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Data license: AGPL · Data source: ACEmulator Project
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https://github.com/ACEmulator/ACE/issues/718#issuecomment-399203809 | https://api.github.com/repos/ACEmulator/ACE/issues/718 | 399203809 | MDEyOklzc3VlQ29tbWVudDM5OTIwMzgwOQ== | 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} | 310644605 | |
https://github.com/ACEmulator/ACE/pull/3446#issuecomment-773132197 | https://api.github.com/repos/ACEmulator/ACE/issues/3446 | 773132197 | MDEyOklzc3VlQ29tbWVudDc3MzEzMjE5Nw== | 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} | 800971195 | |
https://github.com/ACEmulator/ACE/pull/3446#issuecomment-775557804 | https://api.github.com/repos/ACEmulator/ACE/issues/3446 | 775557804 | MDEyOklzc3VlQ29tbWVudDc3NTU1NzgwNA== | 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} | 800971195 | |
https://github.com/ACEmulator/ACE/pull/107#issuecomment-284311511 | https://api.github.com/repos/ACEmulator/ACE/issues/107 | 284311511 | MDEyOklzc3VlQ29tbWVudDI4NDMxMTUxMQ== | 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} | 211999671 | |
https://github.com/ACEmulator/ACE/pull/107#issuecomment-284326453 | https://api.github.com/repos/ACEmulator/ACE/issues/107 | 284326453 | MDEyOklzc3VlQ29tbWVudDI4NDMyNjQ1Mw== | 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} | 211999671 | |
https://github.com/ACEmulator/ACE/pull/306#issuecomment-298181799 | https://api.github.com/repos/ACEmulator/ACE/issues/306 | 298181799 | MDEyOklzc3VlQ29tbWVudDI5ODE4MTc5OQ== | 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} | 225268144 | |
https://github.com/ACEmulator/ACE/pull/331#issuecomment-299640541 | https://api.github.com/repos/ACEmulator/ACE/issues/331 | 299640541 | MDEyOklzc3VlQ29tbWVudDI5OTY0MDU0MQ== | 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} | 226731648 | |
https://github.com/ACEmulator/ACE/pull/331#issuecomment-299681182 | https://api.github.com/repos/ACEmulator/ACE/issues/331 | 299681182 | MDEyOklzc3VlQ29tbWVudDI5OTY4MTE4Mg== | 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} | 226731648 | |
https://github.com/ACEmulator/ACE/pull/331#issuecomment-299682644 | https://api.github.com/repos/ACEmulator/ACE/issues/331 | 299682644 | MDEyOklzc3VlQ29tbWVudDI5OTY4MjY0NA== | 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} | 226731648 | |
https://github.com/ACEmulator/ACE/pull/423#issuecomment-311555195 | https://api.github.com/repos/ACEmulator/ACE/issues/423 | 311555195 | MDEyOklzc3VlQ29tbWVudDMxMTU1NTE5NQ== | 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} | 238895606 | |
https://github.com/ACEmulator/ACE/pull/544#issuecomment-338443637 | https://api.github.com/repos/ACEmulator/ACE/issues/544 | 338443637 | MDEyOklzc3VlQ29tbWVudDMzODQ0MzYzNw== | 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} | 267426458 | |
https://github.com/ACEmulator/ACE/pull/544#issuecomment-338449687 | https://api.github.com/repos/ACEmulator/ACE/issues/544 | 338449687 | MDEyOklzc3VlQ29tbWVudDMzODQ0OTY4Nw== | 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} | 267426458 | |
https://github.com/ACEmulator/ACE/pull/641#issuecomment-366255702 | https://api.github.com/repos/ACEmulator/ACE/issues/641 | 366255702 | MDEyOklzc3VlQ29tbWVudDM2NjI1NTcwMg== | 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} | 297694186 | |
https://github.com/ACEmulator/ACE/pull/773#issuecomment-385228180 | https://api.github.com/repos/ACEmulator/ACE/issues/773 | 385228180 | MDEyOklzc3VlQ29tbWVudDM4NTIyODE4MA== | 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} | 318688380 | |
