Today I want to share the clientside parts of the original belt system.
This is the original version so it contains new built-in variables and functions about the belt system.
Those built-ins available in metin2clien_r4xxxx.exe (41200).
Ehm yeah the bin_r41200 already containing the new rings method too.
I collected every touched files by belt.
################################################## ################
## ��� �߰��� '��Ʈ' ������ Ÿ��, ��Ʈ�� ���Ͽ� ��� ������ ���..
## ��Ʈ�� ���Ͻı���� �Ǽ������� �����ϱ� ������, � �Ǽ����� ��� �ϵ��ڵ�ó�� �̷������ �� ��ۿ� ���..
def GET_BELT_MATERIAL_VNUM(vnum, subType = 0):
# ����� ��� ��Ʈ���� �ϳ��� ������(#18900)�� ���� ����
return 18900
## ��� �߰��� '��Ʈ' ������ Ÿ��, ��Ʈ�� ���Ͽ� ��� ������ ���..
## ��Ʈ�� ���Ͻı���� �Ǽ������� �����ϱ� ������, � �Ǽ����� ��� �ϵ��ڵ�ó�� �̷������ �� ��ۿ� ���..
def GET_BELT_MATERIAL_VNUM(vnum, subType = 0):
# ����� ��� ��Ʈ���� �ϳ��� ������(#18900)�� ���� ����
return 18900
Code:
def GetMetinSocketType(self, number): if player.METIN_SOCKET_TYPE_NONE == number: return player.METIN_SOCKET_TYPE_NONE elif player.METIN_SOCKET_TYPE_SILVER == number: return player.METIN_SOCKET_TYPE_SILVER elif player.METIN_SOCKET_TYPE_GOLD == number: return player.METIN_SOCKET_TYPE_GOLD else: item.SelectItem(number) if item.METIN_NORMAL == item.GetItemSubType(): return player.METIN_SOCKET_TYPE_SILVER elif item.METIN_GOLD == item.GetItemSubType(): return player.METIN_SOCKET_TYPE_GOLD elif "USE_PUT_INTO_ACCESSORY_SOCKET" == item.GetUseType(number): return player.METIN_SOCKET_TYPE_SILVER elif "USE_PUT_INTO_RING_SOCKET" == item.GetUseType(number): return player.METIN_SOCKET_TYPE_SILVER elif "USE_PUT_INTO_BELT_SOCKET" == item.GetUseType(number): return player.METIN_SOCKET_TYPE_SILVER return player.METIN_SOCKET_TYPE_NONE def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1): ### Weapon ### if item.ITEM_TYPE_WEAPON == itemType: ...#blabla ### Ring Slot Item (Not UNIQUE) ### elif item.ITEM_TYPE_RING == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) #���� ���� �ı��� ����ؼ� ���� ��ȹ ��� #self.__AppendAccessoryMetinSlotInfo(metinSlot, 99001) ### Belt Item ### elif item.ITEM_TYPE_BELT == itemType: self.__AppendLimitInformation() self.__AppendAffectInformation() self.__AppendAttributeInformation(attrSlot) self.__AppendAccessoryMetinSlotInfo(metinSlot, constInfo.GET_BELT_MATERIAL_VNUM(itemVnum)) ## �ڽ��� ������ ## elif 0 != isCostumeItem: ...#blabla
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 # ���� ������ ItemMove ����
import locale
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()
if locale.IsARABIC() == 0:
self.AdjustPositionAndSize()
def CloseInventory(self):
self.wndBeltInventoryLayer.Hide()
self.expandBtn.Show()
if locale.IsARABIC() == 0:
self.AdjustPositionAndSize()
## ���� �κ��丮 �ġ�� ������� BASE �ġ�� ���, ����.. ���� �ϵ��ڵ��ϱ� ��� ���� ����� ���..
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))
if locale.IsARABIC() :
self.expandBtn.SetPosition(self.expandBtn.GetWidth() - 2, 15)
self.wndBeltInventoryLayer.SetPosition(self.wndBeltInventoryLayer.GetWidth() - 5, 0)
self.minBtn.SetPosition(self.minBtn.GetWidth() + 3, 15)
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 # �κ��丮 ��� �� �ڽ����� �����־���� ����-_-; ���̹� ����
isOpenedBeltWindowWhenClosingInventory = 0 # �κ��丮 ��� �� ��Ʈ �κ��丮�� �����־���� ����-_-; ���̹� ����
def __init__(self):
ui.ScriptWindow.__init__(self)
self.isOpenedBeltWindowWhenClosingInventory = 0 # �κ��丮 ��� �� ��Ʈ �κ��丮�� �����־���� ����-_-; ���̹� ����
self.__LoadWindow()
def __del__(self):
ui.ScriptWindow.__del__(self)
def Show(self):
self.__LoadWindow()
ui.ScriptWindow.Show(self)
# �κ��丮�� ��� �� �ڽ����� �����־�ٸ� �κ��丮�� �� �� �ڽ��� ���� ������ ��.
if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
self.wndCostume.Show()
# �κ��丮�� ��� �� ��Ʈ �κ��丮�� �����־�ٸ� ���� ������ ��.
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.mallButton = self.GetChild2("MallButton")
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.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[0].Down()
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))
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.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 constInfo.GET_ITEM_QUESTION_DIALOG_STATUS():
self.OnCloseQuestionDialog()
return
if None != self.tooltipItem:
self.tooltipItem.HideToolTip()
if self.wndCostume:
self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # �κ��丮 â�� ���� �� �ڽ����� ���� �־�°�?
self.wndCostume.Close()
if self.wndBelt:
self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # �κ��丮 â�� ���� �� ��Ʈ �κ��丮�� ���� �־�°�?
print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
self.wndBelt.Close()
if self.dlgPickMoney:
self.dlgPickMoney.Close()
wndMgr.Hide(self.hWnd)
def Close(self):
self.Hide()
def SetInventoryPage(self, page):
self.inventoryPageIndex = page
self.inventoryTab[1-page].SetUp()
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")
# 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(locale.PICK_MONEY_TITLE)
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
self.dlgPickMoney.Open(curMoney)
self.dlgPickMoney.SetMax(7) # �κ��丮 990000 ��� ��� ���
def OnPickMoney(self, money):
mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money)
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 (app.ENABLE_NEW_EQUIPMENT_SYSTEM and 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 == 0�̸� ����� ����.
if 0 == itemCount:
self.wndItem.ClearSlot(i)
continue
elif 1 == itemCount:
itemCount = 0
itemVnum = getItemVNum(slotNumber)
setItemVNum(i, itemVnum, itemCount)
## �ڵ����� (HP: #72723 ~ #72726, SP: #72727 ~ #72730) Ư��ó�� - �������ε��� ���Կ� Ȱ��ȭ/��Ȱ��ȭ ǥ�ø� ��� �۾��� - [hyo]
if constInfo.IS_AUTO_POTION(itemVnum):
# metinSocket - [0] : Ȱ��ȭ ����, [1] : ����� ��, [2] : �ִ� �뷮
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
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(locale.NumberToMoneyString(money))
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 not self.questionDialog:
return
self.questionDialog.Close()
self.questionDialog = None
constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0)
## Slot Event
def SelectEmptySlot(self, selectedSlotPos):
if constInfo.GET_ITEM_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_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, locale.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(locale.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, locale.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
# cyh itemseal 2013 11 08
if item.IsSealScroll(srcItemVID):
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
elif 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")
## �̵���Ų ���� ���� ������ ��� ������� ����ؼ� ���� ��Ų�� - [levites]
if player.IsEquipmentSlot(dstItemSlotPos):
## ��� �ִ� �������� ����϶���
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(locale.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
constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)
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, locale.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, locale.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, locale.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, locale.REFINE_FAILURE_UPGRADE_DISABLE_ITEM)
elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.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, locale.REFINE_FAILURE_METIN_INSEPARABLE_ITEM)
return
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(locale.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, locale.REFINE_FAILURE_CAN_NOT_ATTACH(itemName))
if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_SOCKET(itemName))
elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_GOLD_SOCKET(itemName))
elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.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):
"�ٸ� �����ۿ� ����� �� �ִ� �������ΰ�?"
