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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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399203809 | https://github.com/ACEmulator/ACE/issues/718#issuecomment-399203809 | https://api.github.com/repos/ACEmulator/ACE/issues/718 | MDEyOklzc3VlQ29tbWVudDM5OTIwMzgwOQ== | amoeba 563 | 2018-06-21T18:41:34Z | 2018-06-21T18:41:34Z | CONTRIBUTOR | I'd find the current count of players useful for [TreeStats](https://treestats.net). Since TreeStats currently gets player counts from my plugin (which gets it from from Decal `CharacterFilter`), the information I have requires players to run the plugin and suffers staleness issues related to the server protocol only sending the player count at login (I'm not sure what ACE's behavior is here). I think I'd find a public HTTP API the most useful for getting this info. Just my 2c. | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | ACE.Server needs to expose an API for diagnostics and other information 310644605 | |
773132197 | https://github.com/ACEmulator/ACE/pull/3446#issuecomment-773132197 | https://api.github.com/repos/ACEmulator/ACE/issues/3446 | MDEyOklzc3VlQ29tbWVudDc3MzEzMjE5Nw== | amoeba 563 | 2021-02-04T08:37:35Z | 2021-02-04T08:37:35Z | CONTRIBUTOR | > 👍 to the idea for sure! > > Maybe someone can ping @FlaggAC about this as well... he brought up a discussion a few weeks ago about integrating the rcon protocol Interesting, @gmriggs. Thanks for the pointer. I hadn't heard about that work but that's really cool. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add support for servers to periodically communicate with external services 800971195 | |
775557804 | https://github.com/ACEmulator/ACE/pull/3446#issuecomment-775557804 | https://api.github.com/repos/ACEmulator/ACE/issues/3446 | MDEyOklzc3VlQ29tbWVudDc3NTU1NzgwNA== | amoeba 563 | 2021-02-09T00:23:06Z | 2021-02-09T00:23:06Z | CONTRIBUTOR | That's a pretty neat service, @FlaggAC , thanks for the pointer. Gives me some ideas for things I could add onto TreeStats. I definitely like the idea of implementing something like rcon that gives servers two-way messaging and remote control. That said, I also like the relatively small size of the change I'm proposing here and am probably willing to put more time into it since it's scratching my own itch. | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add support for servers to periodically communicate with external services 800971195 | |
284311511 | https://github.com/ACEmulator/ACE/pull/107#issuecomment-284311511 | https://api.github.com/repos/ACEmulator/ACE/issues/107 | MDEyOklzc3VlQ29tbWVudDI4NDMxMTUxMQ== | ghost 10137 | 2017-03-06T06:13:51Z | 2017-03-06T06:13:51Z | NONE | So the file names themselves would be hard-coded and just pull in the directory location from the config file, thereby allowing the two config directives to condense into one. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add DAT loading into main process 211999671 | |
284326453 | https://github.com/ACEmulator/ACE/pull/107#issuecomment-284326453 | https://api.github.com/repos/ACEmulator/ACE/issues/107 | MDEyOklzc3VlQ29tbWVudDI4NDMyNjQ1Mw== | ghost 10137 | 2017-03-06T07:59:00Z | 2017-03-06T07:59:00Z | NONE | Stupid tab vs spaces kept tripping me up. I also noticed that I missed a whole file that should have been included in the original commit. 'git add <filename>, ftw. It has now been added into the PR with the changes to the config variable(s). | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add DAT loading into main process 211999671 | |
298181799 | https://github.com/ACEmulator/ACE/pull/306#issuecomment-298181799 | https://api.github.com/repos/ACEmulator/ACE/issues/306 | MDEyOklzc3VlQ29tbWVudDI5ODE4MTc5OQ== | ghost 10137 | 2017-04-29T17:15:29Z | 2017-04-29T17:15:29Z | NONE | The societyId field in the new table structure is currently a placeholder that can be changed, if needed, for when Societies and their bound portals are implemented. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Portal class changes 225268144 | |
299640541 | https://github.com/ACEmulator/ACE/pull/331#issuecomment-299640541 | https://api.github.com/repos/ACEmulator/ACE/issues/331 | MDEyOklzc3VlQ29tbWVudDI5OTY0MDU0MQ== | ghost 10137 | 2017-05-06T13:38:52Z | 2017-05-06T13:38:52Z | NONE | Last minute change that occurred to me that I should probably restrict the weenie given to this new constructor to specific known weenies that are portals and not leave it open to all weenies, especially those that aren't even portal objects. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add new Portal constructor 226731648 | |
299681182 | https://github.com/ACEmulator/ACE/pull/331#issuecomment-299681182 | https://api.github.com/repos/ACEmulator/ACE/issues/331 | MDEyOklzc3VlQ29tbWVudDI5OTY4MTE4Mg== | ghost 10137 | 2017-05-07T04:08:57Z | 2017-05-07T04:08:57Z | NONE | These special portals don't have a complete ace_object/ace_portal_object, as they shouldn't be spawning with the other static/fixed portals. Instead of having the work of creating a dynamically generated ace_portal_object performed outside of the Portal class, I thought it would be easiest to move the logic into another constructor overload that can dynamically build the ace_portal_object from a weenie, defined by the enum, and a position object. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add new Portal constructor 226731648 | |
299682644 | https://github.com/ACEmulator/ACE/pull/331#issuecomment-299682644 | https://api.github.com/repos/ACEmulator/ACE/issues/331 | MDEyOklzc3VlQ29tbWVudDI5OTY4MjY0NA== | ghost 10137 | 2017-05-07T05:01:33Z | 2017-05-07T05:01:33Z | NONE | I was also thinking of using a similar approach in the SummonedPortal class, with the player summoned portals, but take the portal coordinates from the appropriate character PositionType table on gateway creation. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add new Portal constructor 226731648 | |
311555195 | https://github.com/ACEmulator/ACE/pull/423#issuecomment-311555195 | https://api.github.com/repos/ACEmulator/ACE/issues/423 | MDEyOklzc3VlQ29tbWVudDMxMTU1NTE5NQ== | ghost 10137 | 2017-06-28T04:45:15Z | 2017-06-28T04:45:15Z | NONE | I also added some debugging messages that show up in the chat window. They demonstrate that delays experienced before the teleport with some portals happens at the player.Session.Player.Teleport(portalDest) command. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Review and possible merge: Fix portal requirements 238895606 | |
