Care stiti cum trebuie pus acest sistem in partea de client uiinventory.py ,arata un tutorial dar nu explica cum trebuie si nustiu cum sa-l pun ba odata ramane la bara de loading,sau daca-l pun altfel imi da eroare la deschidere client.
Acesta ii sistemul :
http://just4metin.ro/altele/effect-slot-t45022.html
Si acesta ii uiinventory.py daca-l poate pune careva sau doar sa-mi zica unde trebuie pus..
http://www.girlshare.ro/3489667805.8
Problema slot effect
Incearca acum:logilink97 scrie:Care stiti cum trebuie pus acest sistem in partea de client uiinventory.py ,arata un tutorial dar nu explica cum trebuie si nustiu cum sa-l pun ba odata ramane la bara de loading,sau daca-l pun altfel imi da eroare la deschidere client.
Acesta ii sistemul :
http://just4metin.ro/altele/effect-slot-t45022.html
Si acesta ii uiinventory.py daca-l poate pune careva sau doar sa-mi zica unde trebuie pus..
http://www.girlshare.ro/3489667805.8
Cod: Selectaţi tot
import ui
import player
import mouseModule
import net
import app
import snd
import item
import player
import chat
import grp
import uiScriptLocale
import uiRefine
import uiAttachMetin
import uiPickMoney
import uiCommon
import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지
import uiOfflineShopBuilder
import uiOfflineShop
import localeInfo
import constInfo
import ime
import wndMgr
import interfacemodule
import background
import event
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()
## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다..
def GetBasePosition(self):
x, y = self.wndInventory.GetGlobalPosition()
return x - 148, y + 241
def AdjustPositionAndSize(self):
bx, by = self.GetBasePosition()
if self.IsOpeningInventory():
self.SetPosition(bx, by)
self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight())
else:
self.SetPosition(bx + 138, by);
self.SetSize(10, self.GetHeight())
def __LoadWindow(self):
if self.isLoaded == 1:
return
self.isLoaded = 1
try:
pyScrLoader = ui.PythonScriptLoader()
pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py")
except:
import exception
exception.Abort("CostumeWindow.LoadWindow.LoadObject")
try:
self.ORIGINAL_WIDTH = self.GetWidth()
wndBeltInventorySlot = self.GetChild("BeltInventorySlot")
self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer")
self.expandBtn = self.GetChild("ExpandBtn")
self.minBtn = self.GetChild("MinimizeBtn")
self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory))
self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory))
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):
liHighlightedItems = []
USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET")
questionDialog = None
tooltipItem = None
wndCostume = None
wndBelt = None
dlgPickMoney = None
sellingSlotNumber = -1
isLoaded = 0
isOpenedCostumeWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ
isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ
def __init__(self):
ui.ScriptWindow.__init__(self)
self.OpenBoniSwitcherEvent = lambda : None
self.__LoadWindow()
def __del__(self):
ui.ScriptWindow.__del__(self)
def Show(self):
self.__LoadWindow()
ui.ScriptWindow.Show(self)
# Costume System
if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
self.wndCostume.Show()
# Belt System
if self.wndBelt:
self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory)
def BindInterfaceClass(self, interface):
self.interface = interface
def __LoadWindow(self):
if self.isLoaded == 1:
return
self.isLoaded = 1
try:
pyScrLoader = ui.PythonScriptLoader()
if ITEM_MALL_BUTTON_ENABLE:
pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py")
else:
pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py")
except:
import exception
exception.Abort("InventoryWindow.LoadWindow.LoadObject")
try:
wndItem = self.GetChild("ItemSlot")
wndEquip = self.GetChild("EquipmentSlot")
self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))
self.wndMoney = self.GetChild("Money")
self.wndMoneySlot = self.GetChild("Money_Slot")
self.mallButton = self.GetChild2("MallButton")
self.DSSButton = self.GetChild2("DSSButton")
self.costumeButton = self.GetChild2("CostumeButton")
self.EfsunButton = self.GetChild2("EfsunButton")
self.offlineShopButton = self.GetChild2("OfflineShopButton")
#self.Alaska_py = self.GetChild2("Alaska_py")
#self.Telep = self.GetChild2("Telep")
#self.Switchbot = self.GetChild2("Switchbot")
#self.depozit_index = self.GetChild2("depozit_index")
#self.StatusUp = self.GetChild2("StatusUp")
self.inventoryTab = []
self.inventoryTab.append(self.GetChild("Inventory_Tab_01"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_02"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_03"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_04"))
self.equipmentTab = []
self.equipmentTab.append(self.GetChild("Equipment_Tab_01"))
self.equipmentTab.append(self.GetChild("Equipment_Tab_02"))
if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM:
self.costumeButton.Hide()
self.costumeButton.Destroy()
self.costumeButton = 0
# Belt Inventory Window
self.wndBelt = None
if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
self.wndBelt = BeltInventoryWindow(self)
except:
import exception
exception.Abort("InventoryWindow.LoadWindow.BindObject")
## Item
wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot))
wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot))
wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem))
wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem))
## Equipment
wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot))
wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot))
wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot))
wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem))
wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem))
## PickMoneyDialog
dlgPickMoney = uiPickMoney.PickMoneyDialog()
dlgPickMoney.LoadDialog()
dlgPickMoney.Hide()
## RefineDialog
self.refineDialog = uiRefine.RefineDialog()
self.refineDialog.Hide()
## AttachMetinDialog
self.attachMetinDialog = uiAttachMetin.AttachMetinDialog()
self.attachMetinDialog.Hide()
## MoneySlot
self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog))
self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg))
self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg))
self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg))
self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg))
self.inventoryPageIndex = 0
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))
# Offline Shop Button
if (self.offlineShopButton):
self.offlineShopButton.SetEvent(ui.__mem_func__(self.ClickOfflineShopButton))
if self.EfsunButton:
self.EfsunButton.SetEvent(ui.__mem_func__(self.__EfsunButton))
#Bonusuri
#if self.Alaska_py:
# self.Alaska_py.SetEvent(ui.__mem_func__(self.ClickAlaska_py))
#Telep
#if self.Telep:
# self.Telep.SetEvent(ui.__mem_func__(self.ClickTelep))
#depozit_index
#if self.depozit_index:
# self.depozit_index.SetEvent(ui.__mem_func__(self.Clickdepozit_index))
#Bonusuri
#if self.Switchbot:
# self.Switchbot.SetEvent(ui.__mem_func__(self.ClickSwitchbot))
#StatusUp
#if self.StatusUp:
# self.StatusUp.SetEvent(ui.__mem_func__(self.ClickStatusUp))
self.wndCostume = None
#####
## Refresh
self.SetInventoryPage(0)
self.SetEquipmentPage(0)
self.RefreshItemSlot()
self.RefreshStatus()
def Destroy(self):
self.ClearDictionary()
self.dlgPickMoney.Destroy()
self.dlgPickMoney = 0
self.refineDialog.Destroy()
self.refineDialog = 0
self.attachMetinDialog.Destroy()
self.attachMetinDialog = 0
self.tooltipItem = None
self.wndItem = 0
self.wndEquip = 0
self.dlgPickMoney = 0
self.wndMoney = 0
self.wndMoneySlot = 0
self.questionDialog = None
self.mallButton = None
self.DSSButton = None
self.interface = None
if self.wndCostume:
self.wndCostume.Destroy()
self.wndCostume = 0
if self.wndBelt:
self.wndBelt.Destroy()
self.wndBelt = None
self.inventoryTab = []
self.equipmentTab = []
def Hide(self):
if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS():
self.OnCloseQuestionDialog()
return
if None != self.tooltipItem:
self.tooltipItem.HideToolTip()
if self.wndCostume:
self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가?
self.wndCostume.Close()
if self.wndBelt:
self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가?
print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
self.wndBelt.Close()
if self.dlgPickMoney:
self.dlgPickMoney.Close()
self.OnCloseQuestionDialog()
wndMgr.Hide(self.hWnd)
def Close(self):
self.Hide()
def SetInventoryPage(self, page):
self.inventoryTab[self.inventoryPageIndex].SetUp()
self.inventoryPageIndex = page
self.RefreshBagSlotWindow()
def SetEquipmentPage(self, page):
self.equipmentPageIndex = page
self.equipmentTab[1-page].SetUp()
self.RefreshEquipSlotWindow()
def Harita(self):
map = [
"metin2_map_deviltower1",
]
if str(background.GetCurrentMapName()) in map:
return TRUE
return FALSE
def ClickMallButton(self):
if 0==interfacemodule.statutahta1:
interfacemodule.statutahta1 = 1
self.tahta1 = ui.BoardWithTitleBar()
self.tahta1.SetSize(270, 80)
self.tahta1.SetCenterPosition()
self.tahta1.AddFlag('float')
self.tahta1.AddFlag('movable')
self.tahta1.SetTitleName("BEST PRODUCTION")
self.tahta1.Show()
self.itemshop1 = ui.Button()
self.itemshop1.SetEvent(self._item_shop)
self.itemshop1.SetParent(self.tahta1)
self.itemshop1.SetPosition(35, 40)
self.itemshop1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub")
self.itemshop1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub")
self.itemshop1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub")
self.itemshop1.SetText("ItemShop")
self.itemshop1.Show()
self.depo1 = ui.Button()
self.depo1.SetEvent(self._depo_ac)
self.depo1.SetParent(self.tahta1)
self.depo1.SetPosition(105, 40)
self.depo1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub")
self.depo1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub")
self.depo1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub")
self.depo1.SetText("Depo")
self.depo1.Show()
self.sehir1 = ui.Button()
self.sehir1.SetEvent(self._sehire_git)
self.sehir1.SetParent(self.tahta1)
self.sehir1.SetPosition(175, 40)
self.sehir1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub")
self.sehir1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub")
self.sehir1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub")
self.sehir1.SetText("Sehir")
self.sehir1.Show()
else:
interfacemodule.statutahta1 = 0
self.tahta1.Hide()
self.itemshop1.Hide()
self.depo1.Hide()
self.sehir1.Hide()
def _item_shop(self):
interfacemodule.statutahta1 = 0
self.tahta1.Hide()
self.itemshop1.Hide()
self.depo1.Hide()
self.sehir1.Hide()
net.SendChatPacket("/click_mall")
def _depo_ac(self):
import chat
if self.Harita():
chat.AppendChat(chat.CHAT_TYPE_INFO, "<Hata> ?ytan Kulesi b?esinde depo acamazs?.")
