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20 minutes ago, NvL said:

i used this for emoji and it still doesn't work

https://just4metin.ro/sursa/emoji-textline-t102006.html

You need to adapt the system to the server you have. @tw1x1responded well about your emoji. The okay and close buttons are from the transmutation system. If you don't have them, you can replace them with the classic okay and close buttons. Or you can download them from the internet.

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  • 2 weeks later...
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Update has been made to hide the window when a quest is opened and to close it when you change the character/logout

The update has been uploaded to git

 

Changes:

 

Delete from def Close(self):

		if app.QUICK_SELL_SYSTEM:
			self.__MakeQuickSell()

Search def Close(self) and add:
		
		if app.QUICK_SELL_SYSTEM:
			if self.wndQuickSell:
				self.wndQuickSell.Hide()
				
Search def HideAllWindows(self) and add:
		
		if app.QUICK_SELL_SYSTEM:
			if self.wndQuickSell:
				self.wndQuickSell.Hide()

 

Edited by Chitra
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The update was made to no longer display text for equipped items.

Changes:

Search in uitooltip.py :

	self.AppendQuckSellItem()
	
Change with :

	self.AppendQuckSellItem(slotIndex)

Search:
		if app.QUICK_SELL_SYSTEM:
			def AppendQuckSellItem(self):
	
Change all with:

	if app.QUICK_SELL_SYSTEM:
		def AppendQuckSellItem(self,slotIndex):
			if player.IsEquipmentSlot(slotIndex):
				return
			if item.IsAntiFlag(item.ITEM_ANTIFLAG_SELL):
				return
			else:
				self.AppendSpace(5)
				self.AppendTextLine(localeInfo.QUICK_SELL_TOOLTIP, self.NORMAL_COLOR)

 

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  • 3 weeks later...
0413 20:07:29789 ::   File "uiInventory.py", line 1465, in RefreshQuickSell

0413 20:07:29789 :: SystemError
0413 20:07:29789 :: : 
0413 20:07:29789 :: ..\Objects\longobject.c:981: bad argument to internal function
0413 20:07:29789 :: 

 

This write to the RefreshQuickSell def

 

 

	def RefreshQuickSell(self):
		for e in range(player.INVENTORY_PAGE_SIZE * 5):
			slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(e)
			if slotNumber in constInfo.QUICK_SELL_ITEMS:
				self.wndItem.SetSlotCoverImage(e, "icon/inventory/selected_icon.tga")
			else:
				self.EnableSlotCoverImage(e, False)

		self.wndItem.RefreshSlot()

Any solutions ?

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  • 2 months later...
  • 1 month later...

0813 02:44:21305 :: Cannot find item by 1724642182
0813 02:44:21305 :: Cannot find item by 1724642182
0813 02:44:21305 :: Cannot find item by 1724642182
0813 02:48:42853 :: Cannot find item by 1724642182
0813 02:48:42853 :: Cannot find item by 1724642182
0813 02:48:42853 :: Cannot find item by 1724642182
0813 02:48:43712 :: Cannot find item by 1724642182
0813 02:48:43712 :: Cannot find item by 1724642182
0813 02:48:43712 :: Cannot find item by 1724642182
0813 02:48:46435 :: Cannot find item by 1724642182
0813 02:48:46435 :: Cannot find item by 1724642182
0813 02:48:46435 :: Cannot find item by 1724642182

Edited by tanasescu490
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Hi, i Tried to implement but had this error:
 

SYSERR: Traceback (most recent call last):

SYSERR:   File "networkModule.py", line 247, in SetGamePhase

SYSERR:   File "game.py", line 98, in __init__

SYSERR:   File "interfaceModule.py", line 308, in MakeInterface

SYSERR:   File "interfaceModule.py", line 116, in __MakeQuickSell

SYSERR:   File "uiQuickSell.py", line 24, in __init__

SYSERR:   File "uiQuickSell.py", line 75, in BoardInterface

SYSERR: AttributeError
SYSERR: :
SYSERR: 'module' object has no attribute 'QUICK_SELL_TITLE_NAME'
SYSERR:

 

28 minutes ago, WolfasLycan said:

Hi, i Tried to implement but had this error:
 

SYSERR: Traceback (most recent call last):

SYSERR:   File "networkModule.py", line 247, in SetGamePhase

SYSERR:   File "game.py", line 98, in __init__

SYSERR:   File "interfaceModule.py", line 308, in MakeInterface

SYSERR:   File "interfaceModule.py", line 116, in __MakeQuickSell

SYSERR:   File "uiQuickSell.py", line 24, in __init__

SYSERR:   File "uiQuickSell.py", line 75, in BoardInterface

SYSERR: AttributeError
SYSERR: :
SYSERR: 'module' object has no attribute 'QUICK_SELL_TITLE_NAME'
SYSERR:

 

Fixed, But now i Have this error:
 

0819 19:59:25113 :: ResourceManager::GetResourcePointer: NOT SUPPORT FILE d:\ymir work\ui\quick_sell_value.png
0819 19:59:25113 :: ResourceManager::GetResourcePointer: NOT SUPPORT FILE d:\ymir work\ui\quick_sell_value.png
0819 19:59:25115 :: 
uiselectitem.py(line:23) LoadWindow
ui.py(line:2758) LoadScriptFile

ItemSelectWindow.LoadDialog.LoadObject - <type 'exceptions.RuntimeError'>:Failed to load image (filename: d:/ymir work/ui/quick_sell_value.png)

 

Edited by WolfasLycan
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  • 2 months later...

