eroare 4 inventare

Totalitatea subiectelor care nu respectă regulamentul impus in sectiunea "Probleme şi Întrebări" vor fi stocate aici.
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adrianadyy
Nivel 4

Nivel 4
Mesaje: 662
Membru din: 09 Ian 2017, 20:18
Server: Odisian2
Regat: Shinsoo
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*Problemă:am incercat sa adaug 4 inventare pe svf si imi tot apare o eroare indiferent de ce as face
Tipologie server(PvM / PvP):-
*Resursă folosită: http://just4metin.ro/sursa/metin2-pagin ... 10790.html
*ServerFiles utilizat:chuli without game play
*Syserr:0701 17:44:05034 ::
uiInventory.py(line:311) __LoadWindow
ui.py(line:2720) GetChild

InventoryWindow.LoadWindow.BindObject - <type 'exceptions.KeyError'>:'Inventory_Tab_03'

0701 17:44:05035 :: ============================================================================================================
0701 17:44:05035 :: Abort!!!!



Poză:-
*Detalii suplimentare: problema este undeva la uiinventory py,dar nu stiu une anume

uiinventory.py
import ui
import player
import mouseModule
import net
import app
import snd
import item
import player
import chat
import grp
import uiScriptLocale
import uiRefine
import uiAttachMetin
import uiPickMoney
import uiCommon
import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지
import localeInfo
import constInfo
import ime
import wndMgr
import background

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):

	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)

		# 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함.
		if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
			self.wndCostume.Show() 

		# 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함.
		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.Alaska_py = self.GetChild2("Alaska_py")
			self.Frucht = self.GetChild2("Frucht")
			self.Telep = self.GetChild2("Telep")
			self.dinos_echipament = self.GetChild2("echipament")
			self.dinos_noaptezi = self.GetChild2("noaptezi")
			self.just4metin_iesire = self.GetChild2("iesire")
			
			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.inventoryTab[0].Down()
		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))
			
		#Bonusuri
		if self.Alaska_py:
			self.Alaska_py.SetEvent(ui.__mem_func__(self.ClickAlaska_py))

		#Frucht
		if self.Frucht:
			self.Frucht.SetEvent(ui.__mem_func__(self.ClickFrucht))

		#Telep
		if self.Telep:
			self.Telep.SetEvent(ui.__mem_func__(self.ClickTelep))

		#Fast Equip
		if self.dinos_echipament:
			self.dinos_echipament.SetEvent(ui.__mem_func__(self.ClickEchipament))

		#Noapte Zi
		if self.dinos_noaptezi:
			self.dinos_noaptezi.SetEvent(ui.__mem_func__(self.ClickNoaptezi))

		#Iesire
		if self.just4metin_iesire:
			self.just4metin_iesire.SetEvent(ui.__mem_func__(self.ClickIesire))	

		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 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.inventoryTab[self.inventoryPageIndex].Down()
		self.RefreshBagSlotWindow()

	def SetEquipmentPage(self, page):
		self.equipmentPageIndex = page
		self.equipmentTab[1-page].SetUp()
		self.RefreshEquipSlotWindow()

	def ClickMallButton(self):
		print "click_mall_button"
		net.SendChatPacket("/click_mall")

	# DSSButton
	def ClickDSSButton(self):
		print "click_dss_button"
		# self.interface.ToggleDragonSoulWindow()
		if constInfo.swibo.bot_shown == 1:
			constInfo.swibo.Hide()
		else:
			constInfo.swibo.Show()


	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()

	#Frucht
	def ClickFrucht(self):
		import event
		qid = constInfo.Fruchtqin
		event.QuestButtonClick(qid)

	#Telep
	def ClickTelep(self):
		import event
		qid = constInfo.Telepqin
		event.QuestButtonClick(qid)

	#Fast Equip
	def ClickEchipament(self):
		import uiVectorsHzl 
		self.VectorsHzl = uiVectorsHzl.VectorsKSK()
		self.VectorsHzl.Show()
		snd.PlaySound('sound/ui/pick.wav')

	#Noapte Zi
	def ClickNoaptezi(self):
		if constInfo.Night == 0:
			background.RegisterEnvironmentData(1, constInfo.ENVIRONMENT_NIGHT)
			background.SetEnvironmentData(1)
			constInfo.Night = 1
		else:
			background.SetEnvironmentData(0)
			constInfo.Night = 0
		snd.PlaySound('sound/ui/pick.wav')

