z
updated_at: 2021-09-25T15:16:34Z
closed_at: 2021-08-08T23:01:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3639
type: pull
body:
  Changes to the way characters were handled probably broke this command at some point, so now this has been fixed

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node_id: MDExOlB1bGxSZXF1ZXN0NzAzNzQ0MDM2
title: Adjust minTimeSinceLastPortal from 5 to 3.5
state: closed
created_at: 2021-08-04T17:10:47Z
updated_at: 2021-09-25T15:16:34Z
closed_at: 2021-08-08T23:02:20Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3640
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzA0MDMyNzUx
title: Update Creature_Vitals.cs
state: closed
created_at: 2021-08-04T21:22:48Z
updated_at: 2021-08-08T22:57:18Z
closed_at: 2021-08-08T22:57:17Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3641
body: Allows Negative (-) Regen value on health and death.
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzA1ODUxMTQw
title: add support for Int64 mutations for Paragon weapons
state: closed
created_at: 2021-08-07T07:28:07Z
updated_at: 2021-08-15T22:41:14Z
closed_at: 2021-08-15T22:41:14Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3642
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzA1OTg5NTk4
title: Update forcelogoff command
state: closed
created_at: 2021-08-08T06:08:43Z
updated_at: 2021-09-25T15:16:33Z
closed_at: 2021-08-08T23:01:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3643
type: pull
body:
  Update forcelogoff command to work with any state the character may be in if requested. Previously the command was working for characters that were operating correctly, but does not help to un-limbo a character.

  This should also resolve stuck in limbo for shutting down, while also not directly resolving the root cause for limbo at this time.

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node_id: MDExOlB1bGxSZXF1ZXN0NzA2MDg2ODgw
title: Add automatic timeout to Confirmations
state: closed
created_at: 2021-08-08T18:28:43Z
updated_at: 2021-09-25T15:16:32Z
closed_at: 2021-08-08T23:02:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3644
type: pull
body:
  Confirmations had 30 second timeouts in retail.

  Retail also seemingly could queue multiple confirmations up at the same time, however the client would only display the first one received. The others it would appear timed out. Since ACE doesn't really need to emulate stacking, instead we'll send feedback to initiator if confirmation would have been stacked. Self contained confirmations (Using an Gem, or similar from player inventory) likely do not need feedback on stacking, so continuing to ignore those duplicates for now.

  Example would be two different characters (Player A and Player B) attempting to recruit a third character (Player C) into a fellowship. Player A's confirmation request is sent. Player B would get a Player C is busy message.

  This also resolves issues with InqYesNo emotes, ensuring a response branch is always triggered, either TestSuccess if player accepts, or TestFailure if they decline, timeout, or somehow trigger stacking.

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node_id: MDExOlB1bGxSZXF1ZXN0NzA2MTE5MDA2
title: Update GetMonsterInventory to support all Selectables for NPCs
state: closed
created_at: 2021-08-08T22:47:34Z
updated_at: 2021-09-25T15:16:04Z
closed_at: 2021-08-08T22:57:30Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3645
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzA2MTIzODE5
title: Add show_aura_buff to toggle non-retail behavior
state: closed
created_at: 2021-08-08T23:22:39Z
updated_at: 2021-09-25T15:16:05Z
closed_at: 2021-08-08T23:26:49Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3646
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzA2MzU4ODI4
title: Apply Quest to NoCorpse object pickups
state: closed
created_at: 2021-08-09T09:29:57Z
updated_at: 2021-09-25T15:16:06Z
closed_at: 2021-08-09T16:32:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3647
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzExOTI0NjM3
title: Keep HousePurchaseTimestamp synced for roommates
state: closed
created_at: 2021-08-13T01:46:20Z
updated_at: 2021-09-25T15:16:07Z
closed_at: 2021-08-15T22:41:03Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3648
type: pull
body:
  If a character/account has a house, the HousePurchaseTimestamp is synced across all characters so that they all have the same timeout restrictions

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node_id: MDExOlB1bGxSZXF1ZXN0NzEyMDQzMzY4
title: Support server configurable Asheron's Benediction gift
state: closed
created_at: 2021-08-13T03:42:19Z
updated_at: 2021-09-25T15:16:06Z
closed_at: 2021-08-22T23:06:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3649
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzEyODYwMDAw
title: Generator System Revision 4 - Profile Delays
state: closed
created_at: 2021-08-15T01:34:13Z
updated_at: 2022-03-29T18:22:04Z
closed_at: 2022-03-27T02:44:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3650
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzEzNzUzMjg0
title: only call MoveItemToFirstContainerSlot for inventory items
state: closed
created_at: 2021-08-16T21:19:28Z
updated_at: 2021-08-22T22:43:12Z
closed_at: 2021-08-22T22:43:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3651
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzEzNzkxOTcx
title: Chasing Oswald - Requires Content Update
state: closed
created_at: 2021-08-16T22:46:50Z
updated_at: 2021-08-30T01:21:12Z
closed_at: 2021-08-30T01:21:12Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3652
type: pull
body:
  Note that this PR requires the corresponding Contracts PR for ACE-World-Patches-PY16.

  This updates the Chasing Oswald quest stamp to match the contract. There were two code instances that referenced it directly (one in a Dev command/fix, the other relating to Enlightenment).

  This also includes a Shard database patch that will rename any existing player stamps to the new one to prevent be able to do the quest more than once.

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node_id: MDExOlB1bGxSZXF1ZXN0NzE3MTkwNjc0
title: Add spell words to monsters with AiUseHumanMagicAnimations
state: closed
created_at: 2021-08-21T18:25:52Z
updated_at: 2021-09-25T15:16:03Z
closed_at: 2021-08-22T07:05:08Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3653
type: pull
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node_id: MDU6SXNzdWU5NzYzMDA5Njc=
title: Missing Header
state: closed
created_at: 2021-08-22T06:38:59Z
updated_at: 2021-12-21T19:50:48Z
closed_at: 2021-12-21T19:50:48Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ X] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  /ci 35112 (Burun Weaponcrafter's Note) look where the header should be. (Beige Title Bar)

  ### The log given by the failure.
  None

  ### Desired functionality.
  Should Discribe what the Note/Text/Title is

  ### Mention any other details that might be useful.
  I know its a cheesey thing but still. ;) 
  ![header](https://user-images.githubusercontent.com/38050842/130345136-f17530eb-dfc7-4f60-b773-a30f7e86d7ab.jpg)

