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Sogma

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Posts posted by Sogma

  1. Hi,

    I have extended the Anti EXP 'System' for party scenarios.
    When sharing EXP as a party, members with Anti EXP enabled will be excluded from the share and the experience points that player misses will be shared across the other party members.

    Parties have the feature of a set experience bonus which, by default, ranges from 12% - 100% based on the count of members in range of the party leader.
    Players will be excluded from the member count when Anti EXP is enabled, this way you can't just create a full-house party and funnel all the EXP + the 100% bonus to one player.

    I am scripting on top of this piece of work.

    Spoiler
    CommonDefines/Service.h (whatever you use)
      #define ANTIEXP_GROUP_EX
      
    char_battle.cpp
        struct FPartyTotaler
        {
            int        total;
            int        member_count;
            int        x, y;
            FPartyTotaler(LPCHARACTER center)
                : total(0), member_count(0), x(center->GetX()), y(center->GetY())
            {};
            void operator () (LPCHARACTER ch)
            {
                if (DISTANCE_APPROX(ch->GetX() - x, ch->GetY() - y) <= PARTY_DEFAULT_RANGE)
                {
    #ifdef ANTIEXP_GROUP_EX
                    if (!ch->block_exp)
                    {
                        total += __GetPartyExpNP(ch->GetLevel());
                        ++member_count;
                    }
    #else
                    total += __GetPartyExpNP(ch->GetLevel());
                    ++member_count;
    #endif
                }
            }
        };
    
    party.cpp
      int CParty::ComputePartyBonusExpPercent()
      {
        if (GetNearMemberCount() <= 1)
            return 0;
        LPCHARACTER leader = GetLeaderCharacter();
        int iBonusPartyExpFromItem = 0;
        // UPGRADE_PARTY_BONUS
        int iMemberCount=MIN(8, GetNearMemberCount());
    #ifdef ANTIEXP_GROUP_EX
        //reduce member count for exp bonus when members have anti-exp enabled and are in range
        for (TMemberMap::iterator it = m_memberMap.begin(); it != m_memberMap.end(); ++it)
        {
            TMember& rMember = it->second;
            if (rMember.pCharacter && rMember.pCharacter->block_exp && rMember.bNear)
                iMemberCount -= 1;
        }
    #endif
        if (leader && (leader->IsEquipUniqueItem(UNIQUE_ITEM_PARTY_BONUS_EXP) || leader->IsEquipUniqueItem(UNIQUE_ITEM_PARTY_BONUS_EXP_MALL)
            || leader->IsEquipUniqueItem(UNIQUE_ITEM_PARTY_BONUS_EXP_GIFT) || leader->IsEquipUniqueGroup(10010)))
        {
            
            iBonusPartyExpFromItem = 30;
        }
        return iBonusPartyExpFromItem + CHN_aiPartyBonusExpPercentByMemberCount[iMemberCount];
        // END_OF_UPGRADE_PARTY_BONUS
      }

     

     

    • Metin2 Dev 1
    • Good 6
  2. Hi,

     

    I have written a small Powershell script to show you how to translate your quests using Azure Cognitive Services.

     

    I decided to use the Microsoft Azure Cognitive Services, they have a free offer for 2.000.000 translated characters per month, which is enough to mess around for me.

     

    First thing you have to do is to create a free Microsoft Azure Account.

     

    https://azure.microsoft.com/en-us/free/

     

    Then add a subscription to the Cognitive Services by searching for 'Translator' in the topmost search bar.

     


    https://metin2.download/picture/MrhP80TxO11e6usYx1TxTdm011GW7Ren/.png

     

    Create a new Translator. Take care with the setting 'Region'. Set this value to 'global', otherwise you can't authenticate with your secret key against the API if you use Powershell as I do.

    For the pricing tier select 'F0', this tier grants you 2.000.000 free characters for translation.

     

    Ignore the 'Tags' options page and create your resource.

     

    After you have created your Cognitive Service resource, you will be guided to your management board of the Translator.

     

    There you can find your API keys which you will need to authenticate against the API.

     

     

    https://metin2.download/picture/H5613YE2Uwnjrlukr358U9xjeKNl4kEA/.png

     

    Now you are ready-to-go to use the resource.

     

    This is the hidden content, please
    I will provide a sample script which shows how to use the API.

     

    Feel free to ask questions or share your thoughts.

    • Lmao 1
    • Good 4
    • Love 3
  3. @xP3NG3Rx there is a bug in your code. If a player drops a polymorph item (70104 for example) from the inventory, all players in render distance will be kicked and won't be able to login until the item de-spawns.