return
interfacemodule.statutahta1 = 0
self.tahta1.Hide()
self.itemshop1.Hide()
self.depo1.Hide()
self.sehir1.Hide()
net.SendChatPacket("/click_safebox")
def _sehire_git(self):
interfacemodule.statutahta1 = 0
self.tahta1.Hide()
self.itemshop1.Hide()
self.depo1.Hide()
self.sehir1.Hide()
net.SendChatPacket("/click_town")
# DSSButton
def ClickDSSButton(self):
print "click_dss_button"
self.interface.ToggleDragonSoulWindow()
def __EfsunButton(self):
if not constInfo.eigenmod:
execfile('efsunbot.pyc',{})
constInfo.eigenmod = 1
else:
chat.AppendChat(1, "Efsun Botu zaten aktif")
#self.EfsunButton.Hide()
# Offline Shop Button
def ClickOfflineShopButton(self):
print "click_offline_shop_button"
self.interface.ToggleOfflineShopAdminPanelWindow()
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 ClickAlaska_py(self):
# import uibonuspage
# uibonuspage.BonusBoardDialog().Show()
#Telep
#def ClickTelep(self):
# import event
# qid = constInfo.Telepqin
# event.QuestButtonClick(qid)
#Telep
#def Clickdepozit_index(self):
# import event
# qid = constInfo.Depoport
# event.QuestButtonClick(qid)
#def ClickSwitchbot(self):
# import switchbot
# switchbot.Bot().Show()
#def ClickStatusUp(self):
# import uistatusup
# uistatusup.StatusUp().Show()
def OpenPickMoneyDialog(self):
if mouseModule.mouseController.isAttached():
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType():
if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex():
net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
snd.PlaySound("sound/ui/money.wav")
mouseModule.mouseController.DeattachObject()
else:
curMoney = player.GetElk()
if curMoney <= 0:
return
self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE)
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
self.dlgPickMoney.Open(curMoney)
self.dlgPickMoney.SetMax(7) # 인벤토리 990000 제한 버그 수정
def OnPickMoney(self, money):
mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money)
def OnPickItem(self, count):
itemSlotIndex = self.dlgPickMoney.itemGlobalSlotIndex
selectedItemVNum = player.GetItemIndex(itemSlotIndex)
mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, count)
def __InventoryLocalSlotPosToGlobalSlotPos(self, local):
if player.IsEquipmentSlot(local) or player.IsCostumeSlot(local) or player.IsBeltInventorySlot(local):
return local
return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local
def RefreshBagSlotWindow(self):
is_activated = 0
getItemVNum=player.GetItemIndex
getItemCount=player.GetItemCount
setItemVNum=self.wndItem.SetItemSlot
for i in xrange(player.INVENTORY_PAGE_SIZE*2):
slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
itemCount = getItemCount(slotNumber)
if 0 == itemCount:
self.wndItem.ClearSlot(i)
continue
elif 1 == itemCount:
itemCount = 0
itemVnum = getItemVNum(slotNumber)
setItemVNum(i, itemVnum, itemCount)
if itemVnum == 0 and slotNumber in self.liHighlightedItems:
self.liHightlightedItems.remove(slotNumber)
if constInfo.IS_AUTO_POTION(itemVnum):
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(i)
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(i)
elif constInfo.IS_ACCE_ITEM(itemVnum, 1) == True:
metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
isActivated = metinSocket[0]
if isActivated == 1:
player.SetAcceInfo(isActivated, i)
self.wndItem.ActivateAcceSlot(i)
else:
self.wndItem.DeactivateAcceSlot(i)
self.wndItem.RefreshSlot()
self.__RefreshHighlights()
if self.wndBelt:
self.wndBelt.RefreshSlot()
def RefreshEquipSlotWindow(self):
getItemVNum=player.GetItemIndex
getItemCount=player.GetItemCount
setItemVNum=self.wndEquip.SetItemSlot
for i in xrange(player.EQUIPMENT_PAGE_COUNT):
slotNumber = player.EQUIPMENT_SLOT_START + i
itemCount = getItemCount(slotNumber)
if itemCount <= 1:
itemCount = 0
setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT):
slotNumber = player.NEW_EQUIPMENT_SLOT_START + i
itemCount = getItemCount(slotNumber)
if itemCount <= 1:
itemCount = 0
setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
self.wndEquip.RefreshSlot()
if self.wndCostume:
self.wndCostume.RefreshCostumeSlot()
def RefreshItemSlot(self):
self.RefreshBagSlotWindow()
self.RefreshEquipSlotWindow()
def RefreshStatus(self):
money = player.GetElk()
self.wndMoney.SetText(localeInfo.NumberToMoneyString(money))
def SetItemToolTip(self, tooltipItem):
self.tooltipItem = tooltipItem
def SellItem(self):
if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber):
if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber):
## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가
net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY)
snd.PlaySound("sound/ui/money.wav")
self.OnCloseQuestionDialog()
def OnDetachMetinFromItem(self):
if None == self.questionDialog:
return
#net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
self.OnCloseQuestionDialog()
def OnCloseQuestionDialog(self):
if not self.questionDialog:
return
self.questionDialog.Close()
self.questionDialog = None
constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0)
## Slot Event
def SelectEmptySlot(self, selectedSlotPos):
if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
return
selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos)
if mouseModule.mouseController.isAttached():
attachedSlotType = mouseModule.mouseController.GetAttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()
if player.SLOT_TYPE_INVENTORY == attachedSlotType:
itemCount = player.GetItemCount(attachedSlotPos)
attachedCount = mouseModule.mouseController.GetAttachedItemCount()
self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount)
if item.IsRefineScroll(attachedItemIndex):
self.wndItem.SetUseMode(False)
elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType:
mouseModule.mouseController.RunCallBack("INVENTORY")
elif player.SLOT_TYPE_OFFLINE_SHOP == attachedSlotType:
mouseModule.mouseController.RunCallBack("INVENTORY")
elif player.SLOT_TYPE_SHOP == attachedSlotType:
net.SendShopBuyPacket(attachedSlotPos)
elif player.SLOT_TYPE_SAFEBOX == attachedSlotType:
if player.ITEM_MONEY == attachedItemIndex:
net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
snd.PlaySound("sound/ui/money.wav")
else:
net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos)
elif player.SLOT_TYPE_MALL == attachedSlotType:
net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos)
mouseModule.mouseController.DeattachObject()
def SelectItemSlot(self, itemSlotIndex):
if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
return
itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex)
if mouseModule.mouseController.isAttached():
attachedSlotType = mouseModule.mouseController.GetAttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex()
if player.SLOT_TYPE_INVENTORY == attachedSlotType:
self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex)
mouseModule.mouseController.DeattachObject()
else:
curCursorNum = app.GetCursor()
if app.SELL == curCursorNum:
self.__SellItem(itemSlotIndex)
elif app.BUY == curCursorNum:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO)
elif app.IsPressed(app.DIK_LALT):
link = player.GetItemLink(itemSlotIndex)
ime.PasteString(link)
elif app.IsPressed(app.DIK_LSHIFT):
itemCount = player.GetItemCount(itemSlotIndex)
if itemCount > 1:
self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE)
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem))
self.dlgPickMoney.Open(itemCount)
self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex
#else:
#selectedItemVNum = player.GetItemIndex(itemSlotIndex)
#mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum)
elif app.IsPressed(app.DIK_LCONTROL):
itemIndex = player.GetItemIndex(itemSlotIndex)
if True == item.CanAddToQuickSlotItem(itemIndex):
player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex)
else:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM)
else:
selectedItemVNum = player.GetItemIndex(itemSlotIndex)
itemCount = player.GetItemCount(itemSlotIndex)
mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount)
if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex):
self.wndItem.SetUseMode(True)
else:
self.wndItem.SetUseMode(False)
snd.PlaySound("sound/ui/pick.wav")
def UseTransportBox(self):
self.__SendUseItemToItemPacket(self.questionDialog.src, self.questionDialog.dst)
self.OnCloseQuestionDialog()
def UseProtein(self):
self.__SendUseItemToItemPacket(self.questionDialog.src, self.questionDialog.dst)
self.OnCloseQuestionDialog()
def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
if srcItemSlotPos == dstItemSlotPos:
return
if srcItemVID >= 55701 and srcItemVID <= 55706 and player.GetItemIndex(dstItemSlotPos) == 55002:
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText("Vrei sa adaugi insotitorul in cutia de transport?")