https://github.com/ACEmulator/ACE/pull/777#issuecomment-386142434 | https://api.github.com/repos/ACEmulator/ACE/issues/777 | 386142434 | MDEyOklzc3VlQ29tbWVudDM4NjE0MjQzNA== | 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} | 319384596 | |
https://github.com/ACEmulator/ACE/pull/787#issuecomment-388071051 | https://api.github.com/repos/ACEmulator/ACE/issues/787 | 388071051 | MDEyOklzc3VlQ29tbWVudDM4ODA3MTA1MQ== | 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} | 321900570 | |
https://github.com/ACEmulator/ACE/pull/860#issuecomment-403672900 | https://api.github.com/repos/ACEmulator/ACE/issues/860 | 403672900 | MDEyOklzc3VlQ29tbWVudDQwMzY3MjkwMA== | 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} | 339589529 | |
https://github.com/ACEmulator/ACE/issues/1172#issuecomment-449614032 | https://api.github.com/repos/ACEmulator/ACE/issues/1172 | 449614032 | MDEyOklzc3VlQ29tbWVudDQ0OTYxNDAzMg== | 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} | 393691682 | |
https://github.com/ACEmulator/ACE/issues/1198#issuecomment-450747731 | https://api.github.com/repos/ACEmulator/ACE/issues/1198 | 450747731 | MDEyOklzc3VlQ29tbWVudDQ1MDc0NzczMQ== | 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} | 394875067 | |
https://github.com/ACEmulator/ACE/issues/1212#issuecomment-450768810 | https://api.github.com/repos/ACEmulator/ACE/issues/1212 | 450768810 | MDEyOklzc3VlQ29tbWVudDQ1MDc2ODgxMA== | 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} | 395103560 | |
https://github.com/ACEmulator/ACE/pull/1197#issuecomment-450948298 | https://api.github.com/repos/ACEmulator/ACE/issues/1197 | 450948298 | MDEyOklzc3VlQ29tbWVudDQ1MDk0ODI5OA== | 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} | 394837387 | |
https://github.com/ACEmulator/ACE/issues/1227#issuecomment-451324119 | https://api.github.com/repos/ACEmulator/ACE/issues/1227 | 451324119 | MDEyOklzc3VlQ29tbWVudDQ1MTMyNDExOQ== | 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} | 395756410 | |
https://github.com/ACEmulator/ACE/issues/1212#issuecomment-451609139 | https://api.github.com/repos/ACEmulator/ACE/issues/1212 | 451609139 | MDEyOklzc3VlQ29tbWVudDQ1MTYwOTEzOQ== | 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} | 395103560 | |
https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454540387 | https://api.github.com/repos/ACEmulator/ACE/issues/1281 | 454540387 | MDEyOklzc3VlQ29tbWVudDQ1NDU0MDM4Nw== | 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} | 399520426 | |
https://github.com/ACEmulator/ACE/issues/1287#issuecomment-454602375 | https://api.github.com/repos/ACEmulator/ACE/issues/1287 | 454602375 | MDEyOklzc3VlQ29tbWVudDQ1NDYwMjM3NQ== | 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} | 399592772 | |
https://github.com/ACEmulator/ACE/issues/1270#issuecomment-454680752 | https://api.github.com/repos/ACEmulator/ACE/issues/1270 | 454680752 | MDEyOklzc3VlQ29tbWVudDQ1NDY4MDc1Mg== | 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} | 398698756 | |
https://github.com/ACEmulator/ACE/issues/1281#issuecomment-454813121 | https://api.github.com/repos/ACEmulator/ACE/issues/1281 | 454813121 | MDEyOklzc3VlQ29tbWVudDQ1NDgxMzEyMQ== | 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} | 399520426 | |
https://github.com/ACEmulator/ACE/issues/1243#issuecomment-454831044 | https://api.github.com/repos/ACEmulator/ACE/issues/1243 | 454831044 | MDEyOklzc3VlQ29tbWVudDQ1NDgzMTA0NA== | 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} | 396301242 | |
