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Hello,

i have problem with my client binary (novaline). Client freeze after loading... Please can someone help me? Thanks :)

syserr:

1006 16:40:00022 :: import marshal # builtin

1006 16:40:00022 :: import imp # builtin

1006 16:40:00046 :: ui.py: inconsistent use of tabs and spaces in indentation

1006 16:40:00076 :: import _weakref # builtin

1006 16:40:00628 :: # trying .os.pyd

1006 16:40:00628 :: # trying .os.py

1006 16:40:00628 :: # trying .os.pyw

1006 16:40:00628 :: # trying .os.pyc

1006 16:40:00628 :: # trying libos.pyd

1006 16:40:00628 :: # trying libos.py

1006 16:40:00628 :: # libos.pyc has bad magic

1006 16:40:00633 :: import os # from libos.py

1006 16:40:00633 :: import nt # builtin

1006 16:40:00633 :: # trying .ntpath.pyd

1006 16:40:00633 :: # trying .ntpath.py

1006 16:40:00633 :: # trying .ntpath.pyw

1006 16:40:00633 :: # trying .ntpath.pyc

1006 16:40:00634 :: # trying libntpath.pyd

1006 16:40:00634 :: # trying libntpath.py

1006 16:40:00634 :: # libntpath.pyc has bad magic

1006 16:40:00637 :: import ntpath # from libntpath.py

1006 16:40:00637 :: # trying .stat.pyd

1006 16:40:00637 :: # trying .stat.py

1006 16:40:00637 :: # trying .stat.pyw

1006 16:40:00638 :: # trying .stat.pyc

1006 16:40:00638 :: # trying libstat.pyd

1006 16:40:00638 :: # trying libstat.py

1006 16:40:00638 :: # libstat.pyc has bad magic

1006 16:40:00639 :: import stat # from libstat.py

1006 16:40:00639 :: # trying .UserDict.pyd

1006 16:40:00639 :: # trying .UserDict.py

1006 16:40:00639 :: # trying .UserDict.pyw

1006 16:40:00639 :: # trying .UserDict.pyc

1006 16:40:00639 :: # trying libUserDict.pyd

1006 16:40:00639 :: # trying libUserDict.py

1006 16:40:00640 :: # libUserDict.pyc has bad magic

1006 16:40:00641 :: import UserDict # from libUserDict.py

1006 16:40:00641 :: # trying .copy_reg.pyd

1006 16:40:00641 :: # trying .copy_reg.py

1006 16:40:00641 :: # trying .copy_reg.pyw

1006 16:40:00641 :: # trying .copy_reg.pyc

1006 16:40:00641 :: # trying libcopy_reg.pyd

1006 16:40:00641 :: # trying libcopy_reg.py

1006 16:40:00642 :: # libcopy_reg.pyc has bad magic

1006 16:40:00642 :: import copy_reg # from libcopy_reg.py

1006 16:40:00642 :: # trying .types.pyd

1006 16:40:00642 :: # trying .types.py

1006 16:40:00642 :: # trying .types.pyw

1006 16:40:00643 :: # trying .types.pyc

1006 16:40:00643 :: # trying libtypes.pyd

1006 16:40:00643 :: # trying libtypes.py

1006 16:40:00643 :: # libtypes.pyc has bad magic

1006 16:40:00644 :: import types # from libtypes.py

1006 16:40:00644 :: # trying .__future__.pyd

1006 16:40:00644 :: # trying .__future__.py

1006 16:40:00644 :: # trying .__future__.pyw

1006 16:40:00644 :: # trying .__future__.pyc

1006 16:40:00644 :: # trying lib__future__.pyd

1006 16:40:00644 :: # trying lib__future__.py

1006 16:40:00645 :: # lib__future__.pyc has bad magic

1006 16:40:00645 :: import __future__ # from lib__future__.py

1006 16:40:00646 :: import errno # builtin

1006 16:40:00681 :: import time # builtin

1006 16:40:08187 :: import math # builtin

1006 16:40:08247 :: uiTaskBar.py: inconsistent use of tabs and spaces in indentation