	#Iesire
	def ClickIesire(self):
		import app
		app.Exit()

	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):
		getItemVNum=player.GetItemIndex
		getItemCount=player.GetItemCount
		setItemVNum=self.wndItem.SetItemSlot
		
		for i in xrange(player.INVENTORY_PAGE_SIZE):
			slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
			
			itemCount = getItemCount(slotNumber)
			# itemCount == 0이면 소켓을 비운다.
			if 0 == itemCount:
				self.wndItem.ClearSlot(i)
				continue
			elif 1 == itemCount:
				itemCount = 0
				
			itemVnum = getItemVNum(slotNumber)
			setItemVNum(i, itemVnum, itemCount)
			
			## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo]
			if constInfo.IS_AUTO_POTION(itemVnum):
				# metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량
				metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]	
				
				if slotNumber >= player.INVENTORY_PAGE_SIZE:
					slotNumber -= player.INVENTORY_PAGE_SIZE
					
				isActivated = 0 != metinSocket[0]
				
				if isActivated:
					self.wndItem.ActivateSlot(slotNumber)
					potionType = 0;
					if constInfo.IS_AUTO_POTION_HP(itemVnum):
						potionType = player.AUTO_POTION_TYPE_HP
					elif constInfo.IS_AUTO_POTION_SP(itemVnum):
						potionType = player.AUTO_POTION_TYPE_SP						
					
					usedAmount = int(metinSocket[1])
					totalAmount = int(metinSocket[2])					
					player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i))
					
				else:
					self.wndItem.DeactivateSlot(slotNumber)			
					
		self.wndItem.RefreshSlot()

		if self.wndBelt:
			self.wndBelt.RefreshSlot()

	def RefreshEquipSlotWindow(self):
		getItemVNum=player.GetItemIndex
		getItemCount=player.GetItemCount
		setItemVNum=self.wndEquip.SetItemSlot
		for i in xrange(player.EQUIPMENT_PAGE_COUNT):
			slotNumber = player.EQUIPMENT_SLOT_START + i
			itemCount = getItemCount(slotNumber)
			if itemCount <= 1:
				itemCount = 0
			setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)

		if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
			for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT):
				slotNumber = player.NEW_EQUIPMENT_SLOT_START + i
				itemCount = getItemCount(slotNumber)
				if itemCount <= 1:
					itemCount = 0
				setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
				print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
				


		self.wndEquip.RefreshSlot()
		
		if self.wndCostume:
			self.wndCostume.RefreshCostumeSlot()

	def RefreshItemSlot(self):
		self.RefreshBagSlotWindow()
		self.RefreshEquipSlotWindow()

	def RefreshStatus(self):
		money = player.GetElk()
		self.wndMoney.SetText(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):
	            net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count)
	            snd.PlaySound("sound/ui/money.wav")
	    self.OnCloseQuestionDialog()
        
	def OnDetachMetinFromItem(self):
		if None == self.questionDialog:
			return
			
		#net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)		
		self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
		self.OnCloseQuestionDialog()

	def OnCloseQuestionDialog(self):
		if self.questionDialog:
			self.questionDialog.Close()

		self.questionDialog = None

	## Slot Event
	def SelectEmptySlot(self, selectedSlotPos):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
			return

		selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos)

		if mouseModule.mouseController.isAttached():

			attachedSlotType = mouseModule.mouseController.GetAttachedType()
			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
			attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
			attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()

			if player.SLOT_TYPE_INVENTORY == attachedSlotType:
				itemCount = player.GetItemCount(attachedSlotPos)
				attachedCount = mouseModule.mouseController.GetAttachedItemCount()
				self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount)

				if item.IsRefineScroll(attachedItemIndex):
					self.wndItem.SetUseMode(FALSE)

			elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType:
				mouseModule.mouseController.RunCallBack("INVENTORY")

			elif player.SLOT_TYPE_SHOP == attachedSlotType:
				net.SendShopBuyPacket(attachedSlotPos)

			elif player.SLOT_TYPE_SAFEBOX == attachedSlotType:

				if player.ITEM_MONEY == attachedItemIndex:
					net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
					snd.PlaySound("sound/ui/money.wav")

				else:
					net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos)

			elif player.SLOT_TYPE_MALL == attachedSlotType:
				net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos)

			mouseModule.mouseController.DeattachObject()

	def SelectItemSlot(self, itemSlotIndex):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
			return

		itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex)

		if mouseModule.mouseController.isAttached():
			attachedSlotType = mouseModule.mouseController.GetAttachedType()
			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
			attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex()

			if player.SLOT_TYPE_INVENTORY == attachedSlotType:
				self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex)

			mouseModule.mouseController.DeattachObject()

		else:

			curCursorNum = app.GetCursor()
			if app.SELL == curCursorNum:
				self.__SellItem(itemSlotIndex)
				
			elif app.BUY == curCursorNum:
				chat.AppendChat(chat.CHAT_TYPE_INFO, 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 __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
		if srcItemSlotPos == dstItemSlotPos:
			return
					
		if item.IsRefineScroll(srcItemVID):
			self.RefineItem(srcItemSlotPos, dstItemSlotPos)
			self.wndItem.SetUseMode(FALSE)

		elif item.IsMetin(srcItemVID):
			self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos)

		elif item.IsDetachScroll(srcItemVID):
			self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos)

		elif item.IsKey(srcItemVID):
			self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)			

		elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
			self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)

		elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE:
			self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)			

		else:
			#snd.PlaySound("sound/ui/drop.wav")

			## 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)
			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

	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 DetachMetinFromItem(self, scrollSlotPos, targetSlotPos):
		scrollIndex = player.GetItemIndex(scrollSlotPos)
		targetIndex = player.GetItemIndex(targetSlotPos)

		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):
		overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos)
		self.wndItem.SetUsableItem(FALSE)

		if mouseModule.mouseController.isAttached():
			attachedItemType = mouseModule.mouseController.GetAttachedType()
			if player.SLOT_TYPE_INVENTORY == attachedItemType:

				attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
				attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex()
				
				if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos):
					self.wndItem.SetUsableItem(TRUE)
					self.ShowToolTip(overSlotPos)
					return
				
		self.ShowToolTip(overSlotPos)


	def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
		"다른 아이템에 사용할 수 있는 아이템인가?"

		if item.IsRefineScroll(srcItemVNum):
			return TRUE
		elif item.IsMetin(srcItemVNum):
			return TRUE
		elif item.IsDetachScroll(srcItemVNum):
			return TRUE
		elif item.IsKey(srcItemVNum):
			return TRUE
		elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
			return TRUE
		else:
			if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE:
				return TRUE
			
		return FALSE

	def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
		"대상 아이템에 사용할 수 있는가?"

		if srcSlotPos == dstSlotPos:
			return FALSE

		if item.IsRefineScroll(srcItemVNum):
			if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos):
				return TRUE
		elif item.IsMetin(srcItemVNum):
			if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos):
				return TRUE
		elif item.IsDetachScroll(srcItemVNum):
			if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos):
				return TRUE
		elif item.IsKey(srcItemVNum):
			if player.CanUnlock(srcItemVNum, dstSlotPos):
				return TRUE

		elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
			return TRUE

		else:
			useType=item.GetUseType(srcItemVNum)

			if "USE_CLEAN_SOCKET" == useType:
				if self.__CanCleanBrokenMetinStone(dstSlotPos):
					return TRUE
			elif "USE_CHANGE_ATTRIBUTE" == useType:
				if self.__CanChangeItemAttrList(dstSlotPos):
					return TRUE
			elif "USE_ADD_ATTRIBUTE" == useType:
				if self.__CanAddItemAttr(dstSlotPos):
					return TRUE
			elif "USE_ADD_ATTRIBUTE2" == useType:
				if self.__CanAddItemAttr(dstSlotPos):
					return TRUE
			elif "USE_ADD_ACCESSORY_SOCKET" == useType:
				if self.__CanAddAccessorySocket(dstSlotPos):
					return TRUE
			elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType:								
				if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum):
					return TRUE;
			elif "USE_PUT_INTO_BELT_SOCKET" == useType:								
				dstItemVNum = player.GetItemIndex(dstSlotPos)
				print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum

				item.SelectItem(dstItemVNum)
		
				if item.ITEM_TYPE_BELT == item.GetItemType():
					return TRUE

		return FALSE

	def __CanCleanBrokenMetinStone(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)
		
