The Primordials Rise [C# Mir2]

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LightBringer

Primordial GM
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Primordial
Game Master
Feb 13, 2014
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Welcome to The Primordials Rise (C# Mir 2 Server)


Server Rate - Custom (Low Rate)
Server Beta - Completed
Server Live Date - TBC
Discord - https://discord.gg/evQqCys



Lore Synopsis
The Primordial's reign lasted for hundreds of years, holding the world in a grip of constant fear and war.
These beings relished in a world of torment, creating hundreds of creatures to wreak havoc among the humans.

All provinces tried to defeat these creature; banding together and sending their legions of soldiers to take on these Primordials,
Their efforts proving fruitless, and with their losses so high, they struggled to defend their own people.}

They needed a miracle, and it came in the form of 3 people, trained in unique arts that no one had seen before.

Athena the Taoist
Heracles the Warrior
Ganon the Wizard

These 3 heroes with such strength and tenacity, managed to repel the Primordial's forces for a short time. With this time they formed an elite group of soldiers, consisting of the best each province had to offer.
They traveled to the Temple of Ascension located on a remote island, where the Primordials reside.
This however, wasn't a mission that these heroes would come back from, and they knew it.

Once they had arrived at the temple, the elite soldiers charged into battle, without fear, knowing they were a distraction to these beings,
they were there to provide Ganon enough time to perform a ritual.
It would sacrifice himself, Athena and Heracles to bind the Primordials into the depths of the Temple, to be banished from existence, protected by soul-bound seals.

They were successful.

Almost immediately after these events happened, the constant onslaught seemed to subside, however the essence of the Primordials hadn't been fully cleansed from the lands.
Although weakened, the creatures still attack the provinces and lands, thought to be controlled by the one called EvilMir; a malformation of the Primordial's souls.

With the threat of history repeating itself, a select few people were chosen to dedicate their lives to the skills and expertise that Athena, Heracles and Ganon had demonstrated, knowing one day, they made need
to make the very same sacrifice.




Classes

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If you choose to follow Athena's path, you will adopt the traits of a Taoist.

Taoists master the powers of Black and White Magic, allowing them to both provide Buffs and healing to themselves and allies, while also being able to fend for themselves if the time comes.

Summons
Summoning a Skeleton to aid you in battle, will now evolve with each skill level, increasing its base stats, base summon level and even adjusting its AI.
The skeleton is an all rounder from the Taoists available pets.
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The Mighty Shinsu will also evolve with each skill level, allowing it to tank more damage and increasing it's base stats.
The Shinsu is mainly used as a tank rather than a damage dealer
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Although the HolyDeva is somewhat weak when fought face to face, it's long range spells allow it to hit enemies from a far, allowing the Taoist to kite more difficult creatures.
This summon is the most situational.
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Buffing Auras

If you have played a Taoist before you will be used to casting buffs constantly, there is a big change to the way this now works.
Casting Soul Shield, Blessed Armour and Ultimate Enhancer now apply as an Aura to the caster.
This aura will spread to all friendly summons / party members within a specific radius at the cost of the Taoists mana slowly draining (per Aura)

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Heals & Poisons

Taoists are able to not only increase damage dealt to enemies but being able to stop monsters health regen with various poisons
makes them a great asset to taking down any difficult bosses.
Ontop of this they can provide strong single target heals as well as weaker AoE heals.



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Following in Heracles' footsteps will mean you being the front line of any fight.

Warriors are masters of close combat, not only being able to deal great single target damage, but being able to take a lot of damage in return.


Single Target Damage
Warriors skills such as Flaming Sword, TwinDrakeBlade and SlicenDice allow for a huge burst of single target damage both in
PvP and PvE.
If another class gets caught too close in combat next to a warrior, they dont have long left to live or get away.

AoE Clearing
Although not known as the primary farming class, Warriors have various skills to assist them in leveling, spells such as
Halfmoon, CrossHalfmoon, BladeStorm and Whirlwind

Self Buffs
Warriors have abilities to buff up their own stats, some are pure stat increases, where as others you may lose defense at the cost of damage.
Skills such as Rage, ProtectionField, ImmortalsCall and Bloodlust




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Following in Ganon's teachings will allow you to control the elements, at a cost of survivability.

Wizards have by far the most versatile skill set, adopting all elements to inflict huge damage, but failing to navigate your surroundings can cause for a hasty death.


AoE
Wizards are known for being a mass PvE killer, this hasn't changed here.
Harnessing their vast amounts of spells allows for them to wipe out all sorts of caves.