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node_id: MDExOlB1bGxSZXF1ZXN0NzE3Mjg4NzMy
title: some VitalHeartBeat fixes
state: closed
created_at: 2021-08-22T10:49:43Z
updated_at: 2021-08-22T22:43:01Z
closed_at: 2021-08-22T22:43:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3655
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzE3MzQ3MDA5
title: Switch ConfirmationManager over to contextId tracking
state: closed
created_at: 2021-08-22T17:39:11Z
updated_at: 2021-09-25T15:16:01Z
closed_at: 2021-08-22T23:41:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3656
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzE3NDE2NTUw
title: Pets and CombatPets don't leave corpses
state: closed
created_at: 2021-08-23T01:06:11Z
updated_at: 2021-09-25T15:16:00Z
closed_at: 2021-08-23T01:27:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3657
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIwNjgzNTIz
title: Remove player unattackable and server side only creatures from Summon's targets
state: closed
created_at: 2021-08-26T16:43:41Z
updated_at: 2021-09-25T15:15:59Z
closed_at: 2021-08-27T03:42:51Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3658
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIwNzAwNDE5
title: Cannot give to players if they are busy
state: closed
created_at: 2021-08-26T17:10:10Z
updated_at: 2021-09-25T15:15:58Z
closed_at: 2021-08-27T03:42:58Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3659
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIwODk1NTIz
title: Check to ensure players are wielding allowable weapon combos
state: closed
created_at: 2021-08-26T22:53:24Z
updated_at: 2021-08-27T03:43:39Z
closed_at: 2021-08-27T03:43:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3660
type: pull
body:
  Will prevent players from entering into any weapon wield combos they should not be able to.

  Will also prevent players from entering combat if they have an illegal weapon set up (they will need to remove the illegal set up prior to entering combat/magic mode). This should be enough, in theory, to force players with illegal combinations to stop using them and the first part will prevent them doing it again.

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node_id: MDExOlB1bGxSZXF1ZXN0NzIwOTA3MDAz
title: Triggered ActOnUse for ACTIVATION_RESPONSE_INT = 4 (Animate)
state: closed
created_at: 2021-08-26T23:19:10Z
updated_at: 2021-08-27T03:43:46Z
closed_at: 2021-08-27T03:43:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3661
type: pull
body:
  The only instance of this value is for the Sentinel and Advocate statues, and this allows them to animate and to trigger the default OnUse of the weenie (they are "books", so it allows the player to "read" them).

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node_id: MDExOlB1bGxSZXF1ZXN0NzIxMDcxMTk3
title: Tidy up some compiler warns
state: closed
created_at: 2021-08-27T06:42:26Z
updated_at: 2021-09-25T15:16:10Z
closed_at: 2021-08-27T15:30:02Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3662
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIxODU1MzUx
title: Fix issue where Shade was not being properly set on items given from emote
state: closed
created_at: 2021-08-28T22:40:03Z
updated_at: 2021-08-29T02:24:02Z
closed_at: 2021-08-29T02:24:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3663
type: pull
body:
  Emotes were not using the proper value to compare the shade to see if it should set it or not resulting in items being the wrong color.

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node_id: MDExOlB1bGxSZXF1ZXN0NzIyMDg1MTky
title: ShadowObject cleanup across landblock edges
state: closed
created_at: 2021-08-30T01:56:50Z
updated_at: 2021-09-05T02:45:44Z
closed_at: 2021-09-05T02:45:42Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3664
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIyMTQ2OTA5
title: fix wielding thrown weapons after wielding a shield
state: closed
created_at: 2021-08-30T04:23:05Z
updated_at: 2021-08-31T03:50:10Z
closed_at: 2021-08-31T03:50:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3665
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIyNjc0MDQ0
title: Fix for ChasingOswald stamp
state: closed
created_at: 2021-08-30T17:21:12Z
updated_at: 2021-08-31T04:30:46Z
closed_at: 2021-08-31T04:30:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3666
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzIyOTA4Nzcy
title: Adjust verify-skill-credits
state: closed
created_at: 2021-08-31T00:08:48Z
updated_at: 2021-09-25T15:15:56Z
closed_at: 2021-08-31T04:30:55Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3667
type: pull
body:
  Fix some issues with the verify command in addition to accurately using the DAT file and storing total on character as well

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node_id: MDExOlB1bGxSZXF1ZXN0NzI1MjQyNDkw
title: Olthoi play plus
state: closed
created_at: 2021-09-02T02:24:15Z
updated_at: 2021-10-16T17:33:54Z
closed_at: 2021-10-15T03:59:37Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3668
type: pull
body:
  - Built on top of PR #3559
  - Add Olthoi player lockouts for XP and Luminance gain, Lifestones, Bindstones, keys, Slumlords, Hooker objects, Chests, and housing portals
  - Disable vendor UI for all vendors, excepting for those that are from CreatureType.Olthoi NPCs,
  - Disabling the starting PropertyBool.RecallsDisabled for Olthoi players
  - Force login locations to always be  session.Player.Sanctuary, which is the spawn spot nearby the Queen
  - Disable Fellowship recruit and allegiances for Olthoi players
  - Disable Player Trade UI for Olthoi players

