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id | html_url ▼ | issue_url | node_id | user | created_at | updated_at | author_association | body | reactions | performed_via_github_app | issue |
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450724806 | https://github.com/ACEmulator/ACE/issues/1032#issuecomment-450724806 | https://api.github.com/repos/ACEmulator/ACE/issues/1032 | MDEyOklzc3VlQ29tbWVudDQ1MDcyNDgwNg== | gmriggs 8909245 | 2019-01-01T12:02:23Z | 2019-01-01T12:02:23Z | COLLABORATOR | We could exclude Burden specifically for Creatures, but I think this is 1 instance of a larger design issue Property filters in AppraiseInfo (in that, there are none...) Is there any data that determines which Properties should be sent for each object type? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Stop sending Burden of WeenieType.Creature to everyone in CreateObject 365096164 | |
431268477 | https://github.com/ACEmulator/ACE/issues/1051#issuecomment-431268477 | https://api.github.com/repos/ACEmulator/ACE/issues/1051 | MDEyOklzc3VlQ29tbWVudDQzMTI2ODQ3Nw== | gmriggs 8909245 | 2018-10-19T07:17:24Z | 2018-10-19T07:17:24Z | COLLABORATOR | Thanks for the bug report! This issue has been fixed in PR 1070: https://github.com/ACEmulator/ACE/pull/1070 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Jump not seen by others 367888292 | |
433554616 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433554616 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzU1NDYxNg== | Mag-nus 10608427 | 2018-10-26T21:58:35Z | 2018-10-26T21:58:35Z | MEMBER | To clarify. Items you give to the town crier reappear on your character. Can you test that items dropped on the landblock do not reappear on your character? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
433584372 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433584372 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzU4NDM3Mg== | Warloxx01 38050842 | 2018-10-27T02:37:20Z | 2018-10-27T02:37:20Z | NONE | If I drop them on them on the Quest giver( if quest item ) or Town Crier they reappear in my inventory. They also reappear if dropped on the ground. Odd thing is, if dropped on the ground. When you log back in They are back in your inventory and on the ground, here is the odd part, if you Click on the item on the ground the Corresponding item in your backpack Highlights. Also if you Double click the item on the ground you can not pick it up. You have to drag it to your inventory. Then you have two of the same items. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
433630807 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433630807 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzYzMDgwNw== | Mag-nus 10608427 | 2018-10-27T15:35:51Z | 2018-10-27T15:35:51Z | MEMBER | Can you test #1078, i think it has the fix. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
433634488 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433634488 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzYzNDQ4OA== | Warloxx01 38050842 | 2018-10-27T16:23:19Z | 2018-10-27T16:25:35Z | NONE | Okay, Kinda works, if i give items to the town crier it appears to work correctly now, But... If I drop the item on the ground, it is removed from the Inventory. But if I log out and back in, it is back in my inventory and also on the ground. I cant pick it up but if I click on it on the ground it Highlights in my Inventory. I can no longer drag and drop it from the ground to my pack and get 2 of the same item (that changed), but if I drop the item from my back pack on the town crier... THEN I can pick up the item on the ground... Also I now get this in the Server window.. 2018-10-27`` 12:17:04,762 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateException: An error occurred while updating the entries. See the inner exception for details. ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_bool`, CONSTRAINT `wcid_bool` FOREIGN KEY (`object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE) ---> MySql.Data.MySqlClient.MySqlException: Cannot add or update a child row: a foreign key constraint fails (`ace_shard`.`biota_properties_bool`, CONSTRAINT `wcid_bool` FOREIGN KEY (`object_Id`) REFERENCES `biota` (`id`) ON DELETE CASCADE) at MySqlConnector.Core.ResultSet.ReadResultSetHeaderAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\Core\ResultSet.cs:line 44 --- End of inner exception stack trace --- at MySql.Data.MySqlClient.MySqlDataReader.ActivateResultSet(ResultSet resultSet) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 93 at MySql.Data.MySqlClient.MySqlDataReader.ReadFirstResultSetAsync(IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\MySqlDataReader.cs:line 328 at MySql.Data.MySqlClient.MySqlDataReader.CreateAsync(MySqlCommand command, CommandBehavior behavior, IOBehavior ioBehavior) in C:\projects\mysqlconnector\src\MySqlConnector\MySql.Data.MySqlClient\… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
433636172 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433636172 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzYzNjE3Mg== | Warloxx01 38050842 | 2018-10-27T16:44:43Z | 2018-10-27T16:45:25Z | NONE | OK, WOW, If I double click the item on the ground once nothing happens, but if I double click it twice ( im using s ring) it equips it from the ground and moves the one in my back pack to my finger location. But leaves the ring on the ground. if I remove the ring from my finger and then re-equip it again from my pack and then remove it again. The ring on the ground disappears. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
433653945 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433653945 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzY1Mzk0NQ== | Mag-nus 10608427 | 2018-10-27T20:46:38Z | 2018-10-27T20:46:38Z | MEMBER | I think I know what the drop item bug is. I'll push a fix later. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
433669003 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-433669003 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzMzY2OTAwMw== | Mag-nus 10608427 | 2018-10-28T01:35:36Z | 2018-10-28T01:35:36Z | MEMBER | Ok, i just pushed what I believe is the fix. It's possible you may have some items that have been corrupted between the drop/give. The client won't let you give or drop these items. Not even sure you can drop them on a TC. I'll have to look into how we solve this later. Now, when you drop and give an item, the item is saved to the database. It was done this way before a recent change, but, I removed that to avoid a performance hit. They must be added back for now until I can figure out how to update just the ContainerId and WielderId properties for efficiency. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
434322528 | https://github.com/ACEmulator/ACE/issues/1076#issuecomment-434322528 | https://api.github.com/repos/ACEmulator/ACE/issues/1076 | MDEyOklzc3VlQ29tbWVudDQzNDMyMjUyOA== | Mag-nus 10608427 | 2018-10-30T14:27:13Z | 2018-10-30T14:27:13Z | MEMBER | I believe #1081 addresses the issues you messaged me about. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Inventory items reapearing in Backpack after log out/in 374027900 | |
450532294 | https://github.com/ACEmulator/ACE/issues/1083#issuecomment-450532294 | https://api.github.com/repos/ACEmulator/ACE/issues/1083 | MDEyOklzc3VlQ29tbWVudDQ1MDUzMjI5NA== | Mag-nus 10608427 | 2018-12-30T01:11:48Z | 2018-12-30T01:11:48Z | MEMBER | Should be fixed in #1197 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Able to drop Attune and Bonded items 375962769 | |