    Changes to fix this error:

    Client/UserInterface/PythonItem.cpp -> Search for funtion void CPythonItem::CreateItem
     

    //find:
    
    switch (pItemData->GetType())
    	{
    		
    		case CItemData::ITEM_TYPE_POLYMORPH:
        
        
    //replace/modify the whole case statement with/like this
        	case CItemData::ITEM_TYPE_POLYMORPH:
    		{
    			const char* c_szTmp;
    			CPythonNonPlayer& rkNonPlayer = CPythonNonPlayer::Instance();
    			//Bugfix -> added if clause so that player-dropped items do not crash the client
    			if (rkNonPlayer.GetName(alSockets[0], &c_szTmp))
    				len += snprintf(szItemName, sizeof(szItemName), "%s", c_szTmp);
    			break;
    		}

     

    Hope this helps someone

    • Love 1
  4. Hi,

    as the topic says every ranged attacks and skills are invisible. I have no clue what the issue is and I'm really really stuck atm. The errorlogs clientside and serverside give no hints to my problem so I hoped that one of you guys can give me a solution.

    The problem is very urgent, so maybe we can talk about some sort of reward.

    Please write me a personal messages so we can share contact information.

    Kind regards

  5. Here it is.

    Spoiler
    
    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 uiOfflineShopBuilder
    import uiOfflineShop
    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.offlineShopButton = self.GetChild2("OfflineShopButton")
    			
    			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.inventoryTab.append(self.GetChild("Inventory_Tab_05"))
    			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[4].SetEvent(lambda arg=4: 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_DROP_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.inventoryPageIndex = page
    		self.inventoryTab[(page+1)%5].SetUp()
    		self.inventoryTab[(page+2)%5].SetUp()
    		self.inventoryTab[(page+3)%5].SetUp()
    		self.inventoryTab[(page+4)%5].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(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_DROP_QUESTION_DIALOG_STATUS(0)
    
    	## Slot Event
    	def SelectEmptySlot(self, selectedSlotPos):
    		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
    			return
    
    		selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos)
    
    		if mouseModule.mouseController.isAttached():
    
    			attachedSlotType = mouseModule.mouseController.GetAttachedType()
    			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
    			attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
    			attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()
    
    			if player.SLOT_TYPE_INVENTORY == attachedSlotType:
    				itemCount = player.GetItemCount(attachedSlotPos)
    				attachedCount = mouseModule.mouseController.GetAttachedItemCount()
    				self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount)
    
    				if item.IsRefineScroll(attachedItemIndex):
    					self.wndItem.SetUseMode(False)
    
    			elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType:
    				mouseModule.mouseController.RunCallBack("INVENTORY")
    				
    			elif player.SLOT_TYPE_OFFLINE_SHOP == attachedSlotType:
    				mouseModule.mouseController.RunCallBack("INVENTORY")
    
    			elif player.SLOT_TYPE_SHOP == attachedSlotType:
    				net.SendShopBuyPacket(attachedSlotPos)
    
    			elif player.SLOT_TYPE_SAFEBOX == attachedSlotType:
    
    				if player.ITEM_MONEY == attachedItemIndex:
    					net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
    					snd.PlaySound("sound/ui/money.wav")
    
    				else:
    					net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos)
    
    			elif player.SLOT_TYPE_MALL == attachedSlotType:
    				net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos)
    
    			mouseModule.mouseController.DeattachObject()
    
    	def SelectItemSlot(self, itemSlotIndex):
    		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
    			return
    
    		itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex)
    
    		if mouseModule.mouseController.isAttached():
    			attachedSlotType = mouseModule.mouseController.GetAttachedType()
    			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
    			attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex()
    
    			if player.SLOT_TYPE_INVENTORY == attachedSlotType:
    				self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex)
    
    			mouseModule.mouseController.DeattachObject()
    
    		else:
    
    			curCursorNum = app.GetCursor()
    			if app.SELL == curCursorNum:
    				self.__SellItem(itemSlotIndex)
    				
    			elif app.BUY == curCursorNum:
    				chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO)
    
    			elif app.IsPressed(app.DIK_LALT):
    				link = player.GetItemLink(itemSlotIndex)
    				ime.PasteString(link)
    
    			elif app.IsPressed(app.DIK_LSHIFT):
    				itemCount = player.GetItemCount(itemSlotIndex)
    				