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node_id: MDExOlB1bGxSZXF1ZXN0NzI1NzM3MTEx
title: server-side prevention for going into combat mode with held items w/ no DefaultCombatStyle
state: closed
created_at: 2021-09-02T10:50:11Z
updated_at: 2021-09-02T23:29:10Z
closed_at: 2021-09-02T23:29:10Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3669
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzI2MDkyMjcy
title: Fix bug with scatter gen offsets
state: closed
created_at: 2021-09-02T16:31:33Z
updated_at: 2021-09-25T15:15:53Z
closed_at: 2021-09-03T18:03:59Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3670
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzI5NjQ5NDI0
title: fix missing DefaultCombatStyle on existing casters
state: closed
created_at: 2021-09-08T13:29:01Z
updated_at: 2021-09-08T16:48:02Z
closed_at: 2021-09-08T16:48:02Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3671
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzMxNjM4Njkx
title: Wire up display of PKDamageRating and PKDamageResistRating
state: closed
created_at: 2021-09-10T17:45:55Z
updated_at: 2021-09-25T15:15:52Z
closed_at: 2021-09-11T17:35:09Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3672
type: pull
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node_id: MDExOlB1bGxSZXF1ZXN0NzMyMDY3Njgx
title: Better sync up with pcapped spawn distance for Combat Pets
state: closed
created_at: 2021-09-12T02:54:57Z
updated_at: 2021-09-25T15:15:51Z
closed_at: 2021-09-12T18:22:22Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3673
type: pull
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node_id: I_kwDOBLalGM47khAL
title: Weather Command
state: closed
created_at: 2021-09-17T14:37:30Z
updated_at: 2021-09-17T15:34:42Z
closed_at: 2021-09-17T15:34:42Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [ X] feature request
  ```

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

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

  ### Desired functionality.
  The ability to start and stop the Weather on command:
  /setweather rain 
  /setweather snow 
  /setweather clear
  Something like that.

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

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node_id: PR_kwDOBLalGM4r5e6t
title: dual wield stance w/ only offhand weapon - kick is not in the motion table
state: closed
created_at: 2021-09-17T15:41:36Z
updated_at: 2021-09-20T17:45:37Z
closed_at: 2021-09-20T17:45:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3675
type: pull
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node_id: I_kwDOBLalGM47mBX8
title: Castle of Lord Mhoire Quest can't be done. Thought it was live. Last update says it is.
state: closed
created_at: 2021-09-18T01:40:39Z
updated_at: 2021-11-11T03:10:02Z
closed_at: 2021-10-19T02:37:39Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  <!-- Please list the steps to reproduce a bug here -->
  The Castle of Lord Mhoire Quest starts out fine.  Get the Strange Jewel when using the Ancient stones.  
  Lord Hendrel spawns.  No issue
  Lord Trimere spawns.   No issue
  Lady Saliane will not spawn.  Have tried every conceivable area in and around 65.0S 44.2W.  Day time, night time.  As far as .5 clicks away to exactly on the spot.  Will not spawn.
  No Gargoyle at 64.6S 44.1W.  So even if Lady Saliane did spawn, no place to hand in candles.

   Check with server admin.  
   Server Binaries version 1.31.4049.20210912183801-master-cf13e04 - compiled Sun Sep 12 18:38:01 2021 : ACEmulator
   Server database version Base: v0.7.18 Patch: v09.229 - compiled Sun Sep 12 18:45:48 2021
   Server is compiled in RELEASE mode
   
   Verified system had been rebooted.  Twice.
  ### The log given by the failure.
  <!-- Normally this include a stack trace and some other information about the failure. -->

  ### Desired functionality.
  <!--
  What would like to see implemented?
  Anything wrong with config?  Quest not active yet?  Did I miss something from the release notes?
  What is the use case?  Able to do the Castle of Lord Mhoire Quest.
  -->

  ### Mention any other details that might be useful.
  Other quests listed are now active.  IE Bonecrunch worked great.  Will wait to hear from y'all.


  <!-- Please include any information that can help clarify the request here -->
  Thanks for all you guys do.  It's greatly appreciated.  Keep up the great work.

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node_id: PR_kwDOBLalGM4r-fin
title: Add embedded TurnToObject for Give if DontTurnOrMoveWhenGiving is not true
state: closed
created_at: 2021-09-20T17:56:26Z
updated_at: 2021-09-25T15:15:50Z
closed_at: 2021-09-25T15:11:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3677
type: pull
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node_id: PR_kwDOBLalGM4sDh4p
title: Remove Value from all Corpses
state: closed
created_at: 2021-09-21T15:56:17Z
updated_at: 2021-09-25T15:15:49Z
closed_at: 2021-09-25T15:11:33Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3678
type: pull
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node_id: PR_kwDOBLalGM4sHANU
title: Wire up proper support for Vendor CreateList Shop per transaction limiter
state: closed
created_at: 2021-09-22T04:30:28Z
updated_at: 2021-11-07T16:46:11Z
closed_at: 2021-09-26T18:48:38Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3679
type: pull
body:
  99.8% of known complete data Vendors had unlimited supply of their shop items however there were two that did not.

  See <https://github.com/ACEmulator/ACE-World-16PY/blob/master/Database/3-Core/9%20WeenieDefaults/SQL/Vendor/Creature/00971%20Grethoric%20of%20all%20Trades.sql> for example.

  PCAPs show this value did in fact carry over and *seemingly* limited how many of the item could be purchased per transaction.

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node_id: PR_kwDOBLalGM4sKHwY
title: fix some item enchantments not showing up during appraisal
state: closed
created_at: 2021-09-22T20:39:42Z
updated_at: 2021-09-24T00:35:07Z
closed_at: 2021-09-24T00:35:07Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3680
type: pull
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node_id: PR_kwDOBLalGM4sM0FQ
title: add player busy check to opening vendor trade window
state: closed
created_at: 2021-09-23T16:31:25Z
updated_at: 2021-09-24T00:35:18Z
closed_at: 2021-09-24T00:35:17Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3681
type: pull
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node_id: PR_kwDOBLalGM4sNflo
title: fix some collision detection errors with static objects inside envcells
state: closed
created_at: 2021-09-23T21:16:07Z
updated_at: 2021-09-24T00:35:24Z
closed_at: 2021-09-24T00:35:24Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3682
type: pull
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node_id: PR_kwDOBLalGM4sN0QY
title: Update Monster AI Tolerance Alert Condition
state: closed
created_at: 2021-09-24T00:21:38Z
updated_at: 2021-09-25T15:15:47Z
closed_at: 2021-09-25T15:11:19Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3683
body: Co-Authored-By: gmriggs <8909245+gmriggs@users.noreply.github.com>
type: pull
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node_id: PR_kwDOBLalGM4sRwOS
title: Update spellcast_max_angle to align with MoveToManager
state: closed
created_at: 2021-09-26T10:43:00Z
updated_at: 2021-09-26T18:48:48Z
closed_at: 2021-09-26T18:48:48Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3684
type: pull
body:
  The code that is present in the `MoveToManager.cs` is aligned with code in the original ac client, and the comparison thresholds used to determine rotation of movement in https://github.com/ACEmulator/ACE/blob/master/Source/ACE.Server/Physics/Managers/MoveToManager.cs#L433 suggest that the threshold is 20. This updates the default max angle to be aligned with the value in this file.

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node_id: PR_kwDOBLalGM4skh73
title: fix missing buff colors from wand appraisal
state: closed
created_at: 2021-10-01T16:34:55Z
updated_at: 2021-10-01T18:54:48Z
closed_at: 2021-10-01T18:54:48Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3685
type: pull
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node_id: PR_kwDOBLalGM4smAdz
title: Adjust Hook worldobject to catch null crashes
state: closed
created_at: 2021-10-02T17:01:46Z
updated_at: 2021-11-07T16:46:07Z
closed_at: 2021-10-15T04:52:32Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3686
type: pull
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node_id: PR_kwDOBLalGM4srIaS
title: De-embed starterGear.json to configurable file not requiring compilation
state: closed
created_at: 2021-10-05T04:42:03Z
updated_at: 2021-11-07T16:46:06Z
closed_at: 2021-10-15T04:22:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3687
type: pull
body:
  Additionally changed CreateIOU to not create any IOUs if system is disabled, which is the retail default.

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node_id: I_kwDOBLalGM48mUmV
title: Black Spear Spells Apply When they Shouldn't
state: closed
created_at: 2021-10-05T18:57:39Z
updated_at: 2022-09-12T15:49:50Z
closed_at: 2022-09-12T15:49:49Z
author_association: COLLABORATOR
state_reason: completed
type: issue
body:
  ### Repro steps.
  * Create WCID 33718 and hook on a Yard Hook at a home.
  * Use the Black Spear of Mukkir Strength.
  * (Alternatively, `/addspell 3985` and cast it upon yourself)

  * Equip a weapon with a Defender Cantrip (e.g. `/additemspell 6091` to add Legendary Defender to the weapon)

  * Appraise the item, and you will see it has +13% extra Bonus to Melee Defense (9 from Legendary Defender, 4 from Mukkir Sense). 
  * These two spells are in the same spell group and should be applied together (result should be only +9% from the higher level Legendary Defender spell on the weapon).

  This is not just a cosmetic issue on the appraisal of the weapon, as your effective Defense skill is increased by +13% as well.

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node_id: PR_kwDOBLalGM4styoq
title: move tailoring translucency from weapon -> common
state: closed
created_at: 2021-10-05T19:43:12Z
updated_at: 2021-10-08T04:58:15Z
closed_at: 2021-10-08T04:58:15Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3689
type: pull
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node_id: PR_kwDOBLalGM4sxDYb
title: add item enchantment redirects for emote spells
state: closed
created_at: 2021-10-06T07:16:09Z
updated_at: 2021-10-08T04:58:35Z
closed_at: 2021-10-08T04:58:35Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3690
body: This addresses https://github.com/ACEmulator/ACE/issues/3688
type: pull
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node_id: PR_kwDOBLalGM4s4c1R
title: update coded recipe requirements for leather/sandstone salvage
state: closed
created_at: 2021-10-07T09:28:19Z
updated_at: 2021-10-08T04:58:46Z
closed_at: 2021-10-08T04:58:46Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3691
type: pull
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node_id: PR_kwDOBLalGM4s7Kqw
title: remove non-retail ResetTrade from initiation
state: closed
created_at: 2021-10-08T04:41:59Z
updated_at: 2021-10-08T04:59:09Z
closed_at: 2021-10-08T04:59:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3692
type: pull
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node_id: PR_kwDOBLalGM4s8WKT
title: add optional creatures-only flag to objsend
state: closed
created_at: 2021-10-08T12:57:23Z
updated_at: 2021-10-10T02:08:39Z
closed_at: 2021-10-10T02:08:39Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3693
type: pull
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node_id: PR_kwDOBLalGM4s-DuT
title: Update SQL Writer output
state: closed
created_at: 2021-10-09T07:40:47Z
updated_at: 2021-11-07T16:46:01Z
closed_at: 2021-10-19T01:33:27Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3694
type: pull
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node_id: PR_kwDOBLalGM4s-mwS
title: fixing slayer mod for thrown weapons
state: closed
created_at: 2021-10-10T00:39:40Z
updated_at: 2021-10-10T02:08:49Z
closed_at: 2021-10-10T02:08:49Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3695
type: pull
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node_id: PR_kwDOBLalGM4s-xXl
title: update player uac w/ retail values
state: closed
created_at: 2021-10-10T07:50:43Z
updated_at: 2021-10-10T18:03:55Z
closed_at: 2021-10-10T18:03:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3696
type: pull
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node_id: PR_kwDOBLalGM4s_Jup
title: Fix GiveFromEmote for containers
state: closed
created_at: 2021-10-10T18:00:19Z
updated_at: 2021-11-07T16:46:05Z
closed_at: 2021-10-11T17:52:52Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3697
type: pull
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node_id: PR_kwDOBLalGM4s_VvB
title: LoginAtLifestone support
state: closed
created_at: 2021-10-10T23:24:05Z
updated_at: 2021-10-16T17:33:52Z
closed_at: 2021-10-15T04:08:36Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3698
body: - Add support for the LoginAtLifestone bool property
type: pull
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node_id: PR_kwDOBLalGM4s_aO5
title: update caster origin for /buff command
state: closed
created_at: 2021-10-11T00:48:42Z
updated_at: 2021-10-11T17:39:45Z
closed_at: 2021-10-11T17:39:45Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3699
type: pull
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node_id: PR_kwDOBLalGM4s_abn
title: fix duplicate enchantments showing up on some hand/foot armor
state: closed
created_at: 2021-10-11T00:51:33Z
updated_at: 2021-10-11T17:39:55Z
closed_at: 2021-10-11T17:39:55Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3700
type: pull
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node_id: PR_kwDOBLalGM4tCJKG
title: fix MoveItemToFirstContainerSlot player burden/value when target item contained in sidepack
state: closed
created_at: 2021-10-11T18:39:21Z
updated_at: 2021-10-11T18:49:22Z
closed_at: 2021-10-11T18:49:22Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3701
type: pull
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node_id: PR_kwDOBLalGM4tCnBH
title: improved RecipeManager.UpdateObj handling
state: closed
created_at: 2021-10-11T22:11:59Z
updated_at: 2021-10-15T04:15:47Z
closed_at: 2021-10-15T04:15:47Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3702
type: pull
body:
  This syncs RecipeManager.UpdateObj handling up in a way that I think that makes more logical sense, and possibly closer to retail

  This prevents UpdateObj from being sent for some things it probably shouldn't be sent for, and sends it for some situations where it currently isn't being sent

  With this change, UpdateObj is sent for any source/target objects that are modified via RecipeMods, including mutations. This retains the existing behavior where tinkering an item would bump that item's position up to the first slot in the current container.