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.UseTransportBox))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
self.questionDialog.Open()
self.questionDialog.src = srcItemSlotPos
self.questionDialog.dst = dstItemSlotPos
if srcItemVID == 55001 and player.GetItemIndex(dstItemSlotPos) >= 55701 and player.GetItemIndex(dstItemSlotPos) <= 55706:
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText("Vrei sa hranesti insotitorul?")
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.UseProtein))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
self.questionDialog.Open()
self.questionDialog.src = srcItemSlotPos
self.questionDialog.dst = dstItemSlotPos
if item.IsRefineScroll(srcItemVID):
self.RefineItem(srcItemSlotPos, dstItemSlotPos)
self.wndItem.SetUseMode(False)
elif item.IsMetin(srcItemVID):
self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos)
elif item.IsCostumeScroll(srcItemVID):
self.CostumeMetinFromItem(srcItemSlotPos, dstItemSlotPos)
elif item.IsDetachScroll(srcItemVID):
self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos)
elif item.IsKey(srcItemVID):
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE:
self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)
else:
#snd.PlaySound("sound/ui/drop.wav")
## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites]
if player.IsEquipmentSlot(dstItemSlotPos):
## 들고 있는 아이템이 장비일때만
if item.IsEquipmentVID(srcItemVID):
self.__UseItem(srcItemSlotPos)
else:
self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0)
#net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0)
def __SellItem(self, itemSlotPos):
if not player.IsEquipmentSlot(itemSlotPos):
self.sellingSlotNumber = itemSlotPos
itemIndex = player.GetItemIndex(itemSlotPos)
itemCount = player.GetItemCount(itemSlotPos)
self.sellingSlotitemIndex = itemIndex
self.sellingSlotitemCount = itemCount
item.SelectItem(itemIndex)
## 안티 플레그 검사 빠져서 추가
## 20140220
if item.IsAntiFlag(item.ANTIFLAG_SELL):
popup = uiCommon.PopupDialog()
popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM)
popup.SetAcceptEvent(self.__OnClosePopupDialog)
popup.Open()
self.popup = popup
return
itemPrice = item.GetISellItemPrice()
if item.Is1GoldItem():
itemPrice = itemCount / itemPrice / 5
else:
itemPrice = itemPrice * itemCount / 5
item.GetItemName(itemIndex)
itemName = item.GetItemName()
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(localeInfo.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice))
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
self.questionDialog.Open()
self.questionDialog.count = itemCount
constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)
def __OnClosePopupDialog(self):
self.pop = None
def RefineItem(self, scrollSlotPos, targetSlotPos):
scrollIndex = player.GetItemIndex(scrollSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos):
return
###########################################################
self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos)
#net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos)
return
###########################################################
###########################################################
#net.SendRequestRefineInfoPacket(targetSlotPos)
#return
###########################################################
result = player.CanRefine(scrollIndex, targetSlotPos)
if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_MORE_SOCKET)
elif player.REFINE_NEED_MORE_GOOD_SCROLL == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL)
elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM)
elif player.REFINE_NOT_NEXT_GRADE_ITEM == result:
#snd.PlaySound("sound/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM)
elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)
if player.REFINE_OK != result:
return
self.refineDialog.Open(scrollSlotPos, targetSlotPos)
def CostumeMetinFromItem(self, scrollSlotPos, targetSlotPos):
scrollIndex = player.GetItemIndex(scrollSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos)
def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos):
scrollIndex = player.GetItemIndex(scrollSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
if constInfo.IS_ACCE_ITEM_DETACH(scrollIndex) == True:
item.SelectItem(targetIndex)
if item.GetItemSubType() == item.COSTUME_TYPE_ACCE:
if self.GetAcceAttribute(targetSlotPos) == 0:
return
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(localeInfo.ACCE_DO_YOU_REMOVE_ATTR)
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
else:
return
else:
if not player.CanDetach(scrollIndex, targetSlotPos):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM)
return
self.questionDialog = uiCommon.QuestionDialog()
self.questionDialog.SetText(localeInfo.REFINE_DO_YOU_SEPARATE_METIN)
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
self.questionDialog.Open()
self.questionDialog.sourcePos = scrollSlotPos
self.questionDialog.targetPos = targetSlotPos
def AttachMetinToItem(self, metinSlotPos, targetSlotPos):
metinIndex = player.GetItemIndex(metinSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)
item.SelectItem(metinIndex)
itemName = item.GetItemName()
result = player.CanAttachMetin(metinIndex, targetSlotPos)
if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_CAN_NOT_ATTACH(itemName))
if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_SOCKET(itemName))
elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_GOLD_SOCKET(itemName))
elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result:
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)
if player.ATTACH_METIN_OK != result:
return
self.attachMetinDialog.Open(metinSlotPos, targetSlotPos)
def OverOutItem(self):
self.wndItem.SetUsableItem(False)
if None != self.tooltipItem:
self.tooltipItem.HideToolTip()
def OverInItem(self, overSlotPos):
overSlotPosGlobal = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos)
self.wndItem.SetUsableItem(False)
if overSlotPosGlobal in self.liHighlightedItems:
self.liHighlightedItems.remove(overSlotPosGlobal)
self.wndItem.DeactivateSlot(overSlotPos)
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, overSlotPosGlobal):
self.wndItem.SetUsableItem(True)
self.ShowToolTip(overSlotPosGlobal)
return
self.ShowToolTip(overSlotPosGlobal)
def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
"다른 아이템에 사용할 수 있는 아이템인가?"
if srcItemVNum >= 55701 and srcItemVNum <= 55706:
return True
if srcItemVNum == 55001:
return True
if item.IsRefineScroll(srcItemVNum):
return True
elif item.IsMetin(srcItemVNum):
return True
elif item.IsCostumeScroll(srcItemVNum):
return True
elif item.IsDetachScroll(srcItemVNum):
return True
elif item.IsKey(srcItemVNum):
return True
elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
return True
else:
if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE:
return True
return False
def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
"대상 아이템에 사용할 수 있는가?"
if srcItemVNum >= 55701 and srcItemVNum <= 55706 and player.GetItemIndex(dstSlotPos) == 55002:
return True
if srcItemVNum == 55001 and player.GetItemIndex(dstSlotPos) >= 55701 and player.GetItemIndex(dstSlotPos) <= 55706:
return True
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.IsCostumeScroll(srcItemVNum):
if player.DETACH_METIN_OK == player.CanDetach(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_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(localeInfo.INVENTORY_REALLY_USE_ITEM)
self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept))
self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel))
self.questionDialog.Open()
self.questionDialog.slotIndex = slotIndex
constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)
else:
self.__SendUseItemPacket(slotIndex)
def __UseItemQuestionDialog_OnCancel(self):
self.OnCloseQuestionDialog()
def __UseItemQuestionDialog_OnAccept(self):
self.__SendUseItemPacket(self.questionDialog.slotIndex)
self.OnCloseQuestionDialog()
def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
# 개인상점 열고 있는 동안 아이템 사용 방지
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
return
if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
return
if (uiOfflineShop.IsEditingOfflineShop()):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
return
net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
def __SendUseItemPacket(self, slotPos):
# 개인상점 열고 있는 동안 아이템 사용 방지
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
return
if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
return
if (uiOfflineShop.IsEditingOfflineShop()):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
return
net.SendItemUsePacket(slotPos)
def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
# 개인상점 열고 있는 동안 아이템 사용 방지
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
return
if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP)
return
if (uiOfflineShop.IsEditingOfflineShop()):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP)
return
net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)
def SetDragonSoulRefineWindow(self, wndDragonSoulRefine):
if app.ENABLE_DRAGON_SOUL_SYSTEM:
self.wndDragonSoulRefine = wndDragonSoulRefine
def GetAcceAttribute(self, srcSlotPos):
result = 0
attrSlot = []
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
attrSlot.append(player.GetItemAttribute(srcSlotPos, i))
if 0 != attrSlot:
for c in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
type = attrSlot[c][0]
if type != 0:
result = result + 1
return result
def HighlightSlot(self, slot):
if not slot in self.liHighlightedItems:
self.liHighlightedItems.append(slot)
def __RefreshHighlights(self):
for i in xrange(player.INVENTORY_PAGE_SIZE):
slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
if slotNumber in self.liHighlightedItems:
self.wndItem.ActivateSlot(i)
def OnMoveWindow(self, x, y):
# print "Inventory Global Pos : ", self.GetGlobalPosition()
if self.wndBelt:
# print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition()
self.wndBelt.AdjustPositionAndSize()
- Pentru acest mesaj, [Tupeu] for the post:
- dubuleanu1
Frate pai tab-urile ? pana stau sa le fac toate... si o intrebare daca modific ceva in sursa doar in game nu in altceva,trebuie sa compilez si db neaparat sau doar game-ul ?qTupeu scrie:Incearca acum:logilink97 scrie:Care stiti cum trebuie pus acest sistem in partea de client uiinventory.py ,arata un tutorial dar nu explica cum trebuie si nustiu cum sa-l pun ba odata ramane la bara de loading,sau daca-l pun altfel imi da eroare la deschidere client.