434827583 | https://github.com/ACEmulator/ACE/issues/1084#issuecomment-434827583 | https://api.github.com/repos/ACEmulator/ACE/issues/1084 | MDEyOklzc3VlQ29tbWVudDQzNDgyNzU4Mw== | Mag-nus 10608427 | 2018-10-31T20:00:53Z | 2018-10-31T20:00:53Z | MEMBER | I can duplicate this. During this test, I created 2 items of the same wcid. I left one in my inventory the whole time and the other i used for your scenario. When the item gets dropped, the player will still have it selected, so you can just hit the R key and the player will pick it back up (even when it's invisible). When the item is invisible, it is also invisible to any observers. If you pick the item back up in your inventory, and then id it. You can then use /propertydump to see its properties. Id the other item that has been in your pack the whole time and do a /propertydump. You'll see that all the important properties are the same. Note: /propertydump will spit out the properties for the last item you've identified. I didn't have time to propertydump the items while htey were both on the landblock (both the visible and non-visible ones). That will be the next step that may provide more clues. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Items Dissapearing immediately when dropped 376084064 | |
444703009 | https://github.com/ACEmulator/ACE/issues/1084#issuecomment-444703009 | https://api.github.com/repos/ACEmulator/ACE/issues/1084 | MDEyOklzc3VlQ29tbWVudDQ0NDcwMzAwOQ== | Mag-nus 10608427 | 2018-12-06T00:28:09Z | 2018-12-06T00:28:09Z | MEMBER | Some notes: The sequence is as follows. - Bob and Kathy log in. Bob drops an item. They both see it. - Bob logs out. Bog logs in, picks up the item, logs out. Kathy sees it dissapear. - Bob logs in, drops the item. Neither Bob nor Kathy can see it, but Bob still has it selected and can pick the item back up. It's right at his feet. It appears back in his inventory like normal. - Bob drops the item again. This time both Bob and Kathy can see it just fine. When in the invisible item state: - If the observers log out and back in, they still cannot see it. - If the server is shut down properly and restarted, observers can see it sitting on the landblock just fine. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Items Dissapearing immediately when dropped 376084064 | |
444703240 | https://github.com/ACEmulator/ACE/issues/1084#issuecomment-444703240 | https://api.github.com/repos/ACEmulator/ACE/issues/1084 | MDEyOklzc3VlQ29tbWVudDQ0NDcwMzI0MA== | Mag-nus 10608427 | 2018-12-06T00:29:27Z | 2018-12-06T00:30:12Z | MEMBER | Some commands that may help track this down: /knownobjs /visibleobjs /destructionqueue Try to duplicate the scenario in a very empty landblock and use the above commands. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Items Dissapearing immediately when dropped 376084064 | |
570936853 | https://github.com/ACEmulator/ACE/issues/1120#issuecomment-570936853 | https://api.github.com/repos/ACEmulator/ACE/issues/1120 | MDEyOklzc3VlQ29tbWVudDU3MDkzNjg1Mw== | Mag-nus 10608427 | 2020-01-05T18:46:25Z | 2020-01-05T18:46:25Z | MEMBER | I'm closing this. This is just one of the many things that will have to be addressed when multi-threading is expanded. When we get to that point, we can better define what systems will need adjustment. This could be done in a more generic issue or "Project" | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE.Server.Entity.Fellowship will need thread safety 387790815 | |
447392715 | https://github.com/ACEmulator/ACE/issues/1125#issuecomment-447392715 | https://api.github.com/repos/ACEmulator/ACE/issues/1125 | MDEyOklzc3VlQ29tbWVudDQ0NzM5MjcxNQ== | LtRipley36706 11369233 | 2018-12-14T17:21:27Z | 2018-12-14T17:21:27Z | MEMBER | This is a @gmriggs issue, door is in database, placement system fails to spawn it correctly. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | couldn't spawn Door 389068221 | |
447573535 | https://github.com/ACEmulator/ACE/issues/1125#issuecomment-447573535 | https://api.github.com/repos/ACEmulator/ACE/issues/1125 | MDEyOklzc3VlQ29tbWVudDQ0NzU3MzUzNQ== | gmriggs 8909245 | 2018-12-15T14:45:30Z | 2018-12-15T14:45:30Z | COLLABORATOR | Fixed in https://github.com/ACEmulator/ACE/pull/1141 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | couldn't spawn Door 389068221 | |
447561161 | https://github.com/ACEmulator/ACE/issues/1128#issuecomment-447561161 | https://api.github.com/repos/ACEmulator/ACE/issues/1128 | MDEyOklzc3VlQ29tbWVudDQ0NzU2MTE2MQ== | gmriggs 8909245 | 2018-12-15T11:20:16Z | 2018-12-15T11:20:27Z | COLLABORATOR | Still looking for a way to replicate the floating NPC bug For the players being located in inconsistent locations, this should be resolved in https://github.com/ACEmulator/ACE/pull/1132. It's possible this same patch could resolve the floating NPC issue, although since I have been unable to repro the bug, I can't say for certain | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Floating NPC multiple clients 389076663 | |
449590157 | https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590157 | https://api.github.com/repos/ACEmulator/ACE/issues/1128 | MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE1Nw== | MiachofTD 24981658 | 2018-12-22T18:41:12Z | 2018-12-22T18:41:12Z | CONTRIBUTOR | Think I found a way to recreate this issue. Log into Holt. Open a few NPC's. Go into drudge hideout for a little bit killing about half the dungeon. Exit drudge hideout via exit portal. Run back to the NPC's you recently opened. Some will float some may not. Take special not the ones you didn't open to start with will not be floating. Please see attached video. Updated to latest version since 10:15am CST 12-22-2018. Error log shown in video will be posted below. https://youtu.be/x72HvoIdnBA | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Floating NPC multiple clients 389076663 | |
449590161 | https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449590161 | https://api.github.com/repos/ACEmulator/ACE/issues/1128 | MDEyOklzc3VlQ29tbWVudDQ0OTU5MDE2MQ== | MiachofTD 24981658 | 2018-12-22T18:41:21Z | 2018-12-22T18:41:21Z | CONTRIBUTOR | 2018-12-22 11:25:18,392 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsObj.cs:line 2963 at ACE.Server.Physics.PhysicsObj.handle_all_collisions(CollisionInfo collisio ns, Boolean prev_has_contact, Boolean prev_on_walkable) in C:\Users\Administrato r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3758 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:l… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Floating NPC multiple clients 389076663 | |
449605369 | https://github.com/ACEmulator/ACE/issues/1128#issuecomment-449605369 | https://api.github.com/repos/ACEmulator/ACE/issues/1128 | MDEyOklzc3VlQ29tbWVudDQ0OTYwNTM2OQ== | gmriggs 8909245 | 2018-12-23T00:09:48Z | 2018-12-23T00:09:48Z | COLLABORATOR | Thanks for the update, very useful info ! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Floating NPC multiple clients 389076663 | |
447420521 | https://github.com/ACEmulator/ACE/issues/1129#issuecomment-447420521 | https://api.github.com/repos/ACEmulator/ACE/issues/1129 | MDEyOklzc3VlQ29tbWVudDQ0NzQyMDUyMQ== | OptimShi 26606778 | 2018-12-14T18:56:29Z | 2018-12-14T18:56:29Z | COLLABORATOR | This is a data related issue. PropertyInt.Locations (9) is set to 16 (LowerArmWear) when it should be 4096 (LowerArmArmor) No item should have just "upper/lower arm wear" set without ChestWear also set. Similarly for underpants, which I believe should always have AdbomenWear set. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Leather and Studded Leather Bracers not showing in "Slots" screen 389097376 | |
447985290 | https://github.com/ACEmulator/ACE/issues/1145#issuecomment-447985290 | https://api.github.com/repos/ACEmulator/ACE/issues/1145 | MDEyOklzc3VlQ29tbWVudDQ0Nzk4NTI5MA== | gmriggs 8909245 | 2018-12-17T20:21:43Z | 2018-12-17T20:21:43Z | COLLABORATOR | Fixed in https://github.com/ACEmulator/ACE/pull/1148 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Can't unselect spell categories 391531272 | |
448976765 | https://github.com/ACEmulator/ACE/issues/1158#issuecomment-448976765 | https://api.github.com/repos/ACEmulator/ACE/issues/1158 | MDEyOklzc3VlQ29tbWVudDQ0ODk3Njc2NQ== | gmriggs 8909245 | 2018-12-20T12:08:34Z | 2018-12-20T12:08:34Z | COLLABORATOR | Updated in https://github.com/ACEmulator/ACE/pull/1159 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Critical: Redesign Sequence system 392985817 | |
449587064 | https://github.com/ACEmulator/ACE/issues/1170#issuecomment-449587064 | https://api.github.com/repos/ACEmulator/ACE/issues/1170 | MDEyOklzc3VlQ29tbWVudDQ0OTU4NzA2NA== | dgatewood 10187880 | 2018-12-22T17:46:55Z | 2018-12-22T17:46:55Z | COLLABORATOR | This is corrected by PR 1171. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Creature snuck into loot 393689057 | |
449591537 | https://github.com/ACEmulator/ACE/issues/1170#issuecomment-449591537 | https://api.github.com/repos/ACEmulator/ACE/issues/1170 | MDEyOklzc3VlQ29tbWVudDQ0OTU5MTUzNw== | MiachofTD 24981658 | 2018-12-22T19:05:55Z | 2018-12-22T19:05:55Z | CONTRIBUTOR | As follow up, also found a Yellow Topaz Chest in the loot for a drudge in Drudge Hideout. Did not grab a screenshot sorry and was before you corrected in PR 1171. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Creature snuck into loot 393689057 | |
458297307 | https://github.com/ACEmulator/ACE/issues/1170#issuecomment-458297307 | https://api.github.com/repos/ACEmulator/ACE/issues/1170 | MDEyOklzc3VlQ29tbWVudDQ1ODI5NzMwNw== | gmriggs 8909245 | 2019-01-28T20:54:37Z | 2019-01-28T20:54:37Z | COLLABORATOR | This has been resolved in https://github.com/ACEmulator/ACE/pull/1338 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Creature snuck into loot 393689057 | |
449604979 | https://github.com/ACEmulator/ACE/issues/1172#issuecomment-449604979 | https://api.github.com/repos/ACEmulator/ACE/issues/1172 | MDEyOklzc3VlQ29tbWVudDQ0OTYwNDk3OQ== | gmriggs 8909245 | 2018-12-22T23:59:47Z | 2018-12-22T23:59:47Z | COLLABORATOR | This should be fixed in https://github.com/ACEmulator/ACE/pull/1168 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Null exception in combat, on an evade of incoming attack 393691682 | |
449614032 | https://github.com/ACEmulator/ACE/issues/1172#issuecomment-449614032 | https://api.github.com/repos/ACEmulator/ACE/issues/1172 | MDEyOklzc3VlQ29tbWVudDQ0OTYxNDAzMg== | ghost 10137 | 2018-12-23T04:41:26Z | 2018-12-23T04:41:26Z | NONE | Confirmed fixed by commit 1168 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Null exception in combat, on an evade of incoming attack 393691682 | |
449591847 | https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449591847 | https://api.github.com/repos/ACEmulator/ACE/issues/1173 | MDEyOklzc3VlQ29tbWVudDQ0OTU5MTg0Nw== | MiachofTD 24981658 | 2018-12-22T19:11:30Z | 2018-12-22T19:11:30Z | CONTRIBUTOR | r\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 2347 at ACE.Server.Physics.PhysicsObj.SetPositionInternal(Transition transition) i n C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj .cs:line 1179 at ACE.Server.Physics.PhysicsObj.UpdateObjectInternal(Double quantum) in C:\U sers\Administrator\Desktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:li ne 1498 at ACE.Server.Physics.PhysicsObj.update_object() in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Physics\PhysicsObj.cs:line 3749 at ACE.Server.WorldObjects.WorldObject.UpdateObjectPhysics() in C:\Users\Admi nistrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\WorldObject_Tick.cs: line 196 at ACE.Server.Managers.WorldManager.HandlePhysicsLandblock(Landblock landbloc k, Double timeTick, ConcurrentQueue`1 movedObjects) in C:\Users\Administrator\De sktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:line 487 at ACE.Server.Managers.WorldManager.HandlePhysics(Double timeTick) in C:\User s\Administrator\Desktop\ACE-master\Source\ACE.Server\Managers\WorldManager.cs:li ne 454 2018-12-22 12:47:20,887 ERROR: System.InvalidOperationException: Nullable object must have a value. at ACE.Server.WorldObjects.Player.DamageTarget(Creature target, WorldObject d amageSource) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\Worl dObjects\Player_Combat.cs:line 149 at ACE.Server.WorldObjects.Projectile.OnCollideObject(WorldObject target) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Server\WorldObjects\Project ile.cs:line 52 at ACE.Server.Physics.Common.WeenieObject.DoCollision(AtkCollisionProfile pro f, ObjectGuid guid, PhysicsObj target) in C:\Users\Administrator\Desktop\ACE-mas ter\Source\ACE.Server\Physics\Common\WeenieObject.cs:line 106 at ACE.Server.Physics.PhysicsObj.report_object_collision(PhysicsObj obj, Bool ean prev_has_contact) in C:\Users\Administrator\Desktop\ACE-master\Source\ACE.Se rver\Physics\PhysicsO… | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Server box rapid errors when attacking Crystal Spur 393696449 | |
449595026 | https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449595026 | https://api.github.com/repos/ACEmulator/ACE/issues/1173 | MDEyOklzc3VlQ29tbWVudDQ0OTU5NTAyNg== | MiachofTD 24981658 | 2018-12-22T20:10:35Z | 2018-12-22T22:05:31Z | CONTRIBUTOR | Digging deeper show that when using a bow (haven't tested other missile yet) if your arrow misses there will be a "Creature evaded your attack" message once or multiple times and for each miss message there is the error in the server window. It stops as long as you don't miss. Miss too many times and the server crashes. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Server box rapid errors when attacking Crystal Spur 393696449 | |
449605056 | https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449605056 | https://api.github.com/repos/ACEmulator/ACE/issues/1173 | MDEyOklzc3VlQ29tbWVudDQ0OTYwNTA1Ng== | gmriggs 8909245 | 2018-12-23T00:01:24Z | 2018-12-23T00:01:24Z | COLLABORATOR | This should be fixed in https://github.com/ACEmulator/ACE/pull/1168 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Server box rapid errors when attacking Crystal Spur 393696449 | |
449606047 | https://github.com/ACEmulator/ACE/issues/1173#issuecomment-449606047 | https://api.github.com/repos/ACEmulator/ACE/issues/1173 | MDEyOklzc3VlQ29tbWVudDQ0OTYwNjA0Nw== | MiachofTD 24981658 | 2018-12-23T00:29:17Z | 2018-12-23T00:29:17Z | CONTRIBUTOR | So far looks like this is fixed. Have not been able to recreate the issue. Thanks! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Server box rapid errors when attacking Crystal Spur 393696449 | |
449606994 | https://github.com/ACEmulator/ACE/issues/1174#issuecomment-449606994 | https://api.github.com/repos/ACEmulator/ACE/issues/1174 | MDEyOklzc3VlQ29tbWVudDQ0OTYwNjk5NA== | MiachofTD 24981658 | 2018-12-23T00:56:55Z | 2018-12-23T00:56:55Z | CONTRIBUTOR | Meant to add, note the title of the bows. The specify frost and pierce in the title and I don;t think they should. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bow icons incorrect for containing spells 393713858 | |
449607844 | https://github.com/ACEmulator/ACE/issues/1174#issuecomment-449607844 | https://api.github.com/repos/ACEmulator/ACE/issues/1174 | MDEyOklzc3VlQ29tbWVudDQ0OTYwNzg0NA== | MiachofTD 24981658 | 2018-12-23T01:22:14Z | 2018-12-23T01:22:14Z | CONTRIBUTOR | Atlatl appear to have the same issue. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bow icons incorrect for containing spells 393713858 | |
449616896 | https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449616896 | https://api.github.com/repos/ACEmulator/ACE/issues/1175 | MDEyOklzc3VlQ29tbWVudDQ0OTYxNjg5Ng== | gmriggs 8909245 | 2018-12-23T06:09:45Z | 2018-12-23T06:09:45Z | COLLABORATOR | Weapon speed and animation timing addressed in https://github.com/ACEmulator/ACE/pull/1177 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Heavy Weapon movement and kill speed +weapon stats 393715353 | |
449617290 | https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449617290 | https://api.github.com/repos/ACEmulator/ACE/issues/1175 | MDEyOklzc3VlQ29tbWVudDQ0OTYxNzI5MA== | MiachofTD 24981658 | 2018-12-23T06:23:20Z | 2018-12-23T06:23:20Z | CONTRIBUTOR | https://youtu.be/7y9rws1V7wc | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Heavy Weapon movement and kill speed +weapon stats 393715353 | |
