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crystal's Issues

Broadcast item update when murdering

Need to add broadcast so that the item updates when the player gets the murder.

                if (weapon != null && weapon.Luck > (Settings.MaxLuck * -1) && Envir.Random.Next(4) == 0)
                {
                    weapon.Luck--;
                    hitter.ReceiveChat("Your weapon has been cursed.", ChatType.System);
                    Broadcast(new S.RefreshItem { Item = weapon });
                }

GuildSotrage cause ItemSlot Freeze

Sorry for my bad English
When MaxBagWeight < CurrentBagWeight
retrieve item from guildsotrage will cause itemslot freezeing
logout will been fine

in GameScene.cs

case 4://failretrieve
toCell = p.From < User.BeltIdx ? BeltDialog.Grid[p.From] : InventoryDialog.Grid[p.From - User.BeltIdx];
fromCell = GuildDialog.StorageGrid[p.To];

are wrong

case 4://failretrieve
toCell = p.To < User.BeltIdx ? BeltDialog.Grid[p.To] : InventoryDialog.Grid[p.To - User.BeltIdx];
fromCell = GuildDialog.StorageGrid[p.From];

work fine

Spell Poison on hit

Shouldn't the poison check in the attacked method be as follows? Currently spells that shouldn't green poison are green poisoning e.g. soulfireball, fireball etc. It needs to be done in monster and player if you decide to change it.

if (attacker.PoisonAttack > 0 )
if (attacker.PoisonAttack > 0 && type != DefenceType.MAC && type != DefenceType.MACAgility)

ShoulerDash only moves target 1space

ShoulderDash only moves the player / target forward one space no matter the skill level or player level.

If the player is more than 1 step away from the monsters it will move the player to the monster and push the monster back one space but it does not work how intended by pushing the monster back the full distance. I assume it's registering the target as an object blocking it.

Speedhacks via cheatengine

Can easily speed hack using cheat engine. Not sure how to put prevention's / checks in place but i'm trying to search up some answers.

SlashingBurst & MiniMap Update

After using slashing burst repeatedly it bugs out maps, I've heard that there has been a case of it not loading NPCs if used towards a town then running in town to see no NPCs.

untitled

IC mirror client inject

Not a major issue however I was thinking would it be better if using the mirror resets the customName of IC to default name and then if the customName is equal to default name you can then rename it.

Currently it's a client side boolean/button which can be ignored with client manipulation.

Thoughts? @far

RE: ghost item bug (via storage)

When moving an item from your storage on top of another item in your bag it causes the ghost item error.

Replicate:

  1. Click item in storage.
  2. Drag over an item in your bag.
  3. Click to release item on top of item in bag.

Hiding (object transparency) bug

If a player has a level effect it stops their hiding effect from showing.

Also hiding isn't working on SummonHolyDeva, it stops monsters from seeing it but the transparency on both the casters and other players screen doesn't appear.

untitled

untitled

Damage display

If you miss and crit it comes up with both. Should just bypass the crit message if it misses.

Energy Shield.

The Recovery from Energy Shield within the Attacked(Objects) methods are in the wrong area.
They are currently within if (Hidden) which obviously means it won't work unless the players with the shield on are being hidden.... the check needs to move outside of the if (Hidden) statement.

Why not draw the same?

1

image 1:
Libraries.???.Draw(1, 20, 20)

image 2:
MirImageControl

image 2 no border shadows

Command to open the conquest, is not over

                case "攻城":
                    //更改了  自己对比下
                    if ((!IsGM && !Settings.TestServer) || parts.Length < 2) return;
                    int ConquestID;

                    if (parts.Length < 1)
                    {
                        ReceiveChat(string.Format("命令是 /攻城 [攻城ID]"), ChatType.System);
                        return;
                    }

                    if (MyGuild == null)
                    {
                        ReceiveChat(string.Format("你需要在一个公会开始一场战争"), ChatType.System);
                        return;
                    }
            
                    else if (!int.TryParse(parts[1], out ConquestID)) return;

                    ConquestObject tempConq = Envir.Conquests.FirstOrDefault(t => t.Info.Index == ConquestID);

                    if (tempConq != null)
                    {
                        tempConq.StartType = ConquestType.Forced;
                        tempConq.WarIsOn = !tempConq.WarIsOn;
                        tempConq.AttackerID = MyGuild.Guildindex;
                    }
                    hintstring = tempConq.WarIsOn ? "{0}攻城开始了." : "{0}攻城结束了.";
                    ReceiveChat(string.Format(hintstring, tempConq.Info.Name), ChatType.System);
                    SMain.Enqueue(string.Format(hintstring, tempConq.Info.Name));
                    break;

This modified command to open conquer the second input will be prompted to conquer the end

Is there a prebuilt release that i can try it out?

Is there a prebuilt release that i can try it out?

Sorry that I have to post my question here because somehow I cannot access lomcn recently.
I am a big fans of Mir2, and I am excited to find this project. I'd like to see what's in it and what it looks like now, but I am not familiar with C#, I tried to build the project myself but failed at the client part...

Could you make the translation to other languages more easier?