338443637 | https://github.com/ACEmulator/ACE/pull/544#issuecomment-338443637 | https://api.github.com/repos/ACEmulator/ACE/issues/544 | MDEyOklzc3VlQ29tbWVudDMzODQ0MzYzNw== | ghost 10137 | 2017-10-22T01:19:44Z | 2017-10-22T01:20:27Z | NONE | Tested splitting Pyreals into multiple stacks of varying sizes and merging stacks back together. Tested moving between main pack and sub-packs. Tested putting pyreals into sub-packs and dropping sub-packs. CoinValue updates correctly. Dropping Pyreal stacks also update CoinValue correctly. Pickup of unsplit stacks works. However, pickup of stacks of anything that have been split don't work, so cannot fully test Pyreal pickup. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix coin value and pickup of stack-able items from landblock 267426458 | |
338449687 | https://github.com/ACEmulator/ACE/pull/544#issuecomment-338449687 | https://api.github.com/repos/ACEmulator/ACE/issues/544 | MDEyOklzc3VlQ29tbWVudDMzODQ0OTY4Nw== | ghost 10137 | 2017-10-22T04:02:44Z | 2017-10-22T04:02:44Z | NONE | If a stack-able item is picked up and no same items exist in inventory, HandleActionPutItemInContainer() method is called. If a same item already exists in inventory, HandleActionStackableMerge() is called. Found by debugging. Added the pickup code with a !HasItem check at the beginning of HandleActionStackableMerge(). | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix coin value and pickup of stack-able items from landblock 267426458 | |
366255702 | https://github.com/ACEmulator/ACE/pull/641#issuecomment-366255702 | https://api.github.com/repos/ACEmulator/ACE/issues/641 | MDEyOklzc3VlQ29tbWVudDM2NjI1NTcwMg== | ghost 10137 | 2018-02-16T14:50:11Z | 2018-02-16T14:50:11Z | NONE | Missing Changelog | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Have Landblocks load all terrain, building, and generic obstacle data during start up and store it for use in the physics engine. 297694186 | |
385228180 | https://github.com/ACEmulator/ACE/pull/773#issuecomment-385228180 | https://api.github.com/repos/ACEmulator/ACE/issues/773 | MDEyOklzc3VlQ29tbWVudDM4NTIyODE4MA== | ghost 10137 | 2018-04-29T05:59:55Z | 2018-04-29T06:01:00Z | NONE | Good catch on the null exception for the missing Attuned property on some items; however, the first null check on GetInventoryItem() should remain, as that method may return a null, also, which would need to be handled correctly. I resubmitted a modified version. Again, great catch. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Can drop things on the ground once again! 318688380 | |
386142434 | https://github.com/ACEmulator/ACE/pull/777#issuecomment-386142434 | https://api.github.com/repos/ACEmulator/ACE/issues/777 | MDEyOklzc3VlQ29tbWVudDM4NjE0MjQzNA== | ghost 10137 | 2018-05-02T22:35:02Z | 2018-05-02T22:35:02Z | NONE | Looks good to me, also, and played great | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Adding monster movement 319384596 | |
388071051 | https://github.com/ACEmulator/ACE/pull/787#issuecomment-388071051 | https://api.github.com/repos/ACEmulator/ACE/issues/787 | MDEyOklzc3VlQ29tbWVudDM4ODA3MTA1MQ== | ghost 10137 | 2018-05-10T14:30:44Z | 2018-05-10T15:22:52Z | NONE | Probably, would be a good idea to change the SpellID class variable, in SpellProjectile, to private, as now it shouldn't need to be publicly accessible outside the class. However, I won't block the merger. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Bolt, Streak and Arc updates 321900570 | |
403672900 | https://github.com/ACEmulator/ACE/pull/860#issuecomment-403672900 | https://api.github.com/repos/ACEmulator/ACE/issues/860 | MDEyOklzc3VlQ29tbWVudDQwMzY3MjkwMA== | ghost 10137 | 2018-07-10T01:47:24Z | 2018-07-10T01:47:24Z | NONE | Should the first commit that looks like it comes from PR 857 be included in this one? | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fixing sliding along the edge of cliffs 339589529 | |
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 | |
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 | |
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 | |
450948298 | https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450948298 | https://api.github.com/repos/ACEmulator/ACE/issues/1197 | MDEyOklzc3VlQ29tbWVudDQ1MDk0ODI5OA== | ghost 10137 | 2019-01-02T18:47:30Z | 2019-01-02T18:48:19Z | NONE | The if statement at line 1438, within function GiveObjecttoNPC(), in Player_Inventory.cs is preventing giving Attuned items to NPCs. I believe Attuned was only directed towards player. Case and point are the Town Criers, which are AC's version of garbage collectors. Mostly, I believe NPCs will reject items, whether with a blanket statement about not knowing what to do with said item or with custom flavor text, if they aren't specifically set up via emotes to accept said items. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Major Inventory Refactor 394837387 | |
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 | |
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 | |
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 | |
454602375 | https://github.com/ACEmulator/ACE/issues/1287#issuecomment-454602375 | https://api.github.com/repos/ACEmulator/ACE/issues/1287 | MDEyOklzc3VlQ29tbWVudDQ1NDYwMjM3NQ== | ghost 10137 | 2019-01-16T00:19:26Z | 2019-01-16T00:19:26Z | NONE | Probably needs updated data | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Virindi Castaway NPC attacks you in Black Dominion dungeon 399592772 | |
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 | |
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 | |
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 | |
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 | |
455005864 | https://github.com/ACEmulator/ACE/issues/1298#issuecomment-455005864 | https://api.github.com/repos/ACEmulator/ACE/issues/1298 | MDEyOklzc3VlQ29tbWVudDQ1NTAwNTg2NA== | ghost 10137 | 2019-01-17T01:18:23Z | 2019-01-17T01:18:23Z | NONE | Data driven issue. The XP reward wasn't added until a patch in 2010. Once the database data has been updated to that point, the XP reward will return. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Simulacra Infiltrators Quest - Broken XP Rewards & Partial Drops 400036280 | |
455797724 | https://github.com/ACEmulator/ACE/pull/1288#issuecomment-455797724 | https://api.github.com/repos/ACEmulator/ACE/issues/1288 | MDEyOklzc3VlQ29tbWVudDQ1NTc5NzcyNA== | ghost 10137 | 2019-01-19T17:13:46Z | 2019-01-19T17:13:46Z | NONE | Appears to work fine for me, including the next PR that builds on this one. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Refactor ticks 399641259 | |
