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Problem with costume button and i-shop button


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Hi,i have a new problem with costume button and i-shop button..i press and don't work.

Today i implemented 4 inventory page,no problem with 4 inventory page but now don't work costume button and i-shop button

sysser client

0829 22:54:29988 :: CRaceManager::GetRaceDataPointer: cannot load data by dwRaceIndex 20406
0829 22:54:29991 :: CPythonCharacterManager::CreateInstance VID[14734] Race[20406]

 

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Acum 35 minute, Catii a spus:

maybe when you added the new buttons for the inventory you accidentally deleted the the lines that connects the button to the code. That syser dosen''t show anything regarding your problem.

https://pastebin.ro/IlyP4zOCr4 inventorywindow

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Acum 1 oră, Catii a spus:

put here uiiventory.py from root

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 # 개인상점 열동안 ItemMove 방지
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()

		if localeInfo.IsARABIC() == 0:
			self.AdjustPositionAndSize()

	def CloseInventory(self):
		self.wndBeltInventoryLayer.Hide()
		self.expandBtn.Show()

		if localeInfo.IsARABIC() == 0:
			self.AdjustPositionAndSize()

	## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다..
	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 localeInfo.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		# 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ
	isOpenedBeltWindowWhenClosingInventory = 0		# 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ

	def __init__(self):
		ui.ScriptWindow.__init__(self)

		self.isOpenedBeltWindowWhenClosingInventory = 0		# 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ

		self.__LoadWindow()

	def __del__(self):
		ui.ScriptWindow.__del__(self)

	def Show(self):
		self.__LoadWindow()

		ui.ScriptWindow.Show(self)

		# 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함.
		if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
			self.wndCostume.Show()

		# 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함.
		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.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))

		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()			# 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가?
			self.wndCostume.Close()

		if self.wndBelt:
			self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory()		# 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가?
			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.inventoryTab[self.inventoryPageIndex].SetUp()
		self.inventoryPageIndex = page
		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")

	# 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) # 인벤토리 990000 제한 버그 수정

	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 == 0이면 소켓을 비운다.
			if 0 == itemCount:
				self.wndItem.ClearSlot(i)
				continue
			elif 1 == itemCount:
				itemCount = 0

			itemVnum = getItemVNum(slotNumber)
			setItemVNum(i, itemVnum, itemCount)

			## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo]
			if constInfo.IS_AUTO_POTION(itemVnum):
				# metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량
				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(localeInfo.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):
				## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가
				net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY)
				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, 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

		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")

			## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites]
			if player.IsEquipmentSlot(dstItemSlotPos):

				## 들고 있는 아이템이 장비일때만
				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)
			## 안티 플레그 검사 빠져서 추가
			## 20140220
			if item.IsAntiFlag(item.ANTIFLAG_SELL):
				popup = uiCommon.PopupDialog()
				popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM)
				popup.SetAcceptEvent(self.__OnClosePopupDialog)
				popup.Open()
				self.popup = popup
				return

			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

			constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)

	def __OnClosePopupDialog(self):
		self.pop = None

	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):
		"다른 아이템에 사용할 수 있는 아이템인가?"

		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):
		"대상 아이템에 사용할 수 있는가?"

		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(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

			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):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
			return

		net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)

	def __SendUseItemPacket(self, slotPos):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		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):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		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()

 

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If you would not be that lazy to google up the actual syserr you ll find out whats happening, but your issue might be either the 4 slot innventory since you claim it worked before, or the buttons r fucked up and wont work as they should, try reverting the code.

Engineer @ CNH Industrial

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