https://github.com/ACEmulator/ACE/issues/1267#issuecomment-454999879 | https://api.github.com/repos/ACEmulator/ACE/issues/1267 | 454999879 | MDEyOklzc3VlQ29tbWVudDQ1NDk5OTg3OQ== | 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} | 398680324 | |
https://github.com/ACEmulator/ACE/issues/1298#issuecomment-455005864 | https://api.github.com/repos/ACEmulator/ACE/issues/1298 | 455005864 | MDEyOklzc3VlQ29tbWVudDQ1NTAwNTg2NA== | 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} | 400036280 | |
https://github.com/ACEmulator/ACE/pull/1288#issuecomment-455797724 | https://api.github.com/repos/ACEmulator/ACE/issues/1288 | 455797724 | MDEyOklzc3VlQ29tbWVudDQ1NTc5NzcyNA== | 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} | 399641259 | |
https://github.com/ACEmulator/ACE/pull/1416#issuecomment-460693106 | https://api.github.com/repos/ACEmulator/ACE/issues/1416 | 460693106 | MDEyOklzc3VlQ29tbWVudDQ2MDY5MzEwNg== | 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} | 406625411 | |
https://github.com/ACEmulator/ACE/issues/1451#issuecomment-464778106 | https://api.github.com/repos/ACEmulator/ACE/issues/1451 | 464778106 | MDEyOklzc3VlQ29tbWVudDQ2NDc3ODEwNg== | 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} | 411492873 | |
https://github.com/ACEmulator/ACE/issues/1582#issuecomment-477752522 | https://api.github.com/repos/ACEmulator/ACE/issues/1582 | 477752522 | MDEyOklzc3VlQ29tbWVudDQ3Nzc1MjUyMg== | 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} | 426557858 | |
https://github.com/ACEmulator/ACE/issues/1588#issuecomment-477863893 | https://api.github.com/repos/ACEmulator/ACE/issues/1588 | 477863893 | MDEyOklzc3VlQ29tbWVudDQ3Nzg2Mzg5Mw== | 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} | 426811967 | |
https://github.com/ACEmulator/ACE/pull/1632#issuecomment-478916827 | https://api.github.com/repos/ACEmulator/ACE/issues/1632 | 478916827 | MDEyOklzc3VlQ29tbWVudDQ3ODkxNjgyNw== | 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} | 428111578 | |
https://github.com/ACEmulator/ACE/pull/1766#issuecomment-485204462 | https://api.github.com/repos/ACEmulator/ACE/issues/1766 | 485204462 | MDEyOklzc3VlQ29tbWVudDQ4NTIwNDQ2Mg== | 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} | 435359939 | |
https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490240333 | https://api.github.com/repos/ACEmulator/ACE/issues/1864 | 490240333 | MDEyOklzc3VlQ29tbWVudDQ5MDI0MDMzMw== | 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} | 441424285 | |
https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490244973 | https://api.github.com/repos/ACEmulator/ACE/issues/1864 | 490244973 | MDEyOklzc3VlQ29tbWVudDQ5MDI0NDk3Mw== | 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} | 441424285 | |
https://github.com/ACEmulator/ACE/pull/1864#issuecomment-490274515 | https://api.github.com/repos/ACEmulator/ACE/issues/1864 | 490274515 | MDEyOklzc3VlQ29tbWVudDQ5MDI3NDUxNQ== | 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} | 441424285 | |
https://github.com/ACEmulator/ACE/pull/1872#issuecomment-491200720 | https://api.github.com/repos/ACEmulator/ACE/issues/1872 | 491200720 | MDEyOklzc3VlQ29tbWVudDQ5MTIwMDcyMA== | 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} | 442559779 | |
https://github.com/ACEmulator/ACE/pull/1891#issuecomment-491684289 | https://api.github.com/repos/ACEmulator/ACE/issues/1891 | 491684289 | MDEyOklzc3VlQ29tbWVudDQ5MTY4NDI4OQ== | 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} | 443188380 | |
