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How to make Level anzeige!
Discussion on How to make Level anzeige! within the Metin2 Private Server forum part of the Metin2 category.
02/05/2010, 14:21
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#16
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elite*gold: 0
Join Date: Dec 2009
Posts: 2,252
Received Thanks: 493
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Ja sry wegen dem doppelpst mein pc hatt iwie gelagt dan glaube 2 mal gepostet :/
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02/05/2010, 16:07
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#17
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elite*gold: 0
Join Date: Jan 2009
Posts: 392
Received Thanks: 196
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Geht nicht.
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02/05/2010, 16:16
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#18
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elite*gold: 0
Join Date: Dec 2009
Posts: 239
Received Thanks: 100
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Ladet die 2 sachen doch einfach hoch oO
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02/05/2010, 16:20
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#19
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elite*gold: 49
Join Date: Mar 2009
Posts: 2,585
Received Thanks: 1,344
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jaa ist klar
20 mal wurde meine Datei runtergeladen und 0 thanks für die Mühe ? o.O
Habe extra die Root Dateien entpackt und die Datei gesucht und sie hier rein gestellt.
Naja typisch Mt2-Spieler
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02/05/2010, 16:20
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#20
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elite*gold: 0
Join Date: Aug 2009
Posts: 13,341
Received Thanks: 22,454
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Uicharacter von DE Client:
Quote:
import ui
import app
import net
import dbg
import snd
import player
import mouseModule
import wndMgr
import skill
import playerSettingModule
import quest
import locale
import uiToolTip
import constInfo
import emotion
import chr
SHOW_ONLY_ACTIVE_SKILL = FALSE
SHOW_LIMIT_SUPPORT_SKILL_LIST = []
HIDE_SUPPORT_SKILL_POINT = FALSE
if locale.IsYMIR():
if not locale.IsCHEONMA():
HIDE_SUPPORT_SKILL_POINT = TRUE
elif locale.IsJAPAN() or (locale.IsEUROPE() and app.GetLocalePath() != "locale/ca") and (locale.IsEUROPE() and app.GetLocalePath() != "locale/br"):
HIDE_SUPPORT_SKILL_POINT = TRUE
SHOW_LIMIT_SUPPORT_SKILL_LIST = [121, 122, 123, 124, 126, 127, 129, 128, 131, 137, 138, 139, 140]
elif locale.IsHONGKONG():
HIDE_SUPPORT_SKILL_POINT = TRUE
#SHOW_LIMIT_SUPPORT_SKILL_LIST = [121, 122, 123, 124, 126, 127, 129, 128, 131, 137, 138, 139, 140]
else:
HIDE_SUPPORT_SKILL_POINT = TRUE
FACE_IMAGE_DICT = {
playerSettingModule.RACE_WARRIOR_M : "icon/face/warrior_m.tga",
playerSettingModule.RACE_WARRIOR_W : "icon/face/warrior_w.tga",
playerSettingModule.RACE_ASSASSIN_M : "icon/face/assassin_m.tga",
playerSettingModule.RACE_ASSASSIN_W : "icon/face/assassin_w.tga",
playerSettingModule.RACE_SURA_M : "icon/face/sura_m.tga",
playerSettingModule.RACE_SURA_W : "icon/face/sura_w.tga",
playerSettingModule.RACE_SHAMAN_M : "icon/face/shaman_m.tga",
playerSettingModule.RACE_SHAMAN_W : "icon/face/shaman_w.tga",
}
class CharacterWindow(ui.ScriptWindow):
ACTIVE_PAGE_SLOT_COUNT = 8
SUPPORT_PAGE_SLOT_COUNT = 12
PAGE_SLOT_COUNT = 12
PAGE_HORSE = 2
SKILL_GROUP_NAME_DICT = {
playerSettingModule.JOB_WARRIOR : { 1 : locale.SKILL_GROUP_WARRIOR_1, 2 : locale.SKILL_GROUP_WARRIOR_2, },
playerSettingModule.JOB_ASSASSIN : { 1 : locale.SKILL_GROUP_ASSASSIN_1, 2 : locale.SKILL_GROUP_ASSASSIN_2, },
playerSettingModule.JOB_SURA : { 1 : locale.SKILL_GROUP_SURA_1, 2 : locale.SKILL_GROUP_SURA_2, },
playerSettingModule.JOB_SHAMAN : { 1 : locale.SKILL_GROUP_SHAMAN_1, 2 : locale.SKILL_GROUP_SHAMAN_2, },
}
STAT_DESCRIPTION = {
"HTH" : locale.STAT_TOOLTIP_CON,
"INT" : locale.STAT_TOOLTIP_INT,
"STR" : locale.STAT_TOOLTIP_STR,
"DEX" : locale.STAT_TOOLTIP_DEX,
}
STAT_MINUS_DESCRIPTION = locale.STAT_MINUS_DESCRIPTION
def __init__(self):
ui.ScriptWindow.__init__(self)
self.state = "STATUS"
self.isLoaded = 0
self.toolTipSkill = 0
self.__Initialize()
self.__LoadWindow()
self.statusPlusCommandDict={
"HTH" : "/stat ht",
"INT" : "/stat iq",
"STR" : "/stat st",
"DEX" : "/stat dx",
}
self.statusMinusCommandDict={
"HTH-" : "/stat- ht",
"INT-" : "/stat- iq",
"STR-" : "/stat- st",
"DEX-" : "/stat- dx",
}
def __del__(self):
ui.ScriptWindow.__del__(self)
def __Initialize(self):
self.refreshToolTip = 0
self.curSelectedSkillGroup = 0
self.canUseHorseSkill = -1
self.toolTip = None
self.toolTipJob = None
self.toolTipAlignment = None
self.toolTipSkill = None
self.faceImage = None
self.statusPlusLabel = None
self.statusPlusValue = None
self.activeSlot = None
self.tabDict = None
self.tabButtonDict = None
self.pageDict = None
self.titleBarDict = None
self.statusPlusButtonDict = None
self.statusMinusButtonDict = None
self.skillPageDict = None
self.questShowingStartIndex = 0
self.questScrollBar = None
self.questSlot = None
self.questNameList = None
self.questLastTimeList = None
self.questLastCountList = None
self.skillGroupButton = ()
self.activeSlot = None
self.activeSkillPointValue = None
self.supportSkillPointValue = None
self.skillGroupButton1 = None
self.skillGroupButton2 = None
self.activeSkillGroupName = None
self.guildNameSlot = None
self.guildNameValue = None
self.characterNameSlot = None
self.characterNameValue = None
self.emotionToolTip = None
self.soloEmotionSlot = None
self.dualEmotionSlot = None
def Show(self):
self.__LoadWindow()
ui.ScriptWindow.Show(self)
def __LoadScript(self, fileName):
pyScrLoader = ui.PythonScriptLoader()
pyScrLoader.LoadScriptFile(self, fileName)
def __BindObject(self):
self.toolTip = uiToolTip.ToolTip()
self.toolTipJob = uiToolTip.ToolTip()
self.toolTipAlignment = uiToolTip.ToolTip(130)
self.faceImage = self.GetChild("Face_Image")
faceSlot=self.GetChild("Face_Slot")
if 949 == app.GetDefaultCodePage():
faceSlot.SAFE_SetStringEvent("MOUSE_OVER_IN", self.__ShowJobToolTip)
faceSlot.SAFE_SetStringEvent("MOUSE_OVER_OUT", self.__HideJobToolTip)
self.statusPlusLabel = self.GetChild("Status_Plus_Label")
self.statusPlusValue = self.GetChild("Status_Plus_Value")
self.characterNameSlot = self.GetChild("Character_Name_Slot")
self.characterNameValue = self.GetChild("Character_Name")
self.guildNameSlot = self.GetChild("Guild_Name_Slot")
self.guildNameValue = self.GetChild("Guild_Name")
self.characterNameSlot.SAFE_SetStringEvent("MOUSE_ OVER_IN", self.__ShowAlignmentToolTip)
self.characterNameSlot.SAFE_SetStringEvent("MOUSE_ OVER_OUT", self.__HideAlignmentToolTip)
self.activeSlot = self.GetChild("Skill_Active_Slot")
self.activeSkillPointValue = self.GetChild("Active_Skill_Point_Value")
self.supportSkillPointValue = self.GetChild("Support_Skill_Point_Value")
self.skillGroupButton1 = self.GetChild("Skill_Group_Button_1")
self.skillGroupButton2 = self.GetChild("Skill_Group_Button_2")
self.activeSkillGroupName = self.GetChild("Active_Skill_Group_Name")
self.tabDict = {
"STATUS" : self.GetChild("Tab_01"),
"SKILL" : self.GetChild("Tab_02"),
"EMOTICON" : self.GetChild("Tab_03"),
"QUEST" : self.GetChild("Tab_04"),
}
self.tabButtonDict = {
"STATUS" : self.GetChild("Tab_Button_01"),
"SKILL" : self.GetChild("Tab_Button_02"),
"EMOTICON" : self.GetChild("Tab_Button_03"),
"QUEST" : self.GetChild("Tab_Button_04")
}
self.pageDict = {
"STATUS" : self.GetChild("Character_Page"),
"SKILL" : self.GetChild("Skill_Page"),
"EMOTICON" : self.GetChild("Emoticon_Page"),
"QUEST" : self.GetChild("Quest_Page")
}
self.titleBarDict = {
"STATUS" : self.GetChild("Character_TitleBar"),
"SKILL" : self.GetChild("Skill_TitleBar"),
"EMOTICON" : self.GetChild("Emoticon_TitleBar"),
"QUEST" : self.GetChild("Quest_TitleBar")
}
self.statusPlusButtonDict = {
"HTH" : self.GetChild("HTH_Plus"),
"INT" : self.GetChild("INT_Plus"),
"STR" : self.GetChild("STR_Plus"),
"DEX" : self.GetChild("DEX_Plus"),
}
self.statusMinusButtonDict = {
"HTH-" : self.GetChild("HTH_Minus"),
"INT-" : self.GetChild("INT_Minus"),
"STR-" : self.GetChild("STR_Minus"),
"DEX-" : self.GetChild("DEX_Minus"),
}
self.skillPageDict = {
"ACTIVE" : self.GetChild("Skill_Active_Slot"),
"SUPPORT" : self.GetChild("Skill_ETC_Slot"),
"HORSE" : self.GetChild("Skill_Active_Slot"),
}
self.skillPageStatDict = {
"SUPPORT" : player.SKILL_SUPPORT,
"ACTIVE" : player.SKILL_ACTIVE,
"HORSE" : player.SKILL_HORSE,
}
self.skillGroupButton = (
self.GetChild("Skill_Group_Button_1"),
self.GetChild("Skill_Group_Button_2"),
)
global SHOW_ONLY_ACTIVE_SKILL
global HIDE_SUPPORT_SKILL_POINT
if SHOW_ONLY_ACTIVE_SKILL or HIDE_SUPPORT_SKILL_POINT:
self.GetChild("Support_Skill_Point_Label").Hide()
self.soloEmotionSlot = self.GetChild("SoloEmotionSlot")
self.dualEmotionSlot = self.GetChild("DualEmotionSlot")
self.__SetEmotionSlot()
self.questShowingStartIndex = 0
self.questScrollBar = self.GetChild("Quest_ScrollBar")
self.questScrollBar.SetScrollEvent(ui.__mem_func__ (self.OnQuestScroll))
self.questSlot = self.GetChild("Quest_Slot")
for i in xrange(quest.QUEST_MAX_NUM):
self.questSlot.HideSlotBaseImage(i)
self.questSlot.SetCoverButton(i,\
"d:/ymir work/ui/game/quest/slot_button_01.sub",\
"d:/ymir work/ui/game/quest/slot_button_02.sub",\
"d:/ymir work/ui/game/quest/slot_button_03.sub",\
"d:/ymir work/ui/game/quest/slot_button_03.sub", TRUE)
self.questNameList = []
self.questLastTimeList = []
self.questLastCountList = []
for i in xrange(quest.QUEST_MAX_NUM):
self.questNameList.append(self.GetChild("Quest_Nam e_0" + str(i)))
self.questLastTimeList.append(self.GetChild("Quest _LastTime_0" + str(i)))
self.questLastCountList.append(self.GetChild("Ques t_LastCount_0" + str(i)))
def __SetSkillSlotEvent(self):
for skillPageValue in self.skillPageDict.itervalues():
skillPageValue.SetSlotStyle(wndMgr.SLOT_STYLE_NONE )
skillPageValue.SetSelectItemSlotEvent(ui.__mem_fun c__(self.SelectSkill))
skillPageValue.SetSelectEmptySlotEvent(ui.__mem_fu nc__(self.SelectEmptySlot))
skillPageValue.SetUnselectItemSlotEvent(ui.__mem_f unc__(self.ClickSkillSlot))
skillPageValue.SetUseSlotEvent(ui.__mem_func__(sel f.ClickSkillSlot))
skillPageValue.SetOverInItemEvent(ui.__mem_func__( self.OverInItem))
skillPageValue.SetOverOutItemEvent(ui.__mem_func__ (self.OverOutItem))
skillPageValue.SetPressedSlotButtonEvent(ui.__mem_ func__(self.OnPressedSlotButton))
skillPageValue.AppendSlotButton("d:/ymir work/ui/game/windows/btn_plus_up.sub",\
"d:/ymir work/ui/game/windows/btn_plus_over.sub",\
"d:/ymir work/ui/game/windows/btn_plus_down.sub")
def __SetEmotionSlot(self):
self.emotionToolTip = uiToolTip.ToolTip()
for slot in (self.soloEmotionSlot, self.dualEmotionSlot):
slot.SetSlotStyle(wndMgr.SLOT_STYLE_NONE)
slot.SetSelectItemSlotEvent(ui.__mem_func__(self._ _SelectEmotion))
slot.SetUnselectItemSlotEvent(ui.__mem_func__(self .__ClickEmotionSlot))
slot.SetUseSlotEvent(ui.__mem_func__(self.__ClickE motionSlot))
slot.SetOverInItemEvent(ui.__mem_func__(self.__Ove rInEmotion))
slot.SetOverOutItemEvent(ui.__mem_func__(self.__Ov erOutEmotion))
slot.AppendSlotButton("d:/ymir work/ui/game/windows/btn_plus_up.sub",\
"d:/ymir work/ui/game/windows/btn_plus_over.sub",\
"d:/ymir work/ui/game/windows/btn_plus_down.sub")
for slotIdx, datadict in emotion.EMOTION_DICT.items():
emotionIdx = slotIdx
slot = self.soloEmotionSlot
if slotIdx > 50:
slot = self.dualEmotionSlot
slot.SetEmotionSlot(slotIdx, emotionIdx)
slot.SetCoverButton(slotIdx)
def __SelectEmotion(self, slotIndex):
if not slotIndex in emotion.EMOTION_DICT:
return
if app.IsPressed(app.DIK_LCONTROL):
player.RequestAddToEmptyLocalQuickSlot(player.SLOT _TYPE_EMOTION, slotIndex)
return
mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_EMOTION, slotIndex, slotIndex)
def __ClickEmotionSlot(self, slotIndex):
print "click emotion"
if not slotIndex in emotion.EMOTION_DICT:
return
print "check acting"
if player.IsActingEmotion():
return
command = emotion.EMOTION_DICT[slotIndex]["command"]
print "command", command
if slotIndex > 50:
vid = player.GetTargetVID()
if 0 == vid or vid == player.GetMainCharacterIndex() or chr.IsNPC(vid) or chr.IsEnemy(vid):
import chat
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.EMOTION_CHOOSE_ONE)
return
command += " " + chr.GetNameByVID(vid)
print "send_command", command
net.SendChatPacket(command)
def ActEmotion(self, emotionIndex):
self.__ClickEmotionSlot(emotionIndex)
def __OverInEmotion(self, slotIndex):
if self.emotionToolTip:
if not slotIndex in emotion.EMOTION_DICT:
return
self.emotionToolTip.ClearToolTip()
self.emotionToolTip.SetTitle(emotion.EMOTION_DICT[slotIndex]["name"])
self.emotionToolTip.AlignHorizonalCenter()
self.emotionToolTip.ShowToolTip()
def __OverOutEmotion(self):
if self.emotionToolTip:
self.emotionToolTip.HideToolTip()
def __BindEvent(self):
for i in xrange(len(self.skillGroupButton)):
self.skillGroupButton[i].SetEvent(lambda arg=i: self.__SelectSkillGroup(arg))
self.RefreshQuest()
self.__HideJobToolTip()
for (tabKey, tabButton) in self.tabButtonDict.items():
tabButton.SetEvent(ui.__mem_func__(self.__OnClickT abButton), tabKey)
for (statusPlusKey, statusPlusButton) in self.statusPlusButtonDict.items():
statusPlusButton.SAFE_SetEvent(self.__OnClickStatu sPlusButton, statusPlusKey)
statusPlusButton.ShowToolTip = lambda arg=statusPlusKey: self.__OverInStatButton(arg)
statusPlusButton.HideToolTip = lambda arg=statusPlusKey: self.__OverOutStatButton()
for (statusMinusKey, statusMinusButton) in self.statusMinusButtonDict.items():
statusMinusButton.SAFE_SetEvent(self.__OnClickStat usMinusButton, statusMinusKey)
statusMinusButton.ShowToolTip = lambda arg=statusMinusKey: self.__OverInStatMinusButton(arg)
statusMinusButton.HideToolTip = lambda arg=statusMinusKey: self.__OverOutStatMinusButton()
for titleBarValue in self.titleBarDict.itervalues():
titleBarValue.SetCloseEvent(ui.__mem_func__(self.H ide))
self.questSlot.SetSelectItemSlotEvent(ui.__mem_fun c__(self.__SelectQuest))
def __LoadWindow(self):
if self.isLoaded == 1:
return
self.isLoaded = 1
try:
self.__LoadScript("UIScript/CharacterWindow.py")
self.__BindObject()
self.__BindEvent()
except:
import exception
exception.Abort("CharacterWindow.__LoadWindow")
#self.tabButtonDict["EMOTICON"].Disable()
self.SetState("STATUS")
def Destroy(self):
self.ClearDictionary()
self.__Initialize()
def Close(self):
if 0 != self.toolTipSkill:
self.toolTipSkill.Hide()
self.Hide()
def SetSkillToolTip(self, toolTipSkill):
self.toolTipSkill = toolTipSkill
def __OnClickStatusPlusButton(self, statusKey):
try:
statusPlusCommand=self.statusPlusCommandDict[statusKey]
net.SendChatPacket(statusPlusCommand)
except KeyError, msg:
dbg.TraceError("CharacterWindow.__OnClickStatusPlu sButton KeyError: %s", msg)
def __OnClickStatusMinusButton(self, statusKey):
try:
statusMinusCommand=self.statusMinusCommandDict[statusKey]
net.SendChatPacket(statusMinusCommand)
except KeyError, msg:
dbg.TraceError("CharacterWindow.__OnClickStatusMin usButton KeyError: %s", msg)
def __OnClickTabButton(self, stateKey):
self.SetState(stateKey)
def SetState(self, stateKey):
self.state = stateKey
for (tabKey, tabButton) in self.tabButtonDict.items():
if stateKey!=tabKey:
tabButton.SetUp()
for tabValue in self.tabDict.itervalues():
tabValue.Hide()
for pageValue in self.pageDict.itervalues():
pageValue.Hide()
for titleBarValue in self.titleBarDict.itervalues():
titleBarValue.Hide()
self.titleBarDict[stateKey].Show()
self.tabDict[stateKey].Show()
self.pageDict[stateKey].Show()
def GetState(self):
return self.state
def __GetTotalAtkText(self):
minAtk=player.GetStatus(player.ATT_MIN)
maxAtk=player.GetStatus(player.ATT_MAX)
atkBonus=player.GetStatus(player.ATT_BONUS)
attackerBonus=player.GetStatus(player.ATTACKER_BON US)
if minAtk==maxAtk:
return "%d" % (minAtk+atkBonus+attackerBonus)
else:
return "%d-%d" % (minAtk+atkBonus+attackerBonus, maxAtk+atkBonus+attackerBonus)
def __GetTotalMagAtkText(self):
minMagAtk=player.GetStatus(player.MAG_ATT)+player. GetStatus(player.MIN_MAGIC_WEP)
maxMagAtk=player.GetStatus(player.MAG_ATT)+player. GetStatus(player.MAX_MAGIC_WEP)
if minMagAtk==maxMagAtk:
return "%d" % (minMagAtk)
else:
return "%d-%d" % (minMagAtk, maxMagAtk)
def __GetTotalDefText(self):
defValue=player.GetStatus(player.DEF_GRADE)
if constInfo.ADD_DEF_BONUS_ENABLE:
defValue+=player.GetStatus(player.DEF_BONUS)
return "%d" % (defValue)
def RefreshStatus(self):
if self.isLoaded==0:
return
try:
self.GetChild("Level_Value").SetText(str(player.Ge tStatus(player.LEVEL)))
self.GetChild("Exp_Value").SetText(str(player.GetE XP()))
self.GetChild("RestExp_Value").SetText(str(player. GetStatus(player.NEXT_EXP) - player.GetStatus(player.EXP)))
self.GetChild("HP_Value").SetText(str(player.GetSt atus(player.HP)) + '/' + str(player.GetStatus(player.MAX_HP)))
self.GetChild("SP_Value").SetText(str(player.GetSt atus(player.SP)) + '/' + str(player.GetStatus(player.MAX_SP)))
self.GetChild("STR_Value").SetText(str(player.GetS tatus(player.ST)))
self.GetChild("DEX_Value").SetText(str(player.GetS tatus(player.DX)))
self.GetChild("HTH_Value").SetText(str(player.GetS tatus(player.HT)))
self.GetChild("INT_Value").SetText(str(player.GetS tatus(player.IQ)))
self.GetChild("ATT_Value").SetText(self.__GetTotal AtkText())
self.GetChild("DEF_Value").SetText(self.__GetTotal DefText())
self.GetChild("MATT_Value").SetText(self.__GetTota lMagAtkText())
#self.GetChild("MATT_Value").SetText(str(player.Ge tStatus(player.MAG_ATT)))
self.GetChild("MDEF_Value").SetText(str(player.Get Status(player.MAG_DEF)))
self.GetChild("ASPD_Value").SetText(str(player.Get Status(player.ATT_SPEED)))
self.GetChild("MSPD_Value").SetText(str(player.Get Status(player.MOVING_SPEED)))
self.GetChild("CSPD_Value").SetText(str(player.Get Status(player.CASTING_SPEED)))
self.GetChild("ER_Value").SetText(str(player.GetSt atus(player.EVADE_RATE)))
except:
#import exception
#exception.Abort("CharacterWindow.RefreshStatus.Bi ndObject")
## °ÔÀÓÀÌ Æ¨°Ü ¹ö¸²
pass
self.__RefreshStatusPlusButtonList()
self.__RefreshStatusMinusButtonList()
self.RefreshAlignment()
if self.refreshToolTip:
self.refreshToolTip()
def __RefreshStatusPlusButtonList(self):
if self.isLoaded==0:
return
statusPlusPoint=player.GetStatus(player.STAT)
if statusPlusPoint>0:
self.statusPlusValue.SetText(str(statusPlusPoint))
self.statusPlusLabel.Show()
self.ShowStatusPlusButtonList()
else:
self.statusPlusValue.SetText(str(0))
self.statusPlusLabel.Hide()
self.HideStatusPlusButtonList()
def __RefreshStatusMinusButtonList(self):
if self.isLoaded==0:
return
statusMinusPoint=self.__GetStatMinusPoint()
if statusMinusPoint>0:
self.__ShowStatusMinusButtonList()
else:
self.__HideStatusMinusButtonList()
def RefreshAlignment(self):
point, grade = player.GetAlignmentData()
import colorInfo
COLOR_DICT = { 0 : colorInfo.TITLE_RGB_GOOD_4,
1 : colorInfo.TITLE_RGB_GOOD_3,
2 : colorInfo.TITLE_RGB_GOOD_2,
3 : colorInfo.TITLE_RGB_GOOD_1,
4 : colorInfo.TITLE_RGB_NORMAL,
5 : colorInfo.TITLE_RGB_EVIL_1,
6 : colorInfo.TITLE_RGB_EVIL_2,
7 : colorInfo.TITLE_RGB_EVIL_3,
8 : colorInfo.TITLE_RGB_EVIL_4, }
colorList = COLOR_DICT.get(grade, colorInfo.TITLE_RGB_NORMAL)
gradeColor = ui.GenerateColor(colorList[0], colorList[1], colorList[2])
self.toolTipAlignment.ClearToolTip()
self.toolTipAlignment.AutoAppendTextLine(locale.TI TLE_NAME_LIST[grade], gradeColor)
self.toolTipAlignment.AutoAppendTextLine(locale.AL IGNMENT_NAME + str(point))
self.toolTipAlignment.AlignHorizonalCenter()
def __ShowStatusMinusButtonList(self):
for (stateMinusKey, statusMinusButton) in self.statusMinusButtonDict.items():
statusMinusButton.Show()
def __HideStatusMinusButtonList(self):
for (stateMinusKey, statusMinusButton) in self.statusMinusButtonDict.items():
statusMinusButton.Hide()
def ShowStatusPlusButtonList(self):
for (statePlusKey, statusPlusButton) in self.statusPlusButtonDict.items():
statusPlusButton.Show()
def HideStatusPlusButtonList(self):
for (statePlusKey, statusPlusButton) in self.statusPlusButtonDict.items():
statusPlusButton.Hide()
def SelectSkill(self, skillSlotIndex):
mouseController = mouseModule.mouseController
if FALSE == mouseController.isAttached():
srcSlotIndex = self.__RealSkillSlotToSourceSlot(skillSlotIndex)
selectedSkillIndex = player.GetSkillIndex(srcSlotIndex)
if skill.CanUseSkill(selectedSkillIndex):
if app.IsPressed(app.DIK_LCONTROL):
player.RequestAddToEmptyLocalQuickSlot(player.SLOT _TYPE_SKILL, srcSlotIndex)
return
mouseController.AttachObject(self, player.SLOT_TYPE_SKILL, srcSlotIndex, selectedSkillIndex)
else:
mouseController.DeattachObject()
def SelectEmptySlot(self, SlotIndex):
mouseModule.mouseController.DeattachObject()
## ToolTip
def OverInItem(self, slotNumber):
if mouseModule.mouseController.isAttached():
return
if 0 == self.toolTipSkill:
return
srcSlotIndex = self.__RealSkillSlotToSourceSlot(slotNumber)
skillIndex = player.GetSkillIndex(srcSlotIndex)
skillLevel = player.GetSkillLevel(srcSlotIndex)
skillGrade = player.GetSkillGrade(srcSlotIndex)
skillType = skill.GetSkillType(skillIndex)
## ACTIVE
if skill.SKILL_TYPE_ACTIVE == skillType:
overInSkillGrade = self.__GetSkillGradeFromSlot(slotNumber)
if overInSkillGrade == skill.SKILL_GRADE_COUNT-1 and skillGrade == skill.SKILL_GRADE_COUNT:
self.toolTipSkill.SetSkillNew(srcSlotIndex, skillIndex, skillGrade, skillLevel)
elif overInSkillGrade == skillGrade:
self.toolTipSkill.SetSkillNew(srcSlotIndex, skillIndex, overInSkillGrade, skillLevel)
else:
self.toolTipSkill.SetSkillOnlyName(srcSlotIndex, skillIndex, overInSkillGrade)
else:
self.toolTipSkill.SetSkillNew(srcSlotIndex, skillIndex, skillGrade, skillLevel)
def OverOutItem(self):
if 0 != self.toolTipSkill:
self.toolTipSkill.HideToolTip()
## Quest
def __SelectQuest(self, slotIndex):
questIndex = quest.GetQuestIndex(self.questShowingStartIndex+sl otIndex)
import event
event.QuestButtonClick(-2147483648 + questIndex)
def RefreshQuest(self):
if self.isLoaded==0:
return
questCount = quest.GetQuestCount()
questRange = range(quest.QUEST_MAX_NUM)
if questCount > quest.QUEST_MAX_NUM:
self.questScrollBar.Show()
else:
self.questScrollBar.Hide()
for i in questRange[:questCount]:
(questName, questIcon, questCounterName, questCounterValue) = quest.GetQuestData(self.questShowingStartIndex+i)
self.questNameList[i].SetText(questName)
self.questNameList[i].Show()
self.questLastCountList[i].Show()
self.questLastTimeList[i].Show()
if len(questCounterName) > 0:
self.questLastCountList[i].SetText("%s : %d" % (questCounterName, questCounterValue))
else:
self.questLastCountList[i].SetText("")
## Icon
self.questSlot.SetSlot(i, i, 1, 1, questIcon)
for i in questRange[questCount:]:
self.questNameList[i].Hide()
self.questLastTimeList[i].Hide()
self.questLastCountList[i].Hide()
self.questSlot.ClearSlot(i)
self.questSlot.HideSlotBaseImage(i)
self.__UpdateQuestClock()
def __UpdateQuestClock(self):
if "QUEST" == self.state:
# QUEST_LIMIT_COUNT_BUG_FIX
for i in xrange(min(quest.GetQuestCount(), quest.QUEST_MAX_NUM)):
# END_OF_QUEST_LIMIT_COUNT_BUG_FIX
(lastName, lastTime) = quest.GetQuestLastTime(i)
clockText = locale.QUEST_UNLIMITED_TIME
if len(lastName) > 0:
if lastTime <= 0:
clockText = locale.QUEST_TIMEOVER
else:
questLastMinute = lastTime / 60
questLastSecond = lastTime % 60
clockText = lastName + " : "
if questLastMinute > 0:
clockText += str(questLastMinute) + locale.QUEST_MIN
if questLastSecond > 0:
clockText += " "
if questLastSecond > 0:
clockText += str(questLastSecond) + locale.QUEST_SEC
self.questLastTimeList[i].SetText(clockText)
def __GetStatMinusPoint(self):
POINT_STAT_RESET_COUNT = 112
return player.GetStatus(POINT_STAT_RESET_COUNT)
def __OverInStatMinusButton(self, stat):
try:
self.__ShowStatToolTip(self.STAT_MINUS_DESCRIPTION[stat] % self.__GetStatMinusPoint())
except KeyError:
pass
self.refreshToolTip = lambda arg=stat: self.__OverInStatMinusButton(arg)
def __OverOutStatMinusButton(self):
self.__HideStatToolTip()
self.refreshToolTip = 0
def __OverInStatButton(self, stat):
try:
self.__ShowStatToolTip(self.STAT_DESCRIPTION[stat])
except KeyError:
pass
def __OverOutStatButton(self):
self.__HideStatToolTip()
def __ShowStatToolTip(self, statDesc):
self.toolTip.ClearToolTip()
self.toolTip.AppendTextLine(statDesc)
self.toolTip.Show()
def __HideStatToolTip(self):
self.toolTip.Hide()
def OnPressEscapeKey(self):
self.Close()
return TRUE
def OnUpdate(self):
self.__UpdateQuestClock()
## Skill Process
def __RefreshSkillPage(self, name, slotCount):
global SHOW_LIMIT_SUPPORT_SKILL_LIST
skillPage = self.skillPageDict[name]
startSlotIndex = skillPage.GetStartIndex()
if "ACTIVE" == name:
if self.PAGE_HORSE == self.curSelectedSkillGroup:
startSlotIndex += slotCount
getSkillType=skill.GetSkillType
getSkillIndex=player.GetSkillIndex
getSkillGrade=player.GetSkillGrade
getSkillLevel=player.GetSkillLevel
getSkillLevelUpPoint=skill.GetSkillLevelUpPoint
getSkillMaxLevel=skill.GetSkillMaxLevel
for i in xrange(slotCount):
slotIndex = i + startSlotIndex
skillIndex = getSkillIndex(slotIndex)
for j in xrange(skill.SKILL_GRADE_COUNT):
