GM Exploze
Member
- Joined
- Aug 6, 2014
- Messages
- 90
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- 8
When players conjure bolts/arrows/etc it will fill the 100 stack even if they have 0 cap to hold it.
The reason behind this is because the cap does not update after the first 10 stack is added to the backpack until the 100 stack is finished and the new 10 stack is added and changes cap. It's only then that the system realizes the player does not have enough cap to make more, which could equal 90 extra bolts or I suppose if you filled a backpack with 10x bolts in each slot; then made bolts while having no cap - you could reach as many bolts as you can fill backpacks with 10x.
Can be a serious glitch for pallies if it works the way I think it does.
@Ezzz said "That has to be a bug with spells.cpp / conjure spell, maybe when adding the ammunition to the player it's using internalAddThing instead of __addThing, will check."
This is the only addthing I could find in spells.cpp
uint32_t cid = env->addThing(creature);
Does anyone know the fix for the conjure spell bug? @@Nottinghster maybe?
The reason behind this is because the cap does not update after the first 10 stack is added to the backpack until the 100 stack is finished and the new 10 stack is added and changes cap. It's only then that the system realizes the player does not have enough cap to make more, which could equal 90 extra bolts or I suppose if you filled a backpack with 10x bolts in each slot; then made bolts while having no cap - you could reach as many bolts as you can fill backpacks with 10x.
Can be a serious glitch for pallies if it works the way I think it does.
@Ezzz said "That has to be a bug with spells.cpp / conjure spell, maybe when adding the ammunition to the player it's using internalAddThing instead of __addThing, will check."
This is the only addthing I could find in spells.cpp
uint32_t cid = env->addThing(creature);
Does anyone know the fix for the conjure spell bug? @@Nottinghster maybe?