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Why limits?


Marshmallow
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8 hours ago, Marshmallow said:

Why can't?

  • store Apex/Kro chests in Inn?

I think the reason for this was to preempt abuse by not allowing side characters to be recreated to pool chests in the one account. Not sure if this is still applicable offhand, but that's likely the reason behind that.

8 hours ago, Marshmallow said:

Why can't?

  • store more than 200 Gems/BUS/enchant scrols?

This is a limitation mgame impose pretty arbitrarily to things, presumably to limit the number of valuable items being moved at a time.

8 hours ago, Marshmallow said:

Why can't?

  • store more than 21 gb in Inn?

This is actually just a limitation of the game. The reasoning for this is because they store it as a signed 32-bit integer, which has a range of -2,147,483,648 to 2,147,483,647.
They cap it strictly at 2.1bil. Realistically speaking there's no reason for it to ever go below 0, so it should be unsigned which would move its range from 0 to 4,294,967,295... but it's mgame, so what can you do. :P

8 hours ago, Marshmallow said:

Why can't?

  • sell just 1 item at 21 gb in merchant? for instance Chaos wirinom+7

(Edit:) Oops, misread. They cap it at 999,999,999. It's an arbitrary limitation, with the intent on keeping things below 2.1bil (as above). Again, mgame logic. :P

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Selling items   even back in old usko days  was caped at 999 999 999   if tried selling for 10 gb selling merchant only lets it sell for 100 mill   so have to be sure to only do 999 999 999 m..

does seam silly and never understood why  cant merchant  an item for 10 gb  or higher 

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7 hours ago, twostars said:

I think the reason for this was to preempt abuse by not allowing side characters to be recreated to pool chests in the one account. Not sure if this is still applicable offhand, but that's likely the reason behind that.

This is a limitation mgame impose pretty arbitrarily to things, presumably to limit the number of valuable items being moved at a time.

This is actually just a limitation of the game. The reasoning for this is because they store it as a signed 32-bit integer, which has a range of -2,147,483,648 to 2,147,483,647.
They cap it strictly at 2.1bil. Realistically speaking there's no reason for it to ever go below 0, so it should be unsigned which would move its range from 0 to 4,294,967,295... but it's mgame, so what can you do. :P

(Edit:) Oops, misread. They cap it at 999,999,999. It's an arbitrary limitation, with the intent on keeping things below 2.1bil (as above). Again, mgame logic. :P

Can't you change them in Apex?

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With the exception of the signed/unsigned issue, probably. They'd just be exceptionally more time-consuming than they're worth.
All of them could be changed pretty reliably/easily with the client source project, so... not really worth messing with the official client to do so.

The 999,999,999 limitation on merchants is probably the only feasible one there, since it shouldn't be too difficult to track down and there'd only be one or 2 instances of it (as opposed to generic logic imposed all over the place).

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16 hours ago, twostars said:

This is actually just a limitation of the game. The reasoning for this is because they store it as a signed 32-bit integer, which has a range of -2,147,483,648 to 2,147,483,647.
They cap it strictly at 2.1bil. Realistically speaking there's no reason for it to ever go below 0, so it should be unsigned which would move its range from 0 to 4,294,967,295... but it's mgame, so what can you do. :P

 

 

why even use int instead long/double(64bit)?

Edited by Classic
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