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This repository has been archived by the owner on Aug 4, 2020. It is now read-only.
Time played for QP and comp are wrong. Player.CasualStats.GetStatExact("All Heroes", "Game", "Time Played").Value and Player.CompetitiveStats.GetStatExact("All Heroes", "Game", "Time Played").Value will return 0.
This isn't consistent, but for some players both QP and comp will be 0 while others will have one or the other return 0.
Player.PlayerLevel seems to not return prestige at all. For example, I'm level 655 (level 55 silver portrait with no stars) but only 55 is being returned.
I took a look around at other projects to see if I could find something that might help you patch this. Looks like I was right about the prestige. Take a look at Fuyukai/OWAPI#251. Perhaps some of the information there can help you track down the issue and find a solution. I managed to find a project written in Go that has a patch for the prestiege changes; perhaps you could get the idea of what's going on there and implement it here. I'd write up a PR, but I'd probably end up breaking more than I fix.
I haven't found anything in other projects relating to the incorrect play times yet, so I'm assuming it's some internal thing going on with your library. If I find anything, I'll let you know.
The text was updated successfully, but these errors were encountered:
More blizzard changes :(
Time played for QP and comp are wrong.
Player.CasualStats.GetStatExact("All Heroes", "Game", "Time Played").Value
andPlayer.CompetitiveStats.GetStatExact("All Heroes", "Game", "Time Played").Value
will return0
.This isn't consistent, but for some players both QP and comp will be
0
while others will have one or the other return0
.Player.PlayerLevel
seems to not return prestige at all. For example, I'm level 655 (level 55 silver portrait with no stars) but only 55 is being returned.I took a look around at other projects to see if I could find something that might help you patch this.
Looks like I was right about the prestige. Take a look at Fuyukai/OWAPI#251. Perhaps some of the information there can help you track down the issue and find a solution.I managed to find a project written in Go that has a patch for the prestiege changes; perhaps you could get the idea of what's going on there and implement it here. I'd write up a PR, but I'd probably end up breaking more than I fix.I haven't found anything in other projects relating to the incorrect play times yet, so I'm assuming it's some internal thing going on with your library. If I find anything, I'll let you know.
The text was updated successfully, but these errors were encountered: