Shichirojii 8 Posted May 28, 2014 Share Posted May 28, 2014 Anyone know fix for this error? 0529 01:34:30279 :: uiInventory.py(line:550) RefreshBonus ui.py(line:2715) GetChild InventoryWindow.RefreshBonus.BindObject - <type 'exceptions.KeyError'>:'Sword_def_Value' 0529 01:34:30279 :: ============================================================================================================ 0529 01:34:30279 :: Abort!!!! Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 2, 2014 Author Share Posted June 2, 2014 up Link to comment Share on other sites More sharing options...
安冲. 0 Posted June 2, 2014 Share Posted June 2, 2014 You have tried to make a bonuspage in your inventory? Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 2, 2014 Author Share Posted June 2, 2014 yes Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 2, 2014 Author Share Posted June 2, 2014 up Link to comment Share on other sites More sharing options...
安冲. 0 Posted June 2, 2014 Share Posted June 2, 2014 Can you send all files changed? Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 3, 2014 Author Share Posted June 3, 2014 import ui import player import mouseModule import net import app import snd import item import player import chat import grp import uiScriptLocale import uiRefine import uiAttachMetin import uiPickMoney import uiCommon import uiPrivateShopBuilder # ItemMove disabled when private shop opened import locale import constInfo import ime import wndMgr ITEM_MALL_BUTTON_ENABLE = TRUE ITEM_FLAG_APPLICABLE = 1 << 14 class CostumeWindow(ui.ScriptWindow): def __init__(self, wndInventory): import exception if not app.ENABLE_COSTUME_SYSTEM: exception.Abort("What do you do?") return if not wndInventory: exception.Abort("wndInventory parameter must be set to InventoryWindow") return ui.ScriptWindow.__init__(self) self.isLoaded = 0 self.wndInventory = wndInventory; self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() self.RefreshCostumeSlot() ui.ScriptWindow.Show(self) def Close(self): self.Hide() def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/CostumeWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: wndEquip = self.GetChild("CostumeSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) except: import exception exception.Abort("CostumeWindow.LoadWindow.BindObject") ## Equipment wndEquip.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot)) self.wndEquip = wndEquip def RefreshCostumeSlot(self): getItemVNum=player.GetItemIndex for i in xrange(item.COSTUME_SLOT_COUNT): slotNumber = item.COSTUME_SLOT_START + i self.wndEquip.SetItemSlot(slotNumber, getItemVNum(slotNumber), 0) self.wndEquip.RefreshSlot() class BeltInventoryWindow(ui.ScriptWindow): def __init__(self, wndInventory): import exception if not app.ENABLE_NEW_EQUIPMENT_SYSTEM: exception.Abort("What do you do?") return if not wndInventory: exception.Abort("wndInventory parameter must be set to InventoryWindow") return ui.ScriptWindow.__init__(self) self.isLoaded = 0 self.wndInventory = wndInventory; self.wndBeltInventoryLayer = None self.wndBeltInventorySlot = None self.expandBtn = None self.minBtn = None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self, openBeltSlot = FALSE): self.__LoadWindow() self.RefreshSlot() ui.ScriptWindow.Show(self) if openBeltSlot: self.OpenInventory() else: self.CloseInventory() def Close(self): self.Hide() def IsOpeningInventory(self): return self.wndBeltInventoryLayer.IsShow() def OpenInventory(self): self.wndBeltInventoryLayer.Show() self.expandBtn.Hide() self.AdjustPositionAndSize() def CloseInventory(self): self.wndBeltInventoryLayer.Hide() self.expandBtn.Show() self.AdjustPositionAndSize() ## ÇöÀç Àκ¥Å丮 À§Ä¡¸¦ ±âÁØÀ¸·Î BASE À§Ä¡¸¦ °è»ê, ¸®ÅÏ.. ¼ýÀÚ ÇϵåÄÚµùÇϱâ Á¤¸» ½ÈÁö¸¸ ¹æ¹ýÀÌ ¾ø´Ù.. def GetBasePosition(self): x, y = self.wndInventory.GetGlobalPosition() return x - 148, y + 241 def AdjustPositionAndSize(self): bx, by = self.GetBasePosition() if self.IsOpeningInventory(): self.SetPosition(bx, by) self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight()) else: self.SetPosition(bx + 138, by); self.SetSize(10, self.GetHeight()) def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: self.ORIGINAL_WIDTH = self.GetWidth() wndBeltInventorySlot = self.GetChild("BeltInventorySlot") self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer") self.expandBtn = self.GetChild("ExpandBtn") self.minBtn = self.GetChild("MinimizeBtn") self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory)) self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory)) for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i wndBeltInventorySlot.SetCoverButton(slotNumber, "d:/ymir work/ui/game/quest/slot_button_01.sub", "d:/ymir work/ui/game/quest/slot_button_01.sub", "d:/ymir work/ui/game/quest/slot_button_01.sub", "d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", FALSE, FALSE) except: import exception exception.Abort("CostumeWindow.LoadWindow.BindObject") ## Equipment wndBeltInventorySlot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem)) wndBeltInventorySlot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem)) wndBeltInventorySlot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndBeltInventorySlot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndBeltInventorySlot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot)) wndBeltInventorySlot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot)) self.wndBeltInventorySlot = wndBeltInventorySlot def RefreshSlot(self): getItemVNum=player.GetItemIndex for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i self.wndBeltInventorySlot.SetItemSlot(slotNumber, getItemVNum(slotNumber), player.GetItemCount(slotNumber)) self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, TRUE) avail = "0" if player.IsAvailableBeltInventoryCell(slotNumber): self.wndBeltInventorySlot.EnableCoverButton(slotNumber) else: self.wndBeltInventorySlot.DisableCoverButton(slotNumber) self.wndBeltInventorySlot.RefreshSlot() class InventoryWindow(ui.ScriptWindow): USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET") questionDialog = None tooltipItem = None wndCostume = None wndBelt = None dlgPickMoney = None sellingSlotNumber = -1 isLoaded = 0 isOpenedCostumeWindowWhenClosingInventory = 0 # Àκ¥Å丮 ´ÝÀ» ¶§ ÄÚ½ºÃõÀÌ ¿·ÁÀÖ¾ú´ÂÁö ¿©ºÎ; ³×ÀÌ¹Ö ¤¸¤µ isOpenedBeltWindowWhenClosingInventory = 0 # Àκ¥Å丮 ´ÝÀ» ¶§ º§Æ® Àκ¥Å丮°¡ ¿·ÁÀÖ¾ú´ÂÁö ¿©ºÎ; ³×ÀÌ¹Ö ¤¸¤µ def __init__(self): ui.ScriptWindow.__init__(self) self.OpenBoniSwitcherEvent = lambda : None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) # Àκ¥Å丮¸¦ ´ÝÀ» ¶§ ÄÚ½ºÃõÀÌ ¿·ÁÀÖ¾ú´Ù¸é Àκ¥Å丮¸¦ ¿ ¶§ ÄÚ½ºÃõµµ °°ÀÌ ¿µµ·Ï ÇÔ. if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume: self.wndCostume.Show() # Àκ¥Å丮¸¦ ´ÝÀ» ¶§ º§Æ® Àκ¥Å丮°¡ ¿·ÁÀÖ¾ú´Ù¸é °°ÀÌ ¿µµ·Ï ÇÔ. if self.wndBelt: self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory) def BindInterfaceClass(self, interface): self.interface = interface def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() if ITEM_MALL_BUTTON_ENABLE: pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py") else: pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py") except: import exception exception.Abort("InventoryWindow.LoadWindow.LoadObject") try: wndItem = self.GetChild("ItemSlot") wndEquip = self.GetChild("EquipmentSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) self.wndMoney = self.GetChild("Money") self.wndMoneySlot = self.GetChild("Money_Slot") self.mallButton = self.GetChild2("MallButton") ##BonusPageDialog