https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494213315 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | 494213315 | MDEyOklzc3VlQ29tbWVudDQ5NDIxMzMxNQ== | 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} | 437208346 | |
https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494238752 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | 494238752 | MDEyOklzc3VlQ29tbWVudDQ5NDIzODc1Mg== | 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} | 437208346 | |
https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494239854 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | 494239854 | MDEyOklzc3VlQ29tbWVudDQ5NDIzOTg1NA== | 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} | 437208346 | |
https://github.com/ACEmulator/ACE/issues/1806#issuecomment-494243312 | https://api.github.com/repos/ACEmulator/ACE/issues/1806 | 494243312 | MDEyOklzc3VlQ29tbWVudDQ5NDI0MzMxMg== | 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} | 437208346 | |
https://github.com/ACEmulator/ACE/issues/1941#issuecomment-496386693 | https://api.github.com/repos/ACEmulator/ACE/issues/1941 | 496386693 | MDEyOklzc3VlQ29tbWVudDQ5NjM4NjY5Mw== | 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} | 448566694 | |
https://github.com/ACEmulator/ACE/issues/1922#issuecomment-496662382 | https://api.github.com/repos/ACEmulator/ACE/issues/1922 | 496662382 | MDEyOklzc3VlQ29tbWVudDQ5NjY2MjM4Mg== | 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} | 446766312 | |
https://github.com/ACEmulator/ACE/issues/1967#issuecomment-499372192 | https://api.github.com/repos/ACEmulator/ACE/issues/1967 | 499372192 | MDEyOklzc3VlQ29tbWVudDQ5OTM3MjE5Mg== | 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} | 452827194 | |
https://github.com/ACEmulator/ACE/issues/2007#issuecomment-502970334 | https://api.github.com/repos/ACEmulator/ACE/issues/2007 | 502970334 | MDEyOklzc3VlQ29tbWVudDUwMjk3MDMzNA== | 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} | 456655645 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504677441 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504677441 | MDEyOklzc3VlQ29tbWVudDUwNDY3NzQ0MQ== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678060 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504678060 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODA2MA== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678425 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504678425 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODQyNQ== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678534 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504678534 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODUzNA== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504678736 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504678736 | MDEyOklzc3VlQ29tbWVudDUwNDY3ODczNg== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680195 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504680195 | MDEyOklzc3VlQ29tbWVudDUwNDY4MDE5NQ== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504680827 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504680827 | MDEyOklzc3VlQ29tbWVudDUwNDY4MDgyNw== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/2028#issuecomment-504681824 | https://api.github.com/repos/ACEmulator/ACE/issues/2028 | 504681824 | MDEyOklzc3VlQ29tbWVudDUwNDY4MTgyNA== | 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} | 459484118 | |
https://github.com/ACEmulator/ACE/pull/1833#issuecomment-509321951 | https://api.github.com/repos/ACEmulator/ACE/issues/1833 | 509321951 | MDEyOklzc3VlQ29tbWVudDUwOTMyMTk1MQ== | 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} | 438751195 | |