It works correctly, only that some additional checks need to be added, for example to objects with +3 bonuses or objects +5+6+7+8+9

F-r-titlu.png
 

Edited by Metin2 Dev International
Core X - External 2 Internal
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  • 2 months later...
  • 2 weeks later...

I haven't tried it, but according to the logic of the system it should have malfunctions roughly related to the positions (indexes) of the items for sale.

For example, if a bracelet and a necklace are generated, and both are selected for sale, and then these two items are replaced by other items (any as long as they have a sell flag) in the same positions (inventory indices), the new items would be sold instead of the selected ones. There should be no price issues in the sense that the check is performed only once the item is sold. This BUG has been fixed on the official files by applying an interface binding when selecting the sale via NPC.

The idea of the system is nice and clean as an interface. I like it! I will probably use it

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  • 1 month later...
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## UPDATE

1.When the sales window appears, items that cannot be sold will be displayed in white.

2.While the window is open, items can no longer be moved to the inventory.

3.The selling prices of the items will appear in the tooltip when the window is open.

4.A log has been added to the interface, allowing you to see the names of the items you want to sell.

Files such as add-ons and button images have been added to the repository.

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On 2/10/2025 at 6:30 PM, X E N O N said:

I haven't tried it, but according to the logic of the system it should have malfunctions roughly related to the positions (indexes) of the items for sale.

For example, if a bracelet and a necklace are generated, and both are selected for sale, and then these two items are replaced by other items (any as long as they have a sell flag) in the same positions (inventory indices), the new items would be sold instead of the selected ones. There should be no price issues in the sense that the check is performed only once the item is sold. This BUG has been fixed on the official files by applying an interface binding when selecting the sale via NPC.

The idea of the system is nice and clean as an interface. I like it! I will probably use it

Great obs, can you share a fix if possible?

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3 hours ago, astroNOT said:

Great obs, can you share a fix if possible?

with the update was put restriction on moving objects in the inventory when the window is open.

[USE ANOTHER IMAGE HOSTING]

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7 minutes ago, Chitra said:

with the update was put restriction on moving objects in the inventory when the window is open.

[USE ANOTHER IMAGE HOSTING]

That's amazing

I got one ask if thats ok

I seem to not have

```MarkUnusableInvenSlotOnTopWnd```

Would you mind sharing it with me ?
But i assume functionality is greater than just this method so then, is there any system or prerequisite i need to install so that i can u se this ?

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1 minute ago, astroNOT said:

That's amazing

I got one ask if thats ok

I seem to not have

```MarkUnusableInvenSlotOnTopWnd```

Would you mind sharing it with me ?
But i assume functionality is greater than just this method so then, is there any system or prerequisite i need to install so that i can u se this ?

If you don't have "MarkUnusableInvenSlotOnTopWnd" then there is another system that uses in uiiinventory.py the function "def RefreshMarkSlots(self, localIndex=None):"

 

if you have this part you can add it:

                elif onTopWnd == player.ON_TOP_WND_QUICK_SELL:
                    if player.IsAntiFlagBySlot(slotNumber, item.ITEM_ANTIFLAG_SELL):
                        self.wndItem.SetUnusableSlotOnTopWnd(localIndex)
                    else:
                        self.wndItem.SetUsableSlotOnTopWnd(localIndex)

 

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15 hours ago, Chitra said:

If you don't have "MarkUnusableInvenSlotOnTopWnd" then there is another system that uses in uiiinventory.py the function "def RefreshMarkSlots(self, localIndex=None):"

 

if you have this part you can add it:

                elif onTopWnd == player.ON_TOP_WND_QUICK_SELL:
                    if player.IsAntiFlagBySlot(slotNumber, item.ITEM_ANTIFLAG_SELL):
                        self.wndItem.SetUnusableSlotOnTopWnd(localIndex)
                    else:
                        self.wndItem.SetUsableSlotOnTopWnd(localIndex)

 

Unforunatelly i do not have this one either, for referrence I m using marty's latest files

Will update here if i where to figure it out 

Thank you tho!

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On 4/10/2025 at 9:55 AM, astroNOT said:

Unforunatelly i do not have this one either, for referrence I m using marty's latest files

Will update here if i where to figure it out 

Thank you tho!

In that case, you most likely don't have that system. Which will make it impossible for you to implement that part.

Edited by Chitra
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  • 7 months later...

Don't use any images from : imgur, turkmmop, freakgamers, inforge, hizliresim... Or your content will be deleted without notice...
Use : https://metin2.download/media/add/

Please use https://metin2.download/ when uploading files smaller than 100MB, otherwise the approval will take longer due to manual upload.

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