449620736 | https://github.com/ACEmulator/ACE/issues/1175#issuecomment-449620736 | https://api.github.com/repos/ACEmulator/ACE/issues/1175 | MDEyOklzc3VlQ29tbWVudDQ0OTYyMDczNg== | gmriggs 8909245 | 2018-12-23T08:01:37Z | 2018-12-23T08:01:37Z | COLLABORATOR | Item enchantments picking up some other enchantments by mistake (Heavy Weapons Mastery Other VII, in this case) should be fixed now in https://github.com/ACEmulator/ACE/pull/1177 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Heavy Weapon movement and kill speed +weapon stats 393715353 | |
449620654 | https://github.com/ACEmulator/ACE/issues/1178#issuecomment-449620654 | https://api.github.com/repos/ACEmulator/ACE/issues/1178 | MDEyOklzc3VlQ29tbWVudDQ0OTYyMDY1NA== | gmriggs 8909245 | 2018-12-23T07:59:53Z | 2018-12-23T07:59:53Z | COLLABORATOR | Patched in https://github.com/ACEmulator/ACE/pull/1177 @Mag-nus: the + name qualifiers need to be re-evaluated, maybe PlayerManager.GetOnlinePlayer() should be searching for both Player and +Player? For a lot of the client commands, if I type /tell +Player, the client automatically strips out the + before sending the player name to the server | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Can't chat in @tells with admin characters 393728396 | |
450584073 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450584073 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MDU4NDA3Mw== | fartwhif 3317737 | 2018-12-30T20:17:56Z | 2019-01-01T00:01:39Z | COLLABORATOR | https://pastebin.com/Tz8a3qyX (this is with ` optionsBuilder.EnableSensitiveDataLogging(true);`) [shardbugged.zip](https://github.com/ACEmulator/ACE/files/2719037/shardbugged.zip) log in with fartwhif, use any of the gems in the main backpack, do /save-now, and it happens | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
450599864 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450599864 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MDU5OTg2NA== | Mag-nus 10608427 | 2018-12-31T01:34:46Z | 2018-12-31T01:34:46Z | MEMBER | More simple instructions to duplicate: /ci 9425 use the added gem /save-now /ci 9425 use the added gem /save-now ... crash | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
450602330 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-450602330 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MDYwMjMzMA== | Mag-nus 10608427 | 2018-12-31T02:31:19Z | 2018-12-31T02:31:19Z | MEMBER | Partially fixed wiht #1203 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
451292029 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451292029 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MTI5MjAyOQ== | gmriggs 8909245 | 2019-01-03T22:03:51Z | 2019-01-04T01:52:45Z | COLLABORATOR | XP lever bug: Testing with this PR: https://github.com/ACEmulator/ACE/pull/1213 /die /save-now 2019-01-03 17:00:42,943 ERROR: SaveBiota failed with exception: Microsoft.EntityFrameworkCore.DbUpdateConcurrencyException: Database operation expected to affect 1 row(s) but actually affected 0 row(s). Data may have been modified or deleted since entities were loaded. See http://go.microsoft.com/fwlink/?LinkId=527962 for information on understanding and handling optimistic concurrency exceptions. at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ThrowAggregateUpdateConcurrencyException(Int32 commandIndex, Int32 expectedRowsAffected, Int32 rowsAffected) at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.ConsumeResultSetWithPropagation(Int32 commandIndex, RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.AffectedCountModificationCommandBatch.Consume(RelationalDataReader reader) at Microsoft.EntityFrameworkCore.Update.ReaderModificationCommandBatch.Execute(IRelationalConnection connection) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(DbContext _, ValueTuple`2 parameters) at Pomelo.EntityFrameworkCore.MySql.Storage.Internal.MySqlExecutionStrategy.Execute[TState,TResult](TState state, Func`3 operation, Func`3 verifySucceeded) at Microsoft.EntityFrameworkCore.Update.Internal.BatchExecutor.Execute(IEnumerable`1 commandBatches, IRelationalConnection connection) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(IReadOnlyList`1 entriesToSave) at Microsoft.EntityFrameworkCore.ChangeTracking.Internal.StateManager.SaveChanges(Boolean acceptAllChangesOnSuccess) at Microsoft.EntityFrameworkCore.DbContext.SaveChanges(Boolean acceptAllChangesOnSuccess) at ACE.Database.ShardDatabase.SaveBiota(Biota biota, ReaderWriterLockSlim rwLock) in C:\dev\gmriggs\ACE\Source\ACE.Database\ShardDatabase.cs:line 225 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
451392837 | https://github.com/ACEmulator/ACE/issues/1194#issuecomment-451392837 | https://api.github.com/repos/ACEmulator/ACE/issues/1194 | MDEyOklzc3VlQ29tbWVudDQ1MTM5MjgzNw== | gmriggs 8909245 | 2019-01-04T09:21:19Z | 2019-01-04T09:22:12Z | COLLABORATOR | This latest bug (expected to affect 1 row, but instead 0) seems to be fixed in https://github.com/ACEmulator/ACE/pull/1213 @LtRipley36706 discovered the key insight, none of the data in a composite key column can be 0 Since vitae is the only spell that uses layer id 0, this is why we have only been seeing it with the vitae spell The fix was to use layer id 1 for vitae internally in the db. Just to make sure everything matches up with retail exactly, when the vitae enchantment is sent across the network, it still sends layer 0 there | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EF key lookup bugs 394819147 | |
450563997 | https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450563997 | https://api.github.com/repos/ACEmulator/ACE/issues/1198 | MDEyOklzc3VlQ29tbWVudDQ1MDU2Mzk5Nw== | gmriggs 8909245 | 2018-12-30T14:23:35Z | 2018-12-30T14:23:35Z | COLLABORATOR | Hey Jyrus, I am checking out this issue on the latest version of master branch, and also the inventory PR that magnus is working on (https://github.com/ACEmulator/ACE/pull/1197) I am running /create stoneshiveringmajor to spawn a Major Shivering Stone, picking up (success the first time), and then creating another one When I try to pick up the second one, I get the the werror, and the quest timer message: You have solved this quest too recently! You may complete this quest again in 59m 54s. Can you provide any additional repro steps / particular items / quests where you are seeing this bug? Thank you | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Item Pick up not checking bound quest 394875067 | |
450747731 | https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450747731 | https://api.github.com/repos/ACEmulator/ACE/issues/1198 | MDEyOklzc3VlQ29tbWVudDQ1MDc0NzczMQ== | ghost 10137 | 2019-01-01T18:16:57Z | 2019-01-01T18:16:57Z | NONE | In testing master, this functionality is now present. I had been meaning to file this issue for awhile but hadn't gotten around to doing so, yet. However, this functionality was put in somewhat "recently", although I don't remember a commit mentioning it. I do know that it wasn't working up to about a month ago. Closing issue... | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Item Pick up not checking bound quest 394875067 | |
277143116 | https://github.com/ACEmulator/ACE/issues/12#issuecomment-277143116 | https://api.github.com/repos/ACEmulator/ACE/issues/12 | MDEyOklzc3VlQ29tbWVudDI3NzE0MzExNg== | firesickle 25497527 | 2017-02-03T01:52:42Z | 2017-02-03T01:52:42Z | NONE | As an alternative, You can run it in its current state with a scheduled task, which I think you can set up to execute upon start up. Additionally, you can set a scheduled task to run again if it is not already running, to get the client to start back up if it threw an exception and ended. Not sure myself what extra steps would need to make this into a service. In my past experience, I have had never-ending problems with custom built windows services that do web interactions, had a lot more success when switching to scheduled tasks | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Converting ACE to run as a Windows service 205040357 | |
