B 1
berione65
sen272 1
sen272
Mt2Hizmet 1
Mt2Hizmet
C 1
chengdu
xranzei 1
xranzei
zendor2 1
zendor2
Hikaye Ekle
Reklam vermek için turkmmo@gmail.com
Kaynak ikonu

[C++] Affect potion System | Bykatil199 1

indirmek için izniniz yok

ROHAN2 WORLD 1-120 TR TİPİ OFFICIAL YOHARA, BALATHOR VE AMON! 80. GÜNÜNDE! +10.000 ONLİNE! HİLE VE BOT %100 ENGELLİ HEMEN TIKLA!

any solution?

Kod:
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 ahmetatalayinfo 

ITEM_MALL_BUTTON_ENABLE = True



ITEM_FLAG_APPLICABLE = 1 << 14
if app.ENABLE_SASH_SYSTEM:
    import sash

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()

        if localeInfo.IsARABIC() == 0:
            self.AdjustPositionAndSize()
                
    def CloseInventory(self):
        self.wndBeltInventoryLayer.Hide()
        self.expandBtn.Show()
        
        if localeInfo.IsARABIC() == 0:
            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))
            
            if localeInfo.IsARABIC() :
                self.expandBtn.SetPosition(self.expandBtn.GetWidth() - 2, 15)
                self.wndBeltInventoryLayer.SetPosition(self.wndBeltInventoryLayer.GetWidth() - 5, 0)
                self.minBtn.SetPosition(self.minBtn.GetWidth() + 3, 15)           
    
            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.isOpenedBeltWindowWhenClosingInventory = 0        # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ

        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.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))

        self.wndCostume = None
        
         #####

        ## Refresh
        self.SetInventoryPage(0)
        if app.ENABLE_SASH_SYSTEM:
            self.listAttachedSashs = []       
        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()
        
        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()

    def ClickCostumeButton(self):
        print "Click Costume Button"
        if self.wndCostume:
            if self.wndCostume.IsShow():
                self.wndCostume.Hide()
            else:
                self.wndCostume.Show()
        else:
            self.wndCostume = CostumeWindow(self)
            self.wndCostume.Show()

    def OpenPickMoneyDialog(self):

        if mouseModule.mouseController.isAttached():

            attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
            if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType():

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

            mouseModule.mouseController.DeattachObject()

        else:
            curMoney = player.GetElk()

            if curMoney <= 0:
                return

            self.dlgPickMoney.SetTitleName(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 (app.ENABLE_NEW_EQUIPMENT_SYSTEM and 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)
            
            if itemVnum == 0 and slotNumber in self.liHighlightedItems:
                self.liHightlightedItems.remove(slotNumber)
            
            ## 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)           
            else:
                self.wndItem.DeactivateSlot(slotNumber)
        
        self.__RefreshHighlights()
        
                if app.BYKATIL199_ITEM_SLOT_EFFECT:
                    if ahmetatalayInfo.IS_NEW_SPEED_POTION(itemVnum):
                        metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]

                        if slotNumber >= player.INVENTORY_PAGE_SIZE * self.inventoryPageIndex:
                            slotNumber -= player.INVENTORY_PAGE_SIZE * self.inventoryPageIndex

                        isActivated = 0 != metinSocket[0]

                        if isActivated:
                            self.wndItem.ActivateSlot(i)
                        else:
                            self.wndItem.DeactivateSlot(i)
 
            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):
                ## 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_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 __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
        if srcItemSlotPos == dstItemSlotPos:
            return
                
        elif 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)
            ## 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 DetachMetinFromItem(self, scrollSlotPos, targetSlotPos):
        scrollIndex = player.GetItemIndex(scrollSlotPos)
        targetIndex = player.GetItemIndex(targetSlotPos)
        if app.ENABLE_SASH_SYSTEM:
            if not player.CanDetach(scrollIndex, targetSlotPos):
                item.SelectItem(scrollIndex)
                if item.GetValue(0) == sash.CLEAN_ATTR_VALUE0:
                    chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SASH_FAILURE_CLEAN)
                else:
                    chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM)
                