1006 16:40:08271 :: uiDragonSoul.py: inconsistent use of tabs and spaces in indentation

1006 16:40:08309 :: uiSystem.py: inconsistent use of tabs and spaces in indentation

1006 16:40:08359 :: uiQuest.py: inconsistent use of tabs and spaces in indentation

1006 16:41:16375 :: CPythonPlayer::SetItemData(window_type : 1, dwSlotIndex=10, itemIndex=9991) - Failed to item data

1006 16:41:20887 :: game.py: inconsistent use of tabs and spaces in indentation

1006 16:41:20985 :: Traceback (most recent call last):

1006 16:41:20985 ::   File "networkModule.py", line 239, in SetGamePhase

1006 16:41:20986 ::   File "game.py", line 105, in __init__

1006 16:41:20986 ::   File "interfaceModule.py", line 287, in MakeInterface

1006 16:41:20986 ::   File "interfaceModule.py", line 171, in __MakeWindows

1006 16:41:20986 ::   File "uiInventory.py", line 253, in __init__

1006 16:41:20986 ::   File "uiInventory.py", line 386, in __LoadWindow

1006 16:41:20986 ::   File "uiInventory.py", line 452, in SetInventoryPage

1006 16:41:20987 ::   File "uiInventory.py", line 524, in RefreshBagSlotWindow

1006 16:41:20987 ::   File "uiInventory.py", line 513, in __InventoryLocalSlotPosToGlobalSlotPos

1006 16:41:20987 :: AttributeError
1006 16:41:20987 :: : 
1006 16:41:20987 :: 'module' object has no attribute 'IsBeltInventorySlot'
1006 16:41:20987 :: 

1006 16:41:28841 :: # clear __builtin__._

1006 16:41:28841 :: # clear sys.path

1006 16:41:28841 :: # clear sys.argv

1006 16:41:28841 :: # clear sys.ps1

1006 16:41:28841 :: # clear sys.ps2

1006 16:41:28841 :: # clear sys.exitfunc

1006 16:41:28841 :: # clear sys.exc_type

1006 16:41:28841 :: # clear sys.exc_value

1006 16:41:28841 :: # clear sys.exc_traceback

1006 16:41:28841 :: # clear sys.last_type

1006 16:41:28841 :: # clear sys.last_value

1006 16:41:28841 :: # clear sys.last_traceback

1006 16:41:28841 :: # clear sys.path_hooks

1006 16:41:28841 :: # clear sys.path_importer_cache

1006 16:41:28841 :: # clear sys.meta_path

1006 16:41:28841 :: # clear sys.flags

1006 16:41:28841 :: # clear sys.float_info

1006 16:41:28841 :: # restore sys.stdin

1006 16:41:28841 :: # restore sys.stdout

1006 16:41:28841 :: # restore sys.stderr
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uiinventory fail

 

1006 16:41:20987 :: 'module' object has no attribute 'IsBeltInventorySlot'

Yes, i tried solve it, but unsuccessfully.

uiinventory.py:

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 # °łŔλóÁˇ ż­µżľČ ItemMove ąćÁö
import locale
import constInfo
import ime


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 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")

	def __init__(self):
		ui.ScriptWindow.__init__(self)
		self.questionDialog = None
		self.tooltipItem = None
		self.sellingSlotNumber = -1
		self.isLoaded = 0
		self.isOpenedCostumeWindowWhenClosingInventory = 0		# ŔÎşĄĹ丮 ´ÝŔ» ¶§ ÄÚ˝şĂőŔĚ ż­·ÁŔÖľú´ÂÁö ż©şÎ; ł×ŔĚąÖ ¤¸¤µ

		self.__LoadWindow()

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

	def Show(self):
		self.__LoadWindow()

		ui.ScriptWindow.Show(self)

		# ŔÎşĄĹ丮¸¦ ´ÝŔ» ¶§ ÄÚ˝şĂőŔĚ ż­·ÁŔÖľú´Ů¸é ŔÎşĄĹ丮¸¦ ż­ ¶§ ÄÚ˝şĂőµµ °°ŔĚ ż­µµ·Ď ÇÔ.
		if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
			self.wndCostume.Show() 

	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.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

		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))
        
		# 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

		if self.wndCostume:
			self.wndCostume.Destroy()
			self.wndCostume = 0
			
		self.inventoryTab = []
		self.equipmentTab = []

	def Close(self):
		if None != self.tooltipItem:
			self.tooltipItem.HideToolTip()

		if self.wndCostume:
			self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow()	# ŔÎşĄĹ丮 âŔĚ ´ÝČú ¶§ ÄÚ˝şĂőŔĚ ż­·Á ŔÖľú´Â°ˇ?
			self.wndCostume.Close()
 
		self.OnCloseQuestionDialog()
		self.dlgPickMoney.Close()
		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")

	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) # ŔÎşĄĹ丮 990000 Á¦ÇŃ ąö±× ĽöÁ¤

	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):
			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)
			if itemCount <= 1:
				itemCount = 0
				
			itemVnum = getItemVNum(slotNumber)
			setItemVNum(i, itemVnum, itemCount)
			
			## ŔÚµżą°ľŕ (HP: #72723 ~ #72726, SP: #72727 ~ #72730) ĆŻĽöĂł¸® - ľĆŔĚĹŰŔεĄµµ ˝˝·Ôżˇ Č°ĽşČ­/şńČ°ĽşČ­ ÇĄ˝Ă¸¦ Ŕ§ÇŃ ŔŰľ÷ŔÓ - [hyo]
			if constInfo.IS_AUTO_POTION(itemVnum):
				# metinSocket - [0] : Č°ĽşČ­ ż©şÎ, [1] : »çżëÇŃ ľç, [2] : ĂÖ´ë żë·®
				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()

	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)

		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):

		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")

			## Ŕ̵ż˝ĂŲ °÷ŔĚ ŔĺÂř ˝˝·ÔŔĎ °ćżě ľĆŔĚĹŰŔ» »çżëÇŘĽ­ ŔĺÂř ˝ĂŲ´Ů - [levites]
			if player.IsEquipmentSlot(dstItemSlotPos):

				## µé°í ŔÖ´Â ľĆŔĚĹŰŔĚ ŔĺşńŔ϶§¸¸
				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)

			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):
		"´Ů¸Ą ľĆŔĚĹŰżˇ »çżëÇŇ Ľö ŔÖ´Â ľĆŔĚĹŰŔΰˇ?"

		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 ľĆŔĚĹŰżˇ »çżëÇŇ Ľö Ŕִ°ˇ?"

		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;

		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):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS():
			return

		slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex)

		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(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)
			#net.SendItemUsePacket(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):
		# °łŔλóÁˇ ż­°í ŔÖ´Â µżľČ ľĆŔĚĹŰ »çżë ąćÁö
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP)
			return

		net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)

	def __SendUseItemPacket(self, slotPos):
		# °łŔλóÁˇ ż­°í ŔÖ´Â µżľČ ľĆŔĚĹŰ »çżë ąćÁö
		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):
		# °łŔλóÁˇ ż­°í ŔÖ´Â µżľČ ľĆŔĚĹŰ »çżë ąćÁö
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, locale.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
			return

		net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)

Thanks.

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  • Solution

to start :

1006 16:40:08247 :: uiTaskBar.py: inconsistent use of tabs and spaces in indentation
 
1006 16:40:08271 :: uiDragonSoul.py: inconsistent use of tabs and spaces in indentation
 
1006 16:40:08309 :: uiSystem.py: inconsistent use of tabs and spaces in indentation
 
1006 16:40:08359 :: uiQuest.py: inconsistent use of tabs and spaces in indentation
 
1006 16:41:16375 :: CPythonPlayer::SetItemData(window_type : 1, dwSlotIndex=10, itemIndex=9991) - Failed to item data
 