460693106 | https://github.com/ACEmulator/ACE/pull/1416#issuecomment-460693106 | https://api.github.com/repos/ACEmulator/ACE/issues/1416 | MDEyOklzc3VlQ29tbWVudDQ2MDY5MzEwNg== | ghost 10137 | 2019-02-05T15:59:34Z | 2019-02-05T15:59:34Z | NONE | In the case of melee weapons, UiEffects property should not be defaulted to 0, as there are separate weenies for each loot weapon type for each element that set the default. Only set UiEffects to 1, if the item contains spells, thus overriding the weenie default. Missile weapons and casters have the element externally applied, so a default should be set to zero, in these two cases. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Change LootGenerationFactory to support TOD 406625411 | |
464778106 | https://github.com/ACEmulator/ACE/issues/1451#issuecomment-464778106 | https://api.github.com/repos/ACEmulator/ACE/issues/1451 | MDEyOklzc3VlQ29tbWVudDQ2NDc3ODEwNg== | ghost 10137 | 2019-02-18T15:36:07Z | 2019-02-18T15:36:07Z | NONE | My guess, without having looked yet, is that there is a spell on the Robe that isn't being handled properly when the robe is taken off. I will look at it this evening. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Can't Remove Pathwarden Robe 411492873 | |
477752522 | https://github.com/ACEmulator/ACE/issues/1582#issuecomment-477752522 | https://api.github.com/repos/ACEmulator/ACE/issues/1582 | MDEyOklzc3VlQ29tbWVudDQ3Nzc1MjUyMg== | ghost 10137 | 2019-03-28T20:10:11Z | 2019-03-28T20:17:55Z | NONE | The Close functionality was moved to Chest.CheckUseRequirements() from ActOnUse, in PR#1570. House Storage class has its own CheckUseRequirements() override which does not have this same Close() call. Storage() uses Chest.ActOnUse for its actions, which now doesn't include the if(IsOpen) check and associated Close() action if true, anymore. | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Cottage Storage Not working Correctly anymore. 426557858 | |
477863893 | https://github.com/ACEmulator/ACE/issues/1588#issuecomment-477863893 | https://api.github.com/repos/ACEmulator/ACE/issues/1588 | MDEyOklzc3VlQ29tbWVudDQ3Nzg2Mzg5Mw== | ghost 10137 | 2019-03-29T04:35:31Z | 2019-03-29T04:36:13Z | NONE | For testing purposes, ensure your dev character is immune to damage or has the /attackable off state active, as this Golem hits very hard. | {"total_count": 1, "+1": 1, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Blue Coral Reef not spawning its full generate payload 426811967 | |
478916827 | https://github.com/ACEmulator/ACE/pull/1632#issuecomment-478916827 | https://api.github.com/repos/ACEmulator/ACE/issues/1632 | MDEyOklzc3VlQ29tbWVudDQ3ODkxNjgyNw== | ghost 10137 | 2019-04-02T09:26:38Z | 2019-04-02T09:27:03Z | NONE | Even if the quests to activate the slots are not available, both Janier al-Evv that sells Aetheria Desiccant and Cypher that exchanges stacks of Aetheria powder for MMD notes or Mana Forge keys are present in Xarbydun. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add Coelesced Aetheria to loot drops 428111578 | |
485204462 | https://github.com/ACEmulator/ACE/pull/1766#issuecomment-485204462 | https://api.github.com/repos/ACEmulator/ACE/issues/1766 | MDEyOklzc3VlQ29tbWVudDQ4NTIwNDQ2Mg== | ghost 10137 | 2019-04-21T00:25:53Z | 2019-04-21T00:25:53Z | NONE | Will need to redo the changes, as I cannot figure out what GitHub is doing. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Loot fixes/additions 435359939 | |
490240333 | https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490240333 | https://api.github.com/repos/ACEmulator/ACE/issues/1864 | MDEyOklzc3VlQ29tbWVudDQ5MDI0MDMzMw== | ghost 10137 | 2019-05-07T20:20:27Z | 2019-05-07T20:20:27Z | NONE | If each armor piece has the same potential spells and/or cantrips, then those separate arrays should be compressed down to fewer. Jewelry obviously needs to have its own, as those items don't have impen/banes. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | standardized spells and cantrips for armor pieces 441424285 | |
490244973 | https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490244973 | https://api.github.com/repos/ACEmulator/ACE/issues/1864 | MDEyOklzc3VlQ29tbWVudDQ5MDI0NDk3Mw== | ghost 10137 | 2019-05-07T20:34:51Z | 2019-05-07T20:36:14Z | NONE | On the right track. ClothingCantrips looks to me to be much the same, also. I imagine that the normal spells are also in similar need of compression and standardization. Lastly, if those spell arrays are being condensed down to single arrays, the better option would be to remove the switch statements in LootGenerationFactory_Clothing.cs in favor of spells = LootTables.ArmorSpells and cantrips = LootTables.ArmorCantrips, rather than assigning the actual array to the others that are now unneeded. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | standardized spells and cantrips for armor pieces 441424285 | |
490274515 | https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490274515 | https://api.github.com/repos/ACEmulator/ACE/issues/1864 | MDEyOklzc3VlQ29tbWVudDQ5MDI3NDUxNQ== | ghost 10137 | 2019-05-07T22:14:55Z | 2019-05-07T22:14:55Z | NONE | Looks good | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | standardized spells and cantrips for armor pieces 441424285 | |
491200720 | https://github.com/ACEmulator/ACE/pull/1872#issuecomment-491200720 | https://api.github.com/repos/ACEmulator/ACE/issues/1872 | MDEyOklzc3VlQ29tbWVudDQ5MTIwMDcyMA== | ghost 10137 | 2019-05-10T08:12:00Z | 2019-05-10T17:22:34Z | NONE | Still need to test removing the "usage" flag, as it is probably not needed [Done] | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Skill XP Rank increases 442559779 | |
491684289 | https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491684289 | https://api.github.com/repos/ACEmulator/ACE/issues/1891 | MDEyOklzc3VlQ29tbWVudDQ5MTY4NDI4OQ== | ghost 10137 | 2019-05-13T05:48:36Z | 2019-05-13T05:48:57Z | NONE | The drop rates that were in the code beforehand only allowed the locust players to have a chance at attaining minimal cantrip items. I was told that they were definitely not correct. I tested my changes quite a bit and the output felt decent to me. I disapprove of reverting the code. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Revert "Loot Generation Changes (#1876)" 443188380 | |
494213315 | https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494213315 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | MDEyOklzc3VlQ29tbWVudDQ5NDIxMzMxNQ== | ghost 10137 | 2019-05-21T02:14:30Z | 2019-05-21T02:25:47Z | NONE | For Wrath of the Puppeteer spell, "|| spellID == 2998" needs to be added to the Volley else if branch in SpellProjectile.GetProjectileSpellType(), as it is a bolt/volley hybrid spell. Three projectiles are fired but in succession, rather than as a group together, so that effect needs to be accounted for in code. SpellIDs 1832 through 1838, which Avalanche is a part of, are spell projectile rain spells that are unique to other War Magic projectile spells, with nine or 12 projectiles that slam down from above the target in an area, and should only be usable outdoors. Those spell lines are a little wonky, as their spell.Power exceeds their item casters ItemSpellcrafts, so that probably needs to be accounted for, also. Paralyzing Fear spell on Virindi Implant also exceeds the ItemSpellcraft of the caster item. I imagine that ItemSpellcraft should probably only be used for resist checks and not for if an item has the "skill" to cast its spell. Setting magicSkill = 999, at line 334 in Player_Magic.cs, ensures that a caster item can successfully cast its own spells. Lastly, the two WarMagic() overloads are probably sending an extra GameEventUseDone(), in the case of "spell not implemented, yet", as the cursor goes into perma-hourglass. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet 437208346 | |