https://github.com/ACEmulator/ACE/pull/2084#issuecomment-509322949 | https://api.github.com/repos/ACEmulator/ACE/issues/2084 | 509322949 | MDEyOklzc3VlQ29tbWVudDUwOTMyMjk0OQ== | 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} | 464970567 | |
https://github.com/ACEmulator/ACE/pull/2112#issuecomment-511522798 | https://api.github.com/repos/ACEmulator/ACE/issues/2112 | 511522798 | MDEyOklzc3VlQ29tbWVudDUxMTUyMjc5OA== | 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} | 468163573 | |
https://github.com/ACEmulator/ACE/pull/2146#issuecomment-513887160 | https://api.github.com/repos/ACEmulator/ACE/issues/2146 | 513887160 | MDEyOklzc3VlQ29tbWVudDUxMzg4NzE2MA== | 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} | 470826635 | |
https://github.com/ACEmulator/ACE/pull/2156#issuecomment-514354567 | https://api.github.com/repos/ACEmulator/ACE/issues/2156 | 514354567 | MDEyOklzc3VlQ29tbWVudDUxNDM1NDU2Nw== | 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} | 471783019 | |
https://github.com/ACEmulator/ACE/issues/1583#issuecomment-515052577 | https://api.github.com/repos/ACEmulator/ACE/issues/1583 | 515052577 | MDEyOklzc3VlQ29tbWVudDUxNTA1MjU3Nw== | 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} | 426654930 | |
https://github.com/ACEmulator/ACE/pull/2204#issuecomment-520128586 | https://api.github.com/repos/ACEmulator/ACE/issues/2204 | 520128586 | MDEyOklzc3VlQ29tbWVudDUyMDEyODU4Ng== | 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} | 479237888 | |
https://github.com/ACEmulator/ACE/pull/2261#issuecomment-524661489 | https://api.github.com/repos/ACEmulator/ACE/issues/2261 | 524661489 | MDEyOklzc3VlQ29tbWVudDUyNDY2MTQ4OQ== | 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} | 482603988 | |
https://github.com/ACEmulator/ACE/pull/84#issuecomment-282458956 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | 282458956 | MDEyOklzc3VlQ29tbWVudDI4MjQ1ODk1Ng== | 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} | 209354215 | |
https://github.com/ACEmulator/ACE/pull/84#issuecomment-283558190 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | 283558190 | MDEyOklzc3VlQ29tbWVudDI4MzU1ODE5MA== | 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} | 209354215 | |
https://github.com/ACEmulator/ACE/pull/84#issuecomment-283647919 | https://api.github.com/repos/ACEmulator/ACE/issues/84 | 283647919 | MDEyOklzc3VlQ29tbWVudDI4MzY0NzkxOQ== | 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} | 209354215 | |
https://github.com/ACEmulator/ACE/issues/52#issuecomment-285877915 | https://api.github.com/repos/ACEmulator/ACE/issues/52 | 285877915 | MDEyOklzc3VlQ29tbWVudDI4NTg3NzkxNQ== | 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} | 206403292 | |
https://github.com/ACEmulator/ACE/issues/53#issuecomment-285880346 | https://api.github.com/repos/ACEmulator/ACE/issues/53 | 285880346 | MDEyOklzc3VlQ29tbWVudDI4NTg4MDM0Ng== | 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} | 206403348 | |
https://github.com/ACEmulator/ACE/pull/119#issuecomment-285913800 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | 285913800 | MDEyOklzc3VlQ29tbWVudDI4NTkxMzgwMA== | 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} | 213538178 | |
https://github.com/ACEmulator/ACE/pull/119#issuecomment-285923241 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | 285923241 | MDEyOklzc3VlQ29tbWVudDI4NTkyMzI0MQ== | 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} | 213538178 | |