277153067 | https://github.com/ACEmulator/ACE/issues/12#issuecomment-277153067 | https://api.github.com/repos/ACEmulator/ACE/issues/12 | MDEyOklzc3VlQ29tbWVudDI3NzE1MzA2Nw== | Mogwai-TheFurry 25351661 | 2017-02-03T03:05:38Z | 2017-02-03T03:05:38Z | CONTRIBUTOR | Windows services are a real pain for development. This won't need to be done for a really long time. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Converting ACE to run as a Windows service 205040357 | |
348977475 | https://github.com/ACEmulator/ACE/issues/12#issuecomment-348977475 | https://api.github.com/repos/ACEmulator/ACE/issues/12 | MDEyOklzc3VlQ29tbWVudDM0ODk3NzQ3NQ== | Mag-nus 10608427 | 2017-12-04T14:28:36Z | 2017-12-04T14:28:36Z | MEMBER | We discussed this at length on Discord in October. May chimed in with feedback, and the result was that running ACE as a windows service opened up a lot of exploit risk. ddevec: Anon's opinions are consistent with 99.99% of the security experts you'll ever meet, and ACE should likely follow teh principal of least-privilege. If you want autostart, make a dedicated and small privileged piece of code to do it, don't increase the privilege of teh entire codebase. Closing this as it's not something we're visiting right now. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Converting ACE to run as a Windows service 205040357 | |
450768810 | https://github.com/ACEmulator/ACE/issues/1212#issuecomment-450768810 | https://api.github.com/repos/ACEmulator/ACE/issues/1212 | MDEyOklzc3VlQ29tbWVudDQ1MDc2ODgxMA== | ghost 10137 | 2019-01-02T00:37:58Z | 2019-01-02T00:37:58Z | NONE | public bool HandleNPCReceiveItem() in WorldObject.cs does not account for EmoteCategory.Refuse | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EmoteCategory.Refuse not performing linked action, such as a custom tell 395103560 | |
451389967 | https://github.com/ACEmulator/ACE/issues/1212#issuecomment-451389967 | https://api.github.com/repos/ACEmulator/ACE/issues/1212 | MDEyOklzc3VlQ29tbWVudDQ1MTM4OTk2Nw== | gmriggs 8909245 | 2019-01-04T09:07:29Z | 2019-01-04T09:07:29Z | COLLABORATOR | A PR for this issue has been posted @ https://github.com/ACEmulator/ACE/pull/1231 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EmoteCategory.Refuse not performing linked action, such as a custom tell 395103560 | |
451609139 | https://github.com/ACEmulator/ACE/issues/1212#issuecomment-451609139 | https://api.github.com/repos/ACEmulator/ACE/issues/1212 | MDEyOklzc3VlQ29tbWVudDQ1MTYwOTEzOQ== | ghost 10137 | 2019-01-05T00:30:26Z | 2019-01-05T00:30:26Z | NONE | Confirmed fixed | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EmoteCategory.Refuse not performing linked action, such as a custom tell 395103560 | |
451057444 | https://github.com/ACEmulator/ACE/issues/1215#issuecomment-451057444 | https://api.github.com/repos/ACEmulator/ACE/issues/1215 | MDEyOklzc3VlQ29tbWVudDQ1MTA1NzQ0NA== | gmriggs 8909245 | 2019-01-03T05:14:39Z | 2019-01-03T05:14:39Z | COLLABORATOR | Fixed by @dgatewood in https://github.com/ACEmulator/ACE/pull/1205 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Olthoi Harvesters & Gardeners Do Not Drop Loot in Arcade North on ML 395116496 | |
456670389 | https://github.com/ACEmulator/ACE/issues/1215#issuecomment-456670389 | https://api.github.com/repos/ACEmulator/ACE/issues/1215 | MDEyOklzc3VlQ29tbWVudDQ1NjY3MDM4OQ== | gmriggs 8909245 | 2019-01-23T04:56:41Z | 2019-01-23T04:56:41Z | COLLABORATOR | The fix from @dgatewood has been ported to https://github.com/ACEmulator/ACE/pull/1338, and is now in the master branch | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Olthoi Harvesters & Gardeners Do Not Drop Loot in Arcade North on ML 395116496 | |
451387086 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451387086 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTM4NzA4Ng== | gmriggs 8909245 | 2019-01-04T08:53:39Z | 2019-01-04T08:54:03Z | COLLABORATOR | Started to address this issue in https://github.com/ACEmulator/ACE/pull/1230 This is not a full solution, but it does fix the crashing, and gets the spell to cast Open questions: - Should there be a windup animation when casting spells built into the wand? - Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill? - Should those spells use mana from the wand, instead of from the player's mana? Any other details / videos of spells being cast from wands would also be helpful! Thanks for the bug report ! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 | |
451457805 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451457805 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTQ1NzgwNQ== | Warloxx01 38050842 | 2019-01-04T14:26:32Z | 2019-01-04T14:26:32Z | NONE | 1) Should there be a windup animation when casting spells built into the wand? Yes, But it is not the Standard spell casting windup, Going to try and see if I can find any Vids. 2) Should those spells use the 'Spellcraft' from the wand for the attack skill level, instead of the player's magic skill? Unsure 3) Should those spells use mana from the wand, instead of from the player's mana? Yes, from the Wand/Staff/Orb, not the Players Mana | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 | |
451567393 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-451567393 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1MTU2NzM5Mw== | gmriggs 8909245 | 2019-01-04T21:02:10Z | 2019-01-04T21:02:32Z | COLLABORATOR | Ok, I think a lot of these points should be accounted for now: - The casting implements with built-in spells did indeed have custom casting animations. These were found in PropertyDID.UseUserAnimation. - The War Magic: 270 activation requirement was not showing up in the appraisal window. This is another field that required munging in AppraiseInfo, where PropertyDID.ItemSkillLimit is converted into PropertyInt.AppraisalItemSkill for the client display - The activation checks were added to augment the wield checks. If the player doesn't meet the activation requirements (Arcane Lore 50, War Magic 270) for the Imp Staff, they can still wield it, but they now get the appropriate error when trying to cast Priest's Curse - The amount of mana consumed from casting Priest's Curse now comes from the ItemManaCost field. As per the staff description, this is reduced with Mana Conversion - Casting Priest's Curse now uses the Item Spellcraft as the attack skill level Open questions: - Did casting Priest's Curse have any chance of fizzle? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 | |
452950379 | https://github.com/ACEmulator/ACE/issues/1225#issuecomment-452950379 | https://api.github.com/repos/ACEmulator/ACE/issues/1225 | MDEyOklzc3VlQ29tbWVudDQ1Mjk1MDM3OQ== | gmriggs 8909245 | 2019-01-10T02:46:12Z | 2019-01-10T02:46:12Z | COLLABORATOR | All of these issues should be resolved now in https://github.com/ACEmulator/ACE/pull/1230 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Casting Magic that is on items 395707121 | |
454660258 | https://github.com/ACEmulator/ACE/issues/1226#issuecomment-454660258 | https://api.github.com/repos/ACEmulator/ACE/issues/1226 | MDEyOklzc3VlQ29tbWVudDQ1NDY2MDI1OA== | gmriggs 8909245 | 2019-01-16T05:48:18Z | 2019-01-16T05:48:18Z | COLLABORATOR | All of the code issues for this are now fixed in https://github.com/ACEmulator/ACE/pull/1257 For the salvage descriptions that say 'this salvage has no apparent use', the weenie descriptions need to be updated for those. Using the salvage should still perform the correct imbue | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Multiple Salvaging Bugs 395754088 | |
451324119 | https://github.com/ACEmulator/ACE/issues/1227#issuecomment-451324119 | https://api.github.com/repos/ACEmulator/ACE/issues/1227 | MDEyOklzc3VlQ29tbWVudDQ1MTMyNDExOQ== | ghost 10137 | 2019-01-04T00:44:17Z | 2019-01-04T00:44:17Z | NONE | I don't believe that the player applied Rending bonuses have been wired up, yet. Only the quest item variants do work. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Multiple Imbue / Tinker Bugs 395756410 | |