494238752 | https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494238752 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | MDEyOklzc3VlQ29tbWVudDQ5NDIzODc1Mg== | ghost 10137 | 2019-05-21T04:53:12Z | 2019-05-21T04:53:49Z | NONE | The Avalanche spell (really all of these rain spells) has a spell.Power of 320, but the item, as you mentioned, has a built-in skill of 250. Even with the -50 discount on spell.Power for difficulty calculation, it still ends up being greater than the item's skill level, so the spell automatically fails, and then fizzles. Currently, the line "if (isWeaponSpell && caster.ItemSpellcraft != null) magicSkill = caster.ItemSpellcraft;" is causing the instant spell cast failure for the item's spell. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet 437208346 | |
494239854 | https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494239854 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | MDEyOklzc3VlQ29tbWVudDQ5NDIzOTg1NA== | ghost 10137 | 2019-05-21T04:59:32Z | 2019-05-21T04:59:32Z | NONE | There isn't a lot of information to go on for these spells. For the Wrath of the Puppeteer, the spell has multiple projectiles but doesn't have a DimsOrigin.X > 1, so SpellProjectile.GetProjectileSpellType() was assigning it a Bolt type. However, in WarMagic(WorldObject target, Spell spell), the check didn't match any of the current criteria, ie. spell.NumProjectiles == 1 || spellType == SpellProjectile.ProjectileSpellType.Volley || spellType == SpellProjectile.ProjectileSpellType.Blast. The picture associated with the Puppeteer's Skull weapon shows the three projectiles firing in succession. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet 437208346 | |
494243312 | https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494243312 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | MDEyOklzc3VlQ29tbWVudDQ5NDI0MzMxMg== | ghost 10137 | 2019-05-21T05:19:08Z | 2019-05-21T05:19:08Z | NONE | Yes, that works. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spells on Stave of Palenqual and Puppeteer's Skull not implemented yet 437208346 | |
496386693 | https://github.com/ACEmulator/ACE/issues/1941#issuecomment-496386693 | https://api.github.com/repos/ACEmulator/ACE/issues/1941 | MDEyOklzc3VlQ29tbWVudDQ5NjM4NjY5Mw== | ghost 10137 | 2019-05-28T06:47:13Z | 2019-05-28T06:47:13Z | NONE | Old Chest is present in this dungeon: 0x02DE015A [208.458954 -97.311821 -35.994999] 0.512562 0.000000 0.000000 -0.858650 ![image](https://user-images.githubusercontent.com/49040547/58456707-bab20c00-80d9-11e9-8aff-34d562afe662.png) | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Old Chest for Healing Machine Hook in Ruschk Iceberg missing. 448566694 | |
496662382 | https://github.com/ACEmulator/ACE/issues/1922#issuecomment-496662382 | https://api.github.com/repos/ACEmulator/ACE/issues/1922 | MDEyOklzc3VlQ29tbWVudDQ5NjY2MjM4Mg== | ghost 10137 | 2019-05-28T19:48:49Z | 2019-05-28T19:48:49Z | NONE | Correct source and target routing and messaging will be needed for ProcSpell for the Alchemical Throwing Phials to work correctly that are to be added in content patch https://github.com/ACEmulator/ACE-World-16PY-Patches/pull/132 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Item Proc'ing - Needs to be corrected for Alchemical Throwning Phials to work 446766312 | |
499372192 | https://github.com/ACEmulator/ACE/issues/1967#issuecomment-499372192 | https://api.github.com/repos/ACEmulator/ACE/issues/1967 | MDEyOklzc3VlQ29tbWVudDQ5OTM3MjE5Mg== | ghost 10137 | 2019-06-06T06:52:07Z | 2019-06-06T06:52:07Z | NONE | Will make the correction, shortly | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | EmoteType.TeleportTarget not complete 452827194 | |
502970334 | https://github.com/ACEmulator/ACE/issues/2007#issuecomment-502970334 | https://api.github.com/repos/ACEmulator/ACE/issues/2007 | MDEyOklzc3VlQ29tbWVudDUwMjk3MDMzNA== | ghost 10137 | 2019-06-18T06:45:30Z | 2019-06-18T06:45:30Z | NONE | To my knowledge, it isn't really advised to load PCAP-Export files into the database, as is, especially for items that are way in future patches than that of where content is currently at. A lot of PCAP-Export items may not be fully formed and may not work correctly, even setting aside new properties that may not be supported in ones emulator flavor of choice. Many weenies have a lot more to them than were captured via PCAP'ing. Personally, I would not call this a bug per se. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Armor/Item Sets throwing Errors 456655645 | |
504677441 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504677441 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY3NzQ0MQ== | ghost 10137 | 2019-06-22T16:00:27Z | 2019-06-22T16:07:23Z | NONE | I believe this fix is incomplete. When a beneficial item spell, such as a impen or bane, is targeted on another player, it should be distributed internally to all items that the target player is wearing that are enchantable but also deduct an appropriate amount of mana, as though having cast the spell individually on each equipped piece. Just as a player targeting themselves distributes the cast item spell on all equipped items that are enchantable, yet deducts an appropriate amount of mana for all items enchanted. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504678060 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678060 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODA2MA== | ghost 10137 | 2019-06-22T16:08:47Z | 2019-06-22T16:12:31Z | NONE | If multiple sums of mana aren't being deducted for even self-targeted impen/banes, then that is a bug, also. When an impen or bane is cast on oneself or another player, regardless, the spell should get distributed to all clothing items equipped, sans a possible equipped shield as that should not be part of the bundled spell cast, and mana taken from the caster should be equivalent to that of having cast the spell individually on all items. ACE was functioning this way at one point. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504678425 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678425 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODQyNQ== | ghost 10137 | 2019-06-22T16:13:12Z | 2019-06-22T16:13:12Z | NONE | It was working that way at one point. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504678534 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678534 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODUzNA== | ghost 10137 | 2019-06-22T16:14:40Z | 2019-06-22T16:14:40Z | NONE | Casting impen on all equipped items from one cast without removing an equivalent amount of mana would be a cheat. You would in a sense be getting free spell casts. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504678736 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678736 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODczNg== | ghost 10137 | 2019-06-22T16:16:43Z | 2019-06-22T16:16:43Z | NONE | I remember it was that way in the past, as I coded it that way... | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504680195 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680195 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY4MDE5NQ== | ghost 10137 | 2019-06-22T16:35:57Z | 2019-06-22T16:35:57Z | NONE | Never mind. CalculateManaUsage() is still totaling the sum of the mana for an equivalent multiple spell casting, when a player is targeted for an impen/bane type item spell cast. "numTargetItems = targetPlayer.EquippedObjects.Values.Count(i => (i is Clothing || i.IsShield) && i.IsEnchantable);" is the line from Creature.CalculateManaUsage(). You are correct in that the Clothing check is missing. However, it should be able to be shortened from i.WeenieType == WeenieType.Clothing to 'i is Clothing'. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504680827 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680827 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY4MDgyNw== | ghost 10137 | 2019-06-22T16:44:31Z | 2019-06-22T16:44:31Z | NONE | Yes. Code gets moved around a lot, and it can seemingly get lost in the shuffle. "It isn't were I left it, so it must be gone"... | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
504681824 | https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504681824 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | MDEyOklzc3VlQ29tbWVudDUwNDY4MTgyNA== | ghost 10137 | 2019-06-22T16:57:29Z | 2019-06-22T16:57:29Z | NONE | Game-play tested proposed fix works, so should be good to go when Clothing check is changed to 'i is Clothing' | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix the inability to multicast impen/bane/brittlemail/lures on other characters 459484118 | |
509321951 | https://github.com/ACEmulator/ACE/pull/1833#issuecomment-509321951 | https://api.github.com/repos/ACEmulator/ACE/issues/1833 | MDEyOklzc3VlQ29tbWVudDUwOTMyMTk1MQ== | ghost 10137 | 2019-07-08T17:38:05Z | 2019-07-08T17:38:05Z | NONE | I've already been running .net 2.2 on my server for awhile now, with no adverse effects | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Upgrade to .NET Core 2.2.1 (VS 2017 compatible) 438751195 | |
509322949 | https://github.com/ACEmulator/ACE/pull/2084#issuecomment-509322949 | https://api.github.com/repos/ACEmulator/ACE/issues/2084 | MDEyOklzc3VlQ29tbWVudDUwOTMyMjk0OQ== | ghost 10137 | 2019-07-08T17:40:52Z | 2019-07-08T17:40:52Z | NONE | As mentioned in the first PR of the same name, will hold off on merging, if approved before Aetheria Quest content is added, as it is probably wouldn't be a good idea to have Coealesced Aetheria drop for players without a means to use them. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Aetheria LootGenerationFactory plus LootGen magic code refactor 464970567 | |
511522798 | https://github.com/ACEmulator/ACE/pull/2112#issuecomment-511522798 | https://api.github.com/repos/ACEmulator/ACE/issues/2112 | MDEyOklzc3VlQ29tbWVudDUxMTUyMjc5OA== | ghost 10137 | 2019-07-15T18:45:16Z | 2019-07-15T18:45:16Z | NONE | Tested and works with the inclusion of the null check | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Update Creature Combat Skills for MoA 468163573 | |
513887160 | https://github.com/ACEmulator/ACE/pull/2146#issuecomment-513887160 | https://api.github.com/repos/ACEmulator/ACE/issues/2146 | MDEyOklzc3VlQ29tbWVudDUxMzg4NzE2MA== | ghost 10137 | 2019-07-22T17:52:53Z | 2019-07-22T17:52:53Z | NONE | Adding 'using ACE.Server.Managers;' should make PropertyManager "accessible" from Player_Database.cs. As far as I can see, the relevant API functions of PropertyManager are all set to public. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Added configurable 'player_save_interval' seconds property 470826635 | |
514354567 | https://github.com/ACEmulator/ACE/pull/2156#issuecomment-514354567 | https://api.github.com/repos/ACEmulator/ACE/issues/2156 | MDEyOklzc3VlQ29tbWVudDUxNDM1NDU2Nw== | ghost 10137 | 2019-07-23T19:40:48Z | 2019-07-23T19:44:27Z | NONE | There is already precedent set for checking 'if (IsBusy || Teleporting)' throughout the existing code-base that I don't think a new getter to encapsulate this check is really necessary. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Add busy checks for recall/PKL commands 471783019 | |
515052577 | https://github.com/ACEmulator/ACE/issues/1583#issuecomment-515052577 | https://api.github.com/repos/ACEmulator/ACE/issues/1583 | MDEyOklzc3VlQ29tbWVudDUxNTA1MjU3Nw== | ghost 10137 | 2019-07-25T13:53:36Z | 2019-07-25T13:53:36Z | NONE | I would agree that the ideal fix would be to change the data; however, until those items are found, reported, and fixed, they cause bugged spell casts for players. It might help the process along if a debug warning message was added that posts a message to the server console and in the log. That was how I found a good portion of the loot gen weenies that were missing their TsysMutationData. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Spell appraisal and activation on items 426654930 | |
520128586 | https://github.com/ACEmulator/ACE/pull/2204#issuecomment-520128586 | https://api.github.com/repos/ACEmulator/ACE/issues/2204 | MDEyOklzc3VlQ29tbWVudDUyMDEyODU4Ng== | ghost 10137 | 2019-08-10T08:02:10Z | 2019-08-10T08:02:10Z | NONE | I can confirm this fixes the shard scatter issue | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | adding SyncLocation for enter_world() 479237888 | |
524661489 | https://github.com/ACEmulator/ACE/pull/2261#issuecomment-524661489 | https://api.github.com/repos/ACEmulator/ACE/issues/2261 | MDEyOklzc3VlQ29tbWVudDUyNDY2MTQ4OQ== | ghost 10137 | 2019-08-25T20:32:34Z | 2019-08-25T20:32:34Z | NONE | Been using this PR on my local server since about the time it was posted and have not experienced any ill effects. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Limit database from taking all the threads 482603988 | |