		if item.ITEM_TYPE_WEAPON != item.GetItemType():
			return FALSE

		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE:
				return TRUE

		return FALSE

	def __CanChangeItemAttrList(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)
		
		if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):	 
			return FALSE

		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			if player.GetItemAttribute(dstSlotPos, i) != 0:
				return TRUE

		return FALSE

	def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)

		if item.GetItemType() != item.ITEM_TYPE_ARMOR:
			return FALSE

		if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
			return FALSE

		curCount = player.GetItemMetinSocket(dstSlotPos, 0)
		maxCount = player.GetItemMetinSocket(dstSlotPos, 1)

		if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()):
			return FALSE
		
		if curCount>=maxCount:
			return FALSE

		return TRUE

	def __CanAddAccessorySocket(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)

		if item.GetItemType() != item.ITEM_TYPE_ARMOR:
			return FALSE

		if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
			return FALSE

		curCount = player.GetItemMetinSocket(dstSlotPos, 0)
		maxCount = player.GetItemMetinSocket(dstSlotPos, 1)
		
		ACCESSORY_SOCKET_MAX_SIZE = 3
		if maxCount >= ACCESSORY_SOCKET_MAX_SIZE:
			return FALSE

		return TRUE

	def __CanAddItemAttr(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)
		
		if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):	 
			return FALSE
			
		attrCount = 0
		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			if player.GetItemAttribute(dstSlotPos, i) != 0:
				attrCount += 1

		if attrCount<4:
			return TRUE
								
		return FALSE

	def ShowToolTip(self, slotIndex):
		if None != self.tooltipItem:
			self.tooltipItem.SetInventoryItem(slotIndex)

	def OnTop(self):
		if None != self.tooltipItem:
			self.tooltipItem.SetTop()

	def OnPressEscapeKey(self):
		self.Close()
		return TRUE

	def UseItemSlot(self, slotIndex):
	
		curCursorNum = app.GetCursor()
		if app.SELL == curCursorNum:
		    return

		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS():
			return

		slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex)

		if app.ENABLE_DRAGON_SOUL_SYSTEM:
			if self.wndDragonSoulRefine.IsShow():
				self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1)
				return
 
		self.__UseItem(slotIndex)
		mouseModule.mouseController.DeattachObject()
		self.OverOutItem()

	def SetOpenBoniSwitcherEvent(self, event):
		self.OpenBoniSwitcherEvent = ui.__mem_func__(event)

	def __UseItem(self, slotIndex):
		ItemVNum = player.GetItemIndex(slotIndex)
		item.SelectItem(ItemVNum)
		if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE):
			self.questionDialog = uiCommon.QuestionDialog()
			self.questionDialog.SetText(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
			
		else:
			self.__SendUseItemPacket(slotIndex)

	def __UseItemQuestionDialog_OnCancel(self):
		self.OnCloseQuestionDialog()

	def __UseItemQuestionDialog_OnAccept(self):
		self.__SendUseItemPacket(self.questionDialog.slotIndex)

		if self.questionDialog:
			self.questionDialog.Close()
		self.questionDialog = None

	def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_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

		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

		net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)
	
	def SetDragonSoulRefineWindow(self, wndDragonSoulRefine):
		if app.ENABLE_DRAGON_SOUL_SYSTEM:
			self.wndDragonSoulRefine = wndDragonSoulRefine
			
	def OnMoveWindow(self, x, y):
#		print "Inventory Global Pos : ", self.GetGlobalPosition()
		if self.wndBelt:
#			print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition()
			self.wndBelt.AdjustPositionAndSize()
https://www.facebook.com/Metin2Odisian/
Pvm-pvp max lv 105
Deschiderea are loc pe data de 27/06/2020
site http://odisian2.com/
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OnlyRipper
Nivel 2

Nivel 2
Mesaje: 191
Membru din: 20 Feb 2018, 15:58
Server: ABC
Regat: Shinsoo
Aprecieri: 64  
Mulţumiri: 11  
Medalii

Daca esti sigur ca ai adaugat tab-urile cum trebuie,adauga si astea in locale_interface.txt
INVENTORY_PAGE_BUTTON_TOOLTIP_1 1. Inventar
INVENTORY_PAGE_BUTTON_TOOLTIP_2 2. Inventar
INVENTORY_PAGE_BUTTON_TOOLTIP_3 3. Inventar
INVENTORY_PAGE_BUTTON_TOOLTIP_4 4. Inventar

In ambele fisiere uiInventory & ui refa partea cu inventarul si adauga tab-urile cum trebuie
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HetFrietje
Utilizator interzis !

