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Fehler in der Syserr
Discussion on Fehler in der Syserr within the Metin2 Private Server forum part of the Metin2 category.
03/12/2015, 16:03
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#1
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elite*gold: 0
Join Date: Oct 2014
Posts: 408
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Fehler in der Syserr
Guten Tag
Da ich kein Python Profi bin,wollte ich mal nachfragen ob ihr evtl einen Fix für den Fehler habt:
PHP Code:
0312 12:20:42729 :: File "uiInventory.py", line 1238, in OnUpdate
0312 12:20:42730 :: AttributeError 0312 12:20:42730 :: : 0312 12:20:42730 :: 'int' object has no attribute 'SetText
Frage 2:Löst dieser Fehler ein Kick beim Porten aus?
Mit freundlichen Grüßen
Saints
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03/12/2015, 16:13
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#2
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elite*gold: 90
Join Date: Apr 2010
Posts: 1,887
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Poste mal deine uiInventory.py
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03/12/2015, 16:15
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#3
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elite*gold: 0
Join Date: Oct 2014
Posts: 408
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PHP Code:
import ui
import player
import mouseModule
import net
import app
import snd
import item
import player
import chat
import grp
import uiScriptLocale
import uiRefine
import uiAttachMetin
import uiPickMoney
import uiCommon
import uiPrivateShopBuilder # °³ÀλóÁ¡ ¿*µ¿¾È ItemMove ¹æÁö
import localeInfo
import constInfo
import ime
import wndMgr
ITEM_MALL_BUTTON_ENABLE = True
ITEM_FLAG_APPLICABLE = 1 << 14
class CostumeWindow(ui.ScriptWindow):
def __init__(self, wndInventory):
import exception
if not app.ENABLE_COSTUME_SYSTEM:
exception.Abort("What do you do?")
return
if not wndInventory:
exception.Abort("wndInventory parameter must be set to InventoryWindow")
return
ui.ScriptWindow.__init__(self)
self.isLoaded = 0
self.wndInventory = wndInventory;
self.__LoadWindow()
def __del__(self):
ui.ScriptWindow.__del__(self)
def Show(self):
self.__LoadWindow()
self.RefreshCostumeSlot()
ui.ScriptWindow.Show(self)
def Close(self):
self.Hide()
def __LoadWindow(self):
if self.isLoaded == 1:
return
self.isLoaded = 1
try:
pyScrLoader = ui.PythonScriptLoader()
pyScrLoader.LoadScriptFile(self, "UIScript/CostumeWindow.py")
except:
import exception
exception.Abort("CostumeWindow.LoadWindow.LoadObject")
try:
wndEquip = self.GetChild("CostumeSlot")
self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))
except:
import exception
exception.Abort("CostumeWindow.LoadWindow.BindObject")
## Equipment
wndEquip.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))
wndEquip.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))
wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))
self.wndEquip = wndEquip
def RefreshCostumeSlot(self):
getItemVNum=player.GetItemIndex
for i in xrange(item.COSTUME_SLOT_COUNT):
slotNumber = item.COSTUME_SLOT_START + i
self.wndEquip.SetItemSlot(slotNumber, getItemVNum(slotNumber), 0)
self.wndEquip.RefreshSlot()
class BeltInventoryWindow(ui.ScriptWindow):
def __init__(self, wndInventory):
import exception
if not app.ENABLE_NEW_EQUIPMENT_SYSTEM:
exception.Abort("What do you do?")
return
if not wndInventory:
exception.Abort("wndInventory parameter must be set to InventoryWindow")
return
ui.ScriptWindow.__init__(self)
self.isLoaded = 0
self.wndInventory = wndInventory;
self.wndBeltInventoryLayer = None
self.wndBeltInventorySlot = None
self.expandBtn = None
self.minBtn = None
self.__LoadWindow()
def __del__(self):
ui.ScriptWindow.__del__(self)
def Show(self, openBeltSlot = False):
self.__LoadWindow()
self.RefreshSlot()
ui.ScriptWindow.Show(self)
if openBeltSlot:
self.OpenInventory()
else:
self.CloseInventory()
def Close(self):
self.Hide()
def IsOpeningInventory(self):
return self.wndBeltInventoryLayer.IsShow()
def OpenInventory(self):
self.wndBeltInventoryLayer.Show()
self.expandBtn.Hide()
self.AdjustPositionAndSize()
def CloseInventory(self):
self.wndBeltInventoryLayer.Hide()
self.expandBtn.Show()
self.AdjustPositionAndSize()