453244204 | https://github.com/ACEmulator/ACE/issues/1227#issuecomment-453244204 | https://api.github.com/repos/ACEmulator/ACE/issues/1227 | MDEyOklzc3VlQ29tbWVudDQ1MzI0NDIwNA== | gmriggs 8909245 | 2019-01-10T20:36:14Z | 2019-01-10T20:36:14Z | COLLABORATOR | Rends: https://github.com/ACEmulator/ACE/pull/1234 Cantrips: https://github.com/ACEmulator/ACE/pull/1254 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Multiple Imbue / Tinker Bugs 395756410 | |
453780961 | https://github.com/ACEmulator/ACE/issues/1227#issuecomment-453780961 | https://api.github.com/repos/ACEmulator/ACE/issues/1227 | MDEyOklzc3VlQ29tbWVudDQ1Mzc4MDk2MQ== | gmriggs 8909245 | 2019-01-12T21:05:56Z | 2019-01-12T21:05:56Z | COLLABORATOR | This is now in master branch, features added in the above PRs | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Multiple Imbue / Tinker Bugs 395756410 | |
451699355 | https://github.com/ACEmulator/ACE/issues/1235#issuecomment-451699355 | https://api.github.com/repos/ACEmulator/ACE/issues/1235 | MDEyOklzc3VlQ29tbWVudDQ1MTY5OTM1NQ== | KeithAC 25576333 | 2019-01-05T22:58:09Z | 2019-01-05T22:58:09Z | NONE | actually ignore the colour thing, I'm unsure if they should be purple or white, the more I think about it the more I think purple | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Portal Gem Behaviour 396204589 | |
451712069 | https://github.com/ACEmulator/ACE/issues/1235#issuecomment-451712069 | https://api.github.com/repos/ACEmulator/ACE/issues/1235 | MDEyOklzc3VlQ29tbWVudDQ1MTcxMjA2OQ== | Mag-nus 10608427 | 2019-01-06T03:28:20Z | 2019-01-06T03:28:20Z | MEMBER | The gem consumption is fixed in #1237 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Portal Gem Behaviour 396204589 | |
453272491 | https://github.com/ACEmulator/ACE/issues/1235#issuecomment-453272491 | https://api.github.com/repos/ACEmulator/ACE/issues/1235 | MDEyOklzc3VlQ29tbWVudDQ1MzI3MjQ5MQ== | gmriggs 8909245 | 2019-01-10T22:05:53Z | 2019-01-10T22:05:53Z | COLLABORATOR | testing the latest build - @LtRipley36706 has fixed the rest of these issues in https://github.com/ACEmulator/ACE/pull/1238 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Portal Gem Behaviour 396204589 | |
455020387 | https://github.com/ACEmulator/ACE/issues/1236#issuecomment-455020387 | https://api.github.com/repos/ACEmulator/ACE/issues/1236 | MDEyOklzc3VlQ29tbWVudDQ1NTAyMDM4Nw== | gmriggs 8909245 | 2019-01-17T02:35:18Z | 2019-01-17T02:36:32Z | COLLABORATOR | So this one is a real head scratcher... In the data as of PY16, all Mattekars have no 'high' body parts, ie. their head is at medium height. There are similar monsters with this setup, ie. Phyntos Wasps and Virindi both have no 'low' body parts, so low attacks will always be evaded there. I remember not being able to hit Phyntos Wasps low, but I don't remember not being able to hit Mattekars high... I double checked in GDLE, and in there, the logic starts out the same... no high body parts are found for the Mattekar, but then it has a special exception case that runs afterwards, if no body parts are found at that height... it then selects a random quadrant for that height, and tries to perform the attack there. This has the effect of being able to hit Mattekars high, but it also breaks other things like Phyntos Wasps and Virindi, who can now also be hit with low attacks So I'm unsure what the proper fix for this should be... it definitely feels odd not being able to hit Mattekars high (esp. when its something like a giant 10 ft. Hoary Mattekar), but according to the data, they have no high body parts... not sure if there is some extra step that could be added to account for this, that would fix Mattekars without breaking Phyntos Wasps / Virindi... | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Mattekar always evades high Missile attack 396212216 | |
457638591 | https://github.com/ACEmulator/ACE/issues/1236#issuecomment-457638591 | https://api.github.com/repos/ACEmulator/ACE/issues/1236 | MDEyOklzc3VlQ29tbWVudDQ1NzYzODU5MQ== | gmriggs 8909245 | 2019-01-25T16:52:19Z | 2019-01-25T16:52:19Z | COLLABORATOR | Confirmed in retail PCAPs that Mattekars could be attacked high | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Mattekar always evades high Missile attack 396212216 | |
457991678 | https://github.com/ACEmulator/ACE/issues/1236#issuecomment-457991678 | https://api.github.com/repos/ACEmulator/ACE/issues/1236 | MDEyOklzc3VlQ29tbWVudDQ1Nzk5MTY3OA== | gmriggs 8909245 | 2019-01-28T03:52:38Z | 2019-01-28T03:53:36Z | COLLABORATOR | Fixed in World DB 0.9.12: https://github.com/ACEmulator/ACE-World-16PY-Patches/releases/tag/v0.9.12 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Mattekar always evades high Missile attack 396212216 | |
455950338 | https://github.com/ACEmulator/ACE/issues/1239#issuecomment-455950338 | https://api.github.com/repos/ACEmulator/ACE/issues/1239 | MDEyOklzc3VlQ29tbWVudDQ1NTk1MDMzOA== | gmriggs 8909245 | 2019-01-21T05:11:11Z | 2019-01-21T05:11:11Z | COLLABORATOR | Fixed in https://github.com/ACEmulator/ACE/pull/1322 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Doubled up Quest items in Chests 396273040 | |
458287675 | https://github.com/ACEmulator/ACE/issues/1240#issuecomment-458287675 | https://api.github.com/repos/ACEmulator/ACE/issues/1240 | MDEyOklzc3VlQ29tbWVudDQ1ODI4NzY3NQ== | gmriggs 8909245 | 2019-01-28T20:25:00Z | 2019-01-28T20:25:00Z | COLLABORATOR | The value is not being saved to the DB because of the [Ephemeral] attribute on PropertyInt.Value This was originally put in place to handle Containers and Stackables As discussed, a solution to this could be to store the base value in a property such as OriginalValue / StackValue, and for the Containers / Stackables to have their runtime logic for value calculation to be based on this. For existing biotas, if they do not contain this base value property, it could be set from the Weenie.Value for converting them to the new system Burden / EncumbranceVal is also another field that could use a similar format, as applying Linen salvage will reduce the item's burden | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Treasure values change on Log out/in 396275622 | |
463428980 | https://github.com/ACEmulator/ACE/issues/1240#issuecomment-463428980 | https://api.github.com/repos/ACEmulator/ACE/issues/1240 | MDEyOklzc3VlQ29tbWVudDQ2MzQyODk4MA== | Mag-nus 10608427 | 2019-02-14T00:10:28Z | 2019-02-14T00:10:28Z | MEMBER | Should be resolved by #1443 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Treasure values change on Log out/in 396275622 | |
456271181 | https://github.com/ACEmulator/ACE/issues/1241#issuecomment-456271181 | https://api.github.com/repos/ACEmulator/ACE/issues/1241 | MDEyOklzc3VlQ29tbWVudDQ1NjI3MTE4MQ== | cyberkiller6 37782527 | 2019-01-22T04:56:17Z | 2019-01-22T04:56:17Z | NONE | Can confirm, https://imgur.com/a/BTxmmbU | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Loot item that is magical, but spell-less 396285156 | |
