id,node_id,number,title,user,state,locked,assignee,milestone,comments,created_at,updated_at,closed_at,author_association,active_lock_reason,draft,pull_request,body,reactions,performed_via_github_app,state_reason,repo,type 222586754,MDU6SXNzdWUyMjI1ODY3NTQ=,253,Regression: New Characters are starting with vitals 0/XX,1765994,closed,0,,,1,2017-04-19T00:59:12Z,2017-04-26T16:38:11Z,2017-04-26T16:38:11Z,CONTRIBUTOR,,,,"When creating a character and entering the training hall, the characters should start at maximum current vitals for Health, Stamina and Mana. This is a regression. Seen 4/18 using origin\master and a fresh DB, account and character. ","{""url"": ""https://api.github.com/repos/ACEmulator/ACE/issues/253/reactions"", ""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,completed,79078680,issue 222587429,MDU6SXNzdWUyMjI1ODc0Mjk=,254,Add support for vitals regeneration,1765994,closed,0,,,3,2017-04-19T01:04:44Z,2017-07-31T18:52:32Z,2017-07-31T18:52:32Z,CONTRIBUTOR,,,,"There is currently no support for a character to regenerate vitals to the current maximum values of the character. This issue is asking for a mechanism to be added for the server to periodically increment these values and pass them along to the client session owning the character. Mostly this would be visible after @grantxp and adding to any vital. TBD: Do we need to broadcast the vitals increases to other accounts on the landblock (or adjacent landblock)? This regen mechanism can have the actual formula for the amount of regen or that can be left as a TBD and just use a default value. If not done for this issue, then please create a new issue. On logout or other client disconnect, the periodic vital increases should stop. Do not increase beyond the current maximums (would account for debuffs or vitae if implemented) ","{""url"": ""https://api.github.com/repos/ACEmulator/ACE/issues/254/reactions"", ""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,completed,79078680,issue 1499527315,PR_kwDOBLalGM5Fmq3K,3941,Allow certain crafting to occur in combat based on server property,1765994,closed,0,,,7,2022-12-16T03:46:22Z,2022-12-28T22:59:26Z,2022-12-28T22:59:26Z,CONTRIBUTOR,,0,ACEmulator/ACE/pulls/3941,"A recent change https://github.com/ACEmulator/ACE/pull/3922 made it so players may no longer craft arrows while in combat mode. Since most players don't seem to like this change, this PR adds a Server Property to control the behavior. The default is to disallow combat mode crafting. However, with this setting, server operators may choose to enable in combat mode crafting (generally arrows). ","{""url"": ""https://api.github.com/repos/ACEmulator/ACE/issues/3941/reactions"", ""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,,79078680,pull 1509861293,PR_kwDOBLalGM5GJaDH,3944,Server setting to enable substituting legendary key rewards emotes,1765994,open,0,,,4,2022-12-23T23:57:20Z,2023-07-15T16:30:00Z,,CONTRIBUTOR,,0,ACEmulator/ACE/pulls/3944,"This PR provides a server setting ""award_wcid_for_legendary"" that allows for substitution of legendary keys with the provided WCID. For instance, a server offering legendary keys for sale on a vendor for 1 MMD per pull may set this to 20630. This allows players to not have to deal with large numbers of unstackable legendary keys from Kill Tasks and other quests. Another option would be Promissory Notes (43901). The server operator can provide any WCID but generally it would be something stackable. This change only impacts emote based giving. It does not change any looting of legendary keys from corpses or chests such as at the casinos. The default option is ""0"" which is interpreted as disabled so there is no substitution. The actual rewards to users depend a bit on how the quest emotes are configured. If they offer 5 rewards, each of 1 Aged Legendary Key, then the player would get 5 different of the substituted item. You can see this in the Tou Tou KTs. For Frozen Valley Gurog, it is a singe reward of multiple keys. In this case the new items (promissory notes in this case) are stacked. At Hoshino's the Durable keys become stacks of 10 of the item. ![AgedLegendaries_grp_5](https://user-images.githubusercontent.com/1765994/209414274-24b34a21-ab7f-4838-baeb-87143fe3fbd7.png) ![AgedLegendaries_grp_5_log](https://user-images.githubusercontent.com/1765994/209414281-f149e9c3-ebca-45df-8d93-a9afd0d24e03.png) ![DurableKey_subst_reward](https://user-images.githubusercontent.com/1765994/209414291-5aa9c23e-2d14-4c4f-9d55-b86dba5d88aa.png) ![DurableKey_subst_reward_log](https://user-images.githubusercontent.com/1765994/209414298-ef95ec1e-d45e-4011-89ae-6dad5529f34a.png) ","{""url"": ""https://api.github.com/repos/ACEmulator/ACE/issues/3944/reactions"", ""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,,79078680,pull 1523493320,PR_kwDOBLalGM5G3fat,3947,Add server settings for quest xp and lum modifiers,1765994,closed,0,,,0,2023-01-07T05:34:56Z,2023-03-29T23:49:16Z,2023-03-29T23:49:16Z,CONTRIBUTOR,,0,ACEmulator/ACE/pulls/3947,"**Purpose:** - Allow server operator to be able to offer xp and luminance modifications explicitly for quests/emotes versus killing and other sources. - Gives the server operator more flexibility but my personal motivation is for a server operator to encourage questing. **Notes** - Available via 2 server properties. Will need to update the ACE Commands list if approved/merged. https://github.com/ACEmulator/ACE/wiki/ACE-Commands#in-gameclient-commands - The default is 1.0 for no change to existing server operators - Does not undo any XP changes from the existing ""luminance_modifier"" and ""xp_modifier"" properties. Those continue to work as before. - These new properties are multiplicative with the old properties but just for quest/emote based XP. **Example** A server operator wants 2.0 general XP and 3.0 quest xp. The operator would set ""xp_modifier"" to 2.0. The operator would set ""quest_xp_modifier"" to 1.5. **Testing** - **_Testing complete. Ready for Review_** - Verify creature killing based xp is not affected by the change - Verify skill xp is not affected by the change - Verify item XP IS affected by the change - Player::GrantXP() handles this for kill and quest xp and is unchanged. - Verify quest XP is multiplicative with ""xp_modifier"" and ""quest_xp_modifier"" for standard xp awards - Same as last with non-shared xp - Same as last with fractional level xp - includes real quests and things like colo ring xp - Similar as above tests but with Lum. The rules for lum are much simpler though. - Limits testing ","{""url"": ""https://api.github.com/repos/ACEmulator/ACE/issues/3947/reactions"", ""total_count"": 0, ""+1"": 0, ""-1"": 0, ""laugh"": 0, ""hooray"": 0, ""confused"": 0, ""heart"": 0, ""rocket"": 0, ""eyes"": 0}",,,79078680,pull