https://github.com/ACEmulator/ACE/issues/51#issuecomment-286124129 | https://api.github.com/repos/ACEmulator/ACE/issues/51 | 286124129 | MDEyOklzc3VlQ29tbWVudDI4NjEyNDEyOQ== | 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} | 206403228 | |
https://github.com/ACEmulator/ACE/pull/125#issuecomment-287183202 | https://api.github.com/repos/ACEmulator/ACE/issues/125 | 287183202 | MDEyOklzc3VlQ29tbWVudDI4NzE4MzIwMg== | 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} | 213680800 | |
https://github.com/ACEmulator/ACE/pull/119#issuecomment-287548109 | https://api.github.com/repos/ACEmulator/ACE/issues/119 | 287548109 | MDEyOklzc3VlQ29tbWVudDI4NzU0ODEwOQ== | 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} | 213538178 | |
https://github.com/ACEmulator/ACE/pull/125#issuecomment-287548140 | https://api.github.com/repos/ACEmulator/ACE/issues/125 | 287548140 | MDEyOklzc3VlQ29tbWVudDI4NzU0ODE0MA== | 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} | 213680800 | |
https://github.com/ACEmulator/ACE/pull/134#issuecomment-287548162 | https://api.github.com/repos/ACEmulator/ACE/issues/134 | 287548162 | MDEyOklzc3VlQ29tbWVudDI4NzU0ODE2Mg== | 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} | 214728678 | |
https://github.com/ACEmulator/ACE/issues/53#issuecomment-287586760 | https://api.github.com/repos/ACEmulator/ACE/issues/53 | 287586760 | MDEyOklzc3VlQ29tbWVudDI4NzU4Njc2MA== | 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} | 206403348 | |
https://github.com/ACEmulator/ACE/pull/156#issuecomment-287852886 | https://api.github.com/repos/ACEmulator/ACE/issues/156 | 287852886 | MDEyOklzc3VlQ29tbWVudDI4Nzg1Mjg4Ng== | 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} | 215484872 | |
https://github.com/ACEmulator/ACE/pull/184#issuecomment-290456123 | https://api.github.com/repos/ACEmulator/ACE/issues/184 | 290456123 | MDEyOklzc3VlQ29tbWVudDI5MDQ1NjEyMw== | 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} | 218060844 | |
https://github.com/ACEmulator/ACE/pull/194#issuecomment-290963680 | https://api.github.com/repos/ACEmulator/ACE/issues/194 | 290963680 | MDEyOklzc3VlQ29tbWVudDI5MDk2MzY4MA== | 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} | 218740683 | |
https://github.com/ACEmulator/ACE/issues/209#issuecomment-292063770 | https://api.github.com/repos/ACEmulator/ACE/issues/209 | 292063770 | MDEyOklzc3VlQ29tbWVudDI5MjA2Mzc3MA== | 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} | 219614446 | |
https://github.com/ACEmulator/ACE/issues/209#issuecomment-292071321 | https://api.github.com/repos/ACEmulator/ACE/issues/209 | 292071321 | MDEyOklzc3VlQ29tbWVudDI5MjA3MTMyMQ== | 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} | 219614446 | |
https://github.com/ACEmulator/ACE/pull/226#issuecomment-293031394 | https://api.github.com/repos/ACEmulator/ACE/issues/226 | 293031394 | MDEyOklzc3VlQ29tbWVudDI5MzAzMTM5NA== | 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} | 220709475 | |
https://github.com/ACEmulator/ACE/pull/235#issuecomment-293739770 | https://api.github.com/repos/ACEmulator/ACE/issues/235 | 293739770 | MDEyOklzc3VlQ29tbWVudDI5MzczOTc3MA== | 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} | 220965499 | |
https://github.com/ACEmulator/ACE/pull/243#issuecomment-294642122 | https://api.github.com/repos/ACEmulator/ACE/issues/243 | 294642122 | MDEyOklzc3VlQ29tbWVudDI5NDY0MjEyMg== | 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} | 222023780 | |