  What this prevents is a current scenario where UpdateObj is sent for the target item in an arrowhead+arrowshaft operation, where the target item (1 of the crafting components, not the result item) is getting its position bumped to the first slot in the current container.

  This also gets rid of the weird shortcut-based logic. Since UpdateObj is no longer sent for one of the crafting components for making arrows, this is no longer needed.

  This also fixes an issue where a tinkering operation with a shortcut target wasn't getting an UpdateObj sent. The intention there was to not make shortcut items disappear from the shortcut bar, however in the case of a tinkering operation, I believe the resulting modified item possibly did disappear from the shortcut bar in retail.

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node_id: PR_kwDOBLalGM4tC601
title: Magic refactor
state: closed
created_at: 2021-10-12T01:22:02Z
updated_at: 2021-11-07T15:21:27Z
closed_at: 2021-11-07T13:10:05Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3703
type: pull
body:
  - Combine magic routines  within WorldObject_Magic by SpellMetaType, instead of by school
  - Separate SpellMetaType work into sub-functional primitives
  - Modify Projectile code to add SpellType.EnchantmentProjectile support
  - DotDuration cleanup
  - pushed the message sending even further into the individual SpellType functions
  - completely removed the need for passing around EnchantmentStatus between functions, that class now has 0 references
  - added a HandleBoostTransferDeath() function that thoroughly checks for all possible scenarios, called at the end of the Boost/Transfer functions (maybe life projectiles could use this as well, not sure if casters can die from those? like if they have 1 health and it rounds up) also added source/target isdead checks at the beginning of those SpellTypes to be extra certain, and to have all the verifications in those functions
  - added 1 function to handle the spell caster/target effects, called in HandleCastSpell and SpellProjectile (there's some interesting spell projectiles that have a caster effects on launch, and a target effect if it successfully lands)
  - reordered functions in WorldObject_Magic so they flow in a more natural order

  Co-authored in large part by gmriggs

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node_id: PR_kwDOBLalGM4tNkZZ
title: Make CreateList spawning for Containers a creation only event
state: closed
created_at: 2021-10-14T16:54:16Z
updated_at: 2021-11-07T16:46:04Z
closed_at: 2021-10-16T18:57:56Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3704
type: pull
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node_id: PR_kwDOBLalGM4tO6_w
title: Warn about invalid items being created
state: closed
created_at: 2021-10-15T03:50:20Z
updated_at: 2021-11-07T16:46:04Z
closed_at: 2021-10-15T04:13:35Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3705
type: pull
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node_id: PR_kwDOBLalGM4tPA0A
title: Adding a null check to start of IsFacing
state: closed
created_at: 2021-10-15T04:51:50Z
updated_at: 2021-11-07T16:46:02Z
closed_at: 2021-10-15T04:59:28Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3706
type: pull
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node_id: PR_kwDOBLalGM4tPDLk
title: Adjust LoginAtLifestone text
state: closed
created_at: 2021-10-15T05:19:02Z
updated_at: 2021-11-07T16:46:01Z
closed_at: 2021-10-15T07:46:40Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3707
type: pull
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node_id: I_kwDOBLalGM49SmVH
title: Ok I give!
state: closed
created_at: 2021-10-17T10:53:10Z
updated_at: 2021-10-19T02:36:45Z
closed_at: 2021-10-19T02:36:45Z
author_association: NONE
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [x ] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Run Sever, Create a new Character, Talk to Jonathan, Get Academy Exit Token, Hand Token Back... Crash!

  ### The log given by the failure.
  ACEmulator command prompt ready.

  Type "acecommands" for help.

  ACE >> 2021-10-17 05:58:12,492 INFO : [CHAT][AUDIT] [SYSTEM] says on the Audit channel, "World is now open"
  2021-10-17 05:58:29,197 INFO : client owner connected with verified password
  Unhandled exception. System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
   ---> System.NullReferenceException: Object reference not set to an instance of an object.
     at ACE.Server.WorldObjects.WorldObject.ItemMagic(WorldObject target, Spell spell, WorldObject itemCaster, WorldObject weapon, Boolean equip) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 815
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell_Inner(Spell spell, WorldObject target, WorldObject itemCaster, WorldObject weapon, Boolean isWeaponSpell, Boolean fromProc, Boolean tryResist, Boolean showMsg) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 121
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell(Spell spell, WorldObject target, WorldObject itemCaster, WorldObject weapon, Boolean isWeaponSpell, Boolean fromProc, Boolean tryResist, Boolean showMsg) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 85
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell_WithRedirects(Spell spell, WorldObject target, WorldObject itemCaster, WorldObject weapon, Boolean isWeaponSpell, Boolean fromProc, Boolean tryResist, Boolean showMsg) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 52
     at ACE.Server.WorldObjects.Managers.EmoteManager.ExecuteEmote(PropertiesEmote emoteSet, PropertiesEmoteAction emote, WorldObject targetObject) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\Managers\EmoteManager.cs:line 243
     at ACE.Server.WorldObjects.Managers.EmoteManager.DoEnqueue(PropertiesEmote emoteSet, WorldObject targetObject, Int32 emoteIdx, PropertiesEmoteAction emote) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\Managers\EmoteManager.cs:line 1628
     at ACE.Server.WorldObjects.Managers.EmoteManager.<>c__DisplayClass19_0.<Enqueue>b__1() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\Managers\EmoteManager.cs:line 1611
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Entity\Actions\ActionEventDelegate.cs:line 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Entity\Actions\ActionQueue.cs:line 33
     at ACE.Server.Entity.Landblock.TickMultiThreadedWork(Double currentUnixTime) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 441
     at ACE.Server.Managers.LandblockManager.<>c.<TickMultiThreadedWork>b__20_0(LandblockGroup landblockGroup) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\LandblockManager.cs:line 329
     at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
  --- End of stack trace from previous location ---
     at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
     at System.Threading.Tasks.TaskReplicator.Replica.Execute()
     --- End of inner exception stack trace ---
     at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
     at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
  --- End of stack trace from previous location ---
     at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
     at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
     at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
     at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body)
     at ACE.Server.Managers.LandblockManager.TickMultiThreadedWork() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\LandblockManager.cs:line 325