skillPage.ClearSlot(self.__GetRealSkillSlot(j, i))
if 0 == skillIndex:
continue
skillGrade = getSkillGrade(slotIndex)
skillLevel = getSkillLevel(slotIndex)
skillType = getSkillType(skillIndex)
## ½Â¸¶ ½ºÅ³ ¿¹¿Ü ó¸®
if player.SKILL_INDEX_RIDING == skillIndex:
if 1 == skillGrade:
skillLevel += 19
elif 2 == skillGrade:
skillLevel += 29
elif 3 == skillGrade:
skillLevel = 40
skillPage.SetSkillSlotNew(slotIndex, skillIndex, max(skillLevel-1, 0), skillLevel)
skillPage.SetSlotCount(slotIndex, skillLevel)
## ACTIVE
elif skill.SKILL_TYPE_ACTIVE == skillType:
for j in xrange(skill.SKILL_GRADE_COUNT):
realSlotIndex = self.__GetRealSkillSlot(j, slotIndex)
skillPage.SetSkillSlotNew(realSlotIndex, skillIndex, j, skillLevel)
skillPage.SetCoverButton(realSlotIndex)
if (skillGrade == skill.SKILL_GRADE_COUNT) and j == (skill.SKILL_GRADE_COUNT-1):
skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel)
elif (not self.__CanUseSkillNow()) or (skillGrade != j):
skillPage.SetSlotCount(realSlotIndex, 0)
skillPage.DisableCoverButton(realSlotIndex)
else:
skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel)
## ±×¿Ü
else:
if not SHOW_LIMIT_SUPPORT_SKILL_LIST or skillIndex in SHOW_LIMIT_SUPPORT_SKILL_LIST:
realSlotIndex = self.__GetETCSkillRealSlotIndex(slotIndex)
skillPage.SetSkillSlot(realSlotIndex, skillIndex, skillLevel)
skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel)
if skill.CanUseSkill(skillIndex):
skillPage.SetCoverButton(realSlotIndex)
skillPage.RefreshSlot()
def RefreshSkill(self):
if self.isLoaded==0:
return
if self.__IsChangedHorseRidingSkillLevel():
self.RefreshCharacter()
return
global SHOW_ONLY_ACTIVE_SKILL
if SHOW_ONLY_ACTIVE_SKILL:
self.__RefreshSkillPage("ACTIVE", self.ACTIVE_PAGE_SLOT_COUNT)
else:
self.__RefreshSkillPage("ACTIVE", self.ACTIVE_PAGE_SLOT_COUNT)
self.__RefreshSkillPage("SUPPORT", self.SUPPORT_PAGE_SLOT_COUNT)
self.RefreshSkillPlusButtonList()
def CanShowPlusButton(self, skillIndex, skillLevel, curStatPoint):
## ½ºÅ³ÀÌ ÀÖÀ¸¸é
if 0 == skillIndex:
return FALSE
## ·¹º§¾÷ Á¶°ÇÀ» ¸¸Á·ÇÑ´Ù¸é
if not skill.CanLevelUpSkill(skillIndex, skillLevel):
return FALSE
return TRUE
def __RefreshSkillPlusButton(self, name):
global HIDE_SUPPORT_SKILL_POINT
if HIDE_SUPPORT_SKILL_POINT and "SUPPORT" == name:
return
slotWindow = self.skillPageDict[name]
slotWindow.HideAllSlotButton()
slotStatType = self.skillPageStatDict[name]
if 0 == slotStatType:
return
statPoint = player.GetStatus(slotStatType)
startSlotIndex = slotWindow.GetStartIndex()
if "HORSE" == name:
startSlotIndex += self.ACTIVE_PAGE_SLOT_COUNT
if statPoint > 0:
for i in xrange(self.PAGE_SLOT_COUNT):
slotIndex = i + startSlotIndex
skillIndex = player.GetSkillIndex(slotIndex)
skillGrade = player.GetSkillGrade(slotIndex)
skillLevel = player.GetSkillLevel(slotIndex)
if skillIndex == 0:
continue
if skillGrade != 0:
continue
if name == "HORSE":
if player.GetStatus(player.LEVEL) >= skill.GetSkillLevelLimit(skillIndex):
if skillLevel < 20:
slotWindow.ShowSlotButton(self.__GetETCSkillRealSl otIndex(slotIndex))
else:
if "SUPPORT" == name:
if not SHOW_LIMIT_SUPPORT_SKILL_LIST or skillIndex in SHOW_LIMIT_SUPPORT_SKILL_LIST:
if self.CanShowPlusButton(skillIndex, skillLevel, statPoint):
slotWindow.ShowSlotButton(slotIndex)
else:
if self.CanShowPlusButton(skillIndex, skillLevel, statPoint):
slotWindow.ShowSlotButton(slotIndex)
def RefreshSkillPlusButtonList(self):
if self.isLoaded==0:
return
self.RefreshSkillPlusPointLabel()
if not self.__CanUseSkillNow():
return
try:
if self.PAGE_HORSE == self.curSelectedSkillGroup:
self.__RefreshSkillPlusButton("HORSE")
else:
self.__RefreshSkillPlusButton("ACTIVE")
self.__RefreshSkillPlusButton("SUPPORT")
except:
import exception
exception.Abort("CharacterWindow.RefreshSkillPlusB uttonList.BindObject")
def RefreshSkillPlusPointLabel(self):
if self.isLoaded==0:
return
if self.PAGE_HORSE == self.curSelectedSkillGroup:
activeStatPoint = player.GetStatus(player.SKILL_HORSE)
self.activeSkillPointValue.SetText(str(activeStatP oint))
else:
activeStatPoint = player.GetStatus(player.SKILL_ACTIVE)
self.activeSkillPointValue.SetText(str(activeStatP oint))
supportStatPoint = max(0, player.GetStatus(player.SKILL_SUPPORT))
self.supportSkillPointValue.SetText(str(supportSta tPoint))
## Skill Level Up Button
def OnPressedSlotButton(self, slotNumber):
srcSlotIndex = self.__RealSkillSlotToSourceSlot(slotNumber)
skillIndex = player.GetSkillIndex(srcSlotIndex)
curLevel = player.GetSkillLevel(srcSlotIndex)
maxLevel = skill.GetSkillMaxLevel(skillIndex)
net.SendChatPacket("/skillup " + str(skillIndex))
## Use Skill
def ClickSkillSlot(self, slotIndex):
srcSlotIndex = self.__RealSkillSlotToSourceSlot(slotIndex)
skillIndex = player.GetSkillIndex(srcSlotIndex)
skillType = skill.GetSkillType(skillIndex)
if not self.__CanUseSkillNow():
if skill.SKILL_TYPE_ACTIVE == skillType:
return
for slotWindow in self.skillPageDict.values():
if slotWindow.HasSlot(slotIndex):
if skill.CanUseSkill(skillIndex):
player.ClickSkillSlot(srcSlotIndex)
return
mouseModule.mouseController.DeattachObject()
