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[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!

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

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
wndEq##p.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 기준으##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.OverInI##m))
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.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_f##c__(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##i.__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.OpenP##kMoneyDialog))

self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg))
self.inventoryTab[1].##tEvent(lambda arg=1: self.SetInventoryPage(arg))
self.inventoryTab[2].SetEvent(lambd##arg=2: self.SetInventoryPage(arg))
self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg))
se##.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)
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 ###
sel##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)

## 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*self.inventoryPageIndex:
slotNumber -= player.INVENTORY_PAGE_SIZE*self.inventoryPageIndex

isActivated = 0 != metinSocket[0]

if isActivated:
self.wndIte##ActivateSlot(slotNu#72723pot#72726e = 0;#72727nst#72730S_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()

if app.BYKATIL199_ITEM_SLOT_EFFECT:
if ahmetatalayinfo.IS_NEW_SPEED_POTION(itemVnum):
metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(3)] ## player.METIN_SOCKET_MAX_NUM -> 3

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

isActivated = 0 != metinSocket[0]

if isActivated:
self.wndItem.ActivateSlot(slotNumber, (32.00 / 255.0), (178.00 / 255.0), (170.00 / 255.0), 1.0)
else:
self.wndItem.DeactivateSlot(slotNumber)

def RefreshEquipSlotWindow(self):
getItemVNum=player.GetItemIndex
getItemCount=player.GetItemCount
setItemVNum=self.wndEquip.SetItemSlot
for i in xrange(player.EQUIPMENT_PAGE_COUNT):
slotNumber = player.EQUIPMENT##LOT_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()
se##.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.isAttach#net.SendItemUseToItemPacket(self.questionDialog.sourcePosttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()

if player.SLOT_TYPE_INVENTORY == attachedSlotType:
itemCount = player.GetItemCount(attachedSlotPos)##ttachedCount = 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.AttachObj#elseel#selectedItemVNumPE_INVENTORY, itemSlotIndex, selectedI#mouseModule.mouseController.AttachObject(selftem(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 = i#snd.PlaySound(SelectItem(itemIndex)
## 안티 플레그 검사 빠져서 추가
## 20140220
if item.IsAntiFlag(item.ANTIFLAG_SELL):
popup = uiCommon.PopupDialog()
popup.SetText(localeInfo.SHOP_CANNOT_SELL_I##M)
popup.SetAcceptEvent(self.__OnClosePopupDialog)
popup.Open()
self.popup = popup
return

itemPrice = item.GetISellItemPrice()

if item.Is1GoldItem():
itemPrice = itemCount / ite#net.SendItemMovePacket(srcItemSlotPos * 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__(sel##OnCloseQuestionDialog))
self.questionDialo##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(###und/ui/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL)

elif pla#net.SendItemUseToItemPacket(scrollSlotPos:
#snd.PlaySound("sound/###jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, lo###eInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM)

elif player.RE#net.SendRequestRefineInfoPacket(targetSlotPosou#returnn###i/jaeryun_fail.wav")
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM)

elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result#snd.PlaySound(at(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)

if player.REFINE_OK != result:
return

self.refineDialog.Open(scrollSlotPos, targetSlotPos)

def D#snd.PlaySound(tem(self, scrollSlotPos, targetSlotPos):
scrollIndex = player.GetItemIndex(scrollSlotPos)
targetIndex = player.GetItemIndex(targetSlotPos)

if not player.CanDetach(s#snd.PlaySound(getSlotPos):
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM)
return

self.questionDialog = uiCommon.QuestionDialog()
self.que#snd.PlaySound(Text(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_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 __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, srcS#net.SendItemUsePacket(slotIndex):
# 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()
 
Moderatör tarafında düzenlendi:
Konu çok cortlamış, herkes konuya yok şöyle olsa falan diye başka bir çözüm sunmuş. Zaten adam size zorla bunu kullanın demiyor. Konu sahibi yazılan sorunlarla ana makaleyi toplarsa iyi olur.

problem nedir ?
 
 
Son düzenleme:
Kod:
1022 10:53:23726 :: Traceback (most recent call last):

1022 10:53:23726 ::   File "networkModule.py", line 240, in SetGamePhase

1022 10:53:23727 ::   File "game.py", line 120, in __init__

1022 10:53:23727 ::   File "interfaceModule.py", line 516, in MakeInterface

1022 10:53:23727 ::   File "interfaceModule.py", line 343, in __MakeWindows

1022 10:53:23727 ::   File "uiInventory.py", line 450, in __init__

1022 10:53:23727 ::   File "uiInventory.py", line 648, in __LoadWindow

1022 10:53:23727 ::   File "uiInventory.py", line 746, in SetInventoryPage

1022 10:53:23727 ::   File "uiInventory.py", line 1011, in RefreshBagSlotWindow

1022 10:53:23727 :: NameError
1022 10:53:23738 :: :
1022 10:53:23738 :: global name 'ahmetatalayInfo' is not defined
i put ahmetatalayIinfo.py in root.

uiinventory .py
import ahmetatalayInfo
 

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