    				if itemCount > 1:
    					self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE)
    					self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem))
    					self.dlgPickMoney.Open(itemCount)
    					self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex
    				#else:
    					#selectedItemVNum = player.GetItemIndex(itemSlotIndex)
    					#mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum)
    
    			elif app.IsPressed(app.DIK_LCONTROL):
    				itemIndex = player.GetItemIndex(itemSlotIndex)
    
    				if True == item.CanAddToQuickSlotItem(itemIndex):
    					player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex)
    				else:
    					chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM)
    
    			else:
    				selectedItemVNum = player.GetItemIndex(itemSlotIndex)
    				itemCount = player.GetItemCount(itemSlotIndex)
    				mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount)
    				
    				if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex):				
    					self.wndItem.SetUseMode(True)
    				else:					
    					self.wndItem.SetUseMode(False)
    
    				snd.PlaySound("sound/ui/pick.wav")
    
    	def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
    		if srcItemSlotPos == dstItemSlotPos:
    			return
    	         	
    		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_DROP_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_DROP_QUESTION_DIALOG_STATUS():
    			return
    
    		slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex)
    
    		if app.ENABLE_DRAGON_SOUL_SYSTEM:
    			if self.wndDragonSoulRefine.IsShow():
    				self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1)
    				return
    
    		self.__UseItem(slotIndex)
    		mouseModule.mouseController.DeattachObject()
    		self.OverOutItem()
    
    	def __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_DROP_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
    			
    		if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
    			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
    			return
    			
    		if (uiOfflineShop.IsEditingOfflineShop()):
    			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_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
    			
    		if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
    			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
    			return
    			
    		if (uiOfflineShop.IsEditingOfflineShop()):
    			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_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
    			
    		if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
    			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP)
    			return
    			
    		if (uiOfflineShop.IsEditingOfflineShop()):
    			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_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()
    						

     

     

  6. Hi,

    I just started a new local Server and compiled the mainline_released source for DB, Game and Binary. I added 5 inventory pages and the weapon costume system.

    The Client I use is the 40250 Test Client.

    Now my problem is that I can't open the costume window. The button simply doesn't work. This is my locale_de inventorywindow.py

    Spoiler
    
    import uiScriptLocale
    import item
    
    EQUIPMENT_START_INDEX = 225
    
    window = {
    	"name" : "InventoryWindow",
    
    	## 600 - (width + 오른쪽으로 부터 띄우기 24 px)
    	"x" : SCREEN_WIDTH - 176,
    	"y" : SCREEN_HEIGHT - 37 - 565,
    
    	"style" : ("movable", "float",),
    
    	"width" : 176,
    	"height" : 565,
    
    	"children" :
    	(
    		## Inventory, Equipment Slots
    		{
    			"name" : "board",
    			"type" : "board",
    			"style" : ("attach",),
    
    			"x" : 0,
    			"y" : 0,
    
    			"width" : 176,
    			"height" : 565,
    
    			"children" :
    			(
    				## Title
    				{
    					"name" : "TitleBar",
    					"type" : "titlebar",
    					"style" : ("attach",),
    
    					"x" : 8,
    					"y" : 7,
    
    					"width" : 161,
    					"color" : "yellow",
    
    					"children" :
    					(
    						{ "name":"TitleName", "type":"text", "x":77, "y":3, "text":uiScriptLocale.INVENTORY_TITLE, "text_horizontal_align":"center" },
    					),
    				},
    
    				## Equipment Slot
    				{
    					"name" : "Equipment_Base",
    					"type" : "image",
    
    					"x" : 10,
    					"y" : 33,
    
    					"image" : "d:/ymir work/ui/equipment_bg_with_ring.tga",
    
    					"children" :
    					(
    
    						{
    							"name" : "EquipmentSlot",
    							"type" : "slot",
    
    							"x" : 3,
    							"y" : 3,
    
    							"width" : 150,
    							"height" : 182,
    
    							"slot" : (
    										{"index":EQUIPMENT_START_INDEX+0, "x":39, "y":37, "width":32, "height":64},
    										{"index":EQUIPMENT_START_INDEX+1, "x":39, "y":2, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+2, "x":39, "y":145, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+3, "x":75, "y":67, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+4, "x":3, "y":3, "width":32, "height":96},
    										{"index":EQUIPMENT_START_INDEX+5, "x":114, "y":67, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+6, "x":114, "y":35, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+7, "x":2, "y":145, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+8, "x":75, "y":145, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+9, "x":114, "y":2, "width":32, "height":32},
    										{"index":EQUIPMENT_START_INDEX+10, "x":75, "y":35, "width":32, "height":32},
    										## 새 반지1
    										{"index":item.EQUIPMENT_RING1, "x":2, "y":106, "width":32, "height":32},
    										## 새 반지2
    										{"index":item.EQUIPMENT_RING2, "x":75, "y":106, "width":32, "height":32},
    										## 새 벨트
    										{"index":item.EQUIPMENT_BELT, "x":39, "y":106, "width":32, "height":32},
    									),
    						},
    						## Dragon Soul Button
    						##{
    						##	"name" : "DSSButton",
    						##	"type" : "button",
    