Acesta ii sistemul :
http://just4metin.ro/altele/effect-slot-t45022.html
Si acesta ii uiinventory.py daca-l poate pune careva sau doar sa-mi zica unde trebuie pus..
http://www.girlshare.ro/3489667805.8Cod: Selectaţi tot
import ui import player import mouseModule import net import app import snd import item import player import chat import grp import uiScriptLocale import uiRefine import uiAttachMetin import uiPickMoney import uiCommon import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지 import uiOfflineShopBuilder import uiOfflineShop import localeInfo import constInfo import ime import wndMgr import interfacemodule import background import event 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() ## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다.. def GetBasePosition(self): x, y = self.wndInventory.GetGlobalPosition() return x - 148, y + 241 def AdjustPositionAndSize(self): bx, by = self.GetBasePosition() if self.IsOpeningInventory(): self.SetPosition(bx, by) self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight()) else: self.SetPosition(bx + 138, by); self.SetSize(10, self.GetHeight()) def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: self.ORIGINAL_WIDTH = self.GetWidth() wndBeltInventorySlot = self.GetChild("BeltInventorySlot") self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer") self.expandBtn = self.GetChild("ExpandBtn") self.minBtn = self.GetChild("MinimizeBtn") self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory)) self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory)) 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): liHighlightedItems = [] USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET") questionDialog = None tooltipItem = None wndCostume = None wndBelt = None dlgPickMoney = None sellingSlotNumber = -1 isLoaded = 0 isOpenedCostumeWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ def __init__(self): ui.ScriptWindow.__init__(self) self.OpenBoniSwitcherEvent = lambda : None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) # Costume System if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume: self.wndCostume.Show() # Belt System if self.wndBelt: self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory) def BindInterfaceClass(self, interface): self.interface = interface def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() if ITEM_MALL_BUTTON_ENABLE: pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py") else: pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py") except: import exception exception.Abort("InventoryWindow.LoadWindow.LoadObject") try: wndItem = self.GetChild("ItemSlot") wndEquip = self.GetChild("EquipmentSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) self.wndMoney = self.GetChild("Money") self.wndMoneySlot = self.GetChild("Money_Slot") self.mallButton = self.GetChild2("MallButton") self.DSSButton = self.GetChild2("DSSButton") self.costumeButton = self.GetChild2("CostumeButton") self.EfsunButton = self.GetChild2("EfsunButton") self.offlineShopButton = self.GetChild2("OfflineShopButton") #self.Alaska_py = self.GetChild2("Alaska_py") #self.Telep = self.GetChild2("Telep") #self.Switchbot = self.GetChild2("Switchbot") #self.depozit_index = self.GetChild2("depozit_index") #self.StatusUp = self.GetChild2("StatusUp") self.inventoryTab = [] self.inventoryTab.append(self.GetChild("Inventory_Tab_01")) self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) self.inventoryTab.append(self.GetChild("Inventory_Tab_03")) self.inventoryTab.append(self.GetChild("Inventory_Tab_04")) self.equipmentTab = [] self.equipmentTab.append(self.GetChild("Equipment_Tab_01")) self.equipmentTab.append(self.GetChild("Equipment_Tab_02")) if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM: self.costumeButton.Hide() self.costumeButton.Destroy() self.costumeButton = 0 # Belt Inventory Window self.wndBelt = None if app.ENABLE_NEW_EQUIPMENT_SYSTEM: self.wndBelt = BeltInventoryWindow(self) except: import exception exception.Abort("InventoryWindow.LoadWindow.BindObject") ## Item wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## Equipment wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## PickMoneyDialog dlgPickMoney = uiPickMoney.PickMoneyDialog() dlgPickMoney.LoadDialog() dlgPickMoney.Hide() ## RefineDialog self.refineDialog = uiRefine.RefineDialog() self.refineDialog.Hide() ## AttachMetinDialog self.attachMetinDialog = uiAttachMetin.AttachMetinDialog() self.attachMetinDialog.Hide() ## MoneySlot self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog)) self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg)) self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg)) self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg)) self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg)) self.inventoryPageIndex = 0 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)) # Offline Shop Button if (self.offlineShopButton): self.offlineShopButton.SetEvent(ui.__mem_func__(self.ClickOfflineShopButton)) if self.EfsunButton: self.EfsunButton.SetEvent(ui.__mem_func__(self.__EfsunButton)) #Bonusuri #if self.Alaska_py: # self.Alaska_py.SetEvent(ui.__mem_func__(self.ClickAlaska_py)) #Telep #if self.Telep: # self.Telep.SetEvent(ui.__mem_func__(self.ClickTelep)) #depozit_index #if self.depozit_index: # self.depozit_index.SetEvent(ui.__mem_func__(self.Clickdepozit_index)) #Bonusuri #if self.Switchbot: # self.Switchbot.SetEvent(ui.__mem_func__(self.ClickSwitchbot)) #StatusUp #if self.StatusUp: # self.StatusUp.SetEvent(ui.__mem_func__(self.ClickStatusUp)) self.wndCostume = None ##### ## Refresh self.SetInventoryPage(0) self.SetEquipmentPage(0) self.RefreshItemSlot() self.RefreshStatus() def Destroy(self): self.ClearDictionary() self.dlgPickMoney.Destroy() self.dlgPickMoney = 0 self.refineDialog.Destroy() self.refineDialog = 0 self.attachMetinDialog.Destroy() self.attachMetinDialog = 0 self.tooltipItem = None self.wndItem = 0 self.wndEquip = 0 self.dlgPickMoney = 0 self.wndMoney = 0 self.wndMoneySlot = 0 self.questionDialog = None self.mallButton = None self.DSSButton = None self.interface = None if self.wndCostume: self.wndCostume.Destroy() self.wndCostume = 0 if self.wndBelt: self.wndBelt.Destroy() self.wndBelt = None self.inventoryTab = [] self.equipmentTab = [] def Hide(self): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS(): self.OnCloseQuestionDialog() return if None != self.tooltipItem: self.tooltipItem.HideToolTip() if self.wndCostume: self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가? self.wndCostume.Close() if self.wndBelt: self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가? print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory self.wndBelt.Close() if self.dlgPickMoney: self.dlgPickMoney.Close() self.OnCloseQuestionDialog() wndMgr.Hide(self.hWnd) def Close(self): self.Hide() def SetInventoryPage(self, page): self.inventoryTab[self.inventoryPageIndex].SetUp() self.inventoryPageIndex = page self.RefreshBagSlotWindow() def SetEquipmentPage(self, page): self.equipmentPageIndex = page self.equipmentTab[1-page].SetUp() self.RefreshEquipSlotWindow() def Harita(self): map = [ "metin2_map_deviltower1", ] if str(background.GetCurrentMapName()) in map: return TRUE return FALSE def ClickMallButton(self): if 0==interfacemodule.statutahta1: interfacemodule.statutahta1 = 1 self.tahta1 = ui.BoardWithTitleBar() self.tahta1.SetSize(270, 80) self.tahta1.SetCenterPosition() self.tahta1.AddFlag('float') self.tahta1.AddFlag('movable') self.tahta1.SetTitleName("BEST PRODUCTION") self.tahta1.Show() self.itemshop1 = ui.Button() self.itemshop1.SetEvent(self._item_shop) self.itemshop1.SetParent(self.tahta1) self.itemshop1.SetPosition(35, 40) self.itemshop1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub") self.itemshop1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub") self.itemshop1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub") self.itemshop1.SetText("ItemShop") self.itemshop1.Show() self.depo1 = ui.Button() self.depo1.SetEvent(self._depo_ac) self.depo1.SetParent(self.tahta1) self.depo1.SetPosition(105, 40) self.depo1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub") self.depo1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub") self.depo1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub") self.depo1.SetText("Depo") self.depo1.Show() self.sehir1 = ui.Button() self.sehir1.SetEvent(self._sehire_git) self.sehir1.SetParent(self.tahta1) self.sehir1.SetPosition(175, 40) self.sehir1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub") self.sehir1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub") self.sehir1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub") self.sehir1.SetText("Sehir") self.sehir1.Show() else: interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() def _item_shop(self): interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() net.SendChatPacket("/click_mall") def _depo_ac(self): import chat if self.Harita(): chat.AppendChat(chat.CHAT_TYPE_INFO, "<Hata> ?ytan Kulesi b?esinde depo acamazs?.") return interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() net.SendChatPacket("/click_safebox") def _sehire_git(self): interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() net.SendChatPacket("/click_town") # DSSButton def ClickDSSButton(self): print "click_dss_button" self.interface.ToggleDragonSoulWindow() def __EfsunButton(self): if not constInfo.eigenmod: execfile('efsunbot.pyc',{}) constInfo.eigenmod = 1 else: chat.AppendChat(1, "Efsun Botu zaten aktif") #self.EfsunButton.Hide() # Offline Shop Button def ClickOfflineShopButton(self): print "click_offline_shop_button" self.interface.ToggleOfflineShopAdminPanelWindow() 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 ClickAlaska_py(self): # import uibonuspage # uibonuspage.BonusBoardDialog().Show() #Telep #def ClickTelep(self): # import event # qid = constInfo.Telepqin # event.QuestButtonClick(qid) #Telep #def Clickdepozit_index(self): # import event # qid = constInfo.Depoport # event.QuestButtonClick(qid) #def ClickSwitchbot(self): # import switchbot # switchbot.Bot().Show() #def ClickStatusUp(self): # import uistatusup # uistatusup.StatusUp().Show() def OpenPickMoneyDialog(self): if mouseModule.mouseController.isAttached(): attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType(): if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex(): net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") mouseModule.mouseController.DeattachObject() else: curMoney = player.GetElk() if curMoney <= 0: return self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney)) self.dlgPickMoney.Open(curMoney) self.dlgPickMoney.SetMax(7) # 인벤토리 990000 제한 버그 수정 def OnPickMoney(self, money): mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money) def OnPickItem(self, count): itemSlotIndex = self.dlgPickMoney.itemGlobalSlotIndex selectedItemVNum = player.GetItemIndex(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, count) def __InventoryLocalSlotPosToGlobalSlotPos(self, local): if player.IsEquipmentSlot(local) or player.IsCostumeSlot(local) or player.IsBeltInventorySlot(local): return local return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local def RefreshBagSlotWindow(self): is_activated = 0 getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot for i in xrange(player.INVENTORY_PAGE_SIZE*2): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) if itemVnum == 0 and slotNumber in self.liHighlightedItems: self.liHightlightedItems.remove(slotNumber) if constInfo.IS_AUTO_POTION(itemVnum): 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(i) 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(i) elif constInfo.IS_ACCE_ITEM(itemVnum, 1) == True: metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)] isActivated = metinSocket[0] if isActivated == 1: player.SetAcceInfo(isActivated, i) self.wndItem.ActivateAcceSlot(i) else: self.wndItem.DeactivateAcceSlot(i) self.wndItem.RefreshSlot() self.