I am from China.
I hope I can translate this project to Chinese.
But I found some thing are hard to trans. Like this one

   public void Update(ClientMagic magic)
   {
              Magic = magic;

              NameLabel.Text = Magic.Spell.ToString();

              LevelLabel.Text = Magic.Level.ToString();
    }

Sorry for my bad English.

Client Graphics: SharpDX! Rework in Progress! (Full Rework).

Hello there. Managed DirectX has been deprecated for 10 years already, and due to it's age.
Managed DirectX 1.1 as it stands today is deprecated. It was last updated in April 2006 to match that version of D3DX9. The last DirectX SDK to include the samples and documentation for Managed DirectX 1.1 was August 2006.

1)Since the last version of D3DX9 supported by Managed DirectX 1.1 is April 2006, it makes use of a very outdated version of the HLSL compiler.
2)The Managed DirectX 1.1 assemblies are 32-bit only, so you cannot use them from an x64 native .NET application
3)The assemblies only support the legacy DirectX API set, with no support for Direct3D9Ex, Direct3D 10.x, Direct3D 11, Direct2D, DirectWrite, DXGI, D3DX10, D3DX11, XAUDIO2, XACT, XINPUT, etc.
4)Since Managed DirectX 2.0 was never released in production form, the Managed DirectX 1.1 assemblies still reflect .NET 1.1 design principles and does not support or make use of .NET 2.0-4.6 constructs.
5)Managed DirectX 1.1 while compatible with .NET 2.0 (and the .NET 3.0 and .NET 3.5 extensions of the 2.0 runtime), is not compatible with .NET 4.0-4.6

How about replace them with MDX mimic - SlimDX library? That is non hard at general (just some syntax and function names changed if we compare with MDX), and has alot of benefits instead of using 10 years-old deprecated library.

itemsets bug

a single item would add to multiple sets and cause an added stat bug

Fix : Allow sets to stack up

Proposed Code :

  ItemSets itemSet = ItemSets.Where(set => set.Set == RealItem.Set && !set.Type.Contains(RealItem.Type) && !set.SetComplete).FirstOrDefault();

            if (itemSet != null)
            {
                itemSet.Type.Add(RealItem.Type);
                itemSet.Count++;
            }
            else
            {
                ItemSets.Add(new ItemSets { Count = 1, Set = RealItem.Set, Type = new List<ItemType> { RealItem.Type } });
            }

FlameAssasin bug.

Within the AI it gets the target from a list that is sent through however further through the code of CompleteAttackRange is has an uppercase T rather than the lower case t:

if (Envir.Random.Next(Settings.PoisonResistWeight) >= Target.PoisonResist)
Should be
if (Envir.Random.Next(Settings.PoisonResistWeight) >= target.PoisonResist)

Oh, forgot to mention, this causes the server to crash or at least I assume it was the cause of it, the debug log I got didn't give a line number:

[10/19/2016 5:32:04 AM] System.NullReferenceException: Object reference not set to an instance of an object.
at Server.MirObjects.Monsters.FlameAssassin.CompleteRangeAttack(IList`1 data)
at Server.MirObjects.MonsterObject.Process(DelayedAction action)
at Server.MirObjects.MapObject.Process()
at Server.MirObjects.MonsterObject.Process()
at Server.MirEnvir.Envir.ThreadLoop(MobThread Info)

Mirroring doesn't follow master when hitting

Mirroring clone doesn't move when locked on to a target, it just stands there and tanks the mob which is bad for the players MP. It should follow the player (take one step) then take a hit and then again take one step towards the master and take another hit.

TwinDrakeBlade Effect

Does not broadcast skill effect so that other players can see when they are casting it.

Marriage duration

This needs adding into the LoverUpdate(S.LoverUpdate p)
GameScene.Scene.RelationshipDialog.MarriedDays = p.MarriedDays;

Can not edit form

Can not edit form
I am an amateur, or I build the environment is not right ah?
Please report the screenshot 。

qq 20180225105332
qq 20180225105259

IC rename issue

If you rename your pet while it is summoned the rename does not automatically apply.

When you unsummon the pet you can't resummon it ever again. I guess due to a mismatch on names?!

Server Crash Log

[14/11/2016 02:40:55] System.NullReferenceException: Object reference not set to an instance of an object.
at Server.MirNetwork.MirConnection.Process()
at Server.MirEnvir.Envir.WorkLoop() at line 0

Very vague, from Incredulous. I was looking into the .Process() methods and found the below code.

I'm wondering if the client does not exist or is not connected why are we disconnecting them? Shouldn't be the opposite? If they are connect & do exist then disconnect them. @Suprcode

if (_client == null || !_client.Connected)
{
                Disconnect(20);
                return;
}

Poison steals last hitter

green psn on boss moves the last hitter on tao , like a grp of players on my svr were doing a boss , tao comes on last second and steals boss with green psn

Red Poison

Red poison doesn't currently do anything. The poison code is added, however there is no defence reduction code added that i can see

Game Caton

I do not know why press the 'F10' game will be Caton.
Do you have such a situation?
Thank you

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