480420382 | https://github.com/ACEmulator/ACE/issues/1241#issuecomment-480420382 | https://api.github.com/repos/ACEmulator/ACE/issues/1241 | MDEyOklzc3VlQ29tbWVudDQ4MDQyMDM4Mg== | cyberkiller6 37782527 | 2019-04-05T21:00:00Z | 2019-04-05T21:00:00Z | NONE | Adding this for more information https://imgur.com/a/hHA7zWd VTank] --------------Object dump-------------- [VTank] [Meta] Create count: 1 [VTank] [Meta] Create time: 4/5/2019 4:54 PM [VTank] [Meta] Has identify data: True [VTank] [Meta] Last ID time: 4/5/2019 4:54 PM [VTank] [Meta] Worldfilter valid: True [VTank] [Meta] Client valid: True [VTank] [Meta] Apparent slot: 1 [VTank] ID: 80007CA7 (-2147451737) [VTank] ObjectClass: WandStaffOrb [VTank] [Memloc] Local Position: [0x0, X=0, Y=0, Z=0] [VTank] (S) Name: Orb [VTank] (S) FullDescription: Orb [VTank] (B) 22: True [VTank] (I) CreateFlags1: -1859567464 [VTank] (I) Type: 2366 [VTank] (I) Icon: 5426 [VTank] (I) Category: 32768 [VTank] (I) Behavior: 18 [VTank] (I) Value: 434 [VTank] (I) ItemUsabilityFlags: 1 [VTank] (I) UsageMask: 16 [VTank] (I) IconOutline: 1 [VTank] (I) Container: -2147451741 [VTank] (I) EquipableSlots: 16777216 (wand) [VTank] (I) Burden: 50 [VTank] (I) HookMask: 2 [VTank] (I) Material: 60 [VTank] (I) PhysicsDataFlags: 137345 [VTank] (I) 169: 67242245 [VTank] (I) DateOfBirth: 1554497668 [VTank] (I) Workmanship: 2 [VTank] (I) GemSettingQty: 2 [VTank] (I) GemSettingType: 30 [VTank] (I) LoreRequirement: 13 [VTank] (I) MaximumMana: 1131 [VTank] (I) CurrentMana: 1131 [VTank] (I) DescriptionFormat: 7 [VTank] (I) Spellcraft: 9 [VTank] (D) SalvageWorkmanship: 2 [VTank] (D) MeleeDefenseBonus: 1 [VTank] (D) 39: 0.6 [VTank] (D) ManaRateOfChange: -0.0454545454545455 [VTank] Palette Entry 0: ID 0x000BEF, Ex Color: 000000, 0/0 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Loot item that is magical, but spell-less 396285156 | |
453321567 | https://github.com/ACEmulator/ACE/issues/1243#issuecomment-453321567 | https://api.github.com/repos/ACEmulator/ACE/issues/1243 | MDEyOklzc3VlQ29tbWVudDQ1MzMyMTU2Nw== | LtRipley36706 11369233 | 2019-01-11T00:44:10Z | 2019-01-11T00:44:10Z | MEMBER | Resolved the Portal emote issue with #1238 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Portal and Item Emotes, Cooldown timers, and Use Level Requirements 396301242 | |
454831044 | https://github.com/ACEmulator/ACE/issues/1243#issuecomment-454831044 | https://api.github.com/repos/ACEmulator/ACE/issues/1243 | MDEyOklzc3VlQ29tbWVudDQ1NDgzMTA0NA== | ghost 10137 | 2019-01-16T15:55:37Z | 2019-01-16T15:55:37Z | NONE | Confirmed all issues in this ticket resolved | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Portal and Item Emotes, Cooldown timers, and Use Level Requirements 396301242 | |
456231577 | https://github.com/ACEmulator/ACE/issues/1244#issuecomment-456231577 | https://api.github.com/repos/ACEmulator/ACE/issues/1244 | MDEyOklzc3VlQ29tbWVudDQ1NjIzMTU3Nw== | dgatewood 10187880 | 2019-01-22T00:26:09Z | 2019-01-22T00:26:09Z | COLLABORATOR | PR 1338 resolves this | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Quest items appearing in loot 396309390 | |
453536391 | https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453536391 | https://api.github.com/repos/ACEmulator/ACE/issues/1245 | MDEyOklzc3VlQ29tbWVudDQ1MzUzNjM5MQ== | fartwhif 3317737 | 2019-01-11T14:36:09Z | 2019-01-11T14:36:09Z | COLLABORATOR | just for reference: 1) if an item says retained in its description then it is unable to be sold to the store, salvaged, or mana stoned 2) apply leather to an item to make it [retained](http://asheron.wikia.com/wiki/Retained), can't apply leather to quest items AFAIK | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Vendors do not respect "This item cannot be sold." 396609880 | |
453689039 | https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453689039 | https://api.github.com/repos/ACEmulator/ACE/issues/1245 | MDEyOklzc3VlQ29tbWVudDQ1MzY4OTAzOQ== | gmriggs 8909245 | 2019-01-11T23:25:19Z | 2019-01-11T23:25:19Z | COLLABORATOR | Yep, vendors are now checking the Retained property The client shows a green circle in many places for Retained items, that the server will need to check... mana stones, player trades, giving items to other players, and giving items to NPCs are all possible places we should be checking for Retained | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Vendors do not respect "This item cannot be sold." 396609880 | |
453780857 | https://github.com/ACEmulator/ACE/issues/1245#issuecomment-453780857 | https://api.github.com/repos/ACEmulator/ACE/issues/1245 | MDEyOklzc3VlQ29tbWVudDQ1Mzc4MDg1Nw== | gmriggs 8909245 | 2019-01-12T21:04:26Z | 2019-01-12T21:04:26Z | COLLABORATOR | This is now fixed in https://github.com/ACEmulator/ACE/pull/1253 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Vendors do not respect "This item cannot be sold." 396609880 | |
452049127 | https://github.com/ACEmulator/ACE/issues/1246#issuecomment-452049127 | https://api.github.com/repos/ACEmulator/ACE/issues/1246 | MDEyOklzc3VlQ29tbWVudDQ1MjA0OTEyNw== | gmriggs 8909245 | 2019-01-07T19:18:14Z | 2019-01-07T19:18:14Z | COLLABORATOR | Thanks for the video :) The mob archers currently have their range capped to something that is probably too low... I will find the same formulas the client uses for this to determine the 'max range' as shown in the appraisal window for the bow | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Tumerok archers aggro, but won't attack until you're very close 396612304 | |
453780777 | https://github.com/ACEmulator/ACE/issues/1246#issuecomment-453780777 | https://api.github.com/repos/ACEmulator/ACE/issues/1246 | MDEyOklzc3VlQ29tbWVudDQ1Mzc4MDc3Nw== | gmriggs 8909245 | 2019-01-12T21:03:28Z | 2019-01-12T21:03:28Z | COLLABORATOR | This should be resolved in https://github.com/ACEmulator/ACE/pull/1252 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Tumerok archers aggro, but won't attack until you're very close 396612304 | |
452402594 | https://github.com/ACEmulator/ACE/issues/1249#issuecomment-452402594 | https://api.github.com/repos/ACEmulator/ACE/issues/1249 | MDEyOklzc3VlQ29tbWVudDQ1MjQwMjU5NA== | DrudgeRobber 46425530 | 2019-01-08T18:28:37Z | 2019-01-08T18:28:37Z | NONE | I edited this because I encountered an undead throwing javelins just fine almost immediately after posting. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Mob missing attack animation for throwing javelins 397025137 | |
454699966 | https://github.com/ACEmulator/ACE/issues/1267#issuecomment-454699966 | https://api.github.com/repos/ACEmulator/ACE/issues/1267 | MDEyOklzc3VlQ29tbWVudDQ1NDY5OTk2Ng== | gmriggs 8909245 | 2019-01-16T08:52:10Z | 2019-01-16T08:52:26Z | COLLABORATOR | Just tested this a few times with the tavern door in Holtburg, and also checked out the code to investigate for possible errors It seems like everything should be working normally, as this code hasn't been updated in quite some time Is it possible that you were running on the action-chain testing branch? This branch most definitely has some bugs like this, and door reset timers were most likely broken in the action-chain branch | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Doors do not auto-close and reset 398680324 | |
454999879 | https://github.com/ACEmulator/ACE/issues/1267#issuecomment-454999879 | https://api.github.com/repos/ACEmulator/ACE/issues/1267 | MDEyOklzc3VlQ29tbWVudDQ1NDk5OTg3OQ== | ghost 10137 | 2019-01-17T00:48:07Z | 2019-01-17T00:48:07Z | NONE | Did observe the tavern door auto close in one of the current master builds since Sunday. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Doors do not auto-close and reset 398680324 | |
454345198 | https://github.com/ACEmulator/ACE/issues/1268#issuecomment-454345198 | https://api.github.com/repos/ACEmulator/ACE/issues/1268 | MDEyOklzc3VlQ29tbWVudDQ1NDM0NTE5OA== | gmriggs 8909245 | 2019-01-15T10:36:07Z | 2019-01-15T10:36:07Z | COLLABORATOR | Fixed in https://github.com/ACEmulator/ACE/pull/1275 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | The /buff Command is broken 398683571 | |
454670010 | https://github.com/ACEmulator/ACE/issues/1269#issuecomment-454670010 | https://api.github.com/repos/ACEmulator/ACE/issues/1269 | MDEyOklzc3VlQ29tbWVudDQ1NDY3MDAxMA== | gmriggs 8909245 | 2019-01-16T06:43:05Z | 2019-01-16T06:43:05Z | COLLABORATOR | Having some difficulty reproing this bug... can you provide the exact repro steps, possibly a video of the exact steps? Trying all of the scenarios I can think of, it seems to be handling everything for all of the cases I've tried so far.. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Patron-Vassal XP Passup Bugs 398684179 | |