https://github.com/ACEmulator/ACE/pull/236#issuecomment-294861667 | https://api.github.com/repos/ACEmulator/ACE/issues/236 | 294861667 | MDEyOklzc3VlQ29tbWVudDI5NDg2MTY2Nw== | 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} | 221393225 | |
https://github.com/ACEmulator/ACE/pull/278#issuecomment-296500956 | https://api.github.com/repos/ACEmulator/ACE/issues/278 | 296500956 | MDEyOklzc3VlQ29tbWVudDI5NjUwMDk1Ng== | 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} | 223669620 | |
https://github.com/ACEmulator/ACE/issues/31#issuecomment-298015514 | https://api.github.com/repos/ACEmulator/ACE/issues/31 | 298015514 | MDEyOklzc3VlQ29tbWVudDI5ODAxNTUxNA== | 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} | 205400067 | |
https://github.com/ACEmulator/ACE/pull/319#issuecomment-298811636 | https://api.github.com/repos/ACEmulator/ACE/issues/319 | 298811636 | MDEyOklzc3VlQ29tbWVudDI5ODgxMTYzNg== | 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} | 225871559 | |
https://github.com/ACEmulator/ACE/issues/336#issuecomment-302767250 | https://api.github.com/repos/ACEmulator/ACE/issues/336 | 302767250 | MDEyOklzc3VlQ29tbWVudDMwMjc2NzI1MA== | 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} | 227499793 | |
https://github.com/ACEmulator/ACE/pull/370#issuecomment-306973856 | https://api.github.com/repos/ACEmulator/ACE/issues/370 | 306973856 | MDEyOklzc3VlQ29tbWVudDMwNjk3Mzg1Ng== | 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} | 234384139 | |
https://github.com/ACEmulator/ACE/pull/545#issuecomment-338531041 | https://api.github.com/repos/ACEmulator/ACE/issues/545 | 338531041 | MDEyOklzc3VlQ29tbWVudDMzODUzMTA0MQ== | 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} | 267474854 | |
https://github.com/ACEmulator/ACE/pull/553#issuecomment-339329745 | https://api.github.com/repos/ACEmulator/ACE/issues/553 | 339329745 | MDEyOklzc3VlQ29tbWVudDMzOTMyOTc0NQ== | 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} | 268271982 | |
https://github.com/ACEmulator/ACE/pull/552#issuecomment-339461256 | https://api.github.com/repos/ACEmulator/ACE/issues/552 | 339461256 | MDEyOklzc3VlQ29tbWVudDMzOTQ2MTI1Ng== | 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} | 268270761 | |
https://github.com/ACEmulator/ACE/pull/560#issuecomment-341985558 | https://api.github.com/repos/ACEmulator/ACE/issues/560 | 341985558 | MDEyOklzc3VlQ29tbWVudDM0MTk4NTU1OA== | 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} | 270411537 | |
https://github.com/ACEmulator/ACE/pull/564#issuecomment-343047035 | https://api.github.com/repos/ACEmulator/ACE/issues/564 | 343047035 | MDEyOklzc3VlQ29tbWVudDM0MzA0NzAzNQ== | 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} | 271342874 | |
https://github.com/ACEmulator/ACE/pull/1204#issuecomment-456261291 | https://api.github.com/repos/ACEmulator/ACE/issues/1204 | 456261291 | MDEyOklzc3VlQ29tbWVudDQ1NjI2MTI5MQ== | 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} | 394923138 | |
https://github.com/ACEmulator/ACE/issues/1885#issuecomment-494130391 | https://api.github.com/repos/ACEmulator/ACE/issues/1885 | 494130391 | MDEyOklzc3VlQ29tbWVudDQ5NDEzMDM5MQ== | 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} | 443143725 | |
https://github.com/ACEmulator/ACE/issues/3274#issuecomment-704523918 | https://api.github.com/repos/ACEmulator/ACE/issues/3274 | 704523918 | MDEyOklzc3VlQ29tbWVudDcwNDUyMzkxOA== | 427289 | 2020-10-06T20:07:02Z | 2020-10-06T20:07:02Z | NONE | Accepted wiki being incorrect as resolution | {"total_count": 0, "+1": 0, "-1": 0, "laugh": 0, "hooray": 0, "confused": 0, "heart": 0, "rocket": 0, "eyes": 0} | 715311824 |