self.GetChild("Sword_def_Value").SetText(str(player.GetStatus(69))) self.GetChild("Twohand_def_Value").SetText(str(player.GetStatus(70))) self.GetChild("Knife_def_Value").SetText(str(player.GetStatus(71))) self.GetChild("Bow_def_Value").SetText(str(player.GetStatus(74))) self.GetChild("Bell_def_Value").SetText(str(player.GetStatus(72))) self.GetChild("Fan_def_Value").SetText(str(player.GetStatus(73))) self.GetChild("Magic_def_Value").SetText(str(player.GetStatus(77))) self.GetChild("Poison_def_Value").SetText(str(player.GetStatus(81))) self.GetChild("Warrior_def_Value").SetText(str(player.GetStatus(59))) self.GetChild("Assassin_def_Value").SetText(str(player.GetStatus(60))) self.GetChild("Sura_def_Value").SetText(str(player.GetStatus(61))) self.GetChild("Mage_def_Value").SetText(str(player.GetStatus(62))) self.GetChild("Crit_Value").SetText(str(player.GetStatus(40))) self.GetChild("Pierce_Value").SetText(str(player.GetStatus(41))) self.GetChild("Hitdmg_Value").SetText(str(player.GetStatus(122))) self.GetChild("Skilldmg_Value").SetText(str(player.GetStatus(121))) self.GetChild("Halfhuman_Value").SetText(str(player.GetStatus(43))) self.GetChild("Undead_Value").SetText(str(player.GetStatus(47))) self.GetChild("Devil_Value").SetText(str(player.GetStatus(48))) self.GetChild("Warrior_str_Value").SetText(str(player.GetStatus(54))) self.GetChild("Assassin_str_Value").SetText(str(player.GetStatus(55))) self.GetChild("Sura_str_Value").SetText(str(player.GetStatus(56))) self.GetChild("Mage_str_Value").SetText(str(player.GetStatus(57))) ##BonusPageDialog self.DSSButton = self.GetChild2("DSSButton") self.costumeButton = self.GetChild2("CostumeButton") self.inventoryTab = [] self.inventoryTab.append(self.GetChild("Inventory_Tab_01")) self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) self.equipmentTab = [] self.equipmentTab.append(self.GetChild("Equipment_Tab_01")) self.equipmentTab.append(self.GetChild("Equipment_Tab_02")) if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM: self.costumeButton.Hide() self.costumeButton.Destroy() self.costumeButton = 0 # Belt Inventory Window self.wndBelt = None if app.ENABLE_NEW_EQUIPMENT_SYSTEM: self.wndBelt = BeltInventoryWindow(self) except: import exception exception.Abort("InventoryWindow.LoadWindow.BindObject") ## Item wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## Equipment wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## PickMoneyDialog dlgPickMoney = uiPickMoney.PickMoneyDialog() dlgPickMoney.LoadDialog() dlgPickMoney.Hide() ## RefineDialog self.refineDialog = uiRefine.RefineDialog() self.refineDialog.Hide() ## AttachMetinDialog self.attachMetinDialog = uiAttachMetin.AttachMetinDialog() self.attachMetinDialog.Hide() ## MoneySlot self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog)) self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg)) self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg)) self.inventoryTab[0].Down() self.equipmentTab[0].SetEvent(lambda arg=0: self.SetEquipmentPage(arg)) self.equipmentTab[1].SetEvent(lambda arg=1: self.SetEquipmentPage(arg)) self.equipmentTab[0].Down() self.equipmentTab[0].Hide() self.equipmentTab[1].Hide() self.wndItem = wndItem self.wndEquip = wndEquip self.dlgPickMoney = dlgPickMoney # MallButton if self.mallButton: self.mallButton.SetEvent(ui.__mem_func__(self.ClickMallButton)) if self.DSSButton: self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton)) # Costume Button if self.costumeButton: self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton)) self.wndCostume = None ##### ## Refresh self.SetInventoryPage(0) self.SetEquipmentPage(0) self.RefreshItemSlot() self.RefreshStatus() self.RefreshBonus() 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 None != self.tooltipItem: self.tooltipItem.HideToolTip() if self.wndCostume: self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # Àκ¥Å丮 âÀÌ ´ÝÈú ¶§ ÄÚ½ºÃõÀÌ ¿·Á ÀÖ¾ú´Â°¡? self.wndCostume.Close() if self.wndBelt: self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # Àκ¥Å丮 âÀÌ ´ÝÈú ¶§ º§Æ® Àκ¥Å丮µµ ¿·Á ÀÖ¾ú´Â°¡? print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory self.wndBelt.Close() if self.dlgPickMoney: self.dlgPickMoney.Close() self.OnCloseQuestionDialog() wndMgr.Hide(self.hWnd) def Close(self): self.Hide() def SetInventoryPage(self, page): self.inventoryPageIndex = page self.inventoryTab[1-page].SetUp() self.RefreshBagSlotWindow() def SetEquipmentPage(self, page): self.equipmentPageIndex = page self.equipmentTab[1-page].SetUp() self.RefreshEquipSlotWindow() def ClickMallButton(self): print "click_mall_button" net.SendChatPacket("/click_mall") # DSSButton def ClickDSSButton(self): print "click_dss_button" self.interface.ToggleDragonSoulWindow() def ClickCostumeButton(self): print "Click Costume Button" if self.wndCostume: if self.wndCostume.IsShow(): self.wndCostume.Hide() else: self.wndCostume.Show() else: self.wndCostume = CostumeWindow(self) self.wndCostume.Show() def OpenPickMoneyDialog(self): if mouseModule.mouseController.isAttached(): attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType(): if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex(): net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") mouseModule.mouseController.DeattachObject() else: curMoney = player.GetElk() if curMoney <= 0: return self.dlgPickMoney.SetTitleName(locale.PICK_MONEY_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney)) self.dlgPickMoney.Open(curMoney) self.dlgPickMoney.SetMax(7) # Àκ¥Å丮 990000 Á¦ÇÑ ¹ö±× ¼öÁ¤ 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 player.IsBeltInventorySlot(local): return local return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local ##BonusPageDialog def __LoadRefreshBonus(self): self.RefreshBonus() def RefreshBonus(self): try: self.GetChild("Sword_def_Value").SetText(str(player.GetStatus(69))) self.GetChild("Twohand_def_Value").SetText(str(player.GetStatus(70))) self.GetChild("Knife_def_Value").SetText(str(player.GetStatus(71))) self.GetChild("Bow_def_Value").SetText(str(player.GetStatus(74))) self.GetChild("Bell_def_Value").SetText(str(player.GetStatus(72))) self.GetChild("Fan_def_Value").SetText(str(player.GetStatus(73))) self.GetChild("Magic_def_Value").SetText(str(player.GetStatus(77))) self.GetChild("Poison_def_Value").SetText(str(player.GetStatus(81))) self.GetChild("Warrior_def_Value").SetText(str(player.GetStatus(59))) self.GetChild("Assassin_def_Value").SetText(str(player.GetStatus(60))) self.GetChild("Sura_def_Value").SetText(str(player.GetStatus(61))) self.GetChild("Mage_def_Value").SetText(str(player.GetStatus(62))) self.GetChild("Crit_Value").SetText(str(player.GetStatus(40))) self.GetChild("Pierce_Value").SetText(str(player.GetStatus(41))) self.GetChild("Hitdmg_Value").SetText(str(player.GetStatus(122))) self.GetChild("Skilldmg_Value").SetText(str(player.GetStatus(121))) self.GetChild("Halfhuman_Value").SetText(str(player.GetStatus(43))) self.GetChild("Undead_Value").SetText(str(player.GetStatus(47))) self.GetChild("Devil_Value").SetText(str(player.GetStatus(48))) self.GetChild("Warrior_str_Value").SetText(str(player.GetStatus(54))) self.GetChild("Assassin_str_Value").SetText(str(player.GetStatus(55))) self.GetChild("Sura_str_Value").SetText(str(player.GetStatus(56))) self.GetChild("Mage_str_Value").SetText(str(player.GetStatus(57))) except: import exception exception.Abort("InventoryWindow.RefreshBonus.BindObject") ##BonusPageDialog def RefreshBagSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) # itemCount == 0ÀÌ¸é ¼ÒÄÏÀ» ºñ¿î´Ù. if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) ## ÀÚµ¿¹°¾à (HP: #72723 ~ #72726, SP: #72727 ~ #72730) Ư¼öó¸® - ¾ÆÀÌÅÛÀε¥µµ ½½·Ô¿¡ È°¼ºÈ/ºñÈ°¼ºÈ Ç¥½Ã¸¦ À§ÇÑ ÀÛ¾÷ÀÓ - [hyo] if constInfo.IS_AUTO_POTION(itemVnum): # metinSocket - [0] : È°¼ºÈ ¿©ºÎ, [1] : »ç¿ëÇÑ ¾ç, [2] : ÃÖ´ë ¿ë·® metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)] if slotNumber >= player.INVENTORY_PAGE_SIZE: slotNumber -= player.INVENTORY_PAGE_SIZE isActivated = 0 != metinSocket[0] if isActivated: self.wndItem.ActivateSlot(slotNumber) potionType = 0; if constInfo.IS_AUTO_POTION_HP(itemVnum): potionType = player.AUTO_POTION_TYPE_HP elif constInfo.IS_AUTO_POTION_SP(itemVnum): potionType = player.AUTO_POTION_TYPE_SP usedAmount = int(metinSocket[1]) totalAmount = int(metinSocket[2]) player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i)) else: self.wndItem.DeactivateSlot(slotNumber) self.wndItem.RefreshSlot() if self.wndBelt: self.wndBelt.RefreshSlot() def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in xrange(player.EQUIPMENT_PAGE_COUNT): slotNumber = player.EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) if app.ENABLE_NEW_EQUIPMENT_SYSTEM: for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT): slotNumber = player.NEW_EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber) self.wndEquip.RefreshSlot() if self.wndCostume: self.wndCostume.RefreshCostumeSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() self.RefreshEquipSlotWindow() def RefreshStatus(self): money = player.GetElk() self.wndMoney.SetText(locale.NumberToMoneyString(money)) def SetItemToolTip(self, tooltipItem): self.tooltipItem = tooltipItem def SellItem(self): if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber): if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber): net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count) snd.PlaySound("sound/ui/money.wav") self.OnCloseQuestionDialog() def OnDetachMetinFromItem(self): if None == self.questionDialog: return #net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.OnCloseQuestionDialog() def OnCloseQuestionDialog(self): if self.questionDialog: self.questionDialog.Close() self.questionDialog = None ## Slot Event def SelectEmptySlot(self, selectedSlotPos): if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1: return selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: itemCount = player.GetItemCount(attachedSlotPos) attachedCount = mouseModule.mouseController.GetAttachedItemCount() self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount) if item.IsRefineScroll(attachedItemIndex): self.wndItem.SetUseMode(FALSE) elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_SHOP == attachedSlotType: net.SendShopBuyPacket(attachedSlotPos) elif player.SLOT_TYPE_SAFEBOX == attachedSlotType: if player.ITEM_MONEY == attachedItemIndex: net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") else: net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos) elif player.SLOT_TYPE_MALL == attachedSlotType: net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos) mouseModule.mouseController.DeattachObject() def SelectItemSlot(self, itemSlotIndex): if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1: return itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex) mouseModule.mouseController.DeattachObject() else: curCursorNum = app.GetCursor() if app.SELL == curCursorNum: self.__SellItem(itemSlotIndex) elif app.BUY == curCursorNum: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.SHOP_BUY_INFO) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LSHIFT): itemCount = player.GetItemCount(itemSlotIndex) if itemCount > 1: self.dlgPickMoney.SetTitleName(locale.PICK_ITEM_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem)) self.dlgPickMoney.Open(itemCount) self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex #else: #selectedItemVNum = player.GetItemIndex(itemSlotIndex) #mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum) elif app.IsPressed(app.DIK_LCONTROL): itemIndex = player.GetItemIndex(itemSlotIndex) if TRUE == item.CanAddToQuickSlotItem(itemIndex): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex) else: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.QUICKSLOT_REGISTER_DISABLE_ITEM) else: selectedItemVNum = player.GetItemIndex(itemSlotIndex) itemCount = player.GetItemCount(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex): self.wndItem.SetUseMode(TRUE) else: self.wndItem.SetUseMode(FALSE) snd.PlaySound("sound/ui/pick.wav") def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos): if srcItemSlotPos == dstItemSlotPos: return if item.IsRefineScroll(srcItemVID): self.RefineItem(srcItemSlotPos, dstItemSlotPos) self.wndItem.SetUseMode(FALSE) elif item.IsMetin(srcItemVID): self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos) elif item.IsDetachScroll(srcItemVID): self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsKey(srcItemVID): self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) else: #snd.PlaySound("sound/ui/drop.wav") ## À̵¿½ÃŲ °÷ÀÌ ÀåÂø ½½·ÔÀÏ °æ¿ì ¾ÆÀÌÅÛÀ» »ç¿ëÇؼ ÀåÂø ½ÃŲ´Ù - [levites] if player.IsEquipmentSlot(dstItemSlotPos): ## µé°í ÀÖ´Â ¾ÆÀÌÅÛÀÌ ÀåºñÀ϶§¸¸ if item.IsEquipmentVID(srcItemVID): self.__UseItem(srcItemSlotPos) else: self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0) #net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0) def __SellItem(self, itemSlotPos): if not player.IsEquipmentSlot(itemSlotPos): self.sellingSlotNumber = itemSlotPos itemIndex = player.GetItemIndex(itemSlotPos) itemCount = player.GetItemCount(itemSlotPos) self.sellingSlotitemIndex = itemIndex self.sellingSlotitemCount = itemCount item.SelectItem(itemIndex) itemPrice = item.GetISellItemPrice() if item.Is1GoldItem(): itemPrice = itemCount / itemPrice / 5 else: itemPrice = itemPrice * itemCount / 5 item.GetItemName(itemIndex) itemName = item.GetItemName() self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(locale.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice)) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.count = itemCount def RefineItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos): return ########################################################### self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) #net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos) return ########################################################### ########################################################### #net.SendRequestRefineInfoPacket(targetSlotPos) #return ########################################################### result = player.CanRefine(scrollIndex, targetSlotPos) if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_MORE_SOCKET) elif player.REFINE_NEED_MORE_GOOD_SCROLL == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NEED_BETTER_SCROLL) elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_SOCKET_DISABLE_ITEM) elif player.REFINE_NOT_NEXT_GRADE_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_UPGRADE_DISABLE_ITEM) elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_EQUIP_ITEM) if player.REFINE_OK != result: return self.refineDialog.Open(scrollSlotPos, targetSlotPos) def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if not player.CanDetach(scrollIndex, targetSlotPos): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_METIN_INSEPARABLE_ITEM) return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(locale.REFINE_DO_YOU_SEPARATE_METIN) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.sourcePos = scrollSlotPos self.questionDialog.targetPos = targetSlotPos def AttachMetinToItem(self, metinSlotPos, targetSlotPos): metinIndex = player.GetItemIndex(metinSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) item.SelectItem(metinIndex) itemName = item.GetItemName() result = player.CanAttachMetin(metinIndex, targetSlotPos) if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_CAN_NOT_ATTACH(itemName)) if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_SOCKET(itemName)) elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_GOLD_SOCKET(itemName)) elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_EQUIP_ITEM) if player.ATTACH_METIN_OK != result: return self.attachMetinDialog.Open(metinSlotPos, targetSlotPos) def OverOutItem(self): self.wndItem.SetUsableItem(FALSE) if None != self.tooltipItem: self.tooltipItem.HideToolTip() def OverInItem(self, overSlotPos): overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos) self.wndItem.SetUsableItem(FALSE) if mouseModule.mouseController.isAttached(): attachedItemType = mouseModule.mouseController.GetAttachedType() if player.SLOT_TYPE_INVENTORY == attachedItemType: attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex() if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos): self.wndItem.SetUsableItem(TRUE) self.ShowToolTip(overSlotPos) return self.ShowToolTip(overSlotPos) def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos): "´Ù¸¥ ¾ÆÀÌÅÛ¿¡ »ç¿ëÇÒ ¼ö ÀÖ´Â ¾ÆÀÌÅÛÀΰ¡?" if item.IsRefineScroll(srcItemVNum): return TRUE elif item.IsMetin(srcItemVNum): return TRUE elif item.IsDetachScroll(srcItemVNum): return TRUE elif item.IsKey(srcItemVNum): return TRUE elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return TRUE else: if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE: return TRUE return FALSE def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos): "´ë»ó ¾ÆÀÌÅÛ¿¡ »ç¿ëÇÒ ¼ö Àִ°¡?" if srcSlotPos == dstSlotPos: return FALSE if item.IsRefineScroll(srcItemVNum): if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos): return TRUE elif item.IsMetin(srcItemVNum): if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos): return TRUE elif item.IsDetachScroll(srcItemVNum): if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos): return TRUE elif item.IsKey(srcItemVNum): if player.CanUnlock(srcItemVNum, dstSlotPos): return TRUE elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return TRUE else: useType=item.GetUseType(srcItemVNum) if "USE_CLEAN_SOCKET" == useType: if self.__CanCleanBrokenMetinStone(dstSlotPos): return TRUE elif "USE_CHANGE_ATTRIBUTE" == useType: if self.__CanChangeItemAttrList(dstSlotPos): return TRUE elif "USE_ADD_ATTRIBUTE" == useType: if self.__CanAddItemAttr(dstSlotPos): return TRUE elif "USE_ADD_ATTRIBUTE2" == useType: if self.__CanAddItemAttr(dstSlotPos): return TRUE elif "USE_ADD_ACCESSORY_SOCKET" == useType: if self.__CanAddAccessorySocket(dstSlotPos): return TRUE elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType: if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum): return TRUE; elif "USE_PUT_INTO_BELT_SOCKET" == useType: dstItemVNum = player.GetItemIndex(dstSlotPos) print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum item.SelectItem(dstItemVNum) if item.ITEM_TYPE_BELT == item.GetItemType(): return TRUE return FALSE def __CanCleanBrokenMetinStone(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if item.ITEM_TYPE_WEAPON != item.GetItemType(): return FALSE for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE: return TRUE return FALSE def __CanChangeItemAttrList(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): return FALSE for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i) != 0: return TRUE return FALSE def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_ARMOR: return FALSE if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR): return FALSE curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()): return FALSE if curCount>=maxCount: return FALSE return TRUE def __CanAddAccessorySocket(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_ARMOR: return FALSE if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR): return FALSE curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) ACCESSORY_SOCKET_MAX_SIZE = 3 if maxCount >= ACCESSORY_SOCKET_MAX_SIZE: return FALSE return TRUE def __CanAddItemAttr(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): return FALSE attrCount = 0 for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i) != 0: attrCount += 1 if attrCount<4: return TRUE return FALSE def ShowToolTip(self, slotIndex): if None != self.tooltipItem: self.tooltipItem.SetInventoryItem(slotIndex) def OnTop(self): if None != self.tooltipItem: self.tooltipItem.SetTop() def OnPressEscapeKey(self): self.Close() return TRUE def UseItemSlot(self, slotIndex): curCursorNum = app.GetCursor() if app.SELL == curCursorNum: return if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS(): return slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex) if app.ENABLE_DRAGON_SOUL_SYSTEM: if self.wndDragonSoulRefine.IsShow(): self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1) return self.__UseItem(slotIndex) mouseModule.mouseController.DeattachObject() self.OverOutItem() def SetOpenBoniSwitcherEvent(self, event): self.OpenBoniSwitcherEvent = ui.__mem_func__(event) def __UseItem(self, slotIndex): ItemVNum = player.GetItemIndex(slotIndex) item.SelectItem(ItemVNum) if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE): self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(locale.INVENTORY_REALLY_USE_ITEM) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel)) self.questionDialog.Open() self.questionDialog.slotIndex = slotIndex else: self.__SendUseItemPacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) if self.questionDialog: self.questionDialog.Close() self.questionDialog = None def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos): # °³ÀλóÁ¡ ¿°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos) def __SendUseItemPacket(self, slotPos): # °³ÀλóÁ¡ ¿°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUsePacket(slotPos) def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount): # °³ÀλóÁ¡ ¿°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.MOVE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount) def SetDragonSoulRefineWindow(self, wndDragonSoulRefine): if app.ENABLE_DRAGON_SOUL_SYSTEM: self.wndDragonSoulRefine = wndDragonSoulRefine def OnMoveWindow(self, x, y): # print "Inventory Global Pos : ", self.GetGlobalPosition() if self.wndBelt: # print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition() self.wndBelt.AdjustPositionAndSize() ##BonusPageDialog def OnUpdate(self): if self.isLoaded == 1: self.__LoadRefreshBonus() ##BonusPageDialog Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 4, 2014 Author Share Posted June 4, 2014 up Link to comment Share on other sites More sharing options...
lone77wolf 23 Posted June 4, 2014 Share Posted June 4, 2014 self.GetChild("Sword_def_Value").SetText(str(player.GetStatus(69))) hi, does Sword_def_Value on server has the value 69? Link to comment Share on other sites More sharing options...
Premium Jfirewall 277 Posted June 4, 2014 Premium Share Posted June 4, 2014 you inventorywindow is incomplete no bonus to list Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 5, 2014 Author Share Posted June 5, 2014 self.GetChild("Sword_def_Value").SetText(str(player.GetStatus(69))) hi, does Sword_def_Value on server has the value 69? Yes you inventorywindow is incomplete no bonus to list Could explain better? Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 9, 2014 Author Share Posted June 9, 2014 up Link to comment Share on other sites More sharing options...
Premium Jfirewall 277 Posted June 9, 2014 Premium Share Posted June 9, 2014 { "name" : "Sword_def_Value", "type" : "text", "x" : 26, "y" : 3, "text" : "999", "r" : 1.0, "g" : 1.0, "b" : 1.0, "a" : 1.0, "text_horizontal_align":"center" }, paste in inventorywindow.py locale/x/ui you inventorywindow not exist the line the bonus Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 9, 2014 Author Share Posted June 9, 2014 { "name" : "Sword_def_Value", "type" : "text", "x" : 26, "y" : 3, "text" : "999", "r" : 1.0, "g" : 1.0, "b" : 1.0, "a" : 1.0, "text_horizontal_align":"center" }, paste in inventorywindow.py locale/x/ui you inventorywindow not exist the line the bonus I have since but still happens, it's very strange. Only happens with binary 40k Link to comment Share on other sites More sharing options...