    						##	"x" : 114,
    						##	"y" : 107,
    
    						##	"tooltip_text" : uiScriptLocale.TASKBAR_DRAGON_SOUL,
    
    						##	"default_image" : "d:/ymir work/ui/dragonsoul/dss_inventory_button_01.tga",
    						##	"over_image" : "d:/ymir work/ui/dragonsoul/dss_inventory_button_02.tga",
    						##	"down_image" : "d:/ymir work/ui/dragonsoul/dss_inventory_button_03.tga",
    						##},				
    						## MallButton
    						{
    							"name" : "MallButton",
    							"type" : "button",
    
    							"x" : 118,
    							"y" : 148,
    
    							"tooltip_text" : uiScriptLocale.MALL_TITLE,
    
    							"default_image" : "d:/ymir work/ui/game/TaskBar/Mall_Button_01.tga",
    							"over_image" : "d:/ymir work/ui/game/TaskBar/Mall_Button_02.tga",
    							"down_image" : "d:/ymir work/ui/game/TaskBar/Mall_Button_03.tga",
    						},
    						## CostumeButton
    						{
    							"name" : "CostumeButton",
    							"type" : "button",
    
    							"x" : 78,
    							"y" : 5,
    
    							"tooltip_text" : uiScriptLocale.COSTUME_TITLE,
    
    							"default_image" : "d:/ymir work/ui/game/costume_button_01.tga",
    							"over_image" : "d:/ymir work/ui/game/costume_button_02.tga",
    							"down_image" : "d:/ymir work/ui/game/costume_button_03.tga",
    						},						
    						{
    							"name" : "Equipment_Tab_01",
    							"type" : "radio_button",
    
    							"x" : 86,
    							"y" : 161,
    
    							"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    							"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    							"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    
    							"children" :
    							(
    								{
    									"name" : "Equipment_Tab_01_Print",
    									"type" : "text",
    
    									"x" : 0,
    									"y" : 0,
    
    									"all_align" : "center",
    
    									"text" : "I",
    								},
    							),
    						},
    						{
    							"name" : "Equipment_Tab_02",
    							"type" : "radio_button",
    
    							"x" : 86 + 32,
    							"y" : 161,
    
    							"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    							"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    							"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    
    							"children" :
    							(
    								{
    									"name" : "Equipment_Tab_02_Print",
    									"type" : "text",
    
    									"x" : 0,
    									"y" : 0,
    
    									"all_align" : "center",
    
    									"text" : "II",
    								},
    							),
    						},
    
    					),
    				},
    
    				{
    					"name" : "Inventory_Tab_01",
    					"type" : "radio_button",
    
    					"x" : 7,
    					"y" : 33 + 191,
    
    					"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    					"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    					"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    					"tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_1,
    
    					"children" :
    					(
    						{
    							"name" : "Inventory_Tab_01_Print",
    							"type" : "text",
    
    							"x" : 0,
    							"y" : 0,
    
    							"all_align" : "center",
    
    							"text" : "I",
    						},
    					),
    				},
    				{
    					"name" : "Inventory_Tab_02",
    					"type" : "radio_button",
    
    					"x" : 7 + 32,
    					"y" : 33 + 191,
    
    					"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    					"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    					"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    					"tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_2,
    
    					"children" :
    					(
    						{
    							"name" : "Inventory_Tab_02_Print",
    							"type" : "text",
    
    							"x" : 0,
    							"y" : 0,
    
    							"all_align" : "center",
    
    							"text" : "II",
    						},
    					),
    				},
    				{
    					"name" : "Inventory_Tab_03",
    					"type" : "radio_button",
    
    					"x" : 7 + 32*2,
    					"y" : 33 + 191,
    
    					"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    					"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    					"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    					"tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_3,
    
    					"children" :
    					(
    						{
    							"name" : "Inventory_Tab_03_Print",
    							"type" : "text",
    