## ÇöÀç Àκ¥Å丮 À§Ä¡¸¦ ±âÁØÀ¸·Î BASE À§Ä¡¸¦ °è»ê, ¸®ÅÏ.. ¼ýÀÚ ÇϵåÄÚµùÇϱâ Á¤¸» ½ÈÁö¸¸ ¹æ¹ýÀÌ ¾ø´Ù..
def GetBasePosition(self):
x, y = self.wndInventory.GetGlobalPosition()
return x - 148, y + 241
def AdjustPositionAndSize(self):
bx, by = self.GetBasePosition()
if self.IsOpeningInventory():
self.SetPosition(bx, by)
self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight())
else:
self.SetPosition(bx + 138, by);
self.SetSize(10, self.GetHeight())
def __LoadWindow(self):
if self.isLoaded == 1:
return
self.isLoaded = 1
try:
pyScrLoader = ui.PythonScriptLoader()
pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py")
except:
import exception
exception.Abort("CostumeWindow.LoadWindow.LoadObject")
try:
self.ORIGINAL_WIDTH = self.GetWidth()
wndBeltInventorySlot = self.GetChild("BeltInventorySlot")
self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer")
self.expandBtn = self.GetChild("ExpandBtn")
self.minBtn = self.GetChild("MinimizeBtn")
self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory))
self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory))
for i in xrange(item.BELT_INVENTORY_SLOT_COUNT):
slotNumber = item.BELT_INVENTORY_SLOT_START + i
wndBeltInventorySlot.SetCoverButton(slotNumber, "d:/ymir work/ui/game/quest/slot_button_01.sub",\
"d:/ymir work/ui/game/quest/slot_button_01.sub",\
"d:/ymir work/ui/game/quest/slot_button_01.sub",\
"d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", False, False)
except:
import exception
exception.Abort("CostumeWindow.LoadWindow.BindObject")
## Equipment
wndBeltInventorySlot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
wndBeltInventorySlot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
wndBeltInventorySlot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))
wndBeltInventorySlot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))
wndBeltInventorySlot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
wndBeltInventorySlot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))
self.wndBeltInventorySlot = wndBeltInventorySlot
def RefreshSlot(self):
getItemVNum=player.GetItemIndex
for i in xrange(item.BELT_INVENTORY_SLOT_COUNT):
slotNumber = item.BELT_INVENTORY_SLOT_START + i
self.wndBeltInventorySlot.SetItemSlot(slotNumber, getItemVNum(slotNumber), player.GetItemCount(slotNumber))
self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, True)
avail = "0"
if player.IsAvailableBeltInventoryCell(slotNumber):
self.wndBeltInventorySlot.EnableCoverButton(slotNumber)
else:
self.wndBeltInventorySlot.DisableCoverButton(slotNumber)
self.wndBeltInventorySlot.RefreshSlot()
class InventoryWindow(ui.ScriptWindow):
USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET")
questionDialog = None
tooltipItem = None
wndCostume = None
wndBelt = None
dlgPickMoney = None
sellingSlotNumber = -1
isLoaded = 0
isOpenedCostumeWindowWhenClosingInventory = 0 # Àκ¥Å丮 ´ÝÀ» ¶§ ÄÚ½ºÃõÀÌ ¿*·ÁÀÖ¾ú´ÂÁö ¿©ºÎ-_-; ³×ÀÌ¹Ö ¤¸¤µ
isOpenedBeltWindowWhenClosingInventory = 0 # Àκ¥Å丮 ´ÝÀ» ¶§ º§Æ® Àκ¥Å丮°¡ ¿*·ÁÀÖ¾ú´ÂÁö ¿©ºÎ-_-; ³×ÀÌ¹Ö ¤¸¤µ
def __init__(self):
ui.ScriptWindow.__init__(self)
self.OpenBoniSwitcherEvent = lambda : None
self.__LoadWindow()
def __del__(self):
ui.ScriptWindow.__del__(self)
def Show(self):
self.__LoadWindow()
ui.ScriptWindow.Show(self)
# Àκ¥Å丮¸¦ ´ÝÀ» ¶§ ÄÚ½ºÃõÀÌ ¿*·ÁÀÖ¾ú´Ù¸é Àκ¥Å丮¸¦ ¿* ¶§ ÄÚ½ºÃõµµ °°ÀÌ ¿*µµ·Ï ÇÔ.
if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
self.wndCostume.Show()
# Àκ¥Å丮¸¦ ´ÝÀ» ¶§ º§Æ® Àκ¥Å丮°¡ ¿*·ÁÀÖ¾ú´Ù¸é °°ÀÌ ¿*µµ·Ï ÇÔ.
if self.wndBelt:
self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory)
def BindInterfaceClass(self, interface):
self.interface = interface
def __LoadWindow(self):
if self.isLoaded == 1:
return
self.isLoaded = 1
try:
pyScrLoader = ui.PythonScriptLoader()
if ITEM_MALL_BUTTON_ENABLE:
pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py")
else:
pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py")
except:
import exception
exception.Abort("InventoryWindow.LoadWindow.LoadObject")
try:
wndItem = self.GetChild("ItemSlot")
wndEquip = self.GetChild("EquipmentSlot")
self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))
self.wndMoney = self.GetChild("Money")
self.wndMoneySlot = self.GetChild("Money_Slot")
self.wndMds = self.GetChild("Mds")
self.wndMdsSlot = self.GetChild("Mds_Slot")
self.mallButton = self.GetChild2("MallButton")
self.YangAnzeige = self.GetChild2("YangAnzeige")
self.LagerButton = self.GetChild2("LagerButton")
self.AntiEXP = self.GetChild2("AntiEXP")
self.Portring = self.GetChild2("Portring")
self.DSSButton = self.GetChild2("DSSButton")
self.costumeButton = self.GetChild2("CostumeButton")
self.inventoryTab = []
self.inventoryTab.append(self.GetChild("Inventory_Tab_01"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_02"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_03"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_04"))
self.equipmentTab = []
self.equipmentTab.append(self.GetChild("Equipment_Tab_01"))
self.equipmentTab.append(self.GetChild("Equipment_Tab_02"))
if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM:
self.costumeButton.Hide()
self.costumeButton.Destroy()
self.costumeButton = 0
# Belt Inventory Window
self.wndBelt = None
if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
self.wndBelt = BeltInventoryWindow(self)
except:
import exception
exception.Abort("InventoryWindow.LoadWindow.BindObject")
## Item
wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot))
wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot))
wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem))
wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem))
## Equipment
wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot))
wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot))
wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem))
wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem))
## PickMoneyDialog
dlgPickMoney = uiPickMoney.PickMoneyDialog()
dlgPickMoney.LoadDialog()
dlgPickMoney.Hide()
## RefineDialog
self.refineDialog = uiRefine.RefineDialog()
self.refineDialog.Hide()
## AttachMetinDialog
self.attachMetinDialog = uiAttachMetin.AttachMetinDialog()
self.attachMetinDialog.Hide()
## MoneySlot
self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog))
self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg))
self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg))
self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg))
self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg))
self.inventoryTab[0].Down()
self.inventoryPageIndex = 0
self.equipmentTab[0].SetEvent(lambda arg=0: self.SetEquipmentPage(arg))
self.equipmentTab[1].SetEvent(lambda arg=1: self.SetEquipmentPage(arg))
self.equipmentTab[0].Down()
self.equipmentTab[0].Hide()
self.equipmentTab[1].Hide()
self.wndItem = wndItem
self.wndEquip = wndEquip
self.dlgPickMoney = dlgPickMoney
# MallButton
if self.mallButton:
self.mallButton.SetEvent(ui.__mem_func__(self.ClickMallButton))
# LagerButton
if self.LagerButton:
self.LagerButton.SetEvent(ui.__mem_func__(self.ClickLagerButton))
#YangAnzeige
if self.YangAnzeige:
self.YangAnzeige.SetEvent(ui.__mem_func__(self.ClickYangAnzeige))
#AntiEXP
if self.AntiEXP:
self.AntiEXP.SetEvent(ui.__mem_func__(self.ClickAntiEXP))
#Portring
if self.Portring:
self.Portring.SetEvent(ui.__mem_func__(self.ClickPortring))
if self.DSSButton:
self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton))
# Costume Button
if self.costumeButton:
self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton))
self.wndCostume = None
#####
## Refresh
self.SetInventoryPage(0)
self.SetEquipmentPage(0)
self.RefreshItemSlot()
self.RefreshStatus()
def Destroy(self):
self.ClearDictionary()
self.dlgPickMoney.Destroy()
self.dlgPickMoney = 0
self.refineDialog.Destroy()
self.refineDialog = 0
self.attachMetinDialog.Destroy()
self.attachMetinDialog = 0
self.tooltipItem = None
self.wndItem = 0
self.wndEquip = 0
self.dlgPickMoney = 0
self.wndMoney = 0
self.wndMoneySlot = 0
self.wndMds = 0
self.wndMdsSlot = 0
self.questionDialog = None
self.mallButton = None
self.DSSButton = None
self.interface = None
if self.wndCostume:
self.wndCostume.Destroy()
self.wndCostume = 0
if self.wndBelt:
self.wndBelt.Destroy()
self.wndBelt = None
self.inventoryTab = []
self.equipmentTab = []
def Hide(self):
if None != self.tooltipItem:
self.tooltipItem.HideToolTip()
if self.wndCostume:
self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # Àκ¥Å丮 âÀÌ ´ÝÈú ¶§ ÄÚ½ºÃõÀÌ ¿*·Á ÀÖ¾ú´Â°¡?
self.wndCostume.Close()
if self.wndBelt:
self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # Àκ¥Å丮 âÀÌ ´ÝÈú ¶§ º§Æ® Àκ¥Å丮µµ ¿*·Á ÀÖ¾ú´Â°¡?
print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
self.wndBelt.Close()
if self.dlgPickMoney:
self.dlgPickMoney.Close()
self.OnCloseQuestionDialog()
wndMgr.Hide(self.hWnd)
def Close(self):
self.Hide()
def SetInventoryPage(self, page):
#4-Inviseiten-#
self.inventoryTab[self.inventoryPageIndex].SetUp()
self.inventoryPageIndex = page
self.inventoryTab[self.inventoryPageIndex].Down()
self.RefreshBagSlotWindow()
#self.inventoryPageIndex = page
#for i in xrange(4):
# if i != self.inventoryPageIndex:
# self.inventoryTab[i].SetUp()
# self.inventoryTab[self.inventoryPageIndex].Down()
#self.RefreshBagSlotWindow()
def SetEquipmentPage(self, page):
self.equipmentPageIndex = page
self.equipmentTab[1-page].SetUp()
self.RefreshEquipSlotWindow()
def ClickMallButton(self):
print "click_mall_button"
net.SendChatPacket("/click_mall")
#LagerButton
def ClickLagerButton(self):
import event
qid = constInfo.mallqin
event.QuestButtonClick(qid)
#YangAnzeige
def ClickYangAnzeige(self):
if constInfo.pickInfo == 0:
constInfo.pickInfo = 1
chat.AppendChat(chat.CHAT_TYPE_INFO, "Deine Yangdropanzeige wurde aktiviert")
elif constInfo.pickInfo == 1:
constInfo.pickInfo = 0
chat.AppendChat(chat.CHAT_TYPE_INFO, "Deine Yangdropanzeige wurde deaktiviert")
#AntiEXP
def ClickAntiEXP(self):
import event
qid = constInfo.AntiEXPqin
event.QuestButtonClick(qid)
#Portring
def ClickPortring(self):
import event
qid = constInfo.PortRingqin
event.QuestButtonClick(qid)
# DSSButton
def ClickDSSButton(self):
print "click_dss_button"
self.interface.ToggleDragonSoulWindow()
def ClickCostumeButton(self):
print "Click Costume Button"
if self.wndCostume:
if self.wndCostume.IsShow():
self.wndCostume.Hide()
else:
self.wndCostume.Show()
else:
self.wndCostume = CostumeWindow(self)
self.wndCostume.Show()
def OpenPickMoneyDialog(self):
if mouseModule.mouseController.isAttached():
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType():
if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex():
net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
snd.PlaySound("sound/ui/money.wav")
mouseModule.mouseController.DeattachObject()
else:
curMoney = player.GetElk()
if curMoney <= 0:
return
self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE)
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
self.dlgPickMoney.Open(curMoney)
self.dlgPickMoney.SetMax(7) # Àκ¥Å丮 990000 Á¦ÇÑ ¹ö±× ¼öÁ¤
def OnPickItem(self, count):
itemSlotIndex = self.dlgPickMoney.itemGlobalSlotIndex
selectedItemVNum = player.GetItemIndex(itemSlotIndex)
mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, count)
def __InventoryLocalSlotPosToGlobalSlotPos(self, local):
if player.IsEquipmentSlot(local) or player.IsCostumeSlot(local) or player.IsBeltInventorySlot(local):
return local
return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local
def RefreshBagSlotWindow(self):
getItemVNum=player.GetItemIndex
getItemCount=player.GetItemCount
setItemVNum=self.wndItem.SetItemSlot
for i in xrange(player.INVENTORY_PAGE_SIZE):
slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
itemCount = getItemCount(slotNumber)
# itemCount == 0ÀÌ¸é ¼ÒÄÏÀ» ºñ¿î´Ù.
if 0 == itemCount:
self.wndItem.ClearSlot(i)
continue
elif 1 == itemCount:
itemCount = 0
itemVnum = getItemVNum(slotNumber)
setItemVNum(i, itemVnum, itemCount)
## ÀÚµ¿¹°¾à (HP: #72723 ~ #72726, SP: #72727 ~ #72730) Ư¼öó¸® - ¾ÆÀÌÅÛÀε¥µµ ½½·Ô¿¡ Ȱ¼ºÈ*/ºñȰ¼ºÈ* Ç¥½Ã¸¦ À§ÇÑ ÀÛ¾÷ÀÓ - [hyo]
if constInfo.IS_AUTO_POTION(itemVnum):
# metinSocket - [0] : Ȱ¼ºÈ* ¿©ºÎ, [1] : »ç¿ëÇÑ ¾ç, [2] : ÃÖ´ë ¿ë·®
metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
#if slotNumber >= player.INVENTORY_PAGE_SIZE:
#slotNumber -= player.INVENTORY_PAGE_SIZE
if slotNumber >= player.INVENTORY_PAGE_SIZE*self.inventoryPageIndex:
slotNumber -= player.INVENTORY_PAGE_SIZE*self.inventoryPageIndex
isActivated = 0 != metinSocket[0]
if isActivated:
self.wndItem.ActivateSlot(slotNumber)
potionType = 0;
if constInfo.IS_AUTO_POTION_HP(itemVnum):
potionType = player.AUTO_POTION_TYPE_HP
elif constInfo.IS_AUTO_POTION_SP(itemVnum):
potionType = player.AUTO_POTION_TYPE_SP
usedAmount = int(metinSocket[1])
totalAmount = int(metinSocket[2])
player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i))
else:
self.wndItem.DeactivateSlot(slotNumber)
self.wndItem.RefreshSlot()
if self.wndBelt:
self.wndBelt.RefreshSlot()
def RefreshEquipSlotWindow(self):
getItemVNum=player.GetItemIndex
getItemCount=player.GetItemCount
setItemVNum=self.wndEquip.SetItemSlot
for i in xrange(player.EQUIPMENT_PAGE_COUNT):
slotNumber = player.EQUIPMENT_SLOT_START + i
itemCount = getItemCount(slotNumber)
if itemCount <= 1:
itemCount = 0
setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT):
slotNumber = player.NEW_EQUIPMENT_SLOT_START + i
itemCount = getItemCount(slotNumber)
if itemCount <= 1:
itemCount = 0
setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
self.wndEquip.RefreshSlot()
if self.wndCostume:
self.wndCostume.RefreshCostumeSlot()
def RefreshItemSlot(self):
self.RefreshBagSlotWindow()
self.RefreshEquipSlotWindow()
def RefreshStatus(self):
money = player.GetElk()
self.wndMoney.SetText(localeInfo.NumberToMoneyString(money))
import constInfo
self.wndMds.SetText(str(constInfo.mds) + " S2-Taler")
def SetItemToolTip(self, tooltipItem):
self.tooltipItem = tooltipItem
def SellItem(self):
if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber):
if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber):
net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count)
snd.PlaySound("sound/ui/money.wav")
self.OnCloseQuestionDialog()
def OnDetachMetinFromItem(self):
if None == self.questionDialog:
return
#net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
self.OnCloseQuestionDialog()
def OnCloseQuestionDialog(self):
if self.questionDialog:
self.questionDialog.Close()
self.questionDialog = None
## Slot Event
def SelectEmptySlot(self, selectedSlotPos):
if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
return
selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos)
if mouseModule.mouseController.isAttached():
attachedSlotType = mouseModule.mouseController.GetAttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()
if player.SLOT_TYPE_INVENTORY == attachedSlotType:
itemCount = player.GetItemCount(attachedSlotPos)
attachedCount = mouseModule.mouseController.GetAttachedItemCount()
self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount)
if item.IsRefineScroll(attachedItemIndex):
self.wndItem.SetUseMode(False)
elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType:
mouseModule.mouseController.RunCallBack("INVENTORY")
elif player.SLOT_TYPE_SHOP == attachedSlotType:
net.SendShopBuyPacket(attachedSlotPos)
elif player.SLOT_TYPE_SAFEBOX == attachedSlotType:
if player.ITEM_MONEY == attachedItemIndex:
net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
snd.PlaySound("sound/ui/money.wav")
else:
net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos)
elif player.SLOT_TYPE_MALL == attachedSlotType:
net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos)
mouseModule.mouseController.DeattachObject()
def SelectItemSlot(self, itemSlotIndex):
if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
return
itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex)
if mouseModule.mouseController.isAttached():
attachedSlotType = mouseModule.mouseController.GetAttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex()
if player.SLOT_TYPE_INVENTORY == attachedSlotType:
self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex)
mouseModule.mouseController.DeattachObject()
else:
curCursorNum = app.GetCursor()
if app.SELL == curCursorNum:
self.__SellItem(itemSlotIndex)
elif app.BUY == curCursorNum:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO)
elif app.IsPressed(app.DIK_LALT):
link = player.GetItemLink(itemSlotIndex)
ime.PasteString(link)
elif app.IsPressed(app.DIK_LSHIFT):
itemCount = player.GetItemCount(itemSlotIndex)
if itemCount > 1:
self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE)
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem))
self.dlgPickMoney.Open(itemCount)
self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex
#else:
#selectedItemVNum = player.GetItemIndex(itemSlotIndex)
#mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum)
elif app.IsPressed(app.DIK_LCONTROL):
itemIndex = player.GetItemIndex(itemSlotIndex)
if True == item.CanAddToQuickSlotItem(itemIndex):
player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex)
else:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM)
else:
selectedItemVNum = player.GetItemIndex(itemSlotIndex)
itemCount = player.GetItemCount(itemSlotIndex)
mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount)
if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex):
self.wndItem.SetUseMode(True)
else:
self.wndItem.SetUseMode(False)
snd.PlaySound("sound/ui/pick.wav")
def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
if srcItemSlotPos == dstItemSlotPos:
return
if item.IsRefineScroll(srcItemVID):
self.RefineItem(srcItemSlotPos, dstItemSlotPos)
self.wndItem.SetUseMode(False)
elif item.IsMetin(srcItemVID):
self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos)
elif item.IsDetachScroll(srcItemVID):
self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos)
elif item.IsKey(srcItemVID):
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE:
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
else:
#snd.PlaySound("sound/ui/drop.wav")
## À̵¿½ÃŲ °÷ÀÌ ÀåÂø ½½·ÔÀÏ °æ¿ì ¾ÆÀÌÅÛÀ» »ç¿ëÇØ¼* ÀåÂø ½ÃŲ´Ù - [levites]
if player.IsEquipmentSlot(dstItemSlotPos):
## µé°í ÀÖ´Â ¾ÆÀÌÅÛÀÌ ÀåºñÀ϶§¸¸
if item.IsEquipmentVID(srcItemVID):
self.__UseItem(srcItemSlotPos)
else:
self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0)
#net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0)
def __SellItem(self, itemSlotPos):
if not player.IsEquipmentSlot(itemSlotPos):
self.sellingSlotNumber = itemSlotPos
itemIndex = player.GetItemIndex(itemSlotPos)
itemCount = player.GetItemCount(itemSlotPos)
self.sellingSlotitemIndex = itemIndex
self.sellingSlotitemCount = itemCount
item.SelectItem(itemIndex)
itemPrice = item.GetISellItemPrice()
if item.Is1GoldItem():
itemPrice = itemCount / itemPrice / 5
else:
itemPrice = itemPrice * itemCount / 5
item.GetItemName(itemIndex)
itemName = item.GetItemName()
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(localeInfo.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice))
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
self.questionDialog.Open()
self.questionDialog.count = itemCount
def RefineItem(self, scrollSlotPos, targetSlotPos):
scrollIndex = player.GetItemIndex(scrollSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos):
return
###########################################################
self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos)
#net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos)
return
###########################################################
###########################################################
#net.SendRequestRefineInfoPacket(targetSlotPos)
#return
###########################################################
result = player.CanRefine(scrollIndex, targetSlotPos)
if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_MORE_SOCKET)
elif player.REFINE_NEED_MORE_GOOD_SCROLL == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL)
elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM)
elif player.REFINE_NOT_NEXT_GRADE_ITEM == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM)
elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)
if player.REFINE_OK != result:
return
self.refineDialog.Open(scrollSlotPos, targetSlotPos)
def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos):
scrollIndex = player.GetItemIndex(scrollSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
if not player.CanDetach(scrollIndex, targetSlotPos):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM)
return
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(localeInfo.REFINE_DO_YOU_SEPARATE_METIN)
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
self.questionDialog.Open()
self.questionDialog.sourcePos = scrollSlotPos
self.questionDialog.targetPos = targetSlotPos
def AttachMetinToItem(self, metinSlotPos, targetSlotPos):
metinIndex = player.GetItemIndex(metinSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
item.SelectItem(metinIndex)
itemName = item.GetItemName()
result = player.CanAttachMetin(metinIndex, targetSlotPos)
if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_CAN_NOT_ATTACH(itemName))
if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_SOCKET(itemName))
elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_GOLD_SOCKET(itemName))
elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)
if player.ATTACH_METIN_OK != result:
return
self.attachMetinDialog.Open(metinSlotPos, targetSlotPos)
def OverOutItem(self):
self.wndItem.SetUsableItem(False)
if None != self.tooltipItem:
self.tooltipItem.HideToolTip()
def OverInItem(self, overSlotPos):
overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos)
self.wndItem.SetUsableItem(False)
if mouseModule.mouseController.isAttached():
attachedItemType = mouseModule.mouseController.GetAttachedType()
if player.SLOT_TYPE_INVENTORY == attachedItemType:
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex()
if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos):
self.wndItem.SetUsableItem(True)
self.ShowToolTip(overSlotPos)
return
self.ShowToolTip(overSlotPos)
def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
"´Ù¸¥ ¾ÆÀÌÅÛ¿¡ »ç¿ëÇÒ ¼ö ÀÖ´Â ¾ÆÀÌÅÛÀΰ¡?"
if item.IsRefineScroll(srcItemVNum):
return True
elif item.IsMetin(srcItemVNum):
return True
elif item.IsDetachScroll(srcItemVNum):
return True
elif item.IsKey(srcItemVNum):
return True
elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
return True
else:
if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE:
return True
return False
def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
"´ë»ó ¾ÆÀÌÅÛ¿¡ »ç¿ëÇÒ ¼ö Àִ°¡?"
if srcSlotPos == dstSlotPos:
return False
if item.IsRefineScroll(srcItemVNum):
if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos):
return True
elif item.IsMetin(srcItemVNum):
if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos):
return True
elif item.IsDetachScroll(srcItemVNum):
if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos):
return True
elif item.IsKey(srcItemVNum):
if player.CanUnlock(srcItemVNum, dstSlotPos):
return True
elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
return True
else:
useType=item.GetUseType(srcItemVNum)
if "USE_CLEAN_SOCKET" == useType:
if self.__CanCleanBrokenMetinStone(dstSlotPos):
return True
elif "USE_CHANGE_ATTRIBUTE" == useType:
if self.__CanChangeItemAttrList(dstSlotPos):
return True
elif "USE_ADD_ATTRIBUTE" == useType:
if self.__CanAddItemAttr(dstSlotPos):
return True
elif "USE_ADD_ATTRIBUTE2" == useType:
if self.__CanAddItemAttr(dstSlotPos):
return True
elif "USE_ADD_ACCESSORY_SOCKET" == useType:
if self.__CanAddAccessorySocket(dstSlotPos):
return True
elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType:
if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum):
return True;
elif "USE_PUT_INTO_BELT_SOCKET" == useType:
dstItemVNum = player.GetItemIndex(dstSlotPos)
print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum
item.SelectItem(dstItemVNum)
if item.ITEM_TYPE_BELT == item.GetItemType():
return True
return False
def __CanCleanBrokenMetinStone(self, dstSlotPos):
dstItemVNum = player.GetItemIndex(dstSlotPos)
if dstItemVNum == 0:
return False
item.SelectItem(dstItemVNum)
if item.ITEM_TYPE_WEAPON != item.GetItemType():
return False
for i in xrange(player.METIN_SOCKET_MAX_NUM):
if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE:
return True
return False
def __CanChangeItemAttrList(self, dstSlotPos):
dstItemVNum = player.GetItemIndex(dstSlotPos)
if dstItemVNum == 0:
return False
item.SelectItem(dstItemVNum)
if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):
return False
for i in xrange(player.METIN_SOCKET_MAX_NUM):
if player.GetItemAttribute(dstSlotPos, i) != 0:
return True
return False
def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum):
dstItemVNum = player.GetItemIndex(dstSlotPos)
if dstItemVNum == 0:
return False
item.SelectItem(dstItemVNum)
if item.GetItemType() != item.ITEM_TYPE_ARMOR:
return False
if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
return False
curCount = player.GetItemMetinSocket(dstSlotPos, 0)
maxCount = player.GetItemMetinSocket(dstSlotPos, 1)
if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()):
return False
if curCount>=maxCount:
return False
return True
