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Morpheus™

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Everything posted by Morpheus™

  1. Group MountTest1 { vnum 71224 1 STUN_PCT 5 2 SLOW_PCT 10 3 CRITICAL_PCT 15 4 PENETRATE_PCT 20 5 ATTBONUS_HUMAN 25 } This way, a bit prettier int apply = FN_get_apply_type(pTok->at(0).c_str());
  2. I can only recommend it, clean and perfect code!
  3. Helpful, well written systems, friendly, I can only recommend!
  4. Hey! Because it must also be written to common_drop_item.
  5. Fast, friendly, reliable, and nice work. Recommended! +++
  6. Fast, friendly, reliable, and nice work. Recommended! +++
  7. hi guys! Has anyone upgraded to a sash system yet?
  8. Welcome all dear forumers! I met with a very complex issue months ago, and I would like to ask for help. The issue: buffer_read_proceed: buffer_proceed: length argument bigger than buffer (length: 41, buffer: 25) What I'm using: Martysama V4.9 (?) The players get disconnected randomly, although they are still able to communicate with the server. I tried to simulate the issue on test server, but I couldn't and I don't know where to start. I have read many topics about, but I couldn't find anything as a bugfix. The size of length and the buffer always differs. I get these messages using IMPROVED_PACKET_ENCRYPTION and I also recognized that it requires more bandwidth in the client. With this definition only random players get disconnected, but as soon as I turn it off, complete channels get frozen and shut down. Syserr: buffer_read_proceed: buffer_proceed: length argument bigger than buffer (length: 1, buffer: 0) It floods this line(above), only logging in is available but chat is disabled also all player movement like attacking, equipment change etc. The strange thing it only occurs on the given channel and the global chat still goes on the frozen channel. I know it's not an easy bugfix which I ask for, but please inform me if you know about. Thank you for reading and I hope you have a great day, stay safe guys.
  9. Welcome all forum users! We are looking for a programmer who would create us a new auction house with a few requirements: -C++ and or Php -It should be available from ingame (from web as well, but it's not a requirement, just a bonus). -Categorized item filter -Should be able to handle 2 currencies, for example: dragon points and gold bars(It's a yang based currency used in our server.) -Adjustable cooldown rate of items (24 hour, 48 hour, 72 hour), when it's over the item should be returned to it's owner's storage. -Custom item filter based on name, price. -Search panel for items. -Item restriction (Non tradeable items shouldn't be sold in the auction house) -If u can create bidding, it's a plus but not a necessary. -After the item is bought out, the house should send a message to the owner(Time- the name of the item - the buyer's name) -It can handle item's cooldown rate e.g.: Costumes, pets etc. - The interface should be smooth and easy to use. If interested contact me, and we will discuss the price in private. Thank you for reading! PS: We are not interested in Lua based auction houses, and offline shop systems. Discord: Morpheus#0686
  10. The post devil.dll was wrong for me too, look for another version. try this: [Hidden Content]
  11. I don't understand the problem, but look at which channel config the index is in.
  12. Look for the error in uiinventory.py, tabs may be bad.
  13. With an average damage of 3 millions it dropped around 14 items, but as we increased the damage up to 5 million the drop got low down to dropping just 6-7 items. I have tested it many times, it's clearly the issue. Do someone knows why does it happen? Thanks for the answers!
  14. The use of quest doesn't solve the issue, it can be bugged also. There is a whole dungeon in our server which relies on quest drop and sometimes it's drop is lowered or totally vanishes.
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