                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)
        if app.ENABLE_SASH_SYSTEM:
            item.SelectItem(targetIndex)
            if item.GetItemType() == item.ITEM_TYPE_COSTUME and item.GetItemSubType() == item.COSTUME_TYPE_SASH:
                item.SelectItem(scrollIndex)
                if item.GetValue(0) == sash.CLEAN_ATTR_VALUE0:
                    self.questionDialog.SetText(localeInfo.SASH_DO_YOU_CLEAN)
        
        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 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):
        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
        
        if app.ENABLE_SASH_SYSTEM:
            if self.isShowSashWindow():
                sash.Add(player.INVENTORY, slotIndex, 255)
                return
        
        self.__UseItem(slotIndex)
        mouseModule.mouseController.DeattachObject()
        self.OverOutItem()

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

        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
            
    if app.ENABLE_SASH_SYSTEM:
        def SetSashWindow(self, wndSashCombine, wndSashAbsorption):
            self.wndSashCombine = wndSashCombine
            self.wndSashAbsorption = wndSashAbsorption

        def isShowSashWindow(self):
            if self.wndSashCombine:
                if self.wndSashCombine.IsShow():
                    return 1

            if self.wndSashAbsorption:
                if self.wndSashAbsorption.IsShow():
                    return 1
            
            return 0           
            
    def OnMoveWindow(self, x, y):
#        print "Inventory Global Pos : ", self.GetGlobalPosition()
        if self.wndBelt:
#            print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition()
            self.wndBelt.AdjustPositionAndSize()
                        
    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)
 
Şu gelişmiş model görünümlü nesne marketi bulabilirmisin hocam.?
 
acızık tuzlu olmuş bu sistem :)
paylaşım için teşakkürlar kerşüm
 
Türkçe çevirisi ;
[CODE title="Char_affect.cpp"]#define IS_NO_CLEAR_ON_DEATH_AFFECT(type) ((type) == AFFECT_BLOCK_CHAT || ((type) >= 500 && (type) < 600))
arat

#define IS_NO_CLEAR_ON_DEATH_AFFECT(type) ((type) == AFFECT_BLOCK_CHAT || ((type) >= 500 && (type) < 615))

değiştir
efektler ölünce silinmez[/CODE]

Bunu yapınca mor ve yesil pot ölünce yine targettan gidiyor ama diğerlerinde sorun yok var mı bir fikriniz veya öneriniz ?
 
Son düzenleme:
logo1570111739.png


Merhaba Arkadaşlar Coğu Kişinin Arayıp Bulamadığı Sistemi Sizler İçin Yapıp Paylaşıyorum İyi Kullanmalar..





Kurulum İçin Gerekli Dosyalar ,

İndirmek İçin :
VirusTotal :

1 Teşşekkürü Çok Görmeyin.. Sağlıcakla Kalın..

[GÜNCELLEME]

taskbara bırakıldığı zaman effect çıkmaması ; örnek;

1005_1310031570270238.jpg


Fixi ; UiTaskbar.py açılır def RefreshQuickSlot(self): aratılır ;

Python:
                    if constInfo.IS_AUTO_POTION(itemIndex):
                        # metinSocket - [0] : Ȱ¼ºÈ ¿©ºÎ, [1] : »ç¿ëÇÑ ¾ç, [2] : ÃÖ´ë ¿ë·®
                        metinSocket = [player.GetItemMetinSocket(Position, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
                     
                        if 0 != int(metinSocket[0]):
                            slot.ActivateSlot(slotNumber)
                        else:
                            slot.DeactivateSlot(slotNumber)

bu kod bloğun altına eklenir ;

Python:
                    if app.BYKATIL199_ITEM_SLOT_EFFECT:
                        if ahmetatalayInfo.IS_NEW_SPEED_POTION(itemIndex):
                            metinSocket = [player.GetItemMetinSocket(Position, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
                         
                            if 0 != int(metinSocket[0]):
                                slot.ActivateAcceSlot(slotNumber)
                            else:
                                slot.DeactivateAcceSlot(slotNumber)



DÜZELTME :



Paylaşım için teşekkürler, C Ekranındaki efsun oranlarını gösteren tabloyu paylaşır mısın veya daha önce paylaşıldıysa nasıl bulabilirim?
 

Şu an konuyu görüntüleyenler (Toplam : 0, Üye: 0, Misafir: 0)

Geri
Üst