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):
"��� �����ۿ� ����� �� �ִ°�?"
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_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 __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(locale.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
constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)
else:
self.__SendUseItemPacket(slotIndex)
#net.SendItemUsePacket(slotIndex)
def __UseItemQuestionDialog_OnCancel(self):
self.OnCloseQuestionDialog()
def __UseItemQuestionDialog_OnAccept(self):
self.__SendUseItemPacket(self.questionDialog.slotIndex)
self.OnCloseQuestionDialog()
def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
# ���λ�� ���� �ִ� ���� ������ ��� ����
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP)
return
net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
def __SendUseItemPacket(self, slotPos):
# ���λ�� ���� �ִ� ���� ������ ��� ����
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP)
return
net.SendItemUsePacket(slotPos)
def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
# ���λ�� ���� �ִ� ���� ������ ��� ����
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, locale.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()
uiscript/
Code:
import uiScriptLocale
import item
BELT_START_INDEX = item.BELT_INVENTORY_SLOT_START
window = {
"name" : "BeltInventoryWindow",
## 600 - (width + �������� ���� ���� 24 px)
"x" : SCREEN_WIDTH - 176 - 148,
"y" : SCREEN_HEIGHT - 37 - 565 + 209 + 32,
# "x" : -148,
# "y" : 241,
"width" : 148,
"height" : 139,
"type" : "image",
"image" : "d:/ymir work/ui/game/belt_inventory/bg.tga",
"children" :
(
## Expand Buttons
{
"name" : "ExpandBtn",
"type" : "button",
"x" : 2,
"y" : 15,
"default_image" : "d:/ymir work/ui/game/belt_inventory/btn_expand_normal.tga",
"over_image" : "d:/ymir work/ui/game/belt_inventory/btn_expand_over.tga",
"down_image" : "d:/ymir work/ui/game/belt_inventory/btn_expand_down.tga",
"disable_image" : "d:/ymir work/ui/game/belt_inventory/btn_expand_disabled.tga",
},
## Belt Inventory Layer (include minimize button)
{
"name" : "BeltInventoryLayer",
# "type" : "board",
# "style" : ("attach", "float"),
"x" : 5,
"y" : 0,
"width" : 148,
"height" : 139,
"children" :
(
## Minimize Button
{
"name" : "MinimizeBtn",
"type" : "button",
"x" : 2,
"y" : 15,
"width" : 10,
"default_image" : "d:/ymir work/ui/game/belt_inventory/btn_minimize_normal.tga",
"over_image" : "d:/ymir work/ui/game/belt_inventory/btn_minimize_over.tga",
"down_image" : "d:/ymir work/ui/game/belt_inventory/btn_minimize_down.tga",
"disable_image" : "d:/ymir work/ui/game/belt_inventory/btn_minimize_disabled.tga",
},
## Real Belt Inventory Board
{
"name" : "BeltInventoryBoard",
"type" : "board",
"style" : ("attach", "float"),
"x" : 10,
"y" : 0,
"width" : 138,
"height" : 139,
"children" :
(
## Belt Inventory Slots
{
"name" : "BeltInventorySlot",
"type" : "grid_table",
"x" : 5,
"y" : 5,
"start_index" : BELT_START_INDEX,
"x_count" : 4,
"y_count" : 4,
"x_step" : 32,
"y_step" : 32,
"image" : "d:/ymir work/ui/public/Slot_Base.sub"
},
),
},
)
},
),
}
If this is already public I'm sorry, I did not know.
Ps.: The images of the BeltWindow already pub.
I you copy these in your client that will not work!







