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Bug Render Target System


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  • Silver

So you dont want to see the Render on refine ?

Do you use my Render Target Edit ?


Then your define look like this
 

def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, window_type = player.INVENTORY, slotIndex = -1, transmutation = -1,  preview = 0)

So you have to look where you call AddItemData on UiTooltip with refine window.

If you dont understand, what iam talking about, upload UiTooltop.py and tell me, what exactly you want 😃

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  • Silver
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You wrote:
 

def AddItemData(self, itemVnum, metinSlot, attrSlot = 0, flags = 0, unbindTime = 0, window_type = player.INVENTORY, slotIndex = -1, preview = 0)

this means, that preview is everytime you not call it explicit as zero 1.
That is why, it is shown at refine.
So what do you have to do ?
Change the define to preview=0 OR
 

	def AddRefineItemData(self, itemVnum, metinSlot, attrSlot = 0):
		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			metinSlotData=metinSlot[i]
			if self.GetMetinItemIndex(metinSlotData) == constInfo.ERROR_METIN_STONE:
				metinSlot[i]=player.METIN_SOCKET_TYPE_SILVER

		self.AddItemData(itemVnum, metinSlot, attrSlot)

TO:

	def AddRefineItemData(self, itemVnum, metinSlot, attrSlot = 0):
		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			metinSlotData=metinSlot[i]
			if self.GetMetinItemIndex(metinSlotData) == constInfo.ERROR_METIN_STONE:
				metinSlot[i]=player.METIN_SOCKET_TYPE_SILVER

		self.AddItemData(itemVnum, metinSlot, attrSlot, 0, 0, player.INVENTORY, -1, 0)

Hopefully you understand.

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