Elements
Some spells from different elements can now harness different properties.
Certain fire skills can cause 'burning' such as PulseFire
Certain ice skills can 'slow' and even 'Freeze' enemies such as IceTomb
Certain wind skills can cause repulsion such as DragonTempest
Lighting skills inflict increased damage to Undead monsters such as Lightning

Pets
Wizards are able to tame a vast amount of monsters throughout the lands.
(Taming Guide will be 'released' later)
Pets will also play a role in certain quests and accessing "Wizard Only" areas.




Map Changes

We have adopted a new approach to the lands of Mir, wanting to retain the nostalgia and knowledge from years of playing Mir but at the same time providing a new experience.
We have hopefully done this by not only introducing new Provinces and Caves, but completely changing some of the existing maps and restructuring the 'world map' layout.

A lot of NPCs have been added throughout larger maps to better populate the areas.

Map Buffs

When venturing through maps, make sure to keep an eye to see if the map modifier icon appears
Some areas could be benefiting from better rewards (exp/drop/gold chance) but it may also come with other challenges.

TKs6VWz.png



Monsters
The server has all of the original bosses and monsters throughout the lands, however hundreds of new creatures horde both old and
new provinces.

New Sub Bosses have been added throughout 'old' areas.

Screenshots

Existing creatures with upgraded AIs
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Bosses that need strategy to make the fight manageable
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New bosses that will really test a groups prowess
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Trust Merchant

The Trust Merchant has been redone from the original files to allow for item filtering, an overall more appealing GUI and to be able to browse and consign items from 1 window.
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Item Grades

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There are 7 grades of items.
Common - a type of rarity indicating how hard it is to obtain
Rare - a type of rarity indicating how hard it is to obtain
Legendary - a type of rarity indicating how hard it is to obtain
Mythic - a type of rarity indicating how hard it is to obtain
Superior - Non refinable upgraded versions of existing items (Can still drop +added stats)
Exclusive - GameShop Exclusive items such as Limited Edition Mounts.

Set - Indicates part of a set, wearing the complete set will provide additional bonuses
GBhhxOX.png



Shields

Shields (excluding the base) are a very rare item, however it’s an item that can be leveled.
Leveling a shield allows the item to have a chance of getting added stats, this is random so 2 level 10 shields can have completely different outcomes.

aC6pl1B.png




Guilds

Guilds level up alongside the members, guild levels allow you the ability to not only recruit more members into the guild, it also allows the guild to unlock guild traits.
Once a trait is unlocked you will need to use guild resources to activate these traits for a period of time



Mining and Fishing

Equip yourself with a rod and some bait and go fishing!
Get better rods and lures for a higher chance of successfully catching fish and obtaining better loots (But be careful, you might pull up a live creature!)

Equip your trusty pick axe and go venture deep into the various mines throughout the lands and collect valuable crafting materials unique to each mine.



Crafting

Crafting materials can be gained through killing creatures, completing quests, fishing and mining.

Throughout the lands you will come across crafters of varying skill; these can craft you all sorts of equipment and upgraded items if you find the right materials.
The basic crafters hide within the safety of towns and cities.

The more prosperous crafters are found hidden in caves, trying to scavenge their own crafting materials, helping them out with their quests may allow you access to even more advanced craft-able items!

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Every crafter has a unique set of crafting recipes.
Find lost crafting pages to unlock legendary crafting recipes.



Monster Ascension

There have been disturbances within the Temple of Ascension, the seals have been damaged but not broken, but the power of the Primordials seems to be seeping back into the world.
Upon killing a boss, it has a chance to come back re-incarnated, imbued with one of the Primordial Spirits

Antraxa The Feral
Pandaran The Ancient
Hallaxra The Elder

These spirits imbue the re-incarnated boss with unique characteristics (increased damage, speed, health etc) as well as a revised drop file with new item pre/suffixes!

Killing a re-incarnated boss can then cause the spirit to reform to the creatures intended power, this will spawn the creature within the Temple of Ascension, with new AI, Stats and a completely unique drop files!
Be careful as these bosses are very tough, and the Temple Guardians will call any available hero to their aid.

Temple of Ascension

The temple not only has the potential to house some of the strongest and most valuable bosses which only the strongest heroes can fight for (and fight each other for!)
SoulFragments which are a rare but valuable drop can be used in the Temple; shattering the Fragment in this temple will spawn a random boss, the higher tier fragments will spawn harder creatures.
The fragments are time limited, so make sure to use them before they shatter.