__RefreshHighlights() if self.wndBelt: self.wndBelt.RefreshSlot() def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in xrange(player.EQUIPMENT_PAGE_COUNT): slotNumber = player.EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) if app.ENABLE_NEW_EQUIPMENT_SYSTEM: for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT): slotNumber = player.NEW_EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber) self.wndEquip.RefreshSlot() if self.wndCostume: self.wndCostume.RefreshCostumeSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() self.RefreshEquipSlotWindow() def RefreshStatus(self): money = player.GetElk() self.wndMoney.SetText(localeInfo.NumberToMoneyString(money)) def SetItemToolTip(self, tooltipItem): self.tooltipItem = tooltipItem def SellItem(self): if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber): if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber): ## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가 net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY) snd.PlaySound("sound/ui/money.wav") self.OnCloseQuestionDialog() def OnDetachMetinFromItem(self): if None == self.questionDialog: return #net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.OnCloseQuestionDialog() def OnCloseQuestionDialog(self): if not self.questionDialog: return self.questionDialog.Close() self.questionDialog = None constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0) ## Slot Event def SelectEmptySlot(self, selectedSlotPos): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: itemCount = player.GetItemCount(attachedSlotPos) attachedCount = mouseModule.mouseController.GetAttachedItemCount() self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount) if item.IsRefineScroll(attachedItemIndex): self.wndItem.SetUseMode(False) elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_OFFLINE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_SHOP == attachedSlotType: net.SendShopBuyPacket(attachedSlotPos) elif player.SLOT_TYPE_SAFEBOX == attachedSlotType: if player.ITEM_MONEY == attachedItemIndex: net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") else: net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos) elif player.SLOT_TYPE_MALL == attachedSlotType: net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos) mouseModule.mouseController.DeattachObject() def SelectItemSlot(self, itemSlotIndex): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex) mouseModule.mouseController.DeattachObject() else: curCursorNum = app.GetCursor() if app.SELL == curCursorNum: self.__SellItem(itemSlotIndex) elif app.BUY == curCursorNum: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LSHIFT): itemCount = player.GetItemCount(itemSlotIndex) if itemCount > 1: self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem)) self.dlgPickMoney.Open(itemCount) self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex #else: #selectedItemVNum = player.GetItemIndex(itemSlotIndex) #mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum) elif app.IsPressed(app.DIK_LCONTROL): itemIndex = player.GetItemIndex(itemSlotIndex) if True == item.CanAddToQuickSlotItem(itemIndex): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex) else: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM) else: selectedItemVNum = player.GetItemIndex(itemSlotIndex) itemCount = player.GetItemCount(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex): self.wndItem.SetUseMode(True) else: self.wndItem.SetUseMode(False) snd.PlaySound("sound/ui/pick.wav") def UseTransportBox(self): self.__SendUseItemToItemPacket(self.questionDialog.src, self.questionDialog.dst) self.OnCloseQuestionDialog() def UseProtein(self): self.__SendUseItemToItemPacket(self.questionDialog.src, self.questionDialog.dst) self.OnCloseQuestionDialog() def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos): if srcItemSlotPos == dstItemSlotPos: return if srcItemVID >= 55701 and srcItemVID <= 55706 and player.GetItemIndex(dstItemSlotPos) == 55002: self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText("Vrei sa adaugi insotitorul in cutia de transport?") self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.UseTransportBox)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.src = srcItemSlotPos self.questionDialog.dst = dstItemSlotPos if srcItemVID == 55001 and player.GetItemIndex(dstItemSlotPos) >= 55701 and player.GetItemIndex(dstItemSlotPos) <= 55706: self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText("Vrei sa hranesti insotitorul?") self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.UseProtein)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.src = srcItemSlotPos self.questionDialog.dst = dstItemSlotPos if item.IsRefineScroll(srcItemVID): self.RefineItem(srcItemSlotPos, dstItemSlotPos) self.wndItem.SetUseMode(False) elif item.IsMetin(srcItemVID): self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos) elif item.IsCostumeScroll(srcItemVID): self.CostumeMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsDetachScroll(srcItemVID): self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsKey(srcItemVID): self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) else: #snd.PlaySound("sound/ui/drop.wav") ## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites] if player.IsEquipmentSlot(dstItemSlotPos): ## 들고 있는 아이템이 장비일때만 if item.IsEquipmentVID(srcItemVID): self.__UseItem(srcItemSlotPos) else: self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0) #net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0) def __SellItem(self, itemSlotPos): if not player.IsEquipmentSlot(itemSlotPos): self.sellingSlotNumber = itemSlotPos itemIndex = player.GetItemIndex(itemSlotPos) itemCount = player.GetItemCount(itemSlotPos) self.sellingSlotitemIndex = itemIndex self.sellingSlotitemCount = itemCount item.SelectItem(itemIndex) ## 안티 플레그 검사 빠져서 추가 ## 20140220 if item.IsAntiFlag(item.ANTIFLAG_SELL): popup = uiCommon.PopupDialog() popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM) popup.SetAcceptEvent(self.__OnClosePopupDialog) popup.Open() self.popup = popup return itemPrice = item.GetISellItemPrice() if item.Is1GoldItem(): itemPrice = itemCount / itemPrice / 5 else: itemPrice = itemPrice * itemCount / 5 item.GetItemName(itemIndex) itemName = item.GetItemName() self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice)) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.count = itemCount constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) def __OnClosePopupDialog(self): self.pop = None def RefineItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos): return ########################################################### self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) #net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos) return ########################################################### ########################################################### #net.SendRequestRefineInfoPacket(targetSlotPos) #return ########################################################### result = player.CanRefine(scrollIndex, targetSlotPos) if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_MORE_SOCKET) elif player.REFINE_NEED_MORE_GOOD_SCROLL == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL) elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM) elif player.REFINE_NOT_NEXT_GRADE_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM) elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM) if player.REFINE_OK != result: return self.refineDialog.Open(scrollSlotPos, targetSlotPos) def CostumeMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if constInfo.IS_ACCE_ITEM_DETACH(scrollIndex) == True: item.SelectItem(targetIndex) if item.GetItemSubType() == item.COSTUME_TYPE_ACCE: if self.GetAcceAttribute(targetSlotPos) == 0: return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.ACCE_DO_YOU_REMOVE_ATTR) 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 else: return else: if not player.CanDetach(scrollIndex, targetSlotPos): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM) return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.REFINE_DO_YOU_SEPARATE_METIN) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.sourcePos = scrollSlotPos self.questionDialog.targetPos = targetSlotPos def AttachMetinToItem(self, metinSlotPos, targetSlotPos): metinIndex = player.GetItemIndex(metinSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) item.SelectItem(metinIndex) itemName = item.GetItemName() result = player.CanAttachMetin(metinIndex, targetSlotPos) if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_CAN_NOT_ATTACH(itemName)) if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_SOCKET(itemName)) elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_GOLD_SOCKET(itemName)) elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM) if player.ATTACH_METIN_OK != result: return self.attachMetinDialog.Open(metinSlotPos, targetSlotPos) def OverOutItem(self): self.wndItem.SetUsableItem(False) if None != self.tooltipItem: self.tooltipItem.HideToolTip() def OverInItem(self, overSlotPos): overSlotPosGlobal = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos) self.wndItem.SetUsableItem(False) if overSlotPosGlobal in self.liHighlightedItems: self.liHighlightedItems.remove(overSlotPosGlobal) self.wndItem.DeactivateSlot(overSlotPos) 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, overSlotPosGlobal): self.wndItem.SetUsableItem(True) self.ShowToolTip(overSlotPosGlobal) return self.ShowToolTip(overSlotPosGlobal) def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos): "다른 아이템에 사용할 수 있는 아이템인가?" if srcItemVNum >= 55701 and srcItemVNum <= 55706: return True if srcItemVNum == 55001: return True if item.IsRefineScroll(srcItemVNum): return True elif item.IsMetin(srcItemVNum): return True elif item.IsCostumeScroll(srcItemVNum): return True elif item.IsDetachScroll(srcItemVNum): return True elif item.IsKey(srcItemVNum): return True elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return True else: if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE: return True return False def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos): "대상 아이템에 사용할 수 있는가?" if srcItemVNum >= 55701 and srcItemVNum <= 55706 and player.GetItemIndex(dstSlotPos) == 55002: return True if srcItemVNum == 55001 and player.GetItemIndex(dstSlotPos) >= 55701 and player.GetItemIndex(dstSlotPos) <= 55706: return True 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.IsCostumeScroll(srcItemVNum): if player.DETACH_METIN_OK == player.CanDetach(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_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(localeInfo.INVENTORY_REALLY_USE_ITEM) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel)) self.questionDialog.Open() self.questionDialog.slotIndex = slotIndex constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) else: self.__SendUseItemPacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) self.OnCloseQuestionDialog() def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return if (uiOfflineShopBuilder.IsBuildingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return if (uiOfflineShop.IsEditingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos) def __SendUseItemPacket(self, slotPos): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return if (uiOfflineShopBuilder.IsBuildingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return if (uiOfflineShop.IsEditingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return net.SendItemUsePacket(slotPos) def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP) return if (uiOfflineShopBuilder.IsBuildingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP) return if (uiOfflineShop.IsEditingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP) return net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount) def SetDragonSoulRefineWindow(self, wndDragonSoulRefine): if app.ENABLE_DRAGON_SOUL_SYSTEM: self.wndDragonSoulRefine = wndDragonSoulRefine def GetAcceAttribute(self, srcSlotPos): result = 0 attrSlot = [] for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): attrSlot.append(player.GetItemAttribute(srcSlotPos, i)) if 0 != attrSlot: for c in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): type = attrSlot[c][0] if type != 0: result = result + 1 return result def HighlightSlot(self, slot): if not slot in self.liHighlightedItems: self.liHighlightedItems.append(slot) def __RefreshHighlights(self): for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) if slotNumber in self.liHighlightedItems: self.wndItem.ActivateSlot(i) def OnMoveWindow(self, x, y): # print "Inventory Global Pos : ", self.GetGlobalPosition() if self.wndBelt: # print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition() self.wndBelt.AdjustPositionAndSize()
logilink97 scrie:Frate pai tab-urile ? pana stau sa le fac toate... si o intrebare daca modific ceva in sursa doar in game nu in altceva,trebuie sa compilez si db neaparat sau doar game-ul ?qTupeu scrie:Incearca acum:logilink97 scrie:Care stiti cum trebuie pus acest sistem in partea de client uiinventory.py ,arata un tutorial dar nu explica cum trebuie si nustiu cum sa-l pun ba odata ramane la bara de loading,sau daca-l pun altfel imi da eroare la deschidere client.
Acesta ii sistemul :
http://just4metin.ro/altele/effect-slot-t45022.html
Si acesta ii uiinventory.py daca-l poate pune careva sau doar sa-mi zica unde trebuie pus..
http://www.girlshare.ro/3489667805.8Cod: Selectaţi tot
import ui import player import mouseModule import net import app import snd import item import player import chat import grp import uiScriptLocale import uiRefine import uiAttachMetin import uiPickMoney import uiCommon import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지 import uiOfflineShopBuilder import uiOfflineShop import localeInfo import constInfo import ime import wndMgr import interfacemodule import background import event 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() ## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다.. def GetBasePosition(self): x, y = self.wndInventory.GetGlobalPosition() return x - 148, y + 241 def AdjustPositionAndSize(self): bx, by = self.GetBasePosition() if self.IsOpeningInventory(): self.SetPosition(bx, by) self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight()) else: self.SetPosition(bx + 138, by); self.SetSize(10, self.GetHeight()) def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py") except: import exception exception.Abort("CostumeWindow.LoadWindow.LoadObject") try: self.ORIGINAL_WIDTH = self.GetWidth() wndBeltInventorySlot = self.GetChild("BeltInventorySlot") self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer") self.expandBtn = self.GetChild("ExpandBtn") self.minBtn = self.GetChild("MinimizeBtn") self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory)) self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory)) 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): liHighlightedItems = [] USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET") questionDialog = None tooltipItem = None wndCostume = None wndBelt = None dlgPickMoney = None sellingSlotNumber = -1 isLoaded = 0 isOpenedCostumeWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ def __init__(self): ui.ScriptWindow.__init__(self) self.OpenBoniSwitcherEvent = lambda : None self.__LoadWindow() def __del__(self): ui.ScriptWindow.__del__(self) def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) # Costume System if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume: self.wndCostume.Show() # Belt System if self.wndBelt: self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory) def BindInterfaceClass(self, interface): self.interface = interface def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader() if ITEM_MALL_BUTTON_ENABLE: pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py") else: pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py") except: import exception exception.Abort("InventoryWindow.LoadWindow.LoadObject") try: wndItem = self.GetChild("ItemSlot") wndEquip = self.GetChild("EquipmentSlot") self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close)) self.wndMoney = self.GetChild("Money") self.wndMoneySlot = self.GetChild("Money_Slot") self.mallButton = self.GetChild2("MallButton") self.DSSButton = self.GetChild2("DSSButton") self.costumeButton = self.GetChild2("CostumeButton") self.EfsunButton = self.GetChild2("EfsunButton") self.offlineShopButton = self.GetChild2("OfflineShopButton") #self.Alaska_py = self.GetChild2("Alaska_py") #self.Telep = self.GetChild2("Telep") #self.Switchbot = self.GetChild2("Switchbot") #self.depozit_index = self.GetChild2("depozit_index") #self.StatusUp = self.GetChild2("StatusUp") self.inventoryTab = [] self.inventoryTab.append(self.GetChild("Inventory_Tab_01")) self.inventoryTab.append(self.GetChild("Inventory_Tab_02")) self.inventoryTab.append(self.GetChild("Inventory_Tab_03")) self.inventoryTab.append(self.GetChild("Inventory_Tab_04")) self.equipmentTab = [] self.equipmentTab.append(self.GetChild("Equipment_Tab_01")) self.equipmentTab.append(self.GetChild("Equipment_Tab_02")) if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM: self.costumeButton.Hide() self.costumeButton.Destroy() self.costumeButton = 0 # Belt Inventory Window self.wndBelt = None if app.ENABLE_NEW_EQUIPMENT_SYSTEM: self.wndBelt = BeltInventoryWindow(self) except: import exception exception.Abort("InventoryWindow.LoadWindow.BindObject") ## Item wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## Equipment wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot)) wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot)) wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) ## PickMoneyDialog dlgPickMoney = uiPickMoney.PickMoneyDialog() dlgPickMoney.LoadDialog() dlgPickMoney.Hide() ## RefineDialog self.refineDialog = uiRefine.RefineDialog() self.refineDialog.Hide() ## AttachMetinDialog self.attachMetinDialog = uiAttachMetin.AttachMetinDialog() self.attachMetinDialog.Hide() ## MoneySlot self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog)) self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg)) self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg)) self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg)) self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg)) self.inventoryPageIndex = 0 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)) # Offline Shop Button if (self.offlineShopButton): self.offlineShopButton.SetEvent(ui.__mem_func__(self.ClickOfflineShopButton)) if self.EfsunButton: self.EfsunButton.SetEvent(ui.__mem_func__(self.__EfsunButton)) #Bonusuri #if self.Alaska_py: # self.Alaska_py.SetEvent(ui.__mem_func__(self.ClickAlaska_py)) #Telep #if self.Telep: # self.Telep.SetEvent(ui.__mem_func__(self.ClickTelep)) #depozit_index #if self.depozit_index: # self.depozit_index.SetEvent(ui.__mem_func__(self.Clickdepozit_index)) #Bonusuri #if self.Switchbot: # self.Switchbot.SetEvent(ui.__mem_func__(self.ClickSwitchbot)) #StatusUp #if self.StatusUp: # self.StatusUp.SetEvent(ui.