    							"x" : 0,
    							"y" : 0,
    
    							"all_align" : "center",
    
    							"text" : "III",
    						},
    					),
    				},
    				{
    					"name" : "Inventory_Tab_04",
    					"type" : "radio_button",
    
    					"x" : 7 + 32*3,
    					"y" : 33 + 191,
    
    					"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    					"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    					"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    					"tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_4,
    
    					"children" :
    					(
    						{
    							"name" : "Inventory_Tab_04_Print",
    							"type" : "text",
    
    							"x" : 0,
    							"y" : 0,
    
    							"all_align" : "center",
    
    							"text" : "IV",
    						},
    					),
    				},
    				{
    					"name" : "Inventory_Tab_05",
    					"type" : "radio_button",
    
    					"x" : 7 + 32*4,
    					"y" : 33 + 191,
    
    					"default_image" : "d:/ymir work/ui/game/windows/tab_button_small_01.sub",
    					"over_image" : "d:/ymir work/ui/game/windows/tab_button_small_02.sub",
    					"down_image" : "d:/ymir work/ui/game/windows/tab_button_small_03.sub",
    					"tooltip_text" : uiScriptLocale.INVENTORY_PAGE_BUTTON_TOOLTIP_5,
    
    					"children" :
    					(
    						{
    							"name" : "Inventory_Tab_05_Print",
    							"type" : "text",
    
    							"x" : 0,
    							"y" : 0,
    
    							"all_align" : "center",
    
    							"text" : "V",
    						},
    					),
    				},
    
    				## Item Slot
    				{
    					"name" : "ItemSlot",
    					"type" : "grid_table",
    
    					"x" : 8,
    					"y" : 246,
    
    					"start_index" : 0,
    					"x_count" : 5,
    					"y_count" : 9,
    					"x_step" : 32,
    					"y_step" : 32,
    
    					"image" : "d:/ymir work/ui/public/Slot_Base.sub"
    				},
    
    				## Print
    				{
    					"name":"Money_Slot",
    					"type":"button",
    
    					"x":8,
    					"y":28,
    
    					"horizontal_align":"center",
    					"vertical_align":"bottom",
    
    					"default_image" : "d:/ymir work/ui/public/parameter_slot_05.sub",
    					"over_image" : "d:/ymir work/ui/public/parameter_slot_05.sub",
    					"down_image" : "d:/ymir work/ui/public/parameter_slot_05.sub",
    
    					"children" :
    					(
    						{
    							"name":"Money_Icon",
    							"type":"image",
    
    							"x":-18,
    							"y":2,
    
    							"image":"d:/ymir work/ui/game/windows/money_icon.sub",
    						},
    
    						{
    							"name" : "Money",
    							"type" : "text",
    
    							"x" : 3,
    							"y" : 3,
    
    							"horizontal_align" : "right",
    							"text_horizontal_align" : "right",
    
    							"text" : "123456789",
    						},
    					),
    				},
    
    			),
    		},
    	),
    }

     

    The button looks like this

    bf2668f47e0a46438910943469337de2.png

     

    Thanks for any help in advance.

  7. Hi,

    i just finished setting up a local machine in VirtualBox running at 192.168.30.100. I can connect via Navicat to the database and I am able to ping the server from the Windows command promt at my host. There is just one Problem...

    When I try to start the server with the bash-script start.sh it just starts the mysql-server, nothing else. There are no kind of logs to be found. Maybe I am getting something wrong in the bash script?

    	#!/bin/sh
    	cd /usr/home/Zyterios/Loginserver/Datenbank && ./db -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Loginserver/Auth && ./auth -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Channel1/core1 && ./game -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Channel1/core2 && ./game -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Channel1/core3 && ./game -I 192.168.30.1000 &
    sleep 1
    	cd /usr/home/Zyterios/Channel1/core4 && ./game -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Channel1/core5 && ./game -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Channel1/core6 && ./game -I 192.168.30.100 &
    sleep 1
    	cd /usr/home/Zyterios/Channel99 && ./game -I 192.168.30.100 &
    sleep 1
    echo "Server wurde gestartet!"
    	

  8. Hi everyone,

    is there anyone out there who can help me with this error?

    A user of my server, which is still in the testing phase, told me that he has some troubles with attacking as a shaman. He told me that only the first hit deals damage. In an other topic there was a user with the same problem, but none of you could - or would - help him, so I'm asing for myself since the other topic is outdated.

    Sincerly,

    Sogma

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