1006 16:41:20887 :: game.py: inconsistent use of tabs and spaces in indentation
 
1006 16:41:20985 :: Traceback (most recent call last):
 
1006 16:41:20985 ::   File "networkModule.py", line 239, in SetGamePhase
 
1006 16:41:20986 ::   File "game.py", line 105, in __init__
 
1006 16:41:20986 ::   File "interfaceModule.py", line 287, in MakeInterface
 
1006 16:41:20986 ::   File "interfaceModule.py", line 171, in __MakeWindows
 
1006 16:41:20986 ::   File "uiInventory.py", line 253, in __init__
 
1006 16:41:20986 ::   File "uiInventory.py", line 386, in __LoadWindow
 
1006 16:41:20986 ::   File "uiInventory.py", line 452, in SetInventoryPage
 
1006 16:41:20987 ::   File "uiInventory.py", line 524, in RefreshBagSlotWindow
 
1006 16:41:20987 ::   File "uiInventory.py", line 513, in __InventoryLocalSlotPosToGlobalSlotPos
 
1006 16:41:20987 :: AttributeError
1006 16:41:20987 :: :
1006 16:41:20987 :: 'module' object has no attribute 'IsBeltInventorySlot'
1006 16:41:20987 :: 

that sema posted + there are many bad magic number

1006 16:40:00634 :: # libntpath.pyc has bad magic
1006 16:40:00638 :: # libstat.pyc has bad magic
1006 16:40:00640 :: # libUserDict.pyc has bad magic
and more

czed by the un-compatiblity between pyc file and you python22/27.dll file

to do :

get them from gf client -.-

and that should be it

the other error i dont think its hard to solve

tip : re-add the belt-system (python part)

 

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to start :

1006 16:40:08247 :: uiTaskBar.py: inconsistent use of tabs and spaces in indentation
 
1006 16:40:08271 :: uiDragonSoul.py: inconsistent use of tabs and spaces in indentation
 
1006 16:40:08309 :: uiSystem.py: inconsistent use of tabs and spaces in indentation
 
1006 16:40:08359 :: uiQuest.py: inconsistent use of tabs and spaces in indentation
 
1006 16:41:16375 :: CPythonPlayer::SetItemData(window_type : 1, dwSlotIndex=10, itemIndex=9991) - Failed to item data
 
1006 16:41:20887 :: game.py: inconsistent use of tabs and spaces in indentation
 
1006 16:41:20985 :: Traceback (most recent call last):
 
1006 16:41:20985 ::   File "networkModule.py", line 239, in SetGamePhase
 
1006 16:41:20986 ::   File "game.py", line 105, in __init__
 
1006 16:41:20986 ::   File "interfaceModule.py", line 287, in MakeInterface
 
1006 16:41:20986 ::   File "interfaceModule.py", line 171, in __MakeWindows
 
1006 16:41:20986 ::   File "uiInventory.py", line 253, in __init__
 
1006 16:41:20986 ::   File "uiInventory.py", line 386, in __LoadWindow
 
1006 16:41:20986 ::   File "uiInventory.py", line 452, in SetInventoryPage
 
1006 16:41:20987 ::   File "uiInventory.py", line 524, in RefreshBagSlotWindow
 
1006 16:41:20987 ::   File "uiInventory.py", line 513, in __InventoryLocalSlotPosToGlobalSlotPos
 
1006 16:41:20987 :: AttributeError
1006 16:41:20987 :: :
1006 16:41:20987 :: 'module' object has no attribute 'IsBeltInventorySlot'
1006 16:41:20987 :: 

that sema posted + there are many bad magic number

1006 16:40:00634 :: # libntpath.pyc has bad magic
1006 16:40:00638 :: # libstat.pyc has bad magic
1006 16:40:00640 :: # libUserDict.pyc has bad magic
and more

czed by the un-compatiblity between pyc file and you python22/27.dll file

to do :

get them from gf client -.-

and that should be it

the other error i dont think its hard to solve

tip : re-add the belt-system (python part)

Thanks, solved :)

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