282458956 | https://github.com/ACEmulator/ACE/pull/84#issuecomment-282458956 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | MDEyOklzc3VlQ29tbWVudDI4MjQ1ODk1Ng== | fantoms 37453 | 2017-02-25T04:23:07Z | 2017-02-25T04:23:07Z | CONTRIBUTOR | I was able to get the skills to lock into Infinity!, but the Abilities do not continue to spend after clicking 12 times on the +10 button; in other words - once you spend more then 121 points on abilities specificially, you can't spend anymore on abilities. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Skill spend upper bound check too prevent xp crash, also Max Skills! 209354215 | |
283558190 | https://github.com/ACEmulator/ACE/pull/84#issuecomment-283558190 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | MDEyOklzc3VlQ29tbWVudDI4MzU1ODE5MA== | fantoms 37453 | 2017-03-02T05:11:09Z | 2017-03-02T05:11:09Z | CONTRIBUTOR | I believe this is ready for a another eye if it is worth having Skills raise to max skill level. The abilities are not working; example: when you go above 221 on strength. Here is a packet capture showing the abilities issue: http://pastebin.com/Bn5Sjew6 Thanks! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Skill spend upper bound check too prevent xp crash, also Max Skills! 209354215 | |
283647919 | https://github.com/ACEmulator/ACE/pull/84#issuecomment-283647919 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | MDEyOklzc3VlQ29tbWVudDI4MzY0NzkxOQ== | fantoms 37453 | 2017-03-02T13:03:43Z | 2017-03-02T13:03:43Z | CONTRIBUTOR | I will start over on this PR, the changes are minimal but a rebase did not work as expected. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Skill spend upper bound check too prevent xp crash, also Max Skills! 209354215 | |
285877915 | https://github.com/ACEmulator/ACE/issues/52#issuecomment-285877915 | https://api.github.com/repos/ACEmulator/ACE/issues/52 | MDEyOklzc3VlQ29tbWVudDI4NTg3NzkxNQ== | fantoms 37453 | 2017-03-11T16:13:01Z | 2017-03-11T16:53:37Z | CONTRIBUTOR | Please review Pull Request #119, which should now close most of the requirements for this issue. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Leveling up when granted xp 206403292 | |
285880346 | https://github.com/ACEmulator/ACE/issues/53#issuecomment-285880346 | https://api.github.com/repos/ACEmulator/ACE/issues/53 | MDEyOklzc3VlQ29tbWVudDI4NTg4MDM0Ng== | fantoms 37453 | 2017-03-11T16:52:00Z | 2017-03-11T16:52:00Z | CONTRIBUTOR | Added skill credits and ability to grant Skill credits on level up, in Pull Request #119. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Skill Credits: saving, loading, spending 206403348 | |
285913800 | https://github.com/ACEmulator/ACE/pull/119#issuecomment-285913800 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | MDEyOklzc3VlQ29tbWVudDI4NTkxMzgwMA== | fantoms 37453 | 2017-03-12T01:20:16Z | 2017-03-12T05:23:25Z | CONTRIBUTOR | -Added the max level effect -Moved the effects to after the level-up network message sequence -I believe made the /grantxp now command work properly. Please let me know if this is correct: There was an issue where the max xp was not locking to Infinity, so I had to add another GrantXp command to add Additional XP for skill leveling, for after max level is achieved. -Moved the available credit update to the end so it doesn't spam the message until all credits are achieved, this fixed a bug I added. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Level up on xp change, PropertyInt Message Types and skill credits 213538178 | |
285923241 | https://github.com/ACEmulator/ACE/pull/119#issuecomment-285923241 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | MDEyOklzc3VlQ29tbWVudDI4NTkyMzI0MQ== | fantoms 37453 | 2017-03-12T05:20:00Z | 2017-03-12T05:20:00Z | CONTRIBUTOR | Known issue: No formal name or label on skills. Examples: "VoidMagic" or "SneakAttack". | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Level up on xp change, PropertyInt Message Types and skill credits 213538178 | |
286124129 | https://github.com/ACEmulator/ACE/issues/51#issuecomment-286124129 | https://api.github.com/repos/ACEmulator/ACE/issues/51 | MDEyOklzc3VlQ29tbWVudDI4NjEyNDEyOQ== | fantoms 37453 | 2017-03-13T14:30:57Z | 2017-03-13T14:30:57Z | CONTRIBUTOR | A small portion of saving the character is available in Pull Request #125, as it will save the character properties to the database. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Saving a Character to the DB 206403228 | |
287183202 | https://github.com/ACEmulator/ACE/pull/125#issuecomment-287183202 | https://api.github.com/repos/ACEmulator/ACE/issues/125 | MDEyOklzc3VlQ29tbWVudDI4NzE4MzIwMg== | fantoms 37453 | 2017-03-16T20:35:43Z | 2017-03-16T20:35:43Z | CONTRIBUTOR | Network Conflicts resolved. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Player Properties to db 213680800 | |
287548109 | https://github.com/ACEmulator/ACE/pull/119#issuecomment-287548109 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | MDEyOklzc3VlQ29tbWVudDI4NzU0ODEwOQ== | fantoms 37453 | 2017-03-18T13:59:42Z | 2017-03-18T13:59:42Z | CONTRIBUTOR | Closing now, this was merged into PR #141 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Level up on xp change, PropertyInt Message Types and skill credits 213538178 | |
287548140 | https://github.com/ACEmulator/ACE/pull/125#issuecomment-287548140 | https://api.github.com/repos/ACEmulator/ACE/issues/125 | MDEyOklzc3VlQ29tbWVudDI4NzU0ODE0MA== | fantoms 37453 | 2017-03-18T14:00:13Z | 2017-03-18T14:00:13Z | CONTRIBUTOR | Closing now, this was merged into PR #141 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Save Player Properties to db 213680800 | |
287548162 | https://github.com/ACEmulator/ACE/pull/134#issuecomment-287548162 | https://api.github.com/repos/ACEmulator/ACE/issues/134 | MDEyOklzc3VlQ29tbWVudDI4NzU0ODE2Mg== | fantoms 37453 | 2017-03-18T14:00:37Z | 2017-03-18T14:00:37Z | CONTRIBUTOR | Closing now, since this was merged into PR #141 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Added attribute upper bounds check and max attribute fireworks and special text 214728678 | |
287586760 | https://github.com/ACEmulator/ACE/issues/53#issuecomment-287586760 | https://api.github.com/repos/ACEmulator/ACE/issues/53 | MDEyOklzc3VlQ29tbWVudDI4NzU4Njc2MA== | fantoms 37453 | 2017-03-19T01:10:40Z | 2017-03-19T01:10:40Z | CONTRIBUTOR | If PR #143 gets accepted, then I have a follow-up PR that will allow skill credits to be spent. I've already tested the code and it should allow for skill credit spending, saving, and loading. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Skill Credits: saving, loading, spending 206403348 | |