Utilizator interzis !
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try this, daca ai facut bine inventorywindow din locale, ar trebui sa iti mearga.

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 localeInfo
import constInfo
import ime
import wndMgr
import background

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):

	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)

		# 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함.
		if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
			self.wndCostume.Show() 

		# 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함.
		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.Alaska_py = self.GetChild2("Alaska_py")
			self.Frucht = self.GetChild2("Frucht")
			self.Telep = self.GetChild2("Telep")
			self.dinos_echipament = self.GetChild2("echipament")
			self.dinos_noaptezi = self.GetChild2("noaptezi")
			self.just4metin_iesire = self.GetChild2("iesire")
			
			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.inventoryTab.append(self.GetChild("Inventory_Tab_05"))

			self.equipmentTab = []
			self.equipmentTab.append(self.GetChild("Equipment_Tab_01"))
			self.equipmentTab.append(self.GetChild("Equipment_Tab_02"))
			self.equipmentTab.append(self.GetChild("Equipment_Tab_03"))
			self.equipmentTab.append(self.GetChild("Equipment_Tab_04"))
			#self.equipmentTab.append(self.GetChild("Equipment_Tab_05"))

			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.inventoryTab[0].Down()

		self.equipmentTab[0].SetEvent(lambda arg=0: self.SetEquipmentPage(arg))
		self.equipmentTab[1].SetEvent(lambda arg=1: self.SetEquipmentPage(arg))
		self.equipmentTab[2].SetEvent(lambda arg=2: self.SetEquipmentPage(arg))
		self.equipmentTab[3].SetEvent(lambda arg=3: self.SetEquipmentPage(arg))
		self.equipmentTab[0].Down()
		self.equipmentTab[0].Hide()
		self.equipmentTab[1].Hide()
		self.equipmentTab[2].Hide()
		self.equipmentTab[3].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))
			
		#Bonusuri
		if self.Alaska_py:
			self.Alaska_py.SetEvent(ui.__mem_func__(self.ClickAlaska_py))

		#Frucht
		if self.Frucht:
			self.Frucht.SetEvent(ui.__mem_func__(self.ClickFrucht))

		#Telep
		if self.Telep:
			self.Telep.SetEvent(ui.__mem_func__(self.ClickTelep))

		#Fast Equip
		if self.dinos_echipament:
			self.dinos_echipament.SetEvent(ui.__mem_func__(self.ClickEchipament))

		#Noapte Zi
		if self.dinos_noaptezi:
			self.dinos_noaptezi.SetEvent(ui.__mem_func__(self.ClickNoaptezi))

		#Iesire
		if self.just4metin_iesire:
			self.just4metin_iesire.SetEvent(ui.__mem_func__(self.ClickIesire))	

		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 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.inventoryPageIndex = page
		self.inventoryTab[0].SetUp()
		self.inventoryTab[1].SetUp()
		self.inventoryTab[2].SetUp()
		self.inventoryTab[3].SetUp()
		if len(self.inventoryTab) >=page:
			self.inventoryTab[page].Down()
		self.RefreshBagSlotWindow()

	def SetEquipmentPage(self, page):
		self.equipmentPageIndex = page
		self.equipmentTab[1-page].SetUp()
		self.RefreshEquipSlotWindow()

	def ClickMallButton(self):
		print "click_mall_button"
		net.SendChatPacket("/click_mall")

	# DSSButton
	def ClickDSSButton(self):
		print "click_dss_button"
		# self.interface.ToggleDragonSoulWindow()
		if constInfo.swibo.bot_shown == 1:
			constInfo.swibo.Hide()
		else:
			constInfo.swibo.Show()


	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()

	#Frucht
	def ClickFrucht(self):
		import event
		qid = constInfo.Fruchtqin
		event.QuestButtonClick(qid)

	#Telep
	def ClickTelep(self):
		import event
		qid = constInfo.Telepqin
		event.QuestButtonClick(qid)

