Sneaky_Panda
Creator of
Recent community posts
1. I do not know how much it is a complex idea, but it would not be bad if in the place where the text appears, there would be a text or icon of just picked up item and its quantity.
2. Recent update with armor is great. But I would like it was not just an extension of the health indicator, and it, for example, blocked 75% of damage or any other amount of it. (upd. Saw that the developer already mentioned this idea).
3. In enemies drop of can't specify weapons and (I may be mistaken) armor. I would like to be able to customize the drop of these items as well as the rest.
Bugs or limitations that I did not know about (v1.10.4):
1. You can not set more than one identical trigger on the map? For example, I have trigger 1 for saving. And when I place them more than 1, then none of them works or only the one that is lower and to the right on the map.
2. Collision model of block responsible for invisible walls is larger than standard block, I believe.
*Added sanity system. When the player's sanity is low, the player will gain less experience, accuracy will decrease, and the lower the sanity, the higher the chance of accidental concussion due to low sanity. If the player's sanity is below 20% (200 units), he will no longer gain experience at all. Intelligence can be restored with cigarettes, certain drugs, and tasty food;
*Reason drops even further for most injuries, and some injuries permanently drain it until they are healed. For example, severe bleeding or pain shock. The same reasoning falls when cutting animals, people and receiving damage;
*Changed the system of loot spawning. Loot can now be generated by items on the surface, as well as added classification of loot depending on the location and other factors;
*Expanded "Forest Line" location. It became 40% larger;
*Added wild animals - wolves, hares, bears, deer, boars, radioactive wolf, radioactive bear, radioactive boar;
*Added mechanics of cutting animals and people. This requires any knife in inventory and pressing the action button on a corpse;
*Added randomly generated plants on maps;
*Added a new type of equipment - gloves and watches;
*Added new professions:
Doctor
Veteran
Hunter
IT-specialist
Scientist
Bandit
Bum
*Now each representative of a profession is generated with unique loot and equipment;
*Added new keys. Now some places on the locations are locked on the key and require a corresponding key to pass through;
*Keys can now break when used with a 5% chance;
*Added 10 new quests. 5 for each merchant;
*Added new items - more than 200 pieces;
*Added new clothes - more than 100 new types of equipment and clothing;
*Updated and significantly expanded crafting. About 150 new recipes;
*Added PDA. With its help you can view the map from the satellite. It marks the location of the player, merchants and exits. To use it, you need PDA in your inventory and press the M key;
*Added new injuries and conditions:
Lacerated Wound - can be obtained from taking damage from animals. Reduces damage and injury resistance, and gives a chance of bleeding. Treatable with bandages, rags, and some first aid kits.
Treated Wound - Occurs when removing a lodged bullet or laceration. Increases health loss (red bar). Lasts for a period of time depending on the Injury Resistance characteristic.
Ailment - comes from eating food that is not fresh or cooked. It can also be acquired accidentally with a small chance when returning to the shelter. The malaise makes food and medicine less effective, and increases satiety and hydration consumption by 2 times.
Decreased Morale - Occurs when your sanity drops below 70%. Slightly affects accuracy and experience gained.
Unhinged - Occurs when your sanity drops below 50%. Strongly affects accuracy and experience. Concussion also occurs periodically. But there is a plus - this effect increases damage resistance.
On the Verge - occurs when your sanity drops below 20%. Critically affects the accuracy, and experience and no longer accumulate, concussions occur 5 times more often.
Insanity - occurs when your sanity drops to 0. You lose control of your character and subsequently die.
Poisoning - occurs from eating poisonous food or plants. Health begins to wane and medications become less effective.
Sugar fever - occurs from eating certain sweets. Hydration is consumed 2 times faster, but the player starts to run faster and gain a little more experience.
*Added new positive effects and reworked some old ones:
Nicotine - arises from the consumption of cigarettes, which are good for raising the intellect. With this effect, the intellect is consumed slower, but the stamina due to the smoked cigarettes will be restored much slower.
Radiation protection - can be obtained from taking anti-radiation drugs. Reduces the received radiation by an additional 25% in addition to the player's resistance.
Thick Skin - increases damage resistance and reduces the loss of maximum health. Can be obtained by injecting morphine or from some homemade drugs.
Antibiotics - increases the chance to get rid of ailments by 5 times. Can be obtained by taking rare antibiotics or homemade medicines.
Calm - reduces the damage to your judgment by 25%. Can be obtained by taking antidepressants.
Regeneration - slowly restores health. The effect often does not last long and is obtained by eating certain foods or taking drugs.
Strength gain - increases the weight carried for the duration of the effect. Can be obtained by taking homemade drugs.
Acceleration - increases walking and running speed. Can be obtained by taking homemade drugs.
Slow metabolism - decreases satiety and hydration over a long period of time. Obtained by eating hearty foods or taking drugs.
In shape - increases maximum endurance and its recovery rate. You can get it from taking drugs.
Tasty food - gives a lot of small increases to characteristics. Can be obtained by eating certain foods.
*Reworked effects:
All types of radiation. They are now much more dangerous. Instead of the usual penalty to satiety and hydration, radiation reduces maximum stamina, medications become less effective and health starts to drop even at low levels of radiation (slowly enough);
Hunger and Thirst. Became more dangerous and critical. In addition to taking away health, it also reduces the effectiveness of healing, stamina recovery and resistance to injury.
*Updated almost all sounds and added many new ones. Bullets flying past you will whistle, and when hitting obstacles ricochet;
*Reputation can now be gained for killing enemies of this merchant (Military at the location "Village Lands" for Tourist, and radioactive animals at the location "Forest Line" for Hermit);
*Reputation equal to 0.01% of the transaction value is now given for buying and selling items;
*Updated the main menu, added settings to both the menu and the pause menu;
*Added one new exit to the Forest Line location called "Mine";
*Added a new weapon:
OC-14 "Groza"
TOZ-66
SV-98
PP 91 Kedr
MR-40 Schmeisser
VSS "Vintorez"
SKS (sniper)
Luger P08
Mauser C96
SVT-40
SVT-40 (Sniper)
*Clothing worn also affects the total weight of the inventory;
*The price of almost all clothing has been increased;
*Backpacks give more increase to the characteristic "carrying weight";
*Bonuses of passive skills' characteristics have been increased, so that it makes more sense to pump them;
*The "Medicine" and "Craft" skills no longer give an increase to the characteristics, but only open new recipes for crafting;
*Now when running, instead of shaking the camera, the view angle narrows;
*Now the screen shakes in addition to the pain shock effect;
*Reinforced bonuses of all military equipment;
*Reduced the chance of spawning military loot and high-tier weapons;
*Increased the chance of spawning military and survivors by 20%;
*The assortment of merchants has been completely changed. It became wider and more diverse. Now they sell high-tier equipment starting with +100.000 reputation;
*Changed and lightened old errands/quests. Also changed the reward for these quests;
*Military are generated less often with good weapons;
*Broken weapons fall from enemies instead of equipped weapons. Equipped weapons can fall with a 5% chance;
*Enemies now drop 2 times less ammo;
*Enemies now spawn with reloaded weapons instead of reloading when they first see an enemy;
*Experience for killing all enemies has been increased by 75%;
*Items are now sold for 20% of the price instead of 50%;
*The player cannot go to bed if their vigor is above 75% (750 units);
*The tourniquet now has a healing cooldown of 2 seconds instead of 5;
*Military first aid kit now removes the "stuck bullet" debuff;
*The player's sleep health is now restored to a maximum of 50% if the generator is not on and the player has no "comfort" effect;
*Now if there is no container for liquid the character will drink from the well, instead of saying that he has nothing to draw water in (+200 hydration per sip);
*Wells can now be generated empty. Filled wells can be emptied when drinking from it or drawing water;
*To pump a skill above 3rd level you need to have at least 10th character level, above 5th level - 25th, above 7th level - 50th;
*Some low-tier pistols have been strengthened and weakened;
*Running is no longer possible when concussed;
Other:
*It is now impossible to pick up an item if there is no room for it in your inventory;
*Now when pointing at loot lying on the ground, its weight is displayed;
*Unused equipment boxes have been removed so as not to confuse players. They will be returned as they are added to the game;
*The "Heavy Weight" debuff has been removed;
*Changed the treatment icon;
*The "Medicine" skill has been renamed to "Chemistry";
Fixes:
*Fixed a bug where when dying with a pain shock effect, the penalties on the player would remain permanently;
*Fixed a bug where when removing armor with strength less than 25%, it did not break, but restored to 25%;
*Fixed a bug where sometimes it was impossible to take an errand from a hermit when there was an active errand from a tourist;
*Fixed a bug where when using a first aid kit and further improving the "treatment efficiency" characteristic, the health regeneration % difference remained forever;
*Fixed effect description freezing in the inventory menu;
*Corrected incorrect AI of peacekeepers during aggression;
*Corrected incorrect correlation of characteristics when equipping some weapons;
*Corrected a bug in which the item locker slowed down when moving items, and all item icons turned into X's for a moment;
*Corrected incorrect description of the item "weapon parts";
Well, what can I say? Quite an ambitious project with a good idea, a lot of content, but a very unfriendly interface.
I ended up playing on the fact that I broke my arm and the game did not explain to me how to cure it. I hover over the broken bone icon, but I don't even get a description of the effect. It is very strange. I looked everywhere - in crafting, on a workbench, in a stove - nowhere is there any remedies for fracture or something like that. Sleep didn't help either. At a minimum, you need a "help" item in the menu with different items: combat, healing, crafting, etc.
It is also not clear which item gives what. There is no description. Okay, food, but armor and weapons... In the "equipment" item, you cannot remove an element from yourself if there is no other one to replace it. You can't even look at him to read his description.
Kraft. With him, too, not everything is so smooth. Some interior items can be placed by yourself during creation, and some are placed by themselves. And sometimes they can fit inside the wall from above. Also, if you pick up a piece of furniture, then when you try to place it through the inventory, it will also be placed automatically, despite the fact that when crafting, I could put it as I want.
Craft at stations like a workbench. There is no description of what ingredients are needed for crafting, it is simply written "5 arrows". What should I understand from this? Does this require 5 trees? Do you need a stone? No, you only need one tree. But it is not written anywhere.
It is also inconvenient to work with inventory. Things dropped to the ground can be accidentally picked up immediately, because. they fall right under your feet. In addition, you can not throw out all the items at once or several. You can't imagine how angry I was when I got deep into the mine and threw out 50 stones 1 at a time. And this is not even done with one click. You first need to select an item, then click "throw away" and then confirm again.
It is also not clear what the "Bounty" counter is for. A lot of things are not really clear. And okay, if it were interesting to study, but because of the rather poor interface design, I don’t really want to deal with this.
The game has flexible game statistics, age, the ability to pull out an eye, but there is no banal description of the effects or any help at all. Very strange priorities.
This game has huge potential, but something needs to be done about the player friendliness of the game. And I'm not talking about the difficulty of the game.
Innovations:
*Added fatigue and need for sleep. Fatigue does not deplete in the shelter, and the son regenerates health;
*Added raid timer to inventory;
*Added new tasks:
stuck bullet
Strong pain
tunnel vision
Contusion
*Added effect effects:
Painkillers
Comfort
*Added professions and the ability to select them before the game:
Police officer
Firefighter
Builder
Fitness instructor
* Professions give two positive bonuses and one negative;
*Added status effects in the inventory. Hovering over them can see what they give;
*Added quests/orders for merchants. Behind them you can also get reputation, experience and money;
*Reputation affecting merchant assortment. Each merchant has a different level of reputation;
*Added the first version of the reputation system. It can be obtained for completing quests;
* Changed the effects of the games "morphine" and "painkillers". Now they remove the "severe pain" effect. Morphine, aggravation, vodka, moonshine, asterisk ointment now gives immunity to severe pain for the duration of the disease;
* Added a workbench in the shelter;
*Added crafting system. Now leveling craft and medicine makes sense. Experience is also awarded for crafting. There are more than 50 crafting recipes in the game;
*Added a generator in the hideout. When it has fuel (can be filled with cans of gasoline or engine oil), the player will receive the "Comfort" effect, which gradually restores health and the consumption of satiety and hydration consumption in the shelter. Fuel is consumed only when the player is in the hideout. Craft is not available if there is no gasoline in the generator;
*Added new barter with merchants;
* Updated the range of sales of merchants;
*Now for most of the actions (bartering, selling items, crafting, eating food, healing) you can get experience;
*Most of the characteristics in the settings menu are now displayed with a large number of users;
*Optimized game loading. Should now load 50%-100% faster;
* Minor changes on the map "Forest Line";
Balance changes:
*Rebalanced all implemented experience. Experience is now awarded for most actions (crafting, trading, bartering, eating, healing), and for killing it now gives more;
* Reduced the chance of spawning military danger, weapons, provisions and medicines by 60%;
*Changed the time of the raid on the location "Forest Line" from 20 minutes to 15 minutes;
*After death, the player is now restored not with 100 health units, but with 20% of the maximum supply;
*Increased price for shotgun ammo from 2.000 to 4.000 per pack;
*Increased the rate of fire of VSS "Vintorez" by 10%;
* Increased damage for all modifications of VPO-215 rifles from 120 to 150;
* Increased the bonus to the cost of all modifications of the VPO-215 rifles by 5%;
* Reduced TT pistol damage from 55 to 50;
*Increased the damage of the Colt 1911 pistol from 65 to 70;
*Increased the price of the Glock 17 pistol from 11,000 rubles to 15,000 rubles;
* Reduced springs of almost all subjects (food, medicine, trash);
* Increased the spawn chance of merchants from 50% to 99%;
Bug Fixes:
* Fixed a bug due to which not all things disappeared from the inventory after death;
*Fixed a bug when dying with healing continues indefinitely;
*Fixed change in loss when equipping a critical pistol;
*Fixed a visual bug when the MP-133 was not displayed on the character when equipped;
*Fixed a bug due to which it was possible to use the item "golden impossible star" in the inventory;
*Fixed a bug with the selection and ejection of some damaged bulletproof vests;
* Fixed incorrect image of a looted iron filing cabinet;
Big content update that adds a whole new map, radiation system, merchants and new items!
Change Log:
* New map "Forest Line";
* Ability to select maps and display their radiation level before leaving;
* Added full screen mode (so far only 1280x720);
* System of radioactive destruction;
*Four new debuffs:
light exposure
radiation injury
Strongest dose of radiation
Radiation decomposition
*Now locations can generate zones with different levels of radiation;
* New items to combat radiation, as well as added properties of old items to combat it;
*Changed AI. Each type of enemy now has a unique behavior;
*Now a limited time is given for the raid - 20 minutes;
*Now not all exits function during the raid;
*New exit type - car. It does not always work and requires money to activate. Its advantage is that there are no opponents next to it or it is not far from the player’s spawn;
*New decorations for the street at the location "Farm". The farm has been slightly changed;
*Added new exits to the location "Farm";
* New and changed spawn points on the location "Farm";
*Removed concrete walls limiting the location "Farm". Now there is a cloud of lethal dose of radiation;
*Added new types of "limiters" of the map. Now the map will not be limited by walls, but by more realistic natural barriers (minefields, deadly radiation);
*Added interface with output list. By default, it is called on the “Q” button. It shows the following outputs:
Green - always available
Yellow - may not be available
Blue - key or special conditions required
*Improved stash interface. Now the items in it are stacked, and not placed in separate cells;
*Now the player starts the game in torn clothes. He also appears in it at death;
*Added a new type of equipment - unloading systems, at the moment there are 3 of them:
Easy Chest Rig
Assault Chest Rig
heavy Chest Rig
*Added two merchants and the ability to trade with them;
*Added barter system with merchants;
*Added four new enemy types:
Military
Heavy military
peacekeepers
Heavy peacekeepers
* New containers for looting;
*New weapons added:
Colt 1911
Beretta M92F
M4A1
KRISS VECTOR
Benelli M3
SVD
SVD (camouflage)
*Added 23 new items:
Military first aid kit FAK
Field Surgical Kit
Anti-RAD Syringe
Forceps
Ointment "asterisk"
The electronic board
Weapon Parts
Machine oil
canister of gasoline
Intelligence Folder
military token
canned porridge
Jar of squash caviar
bottle of moonshine
Bunch of banknotes
Wallet
sausage stick
Pickles
Donor Organs
PlayGirl Magazine
Teddy bear
Candy
The key to the bunker in the forest
*Added six new items of equipment:
Armored vest of the Peacekeepers
Helmet of the Peacekeepers
Worn Helmet
Ripped T-shirt
Ripped jeans
Ripped sneakers
Balance changes:
* Rebalanced absolutely all clothes;
*Changed skills and bonuses they give. Bonuses are now much larger, but each skill can only be upgraded to level 10;
*The player now gains 1 point when leveling up
for pumping, not 3;
* Upon reaching the level at which the player will have all the skills pumped (120th), with the following increases, the maximum health will increase by 5;
*Increased the amount of experience required to level up;
* Reduced carrying capacity of almost all backpacks;
*Reduced detection range of opponents. Now they will not start shooting at the player from behind the screen;
* Wells on maps now have a random chance of appearing;
* Bandits can no longer spawn MP5, VSS, Glock 17 and AK74;
* Survivors added a new weapon when spawning;
* Updated drop from bandits and survivors/tramps;
Corrections:
*Now, upon death, the player loses all the money taken in the raid, as it should;
* Fixed a bug when the TT pistol was removed from the equipment and still gave a bonus to critical damage;
*Fixed an AI bug when the enemy stopped shooting and just approached the player point-blank;
* Fixed a bug due to which, when equipping the “Sphere” helmet, it simply disappeared and was not equipped;
Other:
* Removed the ability to sell and buy items in the stash;
*Bandits and Rogues/Survivors have swapped sprites. Bandits now look like bandits;
*Improved overall performance;
Innovations:
*Added launcher. In it you can change some settings. This is still its early version and its functionality will be supplemented;
*Added a new type of enemy - Rogue. Their characteristics are much higher than those of bandits, and they are also hostile both to each other and to existing bandits;
*Now, next to the ammo counter, it shows how many magazines for the equipped weapon are still in the inventory;
*Added quick switching of weapons on the mouse wheel;
*Added a quick release of weapons from the hands of the "G" key;
*Added new caches;
*Improved visibility of caches;
*Added new mechanics with caches - now they are not always generated on the map and are often empty;
*Added three new debuffs:
HEAVY LOAD - when the total weight of the inventory is more than the player can carry. Can't run, but can walk. Moving on foot costs stamina and does not regenerate stamina.
OVERLOAD - when the total weight of the inventory is more than 10 or more units. Movement is impossible.
OVERVOLTAGE - when stamina drops to 0 and does not recover for some time (due to a heavy load) - increases the consumption of satiety and hydration.
*Changed and brought to an adequate level of the help menu;
Balance changes:
*Bandits have their maximum health reduced by 25%;
*Increased the accuracy of enemies by 1.5 times;
*Basic player accuracy increased from 40% to 75%;
* Bonuses for pumping accuracy and perception changed;
*Added 5% chance of 100% miss to all characters (enemies, player and future NPCs);
*Reduced the weight of the key to the bunker, and increased the price of it;
*Changed starting items in the stash;
*Slightly changed the assortment of the store;
Bug-Fixes:
*Fixed a bug when it disappeared when equipping a sports bag;
*Fixed a bug when enemies' health went to a negative value and one more hit was required to kill them;
*Travel first aid kit now restores the maximum health, as it should;
*Fixed a bug where when the door in the bunker (center of the map) opens, the player could not go through it;
Report any bugs you find here: https://itch.io/t/2459802/bug-tracker
Patch 0.1.1 Alpha will be released on November 22nd.
Of the main changes will be the introduction of a new type of enemies - tramps. They are hostile to player, bandits and to each other. Also, their characteristics are much higher than those of the bandits. And, player's accuracy will be increased from 40% to 75%, which will increase the overall dynamics of battles.
Also, a launcher will be added to the game in which you can change the controls, adjust the sound. Screen resolution change and full screen mode will be added in the future.
New controls will be added and the overall "game comfort" will be improved. It will be possible to quickly switch between weapons, drop weapons directly from the hands (in case of overweight).
In addition, 3 new debuffs will be introduced, which will partially solve the problem with overload when switching weapons, namely:
1) HEAVY LOAD - the total weight of the inventory is higher than the character can carry. Cannot run, but can walk. For movement, endurance is spent and at the same time its recovery is blocked.
2) OVERLOAD - the total weight of the inventory is more than carried by +10 units. Movement is impossible.
3) OVERVOLTAGE - endurance is zero for a long time (due to a heavy load). Hunger and thist consumption is increased by 1.
From little things:
*New mechanics of stashes;
*Adequate menu "HELP";
*Balance changes;
*Bug fixes;
Patch is almost ready, it remains to correct some shortcomings.