     at ACE.Server.Managers.LandblockManager.Tick(Double portalYearTicks) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\LandblockManager.cs:line 258
     at ACE.Server.Managers.WorldManager.UpdateGameWorld() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 418
     at ACE.Server.Managers.WorldManager.UpdateWorld() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 375
     at ACE.Server.Managers.WorldManager.<>c.<Initialize>b__15_0() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 61
     at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
  --- End of stack trace from previous location ---
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
     at System.Threading.ThreadHelper.ThreadStart()
  2021-10-17 05:59:02,089 ERROR: System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
   ---> System.NullReferenceException: Object reference not set to an instance of an object.
     at ACE.Server.WorldObjects.WorldObject.ItemMagic(WorldObject target, Spell spell, WorldObject itemCaster, WorldObject weapon, Boolean equip) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 815
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell_Inner(Spell spell, WorldObject target, WorldObject itemCaster, WorldObject weapon, Boolean isWeaponSpell, Boolean fromProc, Boolean tryResist, Boolean showMsg) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 121
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell(Spell spell, WorldObject target, WorldObject itemCaster, WorldObject weapon, Boolean isWeaponSpell, Boolean fromProc, Boolean tryResist, Boolean showMsg) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 85
     at ACE.Server.WorldObjects.WorldObject.TryCastSpell_WithRedirects(Spell spell, WorldObject target, WorldObject itemCaster, WorldObject weapon, Boolean isWeaponSpell, Boolean fromProc, Boolean tryResist, Boolean showMsg) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Magic.cs:line 52
     at ACE.Server.WorldObjects.Managers.EmoteManager.ExecuteEmote(PropertiesEmote emoteSet, PropertiesEmoteAction emote, WorldObject targetObject) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\Managers\EmoteManager.cs:line 243
     at ACE.Server.WorldObjects.Managers.EmoteManager.DoEnqueue(PropertiesEmote emoteSet, WorldObject targetObject, Int32 emoteIdx, PropertiesEmoteAction emote) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\Managers\EmoteManager.cs:line 1628
     at ACE.Server.WorldObjects.Managers.EmoteManager.<>c__DisplayClass19_0.<Enqueue>b__1() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\WorldObjects\Managers\EmoteManager.cs:line 1611
     at ACE.Server.Entity.Actions.ActionEventDelegate.Act() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Entity\Actions\ActionEventDelegate.cs:line 16
     at ACE.Server.Entity.Actions.ActionQueue.RunActions() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Entity\Actions\ActionQueue.cs:line 33
     at ACE.Server.Entity.Landblock.TickMultiThreadedWork(Double currentUnixTime) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Entity\Landblock.cs:line 441
     at ACE.Server.Managers.LandblockManager.<>c.<TickMultiThreadedWork>b__20_0(LandblockGroup landblockGroup) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\LandblockManager.cs:line 329
     at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
  --- End of stack trace from previous location ---
     at System.Threading.Tasks.Parallel.<>c__DisplayClass19_0`1.<ForWorker>b__1(RangeWorker& currentWorker, Int32 timeout, Boolean& replicationDelegateYieldedBeforeCompletion)
     at System.Threading.Tasks.TaskReplicator.Replica.Execute()
     --- End of inner exception stack trace ---
     at System.Threading.Tasks.TaskReplicator.Run[TState](ReplicatableUserAction`1 action, ParallelOptions options, Boolean stopOnFirstFailure)
     at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
  --- End of stack trace from previous location ---
     at System.Threading.Tasks.Parallel.ThrowSingleCancellationExceptionOrOtherException(ICollection exceptions, CancellationToken cancelToken, Exception otherException)
     at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
     at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
     at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body)
     at ACE.Server.Managers.LandblockManager.TickMultiThreadedWork() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\LandblockManager.cs:line 325
     at ACE.Server.Managers.LandblockManager.Tick(Double portalYearTicks) in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\LandblockManager.cs:line 258
     at ACE.Server.Managers.WorldManager.UpdateGameWorld() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 418
     at ACE.Server.Managers.WorldManager.UpdateWorld() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 375
     at ACE.Server.Managers.WorldManager.<>c.<Initialize>b__15_0() in D:\AC Stuff\0) Server\2020\ACE-1.31.4082\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 61
     at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
  --- End of stack trace from previous location ---
     at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
     at System.Threading.ThreadHelper.ThreadStart()


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

  ### Mention any other details that might be useful.
  <!-- Please include any information that can help clarify the request here --
  [Log.txt](https://github.com/ACEmulator/ACE/files/7359659/Log.txt)
  >

  I have Started a completely new Server, from scratch. Server Build (ACE-1.31.4082 ) World Build (ACE-World-16PY-db-v0.8.0) Patch Build ( ACE-World-Database-v0.9.231) . Only change made to anything was the config.js (server name, DB auto download thats about it for that file ) and to the ACE-World-Database-v0.9.231 file (line 1090 from v0.7.18 to v0.8.0 ) to reflect the true DB installed. Also was doing this to me in Sever Build ACE-1.31.4081 but I didnt have time to post... Moving :(

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node_id: PR_kwDOBLalGM4tSukd
title: More OlthoiPlay support
state: closed
created_at: 2021-10-17T18:02:59Z
updated_at: 2021-11-07T16:45:59Z
closed_at: 2021-10-19T01:14:13Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3709
type: pull
body:
  Fixes crash reported in #3708

  Additionally finalizes olthoi character creation fully, wires up handling for global Olthoi chat and mostly handles Olthoi talk

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node_id: PR_kwDOBLalGM4tS09Z
title: Update BaseDamage for player Olthoi Soldiers
state: closed
created_at: 2021-10-17T20:51:39Z
updated_at: 2021-10-19T03:20:57Z
closed_at: 2021-10-18T08:35:08Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3710
type: pull
body:
  - Update the BaseDamage value for the player Olthoi Soldiers to better fit their level from the default of 2, with a 0.75 variance, for normal players

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node_id: PR_kwDOBLalGM4tTVX0
title: add support for shroud spells / multiplicative skill enchantments
state: closed
created_at: 2021-10-18T04:11:57Z
updated_at: 2021-10-24T21:28:43Z
closed_at: 2021-10-24T21:28:43Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3711
type: pull
body:
  v2 supports all combinations of additives and multiplicatives, for both single-stat and multi-stat, for attributes, vitals, and skills

  preliminary testing with /showstats shows no oddities so far

  tested with the following spells:

  ```
  3062        Asphyxiation                Lowers the attributes of a target by 20 points for two minutes.
  3210        Agitate                     The Shadow Child enrages the target, reducing the target's Strength by 15%.
  3053        Paralyzing Touch            Lowers all attributes by 99%.

  2992        Depletion                   Reduces the total mana of target by half.
  3443        Blight of the Swamp         The vile nature of the swamp swells within your body, you are afflicted with all manner of ill feelings and suffer greatly. All secondary attributes are reduced by 40% for the duration of the spell. (requires fellowship)
  3953        Carraida’s Benediction      Raises health by 10% for 24 hours. Additional spells can be layered over this.

  5754        Shroud of Darkness (Magic)  Decreases the target's Magic Defense skill by half. (missing duration, but works)
  3439        Mucor Blight                An explosion of fungal spores swirls in the air, reducing all your skills by 20%.
  2706        Aerfalle's Gaze             Lowers targets skills by 45 points for 120 seconds.
  5753        Cloaked in Skill            Increases all of the target's skills by 20 for 20 seconds.
  ```

  Tested under normal conditions, in conjunction with buffs, and also both of those scenarios while under the effects of vitae. Appraisal panel, attribute/skills panel, and /showstats all show equal values.

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node_id: I_kwDOBLalGM49YVaz
title: Training Staff (Weenie:45550) coded as Heavy Weapon instead of Light
state: closed
created_at: 2021-10-19T02:34:59Z
updated_at: 2021-10-28T15:58:16Z
closed_at: 2021-10-28T15:58:16Z
author_association: CONTRIBUTOR
state_reason: completed
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Create Gharu'ndim Character specialized in Light Weapons, but when entering the game, only given an IOU
  Using Admin level @create 45550 creates a training staff with Skill: Heavy Weapons




  ### Desired functionality.
  Will try to fix myself by editing the weenie, but perhaps these are two separate issues...

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node_id: PR_kwDOBLalGM4tXK0q
title: Add try catch to support clean startup abort on missing starterGear.json
state: closed
created_at: 2021-10-19T04:14:36Z
updated_at: 2021-11-07T16:45:58Z
closed_at: 2021-10-28T03:47:21Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3713
type: pull
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node_id: PR_kwDOBLalGM4tdo5P
title: fix alchemy phials double proc
state: closed
created_at: 2021-10-20T22:05:24Z
updated_at: 2021-10-24T21:28:53Z
closed_at: 2021-10-24T21:28:53Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3714
type: pull
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node_id: PR_kwDOBLalGM4teIRw
title: fix ghost items that can result from burden gap in DoHandleActionPutItemInContainer
state: closed
created_at: 2021-10-21T03:34:50Z
updated_at: 2021-10-24T21:29:01Z
closed_at: 2021-10-24T21:29:01Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3715
type: pull
body:
  repro steps:

  - have an item in a landblock container that is too heavy for you to pick up
  - /buff strength so you can pick up the item
  - start to pick up the item
  - while the crouching down animation is still playing, /dispel

  expected:

  pickup fails, item remains in original location

  actual:

  pickup fails, however item was silently removed from original location on server, and never re-added. upon re-inspection of the container, you will find that the item has disappeared, and is now in ghostville on the server

  ideally all of the reqs would be checked before the removal from the original location, however the req checks are currently buried in the 'tryaddtoinventory' function in the target loc

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node_id: PR_kwDOBLalGM4tebdn
title: fix busy state timer for allow_fast_chug=true + pk/pkl + MimeEat/MimeDrink
state: closed
created_at: 2021-10-21T06:38:38Z
updated_at: 2021-10-24T21:29:09Z
closed_at: 2021-10-24T21:29:09Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3716
type: pull
body:
  animMod is not viable for fast chugging

  I'm starting to wonder if retail had this same issue with MimeEat/MimeDrink as well, where the effect didn't proc until the player had returned to Ready state

  This is only an issue with Gems that have a PropertyDataId.UseUserAnimation set to MimeEat/MimeDrink. Oddly enough, most of these gems are food-type items in-game. Actual food weenies don't even appear to use this field, or have an animation defined in the data at all for that matter -- ACE is currently just determining Eat/Drink animation based on the Sound of consuming the food, which is defined in the data.