Quests

All Korean quests have been added to the files (although alternations have been made in many cases)
All other quests are custom for this server
We have made the questing experience more enjoyable and rewarding.
Completing quests not only provides the player with exp, gold and items, but it can also unlock new quests, new areas, new NPCs and access to spells at an earlier level!

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-Story Quests-
These follow some sort of story, be it an NPCs story, Province story or an origin of the class you are playing.

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-General Quests-
These quests vary the most, they can be single one time quests, to a huge chain of quests or even quests granting access to new areas.

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-Challenge Quests-
This is a single linear quest chain, you need to find various creatures throughout the server and fight them, prove you have what it takes to best them in a fight, and continue the quest chain for better rewards!

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-Daily Quests
These quests provide various rewards, mainly Challenge Tokens which can be exchanged to certain NPCs for items you may find in the GameStore (as well as some exclusive items to the NPC!)

Certain Daily Quests are chained together, which will in turn unlock other story/general quests if you complete the chain within the day!



Map Events

Very much like WoW, random events will occur on all province maps, as well as some hidden events in caves, indicated by various icons on the Big Maps.
Events will randomly spawn on maps, once the event has been completed, it will go on a cool down and re-spawn in one of many possible locations, be quick as if you don't get there in time, someone else may have
already completed it.

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-Slay Events-
Go to the event, slay the monsters, and get rewards!

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-Daily Events-
You can only get rewards once a day from these events, you can participate and assist friends even after you have completed the event
Get a Common Loot Box as a reward!

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-Weekly Events-
You can only get rewards once a week from these events, these tend to be world bosses and most likely will need groups to succeed!
Get a Rare Loot Box as a reward!

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-Invasions-
These events have multiple stages, complete all the stages and reap your rewards!



Items

Along with the items we all know (stats may differ from what you are used too) a lot of new custom items have been added some have been added to fill in certain level gaps that didn't seem very rewarding for the effort put in!

Upgrading

- Awakening -
Using Awakening ingredients; you can upgrade certain weapons and armours with better properties, however the art of Awakening hasn't been mastered as of yet and can cause your equipment to be completely destroyed!

- Refining -
Gather Ores and jewelry and speak to the blacksmith to refine your weapon for additional stats.
Be warned some of the blacksmiths aren't great at their job so the upgrades can fail, and even shatter your weapon!

- Gemming -
If you come across Gems, you can use them to imbue any type of equipment with different properties, dropped from bosses and obtained by questing;
you can make regular equipment much more powerful; however don't get to greedy as the higher added stats you have, the more likely it is to break your item!

- Drops -
Most items have a chance to drop with naturally added stats.
Each item type has its own specific criteria, so rings are more likely to drop with added damage stats; whereas bracelets have a higher chance for defensive stats!



Quality of Life Changes & Other Changes

Lighting has been changed to lessen the darkness in caves and let anything but candles have a better impact of vision (candles still suck)
Resilience has been added, this a PvP only defensive stat.
Collision Detection has been added so if you hit an object head on, it will try to path around it (either 1 square up or down from the object hit) to make running a lot smoother.
Sounds have been added to all custom and in-game monsters, meaning no more silent maps! (for those who like sound)
Music has been added to all maps to provide ambiance.
Temp Buffs do not expire while in safe zones, so any potions found in game, or rested exp gathered will not time down while in safe zones.
Teleport Nodes need to be activated before you can use them, once activated a flat gold fee is required to use them.
Poison drops off when you leave the casters map or a specific range from the caster
Casting Heal on an enemy target will try to find an adjacent friendly target instead (so you can heal your summons even with mobs blocking)


Gamestore
First Draft
The community's input is always valued here as we do not want to upset people with what we put into the GameStore, we want a self-sustaining server, anything extra will just go back into the server (graphic upgrades, new map design etc).
Once the GS is live, any new additions will be ran past the players before being added, the general 'approval' rate needs to be high for it to be submitted.

