Happened to my character on 19 DEC 2025 with gold stack from Element of Death
Latest posts made by LeastWeasel
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RE: Getting paid one gold at a timeposted in Closed Bugs
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RE: Prestiage tokens not workingposted in Closed Bugs
I have also seen some prestige tokens that do not work. Importantly some do, some don't.
I think this is due to integer math operations producing tokens that have no prestige value.
consider prestige_close, line 56
56 | if (iPrestigeValueOfItem > 0)the prestige chests won't consider items with 0 or less prestige as adding to the characters contribution.
Now consider cs_area_enter, RemoveExcessXP, lines 403 through 413:
403 | if(oldXP > 50000)//half way through level 10 404 | { 405 | 406 | //iOldPrestigeReward = GetLocalInt(oXP_Sponge, "iPrestigeReward"); 407 | xp_surplus = GetXP(oPC) - 50000; 408 | xp_surplus = (xp_surplus * 15)/100; 409 | oXP_Sponge = CreateItemOnObject("pres_token", oPC); 410 | SetLocalInt(oXP_Sponge, "iPrestigeReward", xp_surplus); 411 | SendMessageToPC(oPC, "You cannot gain more than 50000 XP so it is being reduced and converted to prestige points."); 412 | SetXP(oPC, 50000); 413 | }Suppose the PC's surplus is 6 XP (or less). Because of integer arithmetic, xp_surplus in line 408 would evaluate to 0. The resulting token would therefore be unable to be used in a prestige chest. There should be a call to a ceiling function, or a comparison to take the max of 1 and (xp_surplus * 15)/100; (if xp_surplus = 0, xp_surplus = 1)
Or if you want a very minimal fix that inflates prestige a tiny amount globally but requires no new comparison or function evaluation, simply add 1.
408 | xp_surplus = (xp_surplus * 15)/100 + 1; -
RE: Clairvoyance not min/ level, possibly hour/ levelposted in Closed Bugs
In the base spell hook script, nw_s0_clairadvo, consider lines 41, 53, and 65
41 | int nLevel = GetAdjustedCasterLevel(OBJECT_SELF); ... 53 | nLevel = nLevel * 60; // Extends it to 1 minute per level ... 65 | ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nLevel));Looks like the script applied the level to minute conversion twice. Duration is therefore 60 rounds per level, so 6 minutes per level. Suggest change the constant in line 53 to 10 or do not pass through RoundsToSeconds in line 65 to make it minute per level.
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RE: Least Spell Mantle duration is too shortposted in Closed Bugs
Alright, its the last two lines that confused me. The VFX lasts 9 seconds, but the effect is good for the duration 2 rounds per caster level.
I was being somewhat confounded by how it interacts with dispel (it doesn't) when trying to use it.
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RE: More monsters may be using stealth than is desiredposted in Closed Bugs
No, the changes made subsequently have I think corrected the issue.
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Least Spell Mantle duration is too shortposted in Closed Bugs
Least Spell Mantle lasts for 9 seconds, but the description says 2 rounds per level.
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Characters can enter Quest Area (ZQA: Immersea Lizardfolk Lair) without taking Quest (Ser Percieval Lizardbane)posted in Closed Bugs
Area name: Immersea and ZQA: Immersea Lizardfolk Lair
Issue Location: ZQA: Immersea Lizardfolk Lair transition
Quest Name: Immersea Lizardfolk
Store Name: Not Applicable
NPC Name: Ser Percieval Lizardbane
NPC Location: Immersea
Server Version: 250610 Zool 8889
time: 2025 10 08 1110 UTC-5 -
Decree of Siamorphee item in Mallorin Greigis Prestige Shop is misconfiguredposted in Closed Bugs
Area name: Arabel: Old Gate Inn
Issue Location: Arabel: Old Gate Inn
Quest Name: Not Applicable
Store Name: Mallorin Greigis, Justiciar Prestige Shop
NPC Name: Mallorin Greigis
NPC Location: Arabel: Old Gate Inn
Server Version: 250610 Zool 8889
Screen Shot:
time: 2025 10 08 1112 UTC-5 -
More monsters may be using stealth than is desiredposted in Closed Bugs
Recently a change was added to the logic for when monsters use stealth. However, this new rule may be currently taking too large a scope than is desirable. For example, I have encountered mummies, zombies, elementals, wyverns (badgers?) using stealth.
This is not game breaking since many of these monsters don't appear to have high stealth scores, however it does change in my mind the value of spot substantially, as well as put characters with middling spot in the frequent position where for at least a few rounds, monsters that should probably be obvious are not.