def __CanAddAccessorySocket(self, dstSlotPos):
dstItemVNum = player.GetItemIndex(dstSlotPos)
if dstItemVNum == 0:
return False
item.SelectItem(dstItemVNum)
if item.GetItemType() != item.ITEM_TYPE_ARMOR:
return False
if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
return False
curCount = player.GetItemMetinSocket(dstSlotPos, 0)
maxCount = player.GetItemMetinSocket(dstSlotPos, 1)
ACCESSORY_SOCKET_MAX_SIZE = 3
if maxCount >= ACCESSORY_SOCKET_MAX_SIZE:
return False
return True
def __CanAddItemAttr(self, dstSlotPos):
dstItemVNum = player.GetItemIndex(dstSlotPos)
if dstItemVNum == 0:
return False
item.SelectItem(dstItemVNum)
if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):
return False
attrCount = 0
for i in xrange(player.METIN_SOCKET_MAX_NUM):
if player.GetItemAttribute(dstSlotPos, i) != 0:
attrCount += 1
if attrCount<4:
return True
return False
def ShowToolTip(self, slotIndex):
if None != self.tooltipItem:
self.tooltipItem.SetInventoryItem(slotIndex)
def OnTop(self):
if None != self.tooltipItem:
self.tooltipItem.SetTop()
def OnPressEscapeKey(self):
self.Close()
return True
def UseItemSlot(self, slotIndex):
curCursorNum = app.GetCursor()
if app.SELL == curCursorNum:
return
if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS():
return
slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex)
if app.ENABLE_DRAGON_SOUL_SYSTEM:
if self.wndDragonSoulRefine.IsShow():
self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1)
return
self.__UseItem(slotIndex)
mouseModule.mouseController.DeattachObject()
self.OverOutItem()
def SetOpenBoniSwitcherEvent(self, event):
self.OpenBoniSwitcherEvent = ui.__mem_func__(event)
def __UseItem(self, slotIndex):
ItemVNum = player.GetItemIndex(slotIndex)
item.SelectItem(ItemVNum)
if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE):
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(localeInfo.INVENTORY_REALLY_USE_ITEM)
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel))
self.questionDialog.Open()
self.questionDialog.slotIndex = slotIndex
else:
self.__SendUseItemPacket(slotIndex)
def __UseItemQuestionDialog_OnCancel(self):
self.OnCloseQuestionDialog()
def __UseItemQuestionDialog_OnAccept(self):
self.__SendUseItemPacket(self.questionDialog.slotIndex)
if self.questionDialog:
self.questionDialog.Close()
self.questionDialog = None
def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
# °³ÀλóÁ¡ ¿*°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
return
net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
def __SendUseItemPacket(self, slotPos):
# °³ÀλóÁ¡ ¿*°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
return
net.SendItemUsePacket(slotPos)
def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
# °³ÀλóÁ¡ ¿*°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
return
net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)
def SetDragonSoulRefineWindow(self, wndDragonSoulRefine):
if app.ENABLE_DRAGON_SOUL_SYSTEM:
self.wndDragonSoulRefine = wndDragonSoulRefine
def OnMoveWindow(self, x, y):
# print "Inventory Global Pos : ", self.GetGlobalPosition()
if self.wndBelt:
# print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition()
self.wndBelt.AdjustPositionAndSize()
def OnUpdate(self):
import constInfo
self.wndMds.SetText(str(constInfo.mds) + " S2-Taler")
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03/12/2015, 16:41
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#4
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elite*gold: 90
Join Date: Apr 2010
Posts: 1,887
Received Thanks: 1,793
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Hm, du hast versucht diese zweite Währung einzufügen oder? Wäre gut, wenn du dann noch eben die game.py, constInfo und die inventorywindow.py aus der uiscript zeigen könntest, damit ich den Fehler finden kann.
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03/12/2015, 20:48
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#5
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elite*gold: 0
Join Date: May 2013
Posts: 353
Received Thanks: 621
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Quote:
Originally Posted by Avulsed
inventorywindow.py aus der uiscript
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Sorry aber aus welchen Jahrhundert hast du das denn noch?
Die wird glaube seitm 2010er Client schon aus der locale geladen
Sein fehler ist dass er in der inventorywindow.py garnicht die slots hat, in der er den SetText anwenden will.
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