__mem_func__(self.ClickStatusUp)) self.wndCostume = None ##### ## Refresh self.SetInventoryPage(0) self.SetEquipmentPage(0) self.RefreshItemSlot() self.RefreshStatus() def Destroy(self): self.ClearDictionary() self.dlgPickMoney.Destroy() self.dlgPickMoney = 0 self.refineDialog.Destroy() self.refineDialog = 0 self.attachMetinDialog.Destroy() self.attachMetinDialog = 0 self.tooltipItem = None self.wndItem = 0 self.wndEquip = 0 self.dlgPickMoney = 0 self.wndMoney = 0 self.wndMoneySlot = 0 self.questionDialog = None self.mallButton = None self.DSSButton = None self.interface = None if self.wndCostume: self.wndCostume.Destroy() self.wndCostume = 0 if self.wndBelt: self.wndBelt.Destroy() self.wndBelt = None self.inventoryTab = [] self.equipmentTab = [] def Hide(self): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS(): self.OnCloseQuestionDialog() return if None != self.tooltipItem: self.tooltipItem.HideToolTip() if self.wndCostume: self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가? self.wndCostume.Close() if self.wndBelt: self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가? print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory self.wndBelt.Close() if self.dlgPickMoney: self.dlgPickMoney.Close() self.OnCloseQuestionDialog() wndMgr.Hide(self.hWnd) def Close(self): self.Hide() def SetInventoryPage(self, page): self.inventoryTab[self.inventoryPageIndex].SetUp() self.inventoryPageIndex = page self.RefreshBagSlotWindow() def SetEquipmentPage(self, page): self.equipmentPageIndex = page self.equipmentTab[1-page].SetUp() self.RefreshEquipSlotWindow() def Harita(self): map = [ "metin2_map_deviltower1", ] if str(background.GetCurrentMapName()) in map: return TRUE return FALSE def ClickMallButton(self): if 0==interfacemodule.statutahta1: interfacemodule.statutahta1 = 1 self.tahta1 = ui.BoardWithTitleBar() self.tahta1.SetSize(270, 80) self.tahta1.SetCenterPosition() self.tahta1.AddFlag('float') self.tahta1.AddFlag('movable') self.tahta1.SetTitleName("BEST PRODUCTION") self.tahta1.Show() self.itemshop1 = ui.Button() self.itemshop1.SetEvent(self._item_shop) self.itemshop1.SetParent(self.tahta1) self.itemshop1.SetPosition(35, 40) self.itemshop1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub") self.itemshop1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub") self.itemshop1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub") self.itemshop1.SetText("ItemShop") self.itemshop1.Show() self.depo1 = ui.Button() self.depo1.SetEvent(self._depo_ac) self.depo1.SetParent(self.tahta1) self.depo1.SetPosition(105, 40) self.depo1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub") self.depo1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub") self.depo1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub") self.depo1.SetText("Depo") self.depo1.Show() self.sehir1 = ui.Button() self.sehir1.SetEvent(self._sehire_git) self.sehir1.SetParent(self.tahta1) self.sehir1.SetPosition(175, 40) self.sehir1.SetUpVisual("d:/ymir work/ui/public/middle_button_01.sub") self.sehir1.SetOverVisual("d:/ymir work/ui/public/middle_button_02.sub") self.sehir1.SetDownVisual("d:/ymir work/ui/public/middle_button_03.sub") self.sehir1.SetText("Sehir") self.sehir1.Show() else: interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() def _item_shop(self): interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() net.SendChatPacket("/click_mall") def _depo_ac(self): import chat if self.Harita(): chat.AppendChat(chat.CHAT_TYPE_INFO, "<Hata> ?ytan Kulesi b?esinde depo acamazs?.") return interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() net.SendChatPacket("/click_safebox") def _sehire_git(self): interfacemodule.statutahta1 = 0 self.tahta1.Hide() self.itemshop1.Hide() self.depo1.Hide() self.sehir1.Hide() net.SendChatPacket("/click_town") # DSSButton def ClickDSSButton(self): print "click_dss_button" self.interface.ToggleDragonSoulWindow() def __EfsunButton(self): if not constInfo.eigenmod: execfile('efsunbot.pyc',{}) constInfo.eigenmod = 1 else: chat.AppendChat(1, "Efsun Botu zaten aktif") #self.EfsunButton.Hide() # Offline Shop Button def ClickOfflineShopButton(self): print "click_offline_shop_button" self.interface.ToggleOfflineShopAdminPanelWindow() 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 ClickAlaska_py(self): # import uibonuspage # uibonuspage.BonusBoardDialog().Show() #Telep #def ClickTelep(self): # import event # qid = constInfo.Telepqin # event.QuestButtonClick(qid) #Telep #def Clickdepozit_index(self): # import event # qid = constInfo.Depoport # event.QuestButtonClick(qid) #def ClickSwitchbot(self): # import switchbot # switchbot.Bot().Show() #def ClickStatusUp(self): # import uistatusup # uistatusup.StatusUp().Show() def OpenPickMoneyDialog(self): if mouseModule.mouseController.isAttached(): attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType(): if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex(): net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") mouseModule.mouseController.DeattachObject() else: curMoney = player.GetElk() if curMoney <= 0: return self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney)) self.dlgPickMoney.Open(curMoney) self.dlgPickMoney.SetMax(7) # 인벤토리 990000 제한 버그 수정 def OnPickMoney(self, money): mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money) def OnPickItem(self, count): itemSlotIndex = self.dlgPickMoney.itemGlobalSlotIndex selectedItemVNum = player.GetItemIndex(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, count) def __InventoryLocalSlotPosToGlobalSlotPos(self, local): if player.IsEquipmentSlot(local) or player.IsCostumeSlot(local) or player.IsBeltInventorySlot(local): return local return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local def RefreshBagSlotWindow(self): is_activated = 0 getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndItem.SetItemSlot for i in xrange(player.INVENTORY_PAGE_SIZE*2): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) itemCount = getItemCount(slotNumber) if 0 == itemCount: self.wndItem.ClearSlot(i) continue elif 1 == itemCount: itemCount = 0 itemVnum = getItemVNum(slotNumber) setItemVNum(i, itemVnum, itemCount) if itemVnum == 0 and slotNumber in self.liHighlightedItems: self.liHightlightedItems.remove(slotNumber) if constInfo.IS_AUTO_POTION(itemVnum): 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(i) 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(i) elif constInfo.IS_ACCE_ITEM(itemVnum, 1) == True: metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)] isActivated = metinSocket[0] if isActivated == 1: player.SetAcceInfo(isActivated, i) self.wndItem.ActivateAcceSlot(i) else: self.wndItem.DeactivateAcceSlot(i) self.wndItem.RefreshSlot() self.__RefreshHighlights() if self.wndBelt: self.wndBelt.RefreshSlot() def RefreshEquipSlotWindow(self): getItemVNum=player.GetItemIndex getItemCount=player.GetItemCount setItemVNum=self.wndEquip.SetItemSlot for i in xrange(player.EQUIPMENT_PAGE_COUNT): slotNumber = player.EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) if app.ENABLE_NEW_EQUIPMENT_SYSTEM: for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT): slotNumber = player.NEW_EQUIPMENT_SLOT_START + i itemCount = getItemCount(slotNumber) if itemCount <= 1: itemCount = 0 setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount) print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber) self.wndEquip.RefreshSlot() if self.wndCostume: self.wndCostume.RefreshCostumeSlot() def RefreshItemSlot(self): self.RefreshBagSlotWindow() self.RefreshEquipSlotWindow() def RefreshStatus(self): money = player.GetElk() self.wndMoney.SetText(localeInfo.NumberToMoneyString(money)) def SetItemToolTip(self, tooltipItem): self.tooltipItem = tooltipItem def SellItem(self): if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber): if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber): ## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가 net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY) snd.PlaySound("sound/ui/money.wav") self.OnCloseQuestionDialog() def OnDetachMetinFromItem(self): if None == self.questionDialog: return #net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos) self.OnCloseQuestionDialog() def OnCloseQuestionDialog(self): if not self.questionDialog: return self.questionDialog.Close() self.questionDialog = None constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0) ## Slot Event def SelectEmptySlot(self, selectedSlotPos): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemCount = mouseModule.mouseController.GetAttachedItemCount() attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: itemCount = player.GetItemCount(attachedSlotPos) attachedCount = mouseModule.mouseController.GetAttachedItemCount() self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount) if item.IsRefineScroll(attachedItemIndex): self.wndItem.SetUseMode(False) elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_OFFLINE_SHOP == attachedSlotType: mouseModule.mouseController.RunCallBack("INVENTORY") elif player.SLOT_TYPE_SHOP == attachedSlotType: net.SendShopBuyPacket(attachedSlotPos) elif player.SLOT_TYPE_SAFEBOX == attachedSlotType: if player.ITEM_MONEY == attachedItemIndex: net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount()) snd.PlaySound("sound/ui/money.wav") else: net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos) elif player.SLOT_TYPE_MALL == attachedSlotType: net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos) mouseModule.mouseController.DeattachObject() def SelectItemSlot(self, itemSlotIndex): if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1: return itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex) if mouseModule.mouseController.isAttached(): attachedSlotType = mouseModule.mouseController.GetAttachedType() attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber() attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex() if player.SLOT_TYPE_INVENTORY == attachedSlotType: self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex) mouseModule.mouseController.DeattachObject() else: curCursorNum = app.GetCursor() if app.SELL == curCursorNum: self.__SellItem(itemSlotIndex) elif app.BUY == curCursorNum: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO) elif app.IsPressed(app.DIK_LALT): link = player.GetItemLink(itemSlotIndex) ime.PasteString(link) elif app.IsPressed(app.DIK_LSHIFT): itemCount = player.GetItemCount(itemSlotIndex) if itemCount > 1: self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE) self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem)) self.dlgPickMoney.Open(itemCount) self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex #else: #selectedItemVNum = player.GetItemIndex(itemSlotIndex) #mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum) elif app.IsPressed(app.DIK_LCONTROL): itemIndex = player.GetItemIndex(itemSlotIndex) if True == item.CanAddToQuickSlotItem(itemIndex): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex) else: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM) else: selectedItemVNum = player.GetItemIndex(itemSlotIndex) itemCount = player.GetItemCount(itemSlotIndex) mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount) if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex): self.wndItem.SetUseMode(True) else: self.wndItem.SetUseMode(False) snd.PlaySound("sound/ui/pick.wav") def UseTransportBox(self): self.