*Note that the temp drugs such as impact, mana, health drugs that provide a much bigger increase do NOT work along side these buffs*
*hard torches will never be in game*

All of the below can be obtained through other means, challenge tokens, drops or quests - this doesn't mean they are common

DC/SC/MC Liquor - Once consumed, it increases the users stats by 0-2 of the respective stat (1h/3h)
DC/SC/MC Torch - 0-1 damage stat on the torches (there are 2 durability sizes for this)
Premium Fishing Bundle (provides a fishing set + bait)
EXPPot 10% - Once consumed provides the user 10% increased exp (1h/3h/5h/24h)
EXPPot 15% - Once consumed provides the user 15% increased exp (1h/3h/5h/24h)
Mana/Health Wine - Once consumed increases users hp/mp by 20/30 (1h/3h)
Resurrection Scroll - Used on death, allows the user to resurrect where they have died (4 per account)

These are exclusive to the GameShop (however mounts of equal stat value are obtainable from drops)

Mounts (These have small stat increases, 2 mount levels of 22 and 33)
Mount Items (only provide stats while mounted)
Costumes (Changes the users appearance to the specific costume, lasts an hour and can be toggled on and off)
AncientHorn (Allows the user to post a message globally)
DropScroll 5% - Increases the drop rate of the user by 5% (24h) (1 per account)
Knowledge Torch - increases the users skill level rate *3

Prices haven't been confirmed yet and items are subject to change.
*Per Accounts can be reset for new expansions, big events etc.







I just want to thank all the people on the C# forums for helping me personally with everything through the time I have been developing this server.

 
Last edited:

Seanofsmeg

Moderator
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Apr 6, 2015
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Just wanted to post and say for a taster I really like your advert and you have some real solid ideas and thought put into to your content and hope your hard work pays off! Looking forward to launch - count me in :)

P.S. - "
Lighting has been changed to lessen the darkness in caves " - Staying true to your name there "Lightbringer"
 
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Hercules

Prime Hunter
Banned
Jun 4, 2018
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Asda
Looks good mate, but then again so does Valk, and then again Apocalypse is much better now most tweaks are done. Spoilt for choice. It’s all good as it’s Mir and that’s why we’re all here, good luck, ETA? (Must be Christmas/January if the adverts now?)
 

LightBringer

Primordial GM
Veteran
Primordial
Game Master
Feb 13, 2014
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No specific Live ETA as it all depends on how well the beta goes - I want it to be Live before Christmas.

Just doing some final tests before I setup the AutoPatcher and Temp server for the beta (as long as nothing major is found, anything that needs addressing will be sorted and a Live Date will be announced.

A couple of beta notes:

Exp Values will be on a higher multiplier so people can progress any content they want to test 'quicker'
Any Bugs found and reported will be rewarded (a tier system will be announced) - this will be with gamegold when the server goes live (an incentive for the people who can't donate to do some bug finding and earn some IG currency FoC)

I will be publishing the GameStore later today so people can get an idea of it's contents
 

Hercules

Prime Hunter
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Jun 4, 2018
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Asda
Good idea on the beta with high rate. And rewarding for finding bugs also good as it will hopefully stop certain ppl exploiting them at launch if the rewards are fruitful.
 

Piff1

Legend
Dedicated Member
Apr 17, 2015
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Africa
You two should work together, two coders who are happy to have a go and both layout and present their servers well.

Been saying this a while now, would love to see a LB + Sanj collab. Jamie+Sanj was the one i really wanted to see work on Marble V2 together. It's just down to passion the 3 guys i named above just love the game and don't half arse **** before releasing.
 

mir2pion

TL;DR
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Feb 21, 2013
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like that touch for fishing - beware that you can pull out a living creature :eek:nthego:
 

LightBringer

Primordial GM
Veteran
Primordial
Game Master
Feb 13, 2014
3,816
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1,715
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I have updated the GameStore section.
this is the first draft and prices haven't been confirmed yet.

ALL feedback is wanted and welcomed; all we want is to make the server sustain itself.
 

Sanjian

Just a Mir2 Fan
VIP
Apr 28, 2011
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as a suggestion for you LB, spend a bit of time on the Stat Labels and remove the {0} ~ {1} (just the squiggle) and use a -

personally this ~ is hideous and also your using a - in your item descriptions for sets.

i wish you all the best for your server bud!

EDIT: also if an item has W0 look into hiding the weight so its not shown and change W to say Weight.

just my personal opinion ofc lol
 
Last edited:

LightBringer

Primordial GM
Veteran
Primordial
Game Master
Feb 13, 2014
3,816
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as a suggestion for you LB, spend a bit of time on the Stat Labels and remove the {0} ~ {1} (just the squiggle) and use a -

personally this ~ is hideous and also your using a - in your item descriptions for sets.

i wish you all the best for your server bud!