	#Fast Equip
	def ClickEchipament(self):
		import uiVectorsHzl 
		self.VectorsHzl = uiVectorsHzl.VectorsKSK()
		self.VectorsHzl.Show()
		snd.PlaySound('sound/ui/pick.wav')

	#Noapte Zi
	def ClickNoaptezi(self):
		if constInfo.Night == 0:
			background.RegisterEnvironmentData(1, constInfo.ENVIRONMENT_NIGHT)
			background.SetEnvironmentData(1)
			constInfo.Night = 1
		else:
			background.SetEnvironmentData(0)
			constInfo.Night = 0
		snd.PlaySound('sound/ui/pick.wav')

	#Iesire
	def ClickIesire(self):
		import app
		app.Exit()

	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):
		getItemVNum=player.GetItemIndex
		getItemCount=player.GetItemCount
		setItemVNum=self.wndItem.SetItemSlot
		
		for i in xrange(player.INVENTORY_PAGE_SIZE):
			slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
			
			itemCount = getItemCount(slotNumber)
			# itemCount == 0이면 소켓을 비운다.
			if 0 == itemCount:
				self.wndItem.ClearSlot(i)
				continue
			elif 1 == itemCount:
				itemCount = 0
				
			itemVnum = getItemVNum(slotNumber)
			setItemVNum(i, itemVnum, itemCount)
			
			## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo]
			if constInfo.IS_AUTO_POTION(itemVnum):
				# metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량
				metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]	
				
				if slotNumber >= player.INVENTORY_PAGE_SIZE:
					slotNumber -= player.INVENTORY_PAGE_SIZE
					
				isActivated = 0 != metinSocket[0]
				
				if isActivated:
					self.wndItem.ActivateSlot(slotNumber)
					potionType = 0;
					if constInfo.IS_AUTO_POTION_HP(itemVnum):
						potionType = player.AUTO_POTION_TYPE_HP
					elif constInfo.IS_AUTO_POTION_SP(itemVnum):
						potionType = player.AUTO_POTION_TYPE_SP						
					
					usedAmount = int(metinSocket[1])
					totalAmount = int(metinSocket[2])					
					player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i))
					
				else:
					self.wndItem.DeactivateSlot(slotNumber)			
					
		self.wndItem.RefreshSlot()

		if self.wndBelt:
			self.wndBelt.RefreshSlot()

	def RefreshEquipSlotWindow(self):
		getItemVNum=player.GetItemIndex
		getItemCount=player.GetItemCount
		setItemVNum=self.wndEquip.SetItemSlot
		for i in xrange(player.EQUIPMENT_PAGE_COUNT):
			slotNumber = player.EQUIPMENT_SLOT_START + i
			itemCount = getItemCount(slotNumber)
			if itemCount <= 1:
				itemCount = 0
			setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)

		if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
			for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT):
				slotNumber = player.NEW_EQUIPMENT_SLOT_START + i
				itemCount = getItemCount(slotNumber)
				if itemCount <= 1:
					itemCount = 0
				setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
				print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
				


		self.wndEquip.RefreshSlot()
		
		if self.wndCostume:
			self.wndCostume.RefreshCostumeSlot()

	def RefreshItemSlot(self):
		self.RefreshBagSlotWindow()
		self.RefreshEquipSlotWindow()

	def RefreshStatus(self):
		money = player.GetElk()
		self.wndMoney.SetText(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):
	            net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count)
	            snd.PlaySound("sound/ui/money.wav")
	    self.OnCloseQuestionDialog()
        
	def OnDetachMetinFromItem(self):
		if None == self.questionDialog:
			return
			
		#net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)		
		self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
		self.OnCloseQuestionDialog()

	def OnCloseQuestionDialog(self):
		if self.questionDialog:
			self.questionDialog.Close()

		self.questionDialog = None

	## Slot Event
	def SelectEmptySlot(self, selectedSlotPos):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
			return

		selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos)

		if mouseModule.mouseController.isAttached():

			attachedSlotType = mouseModule.mouseController.GetAttachedType()
			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
			attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
			attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()

			if player.SLOT_TYPE_INVENTORY == attachedSlotType:
				itemCount = player.GetItemCount(attachedSlotPos)
				attachedCount = mouseModule.mouseController.GetAttachedItemCount()
				self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount)

				if item.IsRefineScroll(attachedItemIndex):
					self.wndItem.SetUseMode(FALSE)

			elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType:
				mouseModule.mouseController.RunCallBack("INVENTORY")

			elif player.SLOT_TYPE_SHOP == attachedSlotType:
				net.SendShopBuyPacket(attachedSlotPos)

			elif player.SLOT_TYPE_SAFEBOX == attachedSlotType:

				if player.ITEM_MONEY == attachedItemIndex:
					net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
					snd.PlaySound("sound/ui/money.wav")

				else:
					net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos)

			elif player.SLOT_TYPE_MALL == attachedSlotType:
				net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos)

			mouseModule.mouseController.DeattachObject()

	def SelectItemSlot(self, itemSlotIndex):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
			return

		itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex)

		if mouseModule.mouseController.isAttached():
			attachedSlotType = mouseModule.mouseController.GetAttachedType()
			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
			attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex()

			if player.SLOT_TYPE_INVENTORY == attachedSlotType:
				self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex)

			mouseModule.mouseController.DeattachObject()

		else:

			curCursorNum = app.GetCursor()
			if app.SELL == curCursorNum:
				self.__SellItem(itemSlotIndex)
				
			elif app.BUY == curCursorNum:
				chat.AppendChat(chat.CHAT_TYPE_INFO, 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 __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
		if srcItemSlotPos == dstItemSlotPos:
			return
					
		if item.IsRefineScroll(srcItemVID):
			self.RefineItem(srcItemSlotPos, dstItemSlotPos)
			self.wndItem.SetUseMode(FALSE)

		elif item.IsMetin(srcItemVID):
			self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos)

		elif item.IsDetachScroll(srcItemVID):
			self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos)

		elif item.IsKey(srcItemVID):
			self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)			

		elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
			self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)

		elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE:
			self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)			

		else:
			#snd.PlaySound("sound/ui/drop.wav")

			## 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)
			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

	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 DetachMetinFromItem(self, scrollSlotPos, targetSlotPos):
		scrollIndex = player.GetItemIndex(scrollSlotPos)
		targetIndex = player.GetItemIndex(targetSlotPos)

		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):
		overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos)
		self.wndItem.SetUsableItem(FALSE)

		if mouseModule.mouseController.isAttached():
			attachedItemType = mouseModule.mouseController.GetAttachedType()
			if player.SLOT_TYPE_INVENTORY == attachedItemType:

				attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
				attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex()
				
				if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos):
					self.wndItem.SetUsableItem(TRUE)
					self.ShowToolTip(overSlotPos)
					return
				
		self.ShowToolTip(overSlotPos)


	def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
		"다른 아이템에 사용할 수 있는 아이템인가?"

		if item.IsRefineScroll(srcItemVNum):
			return TRUE
		elif item.IsMetin(srcItemVNum):
			return TRUE
		elif item.IsDetachScroll(srcItemVNum):
			return TRUE
		elif item.IsKey(srcItemVNum):
			return TRUE
		elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
			return TRUE
		else:
			if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE:
				return TRUE
			
		return FALSE

	def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
		"대상 아이템에 사용할 수 있는가?"

		if srcSlotPos == dstSlotPos:
			return FALSE

		if item.IsRefineScroll(srcItemVNum):
			if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos):
				return TRUE
		elif item.IsMetin(srcItemVNum):
			if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos):
				return TRUE
		elif item.IsDetachScroll(srcItemVNum):
			if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos):
				return TRUE
		elif item.IsKey(srcItemVNum):
			if player.CanUnlock(srcItemVNum, dstSlotPos):
				return TRUE

		elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
			return TRUE

		else:
			useType=item.GetUseType(srcItemVNum)

			if "USE_CLEAN_SOCKET" == useType:
				if self.__CanCleanBrokenMetinStone(dstSlotPos):
					return TRUE
			elif "USE_CHANGE_ATTRIBUTE" == useType:
				if self.__CanChangeItemAttrList(dstSlotPos):
					return TRUE
			elif "USE_ADD_ATTRIBUTE" == useType:
				if self.__CanAddItemAttr(dstSlotPos):
					return TRUE
			elif "USE_ADD_ATTRIBUTE2" == useType:
				if self.__CanAddItemAttr(dstSlotPos):
					return TRUE
			elif "USE_ADD_ACCESSORY_SOCKET" == useType:
				if self.__CanAddAccessorySocket(dstSlotPos):
					return TRUE
			elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType:								
				if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum):
					return TRUE;
			elif "USE_PUT_INTO_BELT_SOCKET" == useType:								
				dstItemVNum = player.GetItemIndex(dstSlotPos)
				print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum

				item.SelectItem(dstItemVNum)
		
				if item.ITEM_TYPE_BELT == item.GetItemType():
					return TRUE

		return FALSE

	def __CanCleanBrokenMetinStone(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)
		
		if item.ITEM_TYPE_WEAPON != item.GetItemType():
			return FALSE

		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE:
				return TRUE

		return FALSE

	def __CanChangeItemAttrList(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)
		
		if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):	 
			return FALSE

		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			if player.GetItemAttribute(dstSlotPos, i) != 0:
				return TRUE

		return FALSE

	def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)

		if item.GetItemType() != item.ITEM_TYPE_ARMOR:
			return FALSE

		if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
			return FALSE

		curCount = player.GetItemMetinSocket(dstSlotPos, 0)
		maxCount = player.GetItemMetinSocket(dstSlotPos, 1)

		if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()):
			return FALSE
		
		if curCount>=maxCount:
			return FALSE

		return TRUE

	def __CanAddAccessorySocket(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)

		if item.GetItemType() != item.ITEM_TYPE_ARMOR:
			return FALSE

		if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
			return FALSE

		curCount = player.GetItemMetinSocket(dstSlotPos, 0)
		maxCount = player.GetItemMetinSocket(dstSlotPos, 1)
		
		ACCESSORY_SOCKET_MAX_SIZE = 3
		if maxCount >= ACCESSORY_SOCKET_MAX_SIZE:
			return FALSE

		return TRUE

	def __CanAddItemAttr(self, dstSlotPos):
		dstItemVNum = player.GetItemIndex(dstSlotPos)
		if dstItemVNum == 0:
			return FALSE

		item.SelectItem(dstItemVNum)
		
		if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):	 
			return FALSE
			
		attrCount = 0
		for i in xrange(player.METIN_SOCKET_MAX_NUM):
			if player.GetItemAttribute(dstSlotPos, i) != 0:
				attrCount += 1

		if attrCount<4:
			return TRUE
								
		return FALSE

	def ShowToolTip(self, slotIndex):
		if None != self.tooltipItem:
			self.tooltipItem.SetInventoryItem(slotIndex)

	def OnTop(self):
		if None != self.tooltipItem:
			self.tooltipItem.SetTop()

	def OnPressEscapeKey(self):
		self.Close()
		return TRUE

	def UseItemSlot(self, slotIndex):
	
		curCursorNum = app.GetCursor()
		if app.SELL == curCursorNum:
		    return

		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS():
			return

		slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex)

		if app.ENABLE_DRAGON_SOUL_SYSTEM:
			if self.wndDragonSoulRefine.IsShow():
				self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1)
				return
 
		self.__UseItem(slotIndex)
		mouseModule.mouseController.DeattachObject()
		self.OverOutItem()

	def SetOpenBoniSwitcherEvent(self, event):
		self.OpenBoniSwitcherEvent = ui.__mem_func__(event)

	def __UseItem(self, slotIndex):
		ItemVNum = player.GetItemIndex(slotIndex)
		item.SelectItem(ItemVNum)
		if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE):
			self.questionDialog = uiCommon.QuestionDialog()
			self.questionDialog.SetText(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
			
		else:
			self.__SendUseItemPacket(slotIndex)

	def __UseItemQuestionDialog_OnCancel(self):
		self.OnCloseQuestionDialog()

	def __UseItemQuestionDialog_OnAccept(self):
		self.__SendUseItemPacket(self.questionDialog.slotIndex)

		if self.questionDialog:
			self.questionDialog.Close()
		self.questionDialog = None

	def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_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

		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

		net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)
	
	def SetDragonSoulRefineWindow(self, wndDragonSoulRefine):
		if app.ENABLE_DRAGON_SOUL_SYSTEM:
			self.wndDragonSoulRefine = wndDragonSoulRefine
			
	def OnMoveWindow(self, x, y):
#		print "Inventory Global Pos : ", self.GetGlobalPosition()
		if self.wndBelt:
#			print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition()
			self.wndBelt.AdjustPositionAndSize()
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