287852886 | https://github.com/ACEmulator/ACE/pull/156#issuecomment-287852886 | https://api.github.com/repos/ACEmulator/ACE/issues/156 | MDEyOklzc3VlQ29tbWVudDI4Nzg1Mjg4Ng== | fantoms 37453 | 2017-03-20T18:23:52Z | 2017-03-20T18:23:52Z | CONTRIBUTOR | Tested this utilizing multiple characters and passes were successful. Aside from this code, your command really helps points out the bug/non-issue in the client, where your total health is greater than the actual health - Example - In-game action sequence after Spending one rank up, for endurance (Total 61): 1. Health Total: `1/31` 2. type: `@heal` 3. Health Total: `30/31` | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Heal: Update Player object, then send its data 215484872 | |
290456123 | https://github.com/ACEmulator/ACE/pull/184#issuecomment-290456123 | https://api.github.com/repos/ACEmulator/ACE/issues/184 | MDEyOklzc3VlQ29tbWVudDI5MDQ1NjEyMw== | fantoms 37453 | 2017-03-30T15:56:12Z | 2017-03-30T15:56:12Z | CONTRIBUTOR | I am going to close this PR, untill I work the Positions and CharacterPositions in too the same object and the code ready for another look. Thanks For your reviews so far! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Feature: ORM Driven Character Positions for Issue #166 218060844 | |
290963680 | https://github.com/ACEmulator/ACE/pull/194#issuecomment-290963680 | https://api.github.com/repos/ACEmulator/ACE/issues/194 | MDEyOklzc3VlQ29tbWVudDI5MDk2MzY4MA== | fantoms 37453 | 2017-04-02T04:18:08Z | 2017-04-02T04:18:08Z | CONTRIBUTOR | In my defense, here is the previously requested change: https://github.com/ACEmulator/ACE/pull/184/files/0fda5e079b51c574b0565d7e01fa51e8548d5d0b | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix: Reverted SQL syntax to use AFTER, instead of BEFORE 218740683 | |
292063770 | https://github.com/ACEmulator/ACE/issues/209#issuecomment-292063770 | https://api.github.com/repos/ACEmulator/ACE/issues/209 | MDEyOklzc3VlQ29tbWVudDI5MjA2Mzc3MA== | fantoms 37453 | 2017-04-06T04:08:59Z | 2017-04-06T04:08:59Z | CONTRIBUTOR | After testing a few times, I believe that your commit b52abcd is the culprit. When I revert this change, rotations are restored. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Character rotation 219614446 | |
292071321 | https://github.com/ACEmulator/ACE/issues/209#issuecomment-292071321 | https://api.github.com/repos/ACEmulator/ACE/issues/209 | MDEyOklzc3VlQ29tbWVudDI5MjA3MTMyMQ== | fantoms 37453 | 2017-04-06T05:17:17Z | 2017-04-06T05:17:17Z | CONTRIBUTOR | PR #214 seems to also fix the issue for me. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Character rotation 219614446 | |
293031394 | https://github.com/ACEmulator/ACE/pull/226#issuecomment-293031394 | https://api.github.com/repos/ACEmulator/ACE/issues/226 | MDEyOklzc3VlQ29tbWVudDI5MzAzMTM5NA== | fantoms 37453 | 2017-04-10T18:07:14Z | 2017-04-10T18:07:14Z | CONTRIBUTOR | After pulling this patch, I was able to perform animations on different integers. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix for Animations 220709475 | |
293739770 | https://github.com/ACEmulator/ACE/pull/235#issuecomment-293739770 | https://api.github.com/repos/ACEmulator/ACE/issues/235 | MDEyOklzc3VlQ29tbWVudDI5MzczOTc3MA== | fantoms 37453 | 2017-04-12T23:58:29Z | 2017-04-12T23:58:29Z | CONTRIBUTOR | Just pulled the latest changes and tested again; all functions were working as expected. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Dat reader - creating a PR so I can comment. 220965499 | |
294642122 | https://github.com/ACEmulator/ACE/pull/243#issuecomment-294642122 | https://api.github.com/repos/ACEmulator/ACE/issues/243 | MDEyOklzc3VlQ29tbWVudDI5NDY0MjEyMg== | fantoms 37453 | 2017-04-18T01:14:36Z | 2017-04-18T01:14:36Z | CONTRIBUTOR | I've made changes to each of the commented sections - the code is now ready for another review. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix: Position missing update and LandblockId db object fix 222023780 | |
294861667 | https://github.com/ACEmulator/ACE/pull/236#issuecomment-294861667 | https://api.github.com/repos/ACEmulator/ACE/issues/236 | MDEyOklzc3VlQ29tbWVudDI5NDg2MTY2Nw== | fantoms 37453 | 2017-04-18T14:26:25Z | 2017-04-18T14:26:25Z | CONTRIBUTOR | Thanks for taking a look! | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Concept review: Broadcast Generic Messages for Effects and Sounds 221393225 | |
296500956 | https://github.com/ACEmulator/ACE/pull/278#issuecomment-296500956 | https://api.github.com/repos/ACEmulator/ACE/issues/278 | MDEyOklzc3VlQ29tbWVudDI5NjUwMDk1Ng== | fantoms 37453 | 2017-04-24T00:40:16Z | 2017-04-24T00:44:09Z | CONTRIBUTOR | Adapted @Lidefeath's selected target smite command to allow you to moveTo a selected target, only works for players and creatures: ``` public static void MoveTo(Session session, params string[] parameters) { if (session.Player.SelectedTarget != 0) { var target = new ObjectGuid(session.Player.SelectedTarget); var wo = LandblockManager.GetWorldObject(session, target); var newMotion = new ServerControlMotion(MotionStance.Standing, wo); session.Network.EnqueueSend(new GameMessageUpdatePosition(session.Player)); session.Network.EnqueueSend(new GameMessageUpdateMotion(session.Player, wo, newMotion, MovementTypes.MoveToObject)); } else { var distance = 10.0f; if ((parameters?.Length > 0)) distance = Convert.ToInt16(parameters[0]); var loot = LootGenerationFactory.CreateTrainingWand(session.Player); LootGenerationFactory.Spawn(loot, session.Player.Location.InFrontOf(distance)); session.Player.TrackObject(loot); var newMotion = new ServerControlMotion(MotionStance.Standing, loot); session.Network.EnqueueSend(new GameMessageUpdatePosition(session.Player)); session.Network.EnqueueSend(new GameMessageUpdateMotion(session.Player, loot, newMotion, MovementTypes.MoveToObject)); } } ``` | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Initial work on MoveToObject & MoveToPosition. Ready for merge 223669620 | |
298015514 | https://github.com/ACEmulator/ACE/issues/31#issuecomment-298015514 | https://api.github.com/repos/ACEmulator/ACE/issues/31 | MDEyOklzc3VlQ29tbWVudDI5ODAxNTUxNA== | fantoms 37453 | 2017-04-28T14:37:24Z | 2017-04-28T14:37:24Z | CONTRIBUTOR | log4net seems to be working very well now: - Instance the ILog interface within an object, to gain Logging capabilities, within a scope: `private static readonly ILog log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);` - The log file path can be set in the `log4net.config` file: `<file value="C:\ACE\logs\ACE_Log.txt" />` - Currently, all logging levels are saved to disk in the `ACE_Log.txt` file. The log files are getting quite large, mainly due to the packet debug info.: `<threshold value="ALL" />` - Utilizing the Log.info() will currently send the log message to the console, as well. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Logs should go to separate window, and filesystem 205400067 | |