EDIT: also if an item has W0 look into hiding the weight so its not shown and change W to say Weight.

just my personal opinion ofc lol

Yeah I shall do that, it will look a lot cleaner :)

Thanks!
Another good idea to be honest, the little details like this make a big difference to me!
 

Sanjian

Just a Mir2 Fan
VIP
Apr 28, 2011
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East Sussex
your welcome to take a look at this and use it if you like or not.


this is my # DC label

Code:
 #region DC
            minValue = realItem.MinDC;
            maxValue = realItem.MaxDC;
            addValue = (!HoverItem.Info.NeedIdentify || HoverItem.Identified) ? HoverItem.DC : 0;
            awakeValue = HoverItem.Awake.getDC();

            if (minValue > 0 || maxValue > 0 || addValue > 0 || awakeValue > 0)
            {
                count++;
                if (HoverItem.Info.Type != ItemType.Gem)
                    if (HoverItem.Info.Type == ItemType.Mount || HoverItem.Info.Type == ItemType.Stone || HoverItem.Info.Type == ItemType.Torch)
                    {
                        text = string.Format(addValue > 0 ? "DC: {0}-{1}   (+{2})" : "DC: {0}-{1}", minValue + HoverItem.Awake.getDC(), maxValue + addValue + HoverItem.Awake.getDC(), addValue, HoverItem.Awake.getDC(), HoverItem.Awake.getDC());
                    }
                    else
                    {
                        text = string.Format(addValue > 0 ? "DC: {0}-{1}   (+{2})   [+{3}-{4}]" : "DC: {0}-{1}   [+{3}-{4}]", minValue + HoverItem.Awake.getDC(), maxValue + addValue + HoverItem.Awake.getDC(), addValue, HoverItem.Awake.getDC(), HoverItem.Awake.getDC());
                    }
                else
                {
                    text = string.Format("Adds DC+{0}", minValue + maxValue + addValue);
                }
                MirLabel DCLabel = new MirLabel
                {
                    AutoSize = true,
                    ForeColour = addValue > 0 ? Color.SpringGreen : Color.White,
                    Location = new Point(4, ItemLabel.DisplayRectangle.Bottom),
                    OutLine = true,
                    Parent = ItemLabel,
                    Text = text
                };

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, DCLabel.DisplayRectangle.Right + 4),
                    Math.Max(ItemLabel.Size.Height, DCLabel.DisplayRectangle.Bottom));

                if (awakeValue > 0) DCLabel.ForeColour = Color.Orange;
            }


basically i didnt like how an items stat labels didnt include the awakening value

so now the stat labels will always show the total stats of the item including added and awakened

as i say use it if you want to.

oh also your welcome to use my RED Dura for items code if you like and this is how i use my weight

Code:
String WedRingName = "";
            if (HoverItem.WeddingRing == -1 && HoverItem.Weight > 0)
            {
                WedRingName = HoverItem.Info.Type.ToString() +
                "\n" + "Weight: " + HoverItem.Weight + text;
            }
            else if (HoverItem.WeddingRing == -1 && HoverItem.Weight <= 0)
            {
                WedRingName = HoverItem.Info.Type.ToString() + text;
            }
            else
            {
                WedRingName = " * Relationship Ring * " +
                "\n" + "Weight: " + HoverItem.Weight + text;
            }

            MirLabel etcLabel = new MirLabel
            {
                AutoSize = true,
                ForeColour = Color.White,
                Location = new Point(4, nameLabel.DisplayRectangle.Bottom),
                OutLine = true,
                Parent = ItemLabel,
                Text = WedRingName,
            };

if (HoverItem.Info.Type == ItemType.Weapon && HoverItem.CurrentDura <=  0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Armour && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Helmet && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Necklace && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Bracelet && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Ring && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Belt && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Boots && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Hook && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Float && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.FishingLine && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else if (HoverItem.Info.Type == ItemType.Torch && HoverItem.Info.Effect != 0 && HoverItem.CurrentDura <= 0)
            {
                etcLabel.ForeColour = Color.Red;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }
            else
            {
                etcLabel.ForeColour = Color.GhostWhite;

                ItemLabel.Size = new Size(Math.Max(ItemLabel.Size.Width, etcLabel.DisplayRectangle.Right + 4),
                Math.Max(ItemLabel.Size.Height, etcLabel.DisplayRectangle.Bottom + 4));
            }


there is probably an easier way of coding it, but this works for me and is only used on those items
 
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Malski

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Aug 10, 2014
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Sounds terrific. All these new servers coming out.. Gonna get all flustered deciding!
 
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