RatCatcher 77 Posted June 9, 2014 Share Posted June 9, 2014 Change self.GetChild to self.GetChild2, should work Enough is enough Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 9, 2014 Author Share Posted June 9, 2014 Keep going. Any solution? import ui import player import mouseModule import net import app import snd import item import player import chat import grp import uiScriptLocale import uiRefine import uiAttachMetin import uiPickMoney import uiCommon import uiPrivateShopBuilder # ItemMove disabled when private shop opened import locale import constInfo import ime import wndMgr ITEM_MALL_BUTTON_ENABLE = TRUE ITEM_FLAG_APPLICABLE = 1 << 14 class CostumeWindow(ui.ScriptWindow): def __init__(self, wndInventory): import exception if not app.ENABLE_COSTUME_SYSTEM: exception.Abort("What do you do?") return if not wndInventory: exception.Abort("wndInventory parameter must be set to InventoryWindow") return ui.ScriptWindow.__init__(self) self.isLoaded = 0 self.wndInventory = wndInventory; self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() self.RefreshCostumeSlot() ui.ScriptWindow.Show(self) def Close(self): self.Hide() def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/CostumeWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: wndEquip = self.GetChild("CostumeSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) except: import exception exception.Abort("CostumeWindow.LoadWindow.BindObject") ## Equipment wndEquip.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot)) self.wndEquip = wndEquip def RefreshCostumeSlot(self): getItemVNum=player.GetItemIndex for i in xrange(item.COSTUME_SLOT_COUNT): slotNumber = item.COSTUME_SLOT_START + i self.wndEquip.SetItemSlot(slotNumber, getItemVNum(slotNumber), 0) self.wndEquip.RefreshSlot() class BeltInventoryWindow(ui.ScriptWindow): def __init__(self, wndInventory): import exception if not app.ENABLE_NEW_EQUIPMENT_SYSTEM: exception.Abort("What do you do?") return if not wndInventory: exception.Abort("wndInventory parameter must be set to InventoryWindow") return ui.ScriptWindow.__init__(self) self.isLoaded = 0 self.wndInventory = wndInventory; self.wndBeltInventoryLayer = None self.wndBeltInventorySlot = None self.expandBtn = None self.minBtn = None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self, openBeltSlot = FALSE): self.__LoadWindow() self.RefreshSlot() ui.ScriptWindow.Show(self) if openBeltSlot: self.OpenInventory() else: self.CloseInventory() def Close(self): self.Hide() def IsOpeningInventory(self): return self.wndBeltInventoryLayer.IsShow() def OpenInventory(self): self.wndBeltInventoryLayer.Show() self.expandBtn.Hide() self.AdjustPositionAndSize() def CloseInventory(self): self.wndBeltInventoryLayer.Hide() self.expandBtn.Show() self.AdjustPositionAndSize() ## ÇöÀç Àκ¥Å丮 À§Ä¡¸¦ ±âÁØÀ¸·Î BASE À§Ä¡¸¦ °è»ê, ¸®ÅÏ.. ¼ýÀÚ ÇϵåÄÚµùÇϱâ Á¤¸» ½ÈÁö¸¸ ¹æ¹ýÀÌ ¾ø´Ù.. def GetBasePosition(self): x, y = self.wndInventory.GetGlobalPosition() return x - 148, y + 241 def AdjustPositionAndSize(self): bx, by = self.GetBasePosition() if self.IsOpeningInventory(): self.SetPosition(bx, by) self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight()) else: self.SetPosition(bx + 138, by); self.SetSize(10, self.GetHeight()) def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: self.ORIGINAL_WIDTH = self.GetWidth() wndBeltInventorySlot = self.GetChild("BeltInventorySlot") self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer") self.expandBtn = self.GetChild("ExpandBtn") self.minBtn = self.GetChild("MinimizeBtn") self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory)) self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory)) for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i wndBeltInventorySlot.SetCoverButton(slotNumber, "d:/ymir work/ui/game/quest/slot_button_01.sub", "d:/ymir work/ui/game/quest/slot_button_01.sub", "d:/ymir work/ui/game/quest/slot_button_01.sub", "d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", FALSE, FALSE) except: import exception exception.Abort("CostumeWindow.LoadWindow.BindObject") ## Equipment wndBeltInventorySlot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem)) wndBeltInventorySlot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem)) wndBeltInventorySlot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndBeltInventorySlot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot)) wndBeltInventorySlot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot)) wndBeltInventorySlot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot)) self.wndBeltInventorySlot = wndBeltInventorySlot def RefreshSlot(self): getItemVNum=player.GetItemIndex for i in xrange(item.BELT_INVENTORY_SLOT_COUNT): slotNumber = item.BELT_INVENTORY_SLOT_START + i self.wndBeltInventorySlot.SetItemSlot(slotNumber, getItemVNum(slotNumber), player.GetItemCount(slotNumber)) self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, TRUE) avail = "0" if player.IsAvailableBeltInventoryCell(slotNumber): self.wndBeltInventorySlot.EnableCoverButton(slotNumber) else: self.wndBeltInventorySlot.DisableCoverButton(slotNumber) self.wndBeltInventorySlot.RefreshSlot() class InventoryWindow(ui.ScriptWindow): USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET") questionDialog = None tooltipItem = None wndCostume = None wndBelt = None dlgPickMoney = None sellingSlotNumber = -1 isLoaded = 0 isOpenedCostumeWindowWhenClosingInventory = 0 # Àκ¥Å丮 ´ÝÀ» ¶§ ÄÚ½ºÃõÀÌ ¿·ÁÀÖ¾ú´ÂÁö ¿©ºÎ; ³×ÀÌ¹Ö ¤¸¤µ isOpenedBeltWindowWhenClosingInventory = 0 # Àκ¥Å丮 ´ÝÀ» ¶§ º§Æ® Àκ¥Å丮°¡ ¿·ÁÀÖ¾ú´ÂÁö ¿©ºÎ; ³×ÀÌ¹Ö ¤¸¤µ def __init__(self): ui.ScriptWindow.__init__(self) self.OpenBoniSwitcherEvent = lambda : None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) # Àκ¥Å丮¸¦ ´ÝÀ» ¶§ ÄÚ½ºÃõÀÌ ¿·ÁÀÖ¾ú´Ù¸é Àκ¥Å丮¸¦ ¿ ¶§ ÄÚ½ºÃõµµ °°ÀÌ ¿µµ·Ï ÇÔ. if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume: self.wndCostume.Show() # Àκ¥Å丮¸¦ ´ÝÀ» ¶§ º§Æ® Àκ¥Å丮°¡ ¿·ÁÀÖ¾ú´Ù¸é °°ÀÌ ¿µµ·Ï ÇÔ. if self.wndBelt: self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory) def BindInterfaceClass(self, interface): self.interface = interface def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() if ITEM_MALL_BUTTON_ENABLE: pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py") else: pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py") except: import exception exception.Abort("InventoryWindow.LoadWindow.LoadObject") try: wndItem = self.GetChild("ItemSlot") wndEquip = self.GetChild("EquipmentSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) self.wndMoney = self.GetChild("Money") self.wndMoneySlot = self.GetChild("Money_Slot") self.mallButton = self.GetChild2("MallButton") ##BonusPageDialog