298811636 | https://github.com/ACEmulator/ACE/pull/319#issuecomment-298811636 | https://api.github.com/repos/ACEmulator/ACE/issues/319 | MDEyOklzc3VlQ29tbWVudDI5ODgxMTYzNg== | fantoms 37453 | 2017-05-03T02:42:42Z | 2017-05-03T02:43:13Z | CONTRIBUTOR | This pr was created to address issue #296. To address the mana updates, a mana update message is now sent when self is updated. After changing the `@heal` command to use a different message, the health and mana rankUp began to work correctly on the client, during my testing. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Fix: Mana on XP Spend 225871559 | |
302767250 | https://github.com/ACEmulator/ACE/issues/336#issuecomment-302767250 | https://api.github.com/repos/ACEmulator/ACE/issues/336 | MDEyOklzc3VlQ29tbWVudDMwMjc2NzI1MA== | fantoms 37453 | 2017-05-19T17:44:34Z | 2017-05-19T17:44:34Z | CONTRIBUTOR | I've included changes described into the PR #345. Please check it out and let me know if the labels and coding are correct. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Network Issue: Network connections may stay connected indefinitely 227499793 | |
306973856 | https://github.com/ACEmulator/ACE/pull/370#issuecomment-306973856 | https://api.github.com/repos/ACEmulator/ACE/issues/370 | MDEyOklzc3VlQ29tbWVudDMwNjk3Mzg1Ng== | fantoms 37453 | 2017-06-08T01:42:42Z | 2017-06-08T01:42:42Z | CONTRIBUTOR | Note for MariaDB Users: I had to upgrade past 10.2.0, to make the SQL work. As @ogmage78 pointed out, version 10.2.1 is now needed. Until 10.2.1: `The STORED keyword is not supported.` https://mariadb.com/kb/en/mariadb/virtual-computed-columns/ | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | More fun in Zombieland - character loading. 234384139 | |
338531041 | https://github.com/ACEmulator/ACE/pull/545#issuecomment-338531041 | https://api.github.com/repos/ACEmulator/ACE/issues/545 | MDEyOklzc3VlQ29tbWVudDMzODUzMTA0MQ== | fantoms 37453 | 2017-10-23T02:21:32Z | 2017-10-23T02:21:32Z | CONTRIBUTOR | * Changed build path for `Api.Host` and `AuthApi.Host`, both now point to the main ACE output target folder. This allows the `Config.json` file to be shared between all assemblies and helps with packaging. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | * Api Updates, Cmdline Launcher update, Merged output build target, README updates 267474854 | |
339329745 | https://github.com/ACEmulator/ACE/pull/553#issuecomment-339329745 | https://api.github.com/repos/ACEmulator/ACE/issues/553 | MDEyOklzc3VlQ29tbWVudDMzOTMyOTc0NQ== | fantoms 37453 | 2017-10-25T13:28:55Z | 2017-10-25T13:28:55Z | CONTRIBUTOR | I think the console is kind of essential for some features and very useful for debugging. I would like there to be a way make this optional. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Service Installer - Phase one - Implement for game server 268271982 | |
339461256 | https://github.com/ACEmulator/ACE/pull/552#issuecomment-339461256 | https://api.github.com/repos/ACEmulator/ACE/issues/552 | MDEyOklzc3VlQ29tbWVudDMzOTQ2MTI1Ng== | fantoms 37453 | 2017-10-25T20:29:36Z | 2017-10-25T20:29:36Z | CONTRIBUTOR | To test, I built out a quick console app and pushed too this github repo: https://github.com/fantoms/ACEJsonExplorer | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Ready for review; AccessLevel from subscrptions, Api Auth update 268270761 | |
341985558 | https://github.com/ACEmulator/ACE/pull/560#issuecomment-341985558 | https://api.github.com/repos/ACEmulator/ACE/issues/560 | MDEyOklzc3VlQ29tbWVudDM0MTk4NTU1OA== | fantoms 37453 | 2017-11-05T16:26:38Z | 2017-11-05T16:26:38Z | CONTRIBUTOR | Auth login was successful in my tests. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | fixed web project auth to actually work. *shrug* 270411537 | |
343047035 | https://github.com/ACEmulator/ACE/pull/564#issuecomment-343047035 | https://api.github.com/repos/ACEmulator/ACE/issues/564 | MDEyOklzc3VlQ29tbWVudDM0MzA0NzAzNQ== | fantoms 37453 | 2017-11-09T04:53:37Z | 2017-11-09T04:53:37Z | CONTRIBUTOR | * API can now accept more parameters for the redeployment functions * You can now load local content from disk, without downloading from Github. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Ready for Peer review and testing * Feature: database redeployment 271342874 | |
456261291 | https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456261291 | https://api.github.com/repos/ACEmulator/ACE/issues/1204 | MDEyOklzc3VlQ29tbWVudDQ1NjI2MTI5MQ== | esoterick 70647 | 2019-01-22T03:41:55Z | 2019-01-22T03:41:55Z | NONE | Couple of concerns... Generally speaking API's are meant to be utilized by machines not users. Therefor Basic Authentication isn't usually the best form of Auth for them. Not to mention Basic Auth provides no Authorization components. So if you plan on adding multiple administrative components directly to the server I would recommend also adding a proper RBAC and some sort of API token. The following concerns me 6. Target server downloads packaged snapshot from source server. 7. Source server permanently deletes character upon package download completion. 8. Target server performs cryptographic verification of the snapshot, and rejects it if it's been forged. 9. Target server adds the character to the requester's account. If there is any issue in steps 7 and 8 the user is out of luck. The origin server deleted the origin char and the destination server failed to extract the snapshot of the user's migration. I feel like before anything is deleted both sites are checked for consistency. Once verified drop origin, and toggle/enabled destination. It also seems like there are numerous requests made to both servers for the migration. It seems like there shouldn't need to be. If trust is established between the two servers, the client should only have to make one a single request origin or destination it doesn't matter. The servers can then communicate across their own common api and handle the workflow themselfs. It would also be helpful prior to merging in to the master branch to have this PR squashed to one commit. | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Character migrate/backup/import and Web API 394923138 | |
494130391 | https://github.com/ACEmulator/ACE/issues/1885#issuecomment-494130391 | https://api.github.com/repos/ACEmulator/ACE/issues/1885 | MDEyOklzc3VlQ29tbWVudDQ5NDEzMDM5MQ== | mattfeldman 121500 | 2019-05-20T20:02:58Z | 2019-05-20T20:02:58Z | CONTRIBUTOR | This was fixed with PR #1886 | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | Cannot apply lower reduction kit to leggings 443143725 |
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