__SendUseItemToItemPacket(self.questionDialog.src, self.questionDialog.dst) self.OnCloseQuestionDialog() def UseProtein(self): self.__SendUseItemToItemPacket(self.questionDialog.src, self.questionDialog.dst) self.OnCloseQuestionDialog() def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos): if srcItemSlotPos == dstItemSlotPos: return if srcItemVID >= 55701 and srcItemVID <= 55706 and player.GetItemIndex(dstItemSlotPos) == 55002: self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText("Vrei sa adaugi insotitorul in cutia de transport?") self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.UseTransportBox)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.src = srcItemSlotPos self.questionDialog.dst = dstItemSlotPos if srcItemVID == 55001 and player.GetItemIndex(dstItemSlotPos) >= 55701 and player.GetItemIndex(dstItemSlotPos) <= 55706: self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText("Vrei sa hranesti insotitorul?") self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.UseProtein)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.src = srcItemSlotPos self.questionDialog.dst = dstItemSlotPos if item.IsRefineScroll(srcItemVID): self.RefineItem(srcItemSlotPos, dstItemSlotPos) self.wndItem.SetUseMode(False) elif item.IsMetin(srcItemVID): self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos) elif item.IsCostumeScroll(srcItemVID): self.CostumeMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsDetachScroll(srcItemVID): self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos) elif item.IsKey(srcItemVID): self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE: self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos) else: #snd.PlaySound("sound/ui/drop.wav") ## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites] if player.IsEquipmentSlot(dstItemSlotPos): ## 들고 있는 아이템이 장비일때만 if item.IsEquipmentVID(srcItemVID): self.__UseItem(srcItemSlotPos) else: self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0) #net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0) def __SellItem(self, itemSlotPos): if not player.IsEquipmentSlot(itemSlotPos): self.sellingSlotNumber = itemSlotPos itemIndex = player.GetItemIndex(itemSlotPos) itemCount = player.GetItemCount(itemSlotPos) self.sellingSlotitemIndex = itemIndex self.sellingSlotitemCount = itemCount item.SelectItem(itemIndex) ## 안티 플레그 검사 빠져서 추가 ## 20140220 if item.IsAntiFlag(item.ANTIFLAG_SELL): popup = uiCommon.PopupDialog() popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM) popup.SetAcceptEvent(self.__OnClosePopupDialog) popup.Open() self.popup = popup return itemPrice = item.GetISellItemPrice() if item.Is1GoldItem(): itemPrice = itemCount / itemPrice / 5 else: itemPrice = itemPrice * itemCount / 5 item.GetItemName(itemIndex) itemName = item.GetItemName() self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice)) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.count = itemCount constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) def __OnClosePopupDialog(self): self.pop = None def RefineItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos): return ########################################################### self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) #net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos) return ########################################################### ########################################################### #net.SendRequestRefineInfoPacket(targetSlotPos) #return ########################################################### result = player.CanRefine(scrollIndex, targetSlotPos) if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_MORE_SOCKET) elif player.REFINE_NEED_MORE_GOOD_SCROLL == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL) elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM) elif player.REFINE_NOT_NEXT_GRADE_ITEM == result: #snd.PlaySound("sound/ui/jaeryun_fail.wav") chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM) elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM) if player.REFINE_OK != result: return self.refineDialog.Open(scrollSlotPos, targetSlotPos) def CostumeMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos) def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos): scrollIndex = player.GetItemIndex(scrollSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) if constInfo.IS_ACCE_ITEM_DETACH(scrollIndex) == True: item.SelectItem(targetIndex) if item.GetItemSubType() == item.COSTUME_TYPE_ACCE: if self.GetAcceAttribute(targetSlotPos) == 0: return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.ACCE_DO_YOU_REMOVE_ATTR) 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 else: return else: if not player.CanDetach(scrollIndex, targetSlotPos): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM) return self.questionDialog = uiCommon.QuestionDialog() self.questionDialog.SetText(localeInfo.REFINE_DO_YOU_SEPARATE_METIN) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog)) self.questionDialog.Open() self.questionDialog.sourcePos = scrollSlotPos self.questionDialog.targetPos = targetSlotPos def AttachMetinToItem(self, metinSlotPos, targetSlotPos): metinIndex = player.GetItemIndex(metinSlotPos) targetIndex = player.GetItemIndex(targetSlotPos) item.SelectItem(metinIndex) itemName = item.GetItemName() result = player.CanAttachMetin(metinIndex, targetSlotPos) if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_CAN_NOT_ATTACH(itemName)) if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_SOCKET(itemName)) elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_GOLD_SOCKET(itemName)) elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result: chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM) if player.ATTACH_METIN_OK != result: return self.attachMetinDialog.Open(metinSlotPos, targetSlotPos) def OverOutItem(self): self.wndItem.SetUsableItem(False) if None != self.tooltipItem: self.tooltipItem.HideToolTip() def OverInItem(self, overSlotPos): overSlotPosGlobal = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos) self.wndItem.SetUsableItem(False) if overSlotPosGlobal in self.liHighlightedItems: self.liHighlightedItems.remove(overSlotPosGlobal) self.wndItem.DeactivateSlot(overSlotPos) 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, overSlotPosGlobal): self.wndItem.SetUsableItem(True) self.ShowToolTip(overSlotPosGlobal) return self.ShowToolTip(overSlotPosGlobal) def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos): "다른 아이템에 사용할 수 있는 아이템인가?" if srcItemVNum >= 55701 and srcItemVNum <= 55706: return True if srcItemVNum == 55001: return True if item.IsRefineScroll(srcItemVNum): return True elif item.IsMetin(srcItemVNum): return True elif item.IsCostumeScroll(srcItemVNum): return True elif item.IsDetachScroll(srcItemVNum): return True elif item.IsKey(srcItemVNum): return True elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE: return True else: if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE: return True return False def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos): "대상 아이템에 사용할 수 있는가?" if srcItemVNum >= 55701 and srcItemVNum <= 55706 and player.GetItemIndex(dstSlotPos) == 55002: return True if srcItemVNum == 55001 and player.GetItemIndex(dstSlotPos) >= 55701 and player.GetItemIndex(dstSlotPos) <= 55706: return True 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.IsCostumeScroll(srcItemVNum): if player.DETACH_METIN_OK == player.CanDetach(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_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(localeInfo.INVENTORY_REALLY_USE_ITEM) self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept)) self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel)) self.questionDialog.Open() self.questionDialog.slotIndex = slotIndex constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1) else: self.__SendUseItemPacket(slotIndex) def __UseItemQuestionDialog_OnCancel(self): self.OnCloseQuestionDialog() def __UseItemQuestionDialog_OnAccept(self): self.__SendUseItemPacket(self.questionDialog.slotIndex) self.OnCloseQuestionDialog() def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return if (uiOfflineShopBuilder.IsBuildingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return if (uiOfflineShop.IsEditingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos) def __SendUseItemPacket(self, slotPos): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP) return if (uiOfflineShopBuilder.IsBuildingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return if (uiOfflineShop.IsEditingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP) return net.SendItemUsePacket(slotPos) def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount): # 개인상점 열고 있는 동안 아이템 사용 방지 if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP) return if (uiOfflineShopBuilder.IsBuildingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP) return if (uiOfflineShop.IsEditingOfflineShop()): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP) return net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount) def SetDragonSoulRefineWindow(self, wndDragonSoulRefine): if app.ENABLE_DRAGON_SOUL_SYSTEM: self.wndDragonSoulRefine = wndDragonSoulRefine def GetAcceAttribute(self, srcSlotPos): result = 0 attrSlot = [] for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): attrSlot.append(player.GetItemAttribute(srcSlotPos, i)) if 0 != attrSlot: for c in xrange(player.ATTRIBUTE_SLOT_MAX_NUM): type = attrSlot[c][0] if type != 0: result = result + 1 return result def HighlightSlot(self, slot): if not slot in self.liHighlightedItems: self.liHighlightedItems.append(slot) def __RefreshHighlights(self): for i in xrange(player.INVENTORY_PAGE_SIZE): slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i) if slotNumber in self.liHighlightedItems: self.wndItem.ActivateSlot(i) def OnMoveWindow(self, x, y): # print "Inventory Global Pos : ", self.GetGlobalPosition() if self.wndBelt: # print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition() self.wndBelt.AdjustPositionAndSize()

Nu trebuie si db, doar game.
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Cine este conectat
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daca te-am ajutat