self.GetChild2("Sword_def_Value").SetText(str(player.GetStatus(69))) self.GetChild2("Twohand_def_Value").SetText(str(player.GetStatus(70))) self.GetChild2("Knife_def_Value").SetText(str(player.GetStatus(71))) self.GetChild2("Bow_def_Value").SetText(str(player.GetStatus(74))) self.GetChild2("Bell_def_Value").SetText(str(player.GetStatus(72))) self.GetChild2("Fan_def_Value").SetText(str(player.GetStatus(73))) self.GetChild2("Magic_def_Value").SetText(str(player.GetStatus(77))) self.GetChild2("Poison_def_Value").SetText(str(player.GetStatus(81))) self.GetChild2("Warrior_def_Value").SetText(str(player.GetStatus(59))) self.GetChild2("Assassin_def_Value").SetText(str(player.GetStatus(60))) self.GetChild2("Sura_def_Value").SetText(str(player.GetStatus(61))) self.GetChild2("Mage_def_Value").SetText(str(player.GetStatus(62))) self.GetChild2("Crit_Value").SetText(str(player.GetStatus(40))) self.GetChild2("Pierce_Value").SetText(str(player.GetStatus(41))) self.GetChild2("Hitdmg_Value").SetText(str(player.GetStatus(122))) self.GetChild2("Skilldmg_Value").SetText(str(player.GetStatus(121))) self.GetChild2("Halfhuman_Value").SetText(str(player.GetStatus(43))) self.GetChild2("Undead_Value").SetText(str(player.GetStatus(47))) self.GetChild2("Devil_Value").SetText(str(player.GetStatus(48))) self.GetChild2("Warrior_str_Value").SetText(str(player.GetStatus(54))) self.GetChild2("Assassin_str_Value").SetText(str(player.GetStatus(55))) self.GetChild2("Sura_str_Value").SetText(str(player.GetStatus(56))) self.GetChild2("Mage_str_Value").SetText(str(player.GetStatus(57))) ##BonusPageDialog self.DSSButton = self.GetChild2("DSSButton") self.costumeButton = self.GetChild2("CostumeButton") self.inventoryTab = [] self.inventoryTab.append(self.GetChild("Inventory_Tab_01")) self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) self.equipmentTab = [] self.equipmentTab.append(self.GetChild("Equipment_Tab_01")) self.equipmentTab.append(self.GetChild("Equipment_Tab_02")) if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM: self.costumeButton.Hide() self.costumeButton.Destroy() self.costumeButton = 0 # Belt Inventory Window self.wndBelt = None if app.ENABLE_NEW_EQUIPMENT_SYSTEM: self.wndBelt = BeltInventoryWindow(self) except: import exception exception.Abort("InventoryWindow.LoadWindow.BindObject") ## Item wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## Equipment wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## PickMoneyDialog dlgPickMoney = uiPickMoney.PickMoneyDialog() dlgPickMoney.LoadDialog() dlgPickMoney.Hide() ## RefineDialog self.refineDialog = uiRefine.RefineDialog() self.refineDialog.Hide() ## AttachMetinDialog self.attachMetinDialog = uiAttachMetin.AttachMetinDialog() self.attachMetinDialog.Hide() ## MoneySlot self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog)) self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg)) self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg)) self.inventoryTab[0].Down() self.equipmentTab[0].SetEvent(lambda arg=0: self.SetEquipmentPage(arg)) self.equipmentTab[1].SetEvent(lambda arg=1: self.SetEquipmentPage(arg)) self.equipmentTab[0].Down() self.equipmentTab[0].Hide() self.equipmentTab[1].Hide() self.wndItem = wndItem self.wndEquip = wndEquip self.dlgPickMoney = dlgPickMoney # MallButton if self.mallButton: self.mallButton.SetEvent(ui.__mem_func__(self.ClickMallButton)) if self.DSSButton: self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton)) # Costume Button if self.costumeButton: self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton)) self.wndCostume = None ##### ## Refresh self.SetInventoryPage(0) self.SetEquipmentPage(0) self.RefreshItemSlot() self.RefreshStatus() self.RefreshBonus() 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 None != self.tooltipItem: self.tooltipItem.HideToolTip() if self.wndCostume: self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # Àκ¥Å丮 âÀÌ ´ÝÈú ¶§ ÄÚ½ºÃõÀÌ ¿·Á ÀÖ¾ú´Â°¡? self.wndCostume.Close() if self.wndBelt: self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # Àκ¥Å丮 âÀÌ ´ÝÈú ¶§ º§Æ® Àκ¥Å丮µµ ¿·Á ÀÖ¾ú´Â°¡? print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory self.wndBelt.Close() if self.dlgPickMoney: self.dlgPickMoney.Close() self.OnCloseQuestionDialog() wndMgr.Hide(self.hWnd) def Close(self): self.Hide() def SetInventoryPage(self, page): self.inventoryPageIndex = page self.inventoryTab[1-page].SetUp() self.RefreshBagSlotWindow() def SetEquipmentPage(self, page): self.equipmentPageIndex = page self.equipmentTab[1-page].SetUp() self.RefreshEquipSlotWindow() def ClickMallButton(self): print "click_mall_button" net.SendChatPacket("/click_mall") # DSSButton def ClickDSSButton(self): print "click_dss_button" self.interface.ToggleDragonSoulWindow() def ClickCostumeButton(self): print "Click Costume Button" if self.wndCostume: if self.wndCostume.IsShow(): self.wndCostume.Hide() else: self.wndCostume.Show() else: self.wndCostume = CostumeWindow(self) self.wndCostume.Show() def OpenPickMoneyDialog(self): if mouseModule.mouseController.isAttached(): attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType(): if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex(): net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") mouseModule.mouseController.DeattachObject() else: curMoney = player.GetElk() if curMoney <= 0: return self.dlgPickMoney.SetTitleName(locale.PICK_MONEY_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney)) self.dlgPickMoney.Open(curMoney) self.dlgPickMoney.SetMax(7) # Àκ¥Å丮 990000 Á¦ÇÑ ¹ö±× ¼öÁ¤ 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 player.IsBeltInventorySlot(local): return local return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local ##BonusPageDialog def __LoadRefreshBonus(self): self.RefreshBonus() def RefreshBonus(self): try: self.GetChild2("Sword_def_Value").SetText(str(player.GetStatus(69))) self.GetChild2("Twohand_def_Value").SetText(str(player.GetStatus(70))) self.GetChild2("Knife_def_Value").SetText(str(player.GetStatus(71))) self.GetChild2("Bow_def_Value").SetText(str(player.GetStatus(74))) self.GetChild2("Bell_def_Value").SetText(str(player.GetStatus(72))) self.GetChild2("Fan_def_Value").SetText(str(player.GetStatus(73))) self.GetChild2("Magic_def_Value").SetText(str(player.GetStatus(77))) self.GetChild2("Poison_def_Value").SetText(str(player.GetStatus(81))) self.GetChild2("Warrior_def_Value").SetText(str(player.GetStatus(59))) self.GetChild2("Assassin_def_Value").SetText(str(player.GetStatus(60))) self.GetChild2("Sura_def_Value").SetText(str(player.GetStatus(61))) self.GetChild2("Mage_def_Value").SetText(str(player.GetStatus(62))) self.GetChild2("Crit_Value").SetText(str(player.GetStatus(40))) self.GetChild2("Pierce_Value").SetText(str(player.GetStatus(41))) self.GetChild2("Hitdmg_Value").SetText(str(player.GetStatus(122))) self.GetChild2("Skilldmg_Value").SetText(str(player.GetStatus(121))) self.GetChild2("Halfhuman_Value").SetText(str(player.GetStatus(43))) self.GetChild2("Undead_Value").SetText(str(player.GetStatus(47))) self.GetChild2("Devil_Value").SetText(str(player.GetStatus(48))) self.GetChild2("Warrior_str_Value").SetText(str(player.GetStatus(54))) self.GetChild2("Assassin_str_Value").SetText(str(player.GetStatus(55))) self.GetChild2("Sura_str_Value").SetText(str(player.GetStatus(56))) self.GetChild2("Mage_str_Value").SetText(str(player.GetStatus(57))) except: import exception exception.Abort("InventoryWindow.RefreshBonus.BindObject") ##BonusPageDialog def RefreshBagSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) # itemCount == 0ÀÌ¸é ¼ÒÄÏÀ» ºñ¿î´Ù. if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) ## ÀÚµ¿¹°¾à (HP: #72723 ~ #72726, SP: #72727 ~ #72730) Ư¼öó¸® - ¾ÆÀÌÅÛÀε¥µµ ½½·Ô¿¡ È°¼ºÈ/ºñÈ°¼ºÈ Ç¥½Ã¸¦ À§ÇÑ ÀÛ¾÷ÀÓ - [hyo] if constInfo.IS_AUTO_POTION(itemVnum): # metinSocket - [0] : È°¼ºÈ ¿©ºÎ, [1] : »ç¿ëÇÑ ¾ç, [2] : ÃÖ´ë ¿ë·® metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)] if slotNumber >= player.INVENTORY_PAGE_SIZE: slotNumber -= player.INVENTORY_PAGE_SIZE isActivated = 0 != metinSocket[0] if isActivated: self.wndItem.ActivateSlot(slotNumber) potionType = 0; if constInfo.IS_AUTO_POTION_HP(itemVnum): potionType = player.AUTO_POTION_TYPE_HP elif constInfo.IS_AUTO_POTION_SP(itemVnum): potionType = player.AUTO_POTION_TYPE_SP usedAmount = int(metinSocket[1]) totalAmount = int(metinSocket[2]) player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i)) else: self.wndItem.DeactivateSlot(slotNumber) self.wndItem.RefreshSlot() if self.wndBelt: self.wndBelt.RefreshSlot() def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in xrange(player.EQUIPMENT_PAGE_COUNT): slotNumber = player.EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) if app.ENABLE_NEW_EQUIPMENT_SYSTEM: for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT): slotNumber = player.NEW_EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber) self.wndEquip.RefreshSlot() if self.wndCostume: self.wndCostume.RefreshCostumeSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() self.RefreshEquipSlotWindow() def RefreshStatus(self): money = player.GetElk() self.wndMoney.SetText(locale.NumberToMoneyString(money)) def SetItemToolTip(self, tooltipItem): self.tooltipItem = tooltipItem def SellItem(self): if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber): if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber): net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count) snd.PlaySound("sound/ui/money.wav") self.OnCloseQuestionDialog() def OnDetachMetinFromItem(self): if None == self.questionDialog: return #net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.OnCloseQuestionDialog() def OnCloseQuestionDialog(self): if self.questionDialog: self.questionDialog.Close() self.questionDialog = None ## Slot Event def SelectEmptySlot(self, selectedSlotPos): if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1: return selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: itemCount = player.GetItemCount(attachedSlotPos) attachedCount = mouseModule.mouseController.GetAttachedItemCount() self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount) if item.IsRefineScroll(attachedItemIndex): self.wndItem.SetUseMode(FALSE) elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_SHOP == attachedSlotType: net.SendShopBuyPacket(attachedSlotPos) elif player.SLOT_TYPE_SAFEBOX == attachedSlotType: if player.ITEM_MONEY == attachedItemIndex: net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") else: net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos) elif player.SLOT_TYPE_MALL == attachedSlotType: net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos) mouseModule.mouseController.DeattachObject() def SelectItemSlot(self, itemSlotIndex): if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1: return itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex) mouseModule.mouseController.DeattachObject() else: curCursorNum = app.GetCursor() if app.SELL == curCursorNum: self.__SellItem(itemSlotIndex) elif app.BUY == curCursorNum: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.SHOP_BUY_INFO) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LSHIFT): itemCount = player.GetItemCount(itemSlotIndex) if itemCount > 1: self.dlgPickMoney.SetTitleName(locale.PICK_ITEM_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem)) self.dlgPickMoney.Open(itemCount) self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex #else: #selectedItemVNum = player.GetItemIndex(itemSlotIndex) #mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum) elif app.IsPressed(app.DIK_LCONTROL): itemIndex = player.GetItemIndex(itemSlotIndex) if TRUE == item.CanAddToQuickSlotItem(itemIndex): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex) else: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.QUICKSLOT_REGISTER_DISABLE_ITEM) else: selectedItemVNum = player.GetItemIndex(itemSlotIndex) itemCount = player.GetItemCount(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex): self.wndItem.SetUseMode(TRUE) else: self.wndItem.SetUseMode(FALSE) snd.PlaySound("sound/ui/pick.wav") def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos): if srcItemSlotPos == dstItemSlotPos: return if item.IsRefineScroll(srcItemVID): self.RefineItem(srcItemSlotPos, dstItemSlotPos) self.wndItem.SetUseMode(FALSE) elif item.IsMetin(srcItemVID): self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos) elif item.IsDetachScroll(srcItemVID): self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsKey(srcItemVID): self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) else: #snd.PlaySound("sound/ui/drop.wav") ## À̵¿½ÃŲ °÷ÀÌ ÀåÂø ½½·ÔÀÏ °æ¿ì ¾ÆÀÌÅÛÀ» »ç¿ëÇؼ ÀåÂø ½ÃŲ´Ù - [levites] if player.IsEquipmentSlot(dstItemSlotPos): ## µé°í ÀÖ´Â ¾ÆÀÌÅÛÀÌ ÀåºñÀ϶§¸¸ if item.IsEquipmentVID(srcItemVID): self.__UseItem(srcItemSlotPos) else: self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0) #net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0) def __SellItem(self, itemSlotPos): if not player.IsEquipmentSlot(itemSlotPos): self.sellingSlotNumber = itemSlotPos itemIndex = player.GetItemIndex(itemSlotPos) itemCount = player.GetItemCount(itemSlotPos) self.sellingSlotitemIndex = itemIndex self.sellingSlotitemCount = itemCount item.SelectItem(itemIndex) itemPrice = item.GetISellItemPrice() if item.Is1GoldItem(): itemPrice = itemCount / itemPrice / 5 else: itemPrice = itemPrice * itemCount / 5 item.GetItemName(itemIndex) itemName = item.GetItemName() self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(locale.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice)) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.count = itemCount def RefineItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos): return ########################################################### self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) #net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos) return ########################################################### ########################################################### #net.SendRequestRefineInfoPacket(targetSlotPos) #return ########################################################### result = player.CanRefine(scrollIndex, targetSlotPos) if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_MORE_SOCKET) elif player.REFINE_NEED_MORE_GOOD_SCROLL == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NEED_BETTER_SCROLL) elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_SOCKET_DISABLE_ITEM) elif player.REFINE_NOT_NEXT_GRADE_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_UPGRADE_DISABLE_ITEM) elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_EQUIP_ITEM) if player.REFINE_OK != result: return self.refineDialog.Open(scrollSlotPos, targetSlotPos) def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if not player.CanDetach(scrollIndex, targetSlotPos): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_METIN_INSEPARABLE_ITEM) return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(locale.REFINE_DO_YOU_SEPARATE_METIN) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.sourcePos = scrollSlotPos self.questionDialog.targetPos = targetSlotPos def AttachMetinToItem(self, metinSlotPos, targetSlotPos): metinIndex = player.GetItemIndex(metinSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) item.SelectItem(metinIndex) itemName = item.GetItemName() result = player.CanAttachMetin(metinIndex, targetSlotPos) if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_CAN_NOT_ATTACH(itemName)) if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_SOCKET(itemName)) elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_NO_GOLD_SOCKET(itemName)) elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, locale.REFINE_FAILURE_EQUIP_ITEM) if