  ```
  SELECT class_Id, class_Name, HEX(did.value) AS motionCommand FROM weenie
  INNER JOIN weenie_properties_d_i_d did ON did.object_Id=weenie.class_Id AND did.`type`=27
  WHERE weenie.`type`=18 /* Food */ OR weenie.`type`=38 /* Gem */
  ORDER BY weenie.`type`;

  class_Id, class_Name, motionCommand
  5670, appletempting, MimeEat
  5671, milkcold, MimeEat
  5672, teaherbal, MimeEat
  5802, flamingkimchi, MimeEat
  7556, potiondispel1, MimeEat
  7557, potiondispel2, MimeEat
  7558, potiondispel3, MimeEat
  7559, potiondispel4, MimeEat
  8997, wateradja, MimeEat
  10959, cheesepepperjack-xp, MimeEat
  11127, cakecarrotolthoi-xp, MimeEat
  11128, cakechocolateolthoi-xp, MimeEat
  11129, cakehealingchocolateolthoi-xp, MimeEat
  11130, cakeheartycarrotolthoi-xp, MimeEat
  11131, cakeheartychocolateolthoi-xp, MimeEat
  11132, cakeheartyolthoi-xp, MimeEat
  11133, cakemanachocolateolthoi-xp, MimeEat
  11134, cakeolthoi-xp, MimeEat
  11135, eggolthoifriedvesayen-xp, MimeEat
  11136, eggolthoifried-xp, MimeEat
  11137, eggolthoihardboiled-xp, MimeEat
  11139, eggolthoipickled-xp, MimeEat
  11142, piepumpkinolthoi-xp, MimeEat
  11143, toastolthoi-xp, MimeEat
  25781, snowpie, MimeEat
  27258, gemplatinumspirits, MimeEat
  27260, gempudding, MimeEat
  27261, waterrefreshingicy, MimeEat
  28452, alelugian, MimeEat
  28453, breadlugian, MimeEat
  28454, stewlugian, MimeEat
  30798, teablackmarrow, MimeEat
  36189, ace36189-harbingerbloodinfusion, MimeEat
  48707, ace48707-mugofwarmcider, MimeEat
  49563, ace49563-facilityhubportalgem, Sanctuary
  ```

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node_id: PR_kwDOBLalGM4tefa-
title: restrict GetNonComponentTargetTypes to items that are selectable in 3d world
state: closed
created_at: 2021-10-21T07:06:05Z
updated_at: 2021-10-24T21:29:18Z
closed_at: 2021-10-24T21:29:18Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3717
body: mukkir strength should not be casting on arrows in ammo slot
type: pull
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node_id: PR_kwDOBLalGM4th2mO
title: add support for society armor to main MutateArmor() function
state: closed
created_at: 2021-10-22T04:22:17Z
updated_at: 2021-10-24T21:29:29Z
closed_at: 2021-10-24T21:29:29Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3718
type: pull
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node_id: PR_kwDOBLalGM4tiC7H
title: prevent society armor from being a tailoring source / target
state: closed
created_at: 2021-10-22T06:26:45Z
updated_at: 2021-10-24T21:29:36Z
closed_at: 2021-10-24T21:29:36Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3719
type: pull
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node_id: PR_kwDOBLalGM4tmWWa
title: send UpdateEnchantment for df spells
state: closed
created_at: 2021-10-25T02:36:37Z
updated_at: 2021-11-07T13:12:31Z
closed_at: 2021-11-07T13:12:31Z
author_association: COLLABORATOR
pull_request: ACEmulator/ACE/pulls/3720
type: pull
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node_id: PR_kwDOBLalGM4tpBQQ
title: Update starterGear.json to include missing weenieIDs of some training weapons
state: closed
created_at: 2021-10-25T18:22:37Z
updated_at: 2021-10-28T03:47:31Z
closed_at: 2021-10-28T03:47:31Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3721
type: pull
body:
  Noticed that Gharu light weapon toons started without Training Staff. Looking into it, there were also a few missing Tumerok weapons as well. Added.

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node_id: I_kwDOBLalGM49xa4x
title: Being able to debuff my cook/alchemist without being a PKer
state: closed
created_at: 2021-10-26T14:21:50Z
updated_at: 2023-06-19T01:59:38Z
closed_at: 2023-06-19T01:59:38Z
author_association: NONE
state_reason: not_planned
type: issue
body:
  <!--
  IF YOU DON'T FILL OUT THE FOLLOWING INFORMATION YOUR ISSUE MIGHT BE CLOSED WITHOUT INVESTIGATING
  -->
  ### Bug Report or Feature Request (mark with an `x`)
  ```
  - [ x] bug report -> please search issues before submitting
  - [ ] feature request
  ```

  ### Repro steps.
  Try and cast a Ineptitude Other on a NON-Player Killer and the reply is...

  You fail to affect Domestic Servant because you are not a player killer!

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

  ### Desired functionality.
  To be able to Debuff a character when you are not a PKer (but as I recall a NON PKer could not debuff a PKer and so on), I remember being able to debuff my Cook/Alchemist to fail so I could create a Pink Robe for people. I was never a PKer.

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

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node_id: PR_kwDOBLalGM4txdld
title: Change LevelProportionalXP to share with Allegiance
state: closed
created_at: 2021-10-28T03:19:11Z
updated_at: 2021-10-28T03:47:38Z
closed_at: 2021-10-28T03:47:38Z
author_association: CONTRIBUTOR
pull_request: ACEmulator/ACE/pulls/3723
type: pull
body:
  Changes GrantLevelProportionalXp to share with allegiance instead of none. Following a discussion (acemu_bugs, 2021-10-27-22:30-EST), Display is considered garbage code and was just removed, making the shareable parameter extraneous. 

  PCAP reasoning for change: 
  I'm thinking GrantLevelProportionalXp should be defaulting to ShareType.Allegiance instead of ShareType.None. PCAP miscpcaps3\pkt_2017-1-31_1485843405_log.pcap shows Experience Certificate turn-ins being passed up (patron POV with vassals in sight) starting around packet number 174800 and Diemos tokens being passed up starting around packet 180000 (a few were also turned in off-screen immediately following the certificates). It also shows XP not being shared in fellow (patron and vassals are in a fellow with each other), most clearly when the patron gets full XP from his turn-in at the end. Additionally PCAP Mavness-02-01-2017-pcap\pcap\pkt_2017-1-23_1485229231_log.pcap shows tusker tusk xp being passed up on the allegiance tab, so it appears that it's not a unique situation with those items.

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node_id: PR_kwDOBLalGM4t3-jg
title: Update Key WorldObject
state: closed
created_at: 2021-10-30T04:52:20Z
updated_at: 2021-11-07T16:45:57Z
closed_at: 2021-11-01T16:23:05Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3724
type: pull
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node_id: PR_kwDOBLalGM4t4v1y
title: Fix issue with SpendCurrency
state: closed
created_at: 2021-10-31T03:43:23Z
updated_at: 2021-11-07T16:45:56Z
closed_at: 2021-11-01T16:23:16Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3725
body: CoinValue was not being updated if a single stack is being split and vaporized
type: pull
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node_id: PR_kwDOBLalGM4t4w0_
title: Adjust GiveObjectToNPC handling
state: closed
created_at: 2021-10-31T04:29:42Z
updated_at: 2021-11-07T16:45:55Z
closed_at: 2021-11-01T16:23:25Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3726
body: Allow player/client to properly indicate and use splitter ui when giving to NPC
type: pull
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node_id: PR_kwDOBLalGM4t5TQJ
title: Fix PlayerFactoryEx to pass verify-player-data
state: closed
created_at: 2021-10-31T18:57:50Z
updated_at: 2021-10-31T20:19:41Z
closed_at: 2021-10-31T20:19:37Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3727
body: This also removes Olthoi from the heritage picker.
type: pull
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node_id: PR_kwDOBLalGM4t5hPV
title: Add Thread Safety to AllegianceManager PassXP
state: closed
created_at: 2021-11-01T00:28:06Z
updated_at: 2021-11-02T23:49:49Z
closed_at: 2021-11-02T23:49:46Z
author_association: MEMBER
pull_request: ACEmulator/ACE/pulls/3728
type: pull
body:
  This follows the same thread-safety pattern used in other parts of AllegianceManager, like HandlePlayerDelete.

  The intent here is that AllegianceManager should mange its own thread safety. Callers shouldn't have to worry about if an AllegianceManager action should be thread safe or not.

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