diff --git a/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs b/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs index 57e4a93..69ca3f6 100644 --- a/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs +++ b/src/DiIiS-NA/D3-GameServer/GSSystem/PowerSystem/Implementations/HeroSkills/Wizard.cs @@ -2102,8 +2102,8 @@ namespace DiIiS_NA.GameServer.GSSystem.PowerSystem.Implementations else { _beamEnd = SpawnEffect(6535, User.Position, 0, WaitInfinite()); - User.AddComplexEffect(RuneSelect(19327, 149835, -1, 149836, 149869, 149879), _beamEnd); - if (Rune_A > 0) User.AddComplexEffect(19327, _beamEnd); + User.AddComplexEffect((Rune_E > 0) ? 149879 : 19327, _beamEnd); // Rune E uses a special beam + User.AddComplexEffect(RuneSelect(-1, 149835, -1, 149836, 149869, -1), _beamEnd); // Runes A, C and D add effects on top of the standard beam } } diff --git a/src/DiIiS-NA/D3-GameServer/MessageSystem/GameAttirbute.List.cs b/src/DiIiS-NA/D3-GameServer/MessageSystem/GameAttirbute.List.cs index bc10782..fbd7aff 100644 --- a/src/DiIiS-NA/D3-GameServer/MessageSystem/GameAttirbute.List.cs +++ b/src/DiIiS-NA/D3-GameServer/MessageSystem/GameAttirbute.List.cs @@ -380,7 +380,7 @@ namespace DiIiS_NA.GameServer.MessageSystem public static readonly GameAttributeF Corpse_Resurrection_Allowed_Game_Time = new GameAttributeF(807, 0, -1, 0, 0, "", "", "Corpse_Resurrection_Allowed_Game_Time", GameAttributeEncoding.Float32, 0, 0, 0, 32); public static readonly GameAttributeF Controlling_TimedEvent_SNO = new GameAttributeF(810, -1, -1, 0, 0, "", "", "Controlling_TimedEvent_SNO", GameAttributeEncoding.Float32, 0, 0, 0, 32); public static readonly GameAttributeF Spawner_Concurrent_Count_ID = new GameAttributeF(855, -1, -1, 0, 0, "", "", "Spawner_Concurrent_Count_ID", GameAttributeEncoding.Float32, 0, 0, 0, 32); - public static readonly GameAttributeF Skill_Override = new GameAttributeF(857, -1, -1, 0, 0, "", "", "Skill_Override", GameAttributeEncoding.Float32, 136, 0, 0, 32); + public static readonly GameAttributeI Skill_Override = new GameAttributeI(857, -1, -1, 0, 0, "", "", "Skill_Override", GameAttributeEncoding.Int, 136, 0, 0, 32); public static readonly GameAttributeF Walk_Passability_Power_SNO = new GameAttributeF(1057, -1, -1, 0, 0, "", "", "Walk_Passability_Power_SNO", GameAttributeEncoding.Float32, 0, 0, 0, 32); public static readonly GameAttributeF Passability_Power_SNO = new GameAttributeF(1058, -1, -1, 0, 0, "", "", "Passability_Power_SNO", GameAttributeEncoding.Float32, 0, 0, 0, 32); public static readonly GameAttributeF Flippy_ID = new GameAttributeF(1059, -1, -1, 0, 0, "", "", "Flippy_ID", GameAttributeEncoding.Float32, 0, 0, 0, 32); diff --git a/src/DiIiS-NA/REST/RestSession.cs b/src/DiIiS-NA/REST/RestSession.cs index 8008e8a..648565e 100644 --- a/src/DiIiS-NA/REST/RestSession.cs +++ b/src/DiIiS-NA/REST/RestSession.cs @@ -175,7 +175,7 @@ namespace DiIiS_NA.REST { loginResult.AuthenticationState = "LOGIN"; loginResult.ErrorCode = "UNABLE_TO_DECODE"; - loginResult.ErrorMessage = "HEBEPHO! WRONG! English do you speak IT?!"; + loginResult.ErrorMessage = "The information you have entered is not valid."; SendResponse(HttpCode.BadRequest, loginResult); Logger.Error("Аутентификация неудалась: Логин - {0}. Cоединение с REST разорвано.", login); }