player.ATTACH_METIN_OK != result: return self.attachMetinDialog.Open(metinSlotPos, targetSlotPos) def OverOutItem(self): self.wndItem.SetUsableItem(FALSE) if None != self.tooltipItem: self.tooltipItem.HideToolTip() def OverInItem(self, overSlotPos): overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos) self.wndItem.SetUsableItem(FALSE) if mouseModule.mouseController.isAttached(): attachedItemType = mouseModule.mouseController.GetAttachedType() if player.SLOT_TYPE_INVENTORY == attachedItemType: attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex() if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos): self.wndItem.SetUsableItem(TRUE) self.ShowToolTip(overSlotPos) return self.ShowToolTip(overSlotPos) def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos): "´Ù¸¥ ¾ÆÀÌÅÛ¿¡ »ç¿ëÇÒ ¼ö ÀÖ´Â ¾ÆÀÌÅÛÀΰ¡?" if item.IsRefineScroll(srcItemVNum): return TRUE elif item.IsMetin(srcItemVNum): return TRUE elif item.IsDetachScroll(srcItemVNum): return TRUE elif item.IsKey(srcItemVNum): return TRUE elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return TRUE else: if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE: return TRUE return FALSE def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos): "´ë»ó ¾ÆÀÌÅÛ¿¡ »ç¿ëÇÒ ¼ö Àִ°¡?" if srcSlotPos == dstSlotPos: return FALSE if item.IsRefineScroll(srcItemVNum): if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos): return TRUE elif item.IsMetin(srcItemVNum): if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos): return TRUE elif item.IsDetachScroll(srcItemVNum): if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos): return TRUE elif item.IsKey(srcItemVNum): if player.CanUnlock(srcItemVNum, dstSlotPos): return TRUE elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return TRUE else: useType=item.GetUseType(srcItemVNum) if "USE_CLEAN_SOCKET" == useType: if self.__CanCleanBrokenMetinStone(dstSlotPos): return TRUE elif "USE_CHANGE_ATTRIBUTE" == useType: if self.__CanChangeItemAttrList(dstSlotPos): return TRUE elif "USE_ADD_ATTRIBUTE" == useType: if self.__CanAddItemAttr(dstSlotPos): return TRUE elif "USE_ADD_ATTRIBUTE2" == useType: if self.__CanAddItemAttr(dstSlotPos): return TRUE elif "USE_ADD_ACCESSORY_SOCKET" == useType: if self.__CanAddAccessorySocket(dstSlotPos): return TRUE elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType: if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum): return TRUE; elif "USE_PUT_INTO_BELT_SOCKET" == useType: dstItemVNum = player.GetItemIndex(dstSlotPos) print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum item.SelectItem(dstItemVNum) if item.ITEM_TYPE_BELT == item.GetItemType(): return TRUE return FALSE def __CanCleanBrokenMetinStone(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if item.ITEM_TYPE_WEAPON != item.GetItemType(): return FALSE for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE: return TRUE return FALSE def __CanChangeItemAttrList(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): return FALSE for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i) != 0: return TRUE return FALSE def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_ARMOR: return FALSE if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR): return FALSE curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()): return FALSE if curCount>=maxCount: return FALSE return TRUE def __CanAddAccessorySocket(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if item.GetItemType() != item.ITEM_TYPE_ARMOR: return FALSE if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR): return FALSE curCount = player.GetItemMetinSocket(dstSlotPos, 0) maxCount = player.GetItemMetinSocket(dstSlotPos, 1) ACCESSORY_SOCKET_MAX_SIZE = 3 if maxCount >= ACCESSORY_SOCKET_MAX_SIZE: return FALSE return TRUE def __CanAddItemAttr(self, dstSlotPos): dstItemVNum = player.GetItemIndex(dstSlotPos) if dstItemVNum == 0: return FALSE item.SelectItem(dstItemVNum) if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR): return FALSE attrCount = 0 for i in xrange(player.METIN_SOCKET_MAX_NUM): if player.GetItemAttribute(dstSlotPos, i) != 0: attrCount += 1 if attrCount<4: return TRUE return FALSE def ShowToolTip(self, slotIndex): if None != self.tooltipItem: self.tooltipItem.SetInventoryItem(slotIndex) def OnTop(self): if None != self.tooltipItem: self.tooltipItem.SetTop() def OnPressEscapeKey(self): self.Close() return TRUE def UseItemSlot(self, slotIndex): curCursorNum = app.GetCursor() if app.SELL == curCursorNum: return if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS(): return slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex) if app.ENABLE_DRAGON_SOUL_SYSTEM: if self.wndDragonSoulRefine.IsShow(): self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1) return self.__UseItem(slotIndex) mouseModule.mouseController.DeattachObject() self.OverOutItem() def SetOpenBoniSwitcherEvent(self, event): self.OpenBoniSwitcherEvent = ui.__mem_func__(event) def __UseItem(self, slotIndex): ItemVNum = player.GetItemIndex(slotIndex) item.SelectItem(ItemVNum) if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE): self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(locale.INVENTORY_REALLY_USE_ITEM) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel)) self.questionDialog.Open() self.questionDialog.slotIndex = slotIndex else: self.__SendUseItemPacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) if self.questionDialog: self.questionDialog.Close() self.questionDialog = None def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos): # °³ÀλóÁ¡ ¿°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos) def __SendUseItemPacket(self, slotPos): # °³ÀλóÁ¡ ¿°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemUsePacket(slotPos) def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount): # °³ÀλóÁ¡ ¿°í ÀÖ´Â µ¿¾È ¾ÆÀÌÅÛ »ç¿ë ¹æÁö if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, locale.MOVE_ITEM_FAILURE_PRIVATE_SHOP) return net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount) def SetDragonSoulRefineWindow(self, wndDragonSoulRefine): if app.ENABLE_DRAGON_SOUL_SYSTEM: self.wndDragonSoulRefine = wndDragonSoulRefine def OnMoveWindow(self, x, y): # print "Inventory Global Pos : ", self.GetGlobalPosition() if self.wndBelt: # print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition() self.wndBelt.AdjustPositionAndSize() ##BonusPageDialog def OnUpdate(self): if self.isLoaded == 1: self.__LoadRefreshBonus() ##BonusPageDialog Link to comment Share on other sites More sharing options...
Shichirojii 8 Posted June 13, 2014 Author Share Posted June 13, 2014 up Link to comment Share on other sites More sharing options...
yagokurt 83 Posted September 6, 2014 Share Posted September 6, 2014 on uiinventory.py find except: import exception exception.Abort("InventoryWindow.RefreshBonus.BindObject") Change to except: import exception #exception.Abort("InventoryWindow.RefreshBonus.BindObject") 1 Link to comment Share on other sites More sharing options...
PeaceMaker 121 Posted October 31, 2014 Share Posted October 31, 2014 did you fix that ? im having same problem on teleporting Link to comment Share on other sites More sharing options...
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