## FIXME : ½ºÅ³À» »ç¿ëÇßÀ»¶§ ½½·Ô ¹øÈ£¸¦ °¡Áö°í ÇØ´ç ½½·ÔÀ» ã¾Æ¼* ¾÷µ¥ÀÌÆ® ÇÑ´Ù.
## ¸Å¿ì ºÒÇÕ¸®. ±¸Á¶ ÀÚü¸¦ °³¼±ÇØ¾ß ÇÒµí.
def OnUseSkill(self, slotIndex, coolTime):
skillIndex = player.GetSkillIndex(slotIndex)
skillType = skill.GetSkillType(skillIndex)
## ACTIVE
if skill.SKILL_TYPE_ACTIVE == skillType:
skillGrade = player.GetSkillGrade(slotIndex)
slotIndex = self.__GetRealSkillSlot(skillGrade, slotIndex)
## ETC
else:
slotIndex = self.__GetETCSkillRealSlotIndex(slotIndex)
for slotWindow in self.skillPageDict.values():
if slotWindow.HasSlot(slotIndex):
slotWindow.SetSlotCoolTime(slotIndex, coolTime)
return
def OnActivateSkill(self, slotIndex):
skillGrade = player.GetSkillGrade(slotIndex)
slotIndex = self.__GetRealSkillSlot(skillGrade, slotIndex)
for slotWindow in self.skillPageDict.values():
if slotWindow.HasSlot(slotIndex):
slotWindow.ActivateSlot(slotIndex)
return
def OnDeactivateSkill(self, slotIndex):
skillGrade = player.GetSkillGrade(slotIndex)
slotIndex = self.__GetRealSkillSlot(skillGrade, slotIndex)
for slotWindow in self.skillPageDict.values():
if slotWindow.HasSlot(slotIndex):
slotWindow.DeactivateSlot(slotIndex)
return
def __ShowJobToolTip(self):
self.toolTipJob.ShowToolTip()
def __HideJobToolTip(self):
self.toolTipJob.HideToolTip()
def __SetJobText(self, mainJob, subJob):
if player.GetStatus(player.LEVEL)<5:
subJob=0
if 949 == app.GetDefaultCodePage():
self.toolTipJob.ClearToolTip()
try:
jobInfoTitle=locale.JOBINFO_TITLE[mainJob][subJob]
jobInfoData=locale.JOBINFO_DATA_LIST[mainJob][subJob]
except IndexError:
print "uiCharacter.CharacterWindow.__SetJobText(mainJob= %d, subJob=%d)" % (mainJob, subJob)
return
self.toolTipJob.AutoAppendTextLine(jobInfoTitle)
self.toolTipJob.AppendSpace(5)
for jobInfoDataLine in jobInfoData:
self.toolTipJob.AutoAppendTextLine(jobInfoDataLine )
self.toolTipJob.AlignHorizonalCenter()
def __ShowAlignmentToolTip(self):
self.toolTipAlignment.ShowToolTip()
def __HideAlignmentToolTip(self):
self.toolTipAlignment.HideToolTip()
def RefreshCharacter(self):
if self.isLoaded==0:
return
## Name
try:
characterName = player.GetName()
guildName = player.GetGuildName()
self.characterNameValue.SetText(characterName)
self.guildNameValue.SetText(guildName)
if not guildName:
self.characterNameSlot.SetPosition(109, 34)
self.guildNameSlot.Hide()
else:
self.characterNameSlot.SetPosition(153, 34)
self.guildNameSlot.Show()
except:
import exception
exception.Abort("CharacterWindow.RefreshCharacter. BindObject")
race = net.GetMainActorRace()
group = net.GetMainActorSkillGroup()
empire = net.GetMainActorEmpire()
## Job Text
job = chr.RaceToJob(race)
self.__SetJobText(job, group)
## FaceImage
try:
faceImageName = FACE_IMAGE_DICT[race]
try:
self.faceImage.LoadImage(faceImageName)
except:
print "CharacterWindow.RefreshCharacter(race=%d, faceImageName=%s)" % (race, faceImageName)
self.faceImage.Hide()
except KeyError:
self.faceImage.Hide()
## GroupName
self.__SetSkillGroupName(race, group)
## Skill
if 0 == group:
self.__SelectSkillGroup(0)
else:
self.__SetSkillSlotData(race, group, empire)
if self.__CanUseHorseSkill():
self.__SelectSkillGroup(0)
def __SetSkillGroupName(self, race, group):
job = chr.RaceToJob(race)
if not self.SKILL_GROUP_NAME_DICT.has_key(job):
return
nameList = self.SKILL_GROUP_NAME_DICT[job]
if 0 == group:
self.skillGroupButton1.SetText(nameList[1])
self.skillGroupButton2.SetText(nameList[2])
self.skillGroupButton1.Show()
self.skillGroupButton2.Show()
self.activeSkillGroupName.Hide()
else:
if self.__CanUseHorseSkill():
self.activeSkillGroupName.Hide()
self.skillGroupButton1.SetText(nameList.get(group, "Noname"))
self.skillGroupButton2.SetText(locale.SKILL_GROUP_ HORSE)
self.skillGroupButton1.Show()
self.skillGroupButton2.Show()
else:
self.activeSkillGroupName.SetText(nameList.get(gro up, "Noname"))
self.activeSkillGroupName.Show()
self.skillGroupButton1.Hide()
self.skillGroupButton2.Hide()
def __SetSkillSlotData(self, race, group, empire=0):
## SkillIndex
playerSettingModule.RegisterSkill(race, group, empire)
## Event
self.__SetSkillSlotEvent()
## Refresh
self.RefreshSkill()
def __SelectSkillGroup(self, index):
for btn in self.skillGroupButton:
btn.SetUp()
self.skillGroupButton[index].Down()
if self.__CanUseHorseSkill():
if 0 == index:
index = net.GetMainActorSkillGroup()-1
elif 1 == index:
index = self.PAGE_HORSE
self.curSelectedSkillGroup = index
self.__SetSkillSlotData(net.GetMainActorRace(), index+1, net.GetMainActorEmpire())
def __CanUseSkillNow(self):
if 0 == net.GetMainActorSkillGroup():
return FALSE
return TRUE
def __CanUseHorseSkill(self):
slotIndex = player.GetSkillSlotIndex(player.SKILL_INDEX_RIDING )
if not slotIndex:
return FALSE
grade = player.GetSkillGrade(slotIndex)
level = player.GetSkillLevel(slotIndex)
if level < 0:
level *= -1
if grade >= 1 and level >= 1:
return TRUE
return FALSE
def __IsChangedHorseRidingSkillLevel(self):
ret = FALSE
if -1 == self.canUseHorseSkill:
self.canUseHorseSkill = self.__CanUseHorseSkill()
if self.canUseHorseSkill != self.__CanUseHorseSkill():
ret = TRUE
self.canUseHorseSkill = self.__CanUseHorseSkill()
return ret
def __GetRealSkillSlot(self, skillGrade, skillSlot):
return skillSlot + min(skill.SKILL_GRADE_COUNT-1, skillGrade)*skill.SKILL_GRADE_STEP_COUNT
def __GetETCSkillRealSlotIndex(self, skillSlot):
if skillSlot > 100:
return skillSlot
return skillSlot % self.ACTIVE_PAGE_SLOT_COUNT
def __RealSkillSlotToSourceSlot(self, realSkillSlot):
if realSkillSlot > 100:
return realSkillSlot
if self.PAGE_HORSE == self.curSelectedSkillGroup:
return realSkillSlot + self.ACTIVE_PAGE_SLOT_COUNT
return realSkillSlot % skill.SKILL_GRADE_STEP_COUNT
def __GetSkillGradeFromSlot(self, skillSlot):
return int(skillSlot / skill.SKILL_GRADE_STEP_COUNT)
def SelectSkillGroup(self, index):
self.__SelectSkillGroup(index)
def OnQuestScroll(self):
questCount = quest.GetQuestCount()
scrollLineCount = max(0, questCount - quest.QUEST_MAX_NUM)
startIndex = int(scrollLineCount * self.questScrollBar.GetPos())
if startIndex != self.questShowingStartIndex:
self.questShowingStartIndex = startIndex
self.RefreshQuest()
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Uicharacter vom China Client:
Quote:
import locale
if locale.IsYMIR() or locale.IsCHEONMA():
from uiCharacter_new import *
elif locale.IsJAPAN():
from uiCharacter_new import *
elif locale.IsNEWCIBN():
from uiCharacter_new import *
elif locale.IsBRAZIL():
from uiCharacter_new import *
elif locale.IsCANADA():
from uiCharacter_new import *
elif locale.IsTAIWAN():
from uiCharacter_new import *
elif locale.IsHONGKONG():
from uiCharacter_new import *
elif locale.IsEUROPE():
from uiCharacter_new import *
else:
from uiCharacter_old import *
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02/05/2010, 16:29
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#21
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elite*gold: 0
Join Date: Jun 2009
Posts: 1,094
Received Thanks: 192
|
Quote:
Originally Posted by Saaja
Uicharacter von DE Client:
Uicharacter vom China Client:
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bei mir geht jetzt immer metin is aus nachdem einloggn -.-
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02/05/2010, 16:46
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#22
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elite*gold: 190
Join Date: Nov 2008
Posts: 1,670
Received Thanks: 3,368
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mach mal n screenshot als beweis von deinem GM-account lvl 99
wenns wirklich geht, kriegste n Thanks - nicht nur von mir, weil dir dann viel mehr leute glauben
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02/05/2010, 16:54
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#23
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elite*gold: 47
Join Date: Dec 2009
Posts: 370
Received Thanks: 57
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geht nicht
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02/05/2010, 16:55
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#24
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elite*gold: 23
Join Date: Oct 2007
Posts: 1,462
Received Thanks: 1,967
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Fail
In der uichar is nix mit lvl anzeige
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02/05/2010, 17:09
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#25
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elite*gold: 0
Join Date: Aug 2009
Posts: 13,341
Received Thanks: 22,454
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Ohh garnicht gesehen... wrong Section.
#moved
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02/05/2010, 17:12
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#26
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elite*gold: 1
Join Date: Jun 2008
Posts: 1,121
Received Thanks: 357
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die lvl anzeige is in der uitarget!!1!!
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02/05/2010, 17:15
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#27
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elite*gold: 0
Join Date: Oct 2009
Posts: 74
Received Thanks: 28
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Quote:
Originally Posted by HammaGeilDu
och ne sry man kann grade nit machen mit root dinger weil ich bei meiner oma bin^^
und sie hat kein metin2^^
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Ach du Kacke deine Oma hat kein metin? Omg Du arme sau xD
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02/05/2010, 17:15
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#28
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elite*gold: 0
Join Date: Aug 2009
Posts: 937
Received Thanks: 306
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funkt es oder nicht? eine klare aussage seh ich immernoch nicht ^^
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02/05/2010, 17:17
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#29
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elite*gold: 47
Join Date: Dec 2009
Posts: 370
Received Thanks: 57
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aha und schon probiert ob du die einbinden kannst und auch anzeigt ?
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02/05/2010, 17:25
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#30
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elite*gold: 2
Join Date: Apr 2009
Posts: 458
Received Thanks: 53
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geht ned^^
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