454695781 | https://github.com/ACEmulator/ACE/issues/1269#issuecomment-454695781 | https://api.github.com/repos/ACEmulator/ACE/issues/1269 | MDEyOklzc3VlQ29tbWVudDQ1NDY5NTc4MQ== | gmriggs 8909245 | 2019-01-16T08:37:40Z | 2019-01-16T08:37:40Z | COLLABORATOR | Not sure if this fixes anything (I have still been unable to repro this bug once so far) but I cleaned up a bunch of this code in https://github.com/ACEmulator/ACE/pull/1291, and also added the 'allegiance xp received' per-vassal field | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Patron-Vassal XP Passup Bugs 398684179 | |
455701965 | https://github.com/ACEmulator/ACE/issues/1269#issuecomment-455701965 | https://api.github.com/repos/ACEmulator/ACE/issues/1269 | MDEyOklzc3VlQ29tbWVudDQ1NTcwMTk2NQ== | gmriggs 8909245 | 2019-01-18T22:01:21Z | 2019-01-18T22:01:21Z | COLLABORATOR | After talking about this more with @someeodtech , we have both been unable to repro this bug again. It seems to be some very odd exception, and is possibly already fixed in https://github.com/ACEmulator/ACE/pull/1291 If anyone can get this bug to happen again, please provide as much info as possible, any any possible repro steps. If this bug does happen, it is most likely just a display bug in the client... the player does not receive the 'level up' packet for some reason, and 'XP until next level' appears negative. If you relog, and XP should display as normal. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Patron-Vassal XP Passup Bugs 398684179 | |
453887063 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-453887063 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1Mzg4NzA2Mw== | Mag-nus 10608427 | 2019-01-14T02:03:46Z | 2019-01-14T02:03:46Z | MEMBER | I can't duplicate this. Do you see the character logging out? The character appearing to log out, but remain in world is how shutdowns worked in retail. This is how it currently works in ACE. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
454541821 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454541821 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1NDU0MTgyMQ== | cyberkiller6 37782527 | 2019-01-15T20:37:05Z | 2019-01-15T20:37:05Z | NONE | When I issue the shutdown command in the server console, my player 'logs' off, but weapon still shows and you can run around the world even though the server is shutdown. I don't remember it being like this in retail, I would expect it to go back to the char selection screen with a server disconnected message. https://imgur.com/TzhicbQ | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
454628538 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454628538 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1NDYyODUzOA== | Mag-nus 10608427 | 2019-01-16T02:30:58Z | 2019-01-16T02:30:58Z | MEMBER | That is what happened at retail, when the servers went down for the final time. After a certain amount of seconds, you'll be booted from the world into a client error screen. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
454680752 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454680752 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1NDY4MDc1Mg== | ghost 10137 | 2019-01-16T07:35:50Z | 2019-01-16T07:36:37Z | NONE | The server doesn't appear to boot the player, but maybe I just didn't wait long enough. However, the 'stop-now' command to me seems like it should boot everyone immediately. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
454835257 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454835257 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1NDgzNTI1Nw== | Mag-nus 10608427 | 2019-01-16T16:05:55Z | 2019-01-16T16:05:55Z | MEMBER | /stop-now is just the same as /shutdown, but instead of waiting the shutdown-interval, it pre-sets the shutdown-interval to 0 forcing the shutdown process to start immediately. The shutdown process briefly: forces all clients to logout waits for all clients to log out stops updating the world (which may happen before packets are sent to clients to return them to char selection screen) waits for all database work to complete returns from the main loop allowing the process to exit. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
456869903 | https://github.com/ACEmulator/ACE/issues/1270#issuecomment-456869903 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | MDEyOklzc3VlQ29tbWVudDQ1Njg2OTkwMw== | Mag-nus 10608427 | 2019-01-23T16:30:31Z | 2019-01-23T16:30:31Z | MEMBER | I think this is now stale. I will close in a few days or so unless new issues are found using current master. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE server 'stop-now' doesn't fully log out players 398698756 | |
454418471 | https://github.com/ACEmulator/ACE/issues/1271#issuecomment-454418471 | https://api.github.com/repos/ACEmulator/ACE/issues/1271 | MDEyOklzc3VlQ29tbWVudDQ1NDQxODQ3MQ== | Mag-nus 10608427 | 2019-01-15T14:51:07Z | 2019-01-15T14:51:07Z | MEMBER | I believe this is fixed in #1276 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Missile wielding players and mobs start with projectile visible is their rest/non-combat state 398699179 | |
454647234 | https://github.com/ACEmulator/ACE/issues/1272#issuecomment-454647234 | https://api.github.com/repos/ACEmulator/ACE/issues/1272 | MDEyOklzc3VlQ29tbWVudDQ1NDY0NzIzNA== | gmriggs 8909245 | 2019-01-16T04:24:10Z | 2019-01-16T04:24:10Z | COLLABORATOR | Fixed in https://github.com/ACEmulator/ACE/pull/1278 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Can wear multiple pieces of armor that cover the same areas 398731372 | |
454540387 | https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454540387 | https://api.github.com/repos/ACEmulator/ACE/issues/1281 | MDEyOklzc3VlQ29tbWVudDQ1NDU0MDM4Nw== | ghost 10137 | 2019-01-15T20:32:11Z | 2019-01-15T20:32:11Z | NONE | I would say the probably a player's encumbrance should be checked, also, to ensure that it doesn't go out of bounds. Additional tasks that these checks should probably be performed with are crafting and emotes that have NPCs giving items to players. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Check inventory space before selling 399520426 | |
454768101 | https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454768101 | https://api.github.com/repos/ACEmulator/ACE/issues/1281 | MDEyOklzc3VlQ29tbWVudDQ1NDc2ODEwMQ== | Mag-nus 10608427 | 2019-01-16T12:51:50Z | 2019-01-16T12:51:50Z | MEMBER | When you sell items, do they only go into your main pack or can they spill over into side packs as well? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Check inventory space before selling 399520426 | |
454813121 | https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454813121 | https://api.github.com/repos/ACEmulator/ACE/issues/1281 | MDEyOklzc3VlQ29tbWVudDQ1NDgxMzEyMQ== | ghost 10137 | 2019-01-16T15:09:28Z | 2019-01-16T15:09:28Z | NONE | In buying items or gaining pyreals from selling, the latter option is the case, if there isn't any space available in the main pack. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Check inventory space before selling 399520426 | |
459457515 | https://github.com/ACEmulator/ACE/issues/1281#issuecomment-459457515 | https://api.github.com/repos/ACEmulator/ACE/issues/1281 | MDEyOklzc3VlQ29tbWVudDQ1OTQ1NzUxNQ== | fartwhif 3317737 | 2019-01-31T18:41:10Z | 2019-01-31T18:42:47Z | COLLABORATOR | are you sure? i remember retail merchants not using the landscape packs and instead giving an error whenever the main pack is full and landscape packs have room when buying or selling, there is a character configuration option to always use your "currently open pack" so maybe you have that enabled? IMHO it doesn't have to match retail and could probably be less rigid than retail, which might even be easier to implement than perfectly cloning the retail server behavior. | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Check inventory space before selling 399520426 |
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