About 0.2.0 Alpha
After finishing work on 0.1.1. Alpha I'll start working on version 0.2.0 Alpha right away.
This will be an important and big content patch. Most important innovation is merchants. They will be randomly generated right in the raid. Those. in order to trade, now you have to go out with items in a raid or sell what you find right during the raid. Merchants will not always appear, and their habitats will be different. Also, merchants will differ in assortment, they will not always have everything in stock, and just like the player, they will have a limited amount of money. So you can’t sell all junk right away. In addition to a simple sale, merchants will be able to exchange for certain items. Rarer the item, the more valuable the item will be offered by the merchant for it.
Update will add a new map "Forest". Some work is already underway on it. It will be a more "green" location with fewer points of interest. But this will be compensated by the size of these very points. The "Villages" location will also be slightly reworked. Location "Forest" and "Villages" will have their own unique merchants.
Game will not stop you if you want to kill the merchant. But keep in mind that they will give you a rebuff, and some merchants will even have armed guards in the form of a new type of mobs - Peacekeepers. They are neutral to the player until he attacks himself. They are hostile to all other mobs, including another new mobs - Military.
Military will be a big threat to the player. They move in groups and are equipped with more powerful weapons (which will also be introduced in this update). They have more characteristics than ordinary bandits.
In addition to all this, the world and gameplay will change significantly. A radiation system will appear in the game. On the map, areas with radiation of varying degrees of danger will be randomly generated.
From little things:
*A timer for the raid will be added. Now you will not be able to endlessly wander around the location. 20 minutes after the start of the raid, radiation will be released at the location and you will die very quickly;
*New items to fight radiation and adding anti-radiation properties to other items (eg Vodka);
*Full rebalance of all equipment and weapons;
*New type of exits "Car". It will randomly appear on the map and not always 100%. Requires money to activate;
Bugs were and still are. What has been fixed is the display of floor under the doors.
I worked on experimental version and moved project to stable build.
Of bugs that were previously discovered and not fixed:
*Floors are not displayed correctly above 1st floor;
*Entities (sprites, enemies, objects) disappear above 1st floor when viewed through a door;
*Build crash when trying to enter settings/audio;
*When loading saves, all enemies on the map are duplicated, as well as ammunition. Maybe something else is being duplicated. It is not entirely clear;
*Inscription "not for commerce" still weighs in main menu;
Bugs were and still are. What has been fixed is the display of floor under the doors.
I worked on experimental version and moved project to stable build.
Of bugs that were previously discovered and not fixed:
*Floors are not displayed correctly above 1st floor;
*Entities (sprites, enemies, objects) disappear above 1st floor when viewed through a door;
*Build crash when trying to enter settings/audio;
*When loading saves, all enemies on the map are duplicated, as well as ammunition. Maybe something else is being duplicated. It is not entirely clear;
*Inscription "not for commerce" still weighs in main menu (PRO version);
Map was originally created in an experimental version. And kept only in it. I tried to open a map from the experimental version in the normal one - it opened. But in the experimental - refuses to open.
Initially, it stopped opening in the experimental vesrion. In the usual opened in order to see if there will be the same error or not.
Nothing meaningful in the error log? I can't make it out myself.
Project is no longer open. Didn't touch it for 2 days. Experimental version.
Here is the error log:
Source: mscorlib
Reason: Чтение после конца потока невозможно.
Stack trace: в System.IO.BinaryReader.FillBuffer(Int32 numBytes)
в System.IO.BinaryReader.ReadInt16()
в EasyFPSEditor15.Map.Load(String path)
в EasyFPSEditor15.Editor.LoadMap(Int32 index)
в EasyFPSEditor15.MainForm.ListBoxMapsSelectedIndexChanged(Object sender, EventArgs e)
в System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
в System.Windows.Forms.ListBox.set_SelectedIndex(Int32 value)
в EasyFPSEditor15.Editor.OpenProject()
в EasyFPSEditor15.MainForm.OpenProjectToolStripMenuItemClick(Object sender, EventArgs e)
в System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
в System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
в System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
в System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
в System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
в System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
в System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
в System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
в System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
в System.Windows.Forms.Control.WndProc(Message& m)
в System.Windows.Forms.ScrollableControl.WndProc(Message& m)
в System.Windows.Forms.ToolStrip.WndProc(Message& m)
в System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
в System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
в System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
в System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)