Hello everyone
How are you? I hope you're all doing well.
I'm having a problem with the Spell Spirit system. I'm having difficulty merging the Spell Spirit page with the multi-page inventory system for this topic.
Bence gayet hoş duruyo valla herkese hayırlı kullanımlar. uiinventory.py açalım ve aratalım arat def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: pyScrLoader = ui.PythonScriptLoader()...
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If anyone can help, I've added my root files and system files. If someone can help and merge the Spell Spirit System page with my system files, I would be very grateful. Thank you.
Hello, I’m fine, hope you’re doing well too.
This problem usually comes up when the Spell Spirit system is added
after a multi-page (Rubinum-style) inventory, so you’re not alone. The issue is not that the system is broken, it’s that
both systems want to control the same inventory window logic.
I’ll explain it in a clear, forum-style way.
Why this happens
The Rubinum inventory system restructures uiinventory.py heavily:
- It replaces the classic single inventory window
- It adds page logic (tabs, buttons, page switching)
- It changes how inventory slots are created and refreshed
The Spell Spirit system, on the other hand:
- Assumes the default inventory structure
- Tries to open its own page or button using old references
- Usually expects fixed inventory positions
Because of this, the Spell Spirit page never properly attaches to the new multi-page inventory.
So the problem is
not Spell Spirit itself, but that it’s trying to hook into a structure that no longer exists.
What you need to do (logic, not copy-paste)
You do
not add Spell Spirit as a separate window anymore.
You must treat it as
another inventory page, just like page I, II, III, IV.
That means:
- uiinventory.py
- Find where inventory pages are defined (page buttons / page index logic)
- Add Spell Spirit as a new page index (for example page 5)
- Do NOT create a new window for it
- Page switching logic
- Wherever page change is handled (SetPage, OnClickPage, etc.)
- Add a condition for the Spell Spirit page
- When this page is active, hide normal inventory slots and show Spell Spirit slots
- Spell Spirit UI
- Remove any code that opens it as a standalone window
- Convert its slot creation to match the inventory slot structure
- Parent it to the inventory window, not to ui.ScriptWindow() alone
- Slot refresh
- Make sure Spell Spirit slots refresh only when its page is active
- Otherwise you’ll get invisible slots or overlap issues
Common mistakes
- Trying to “open Spell Spirit page” with a button like old systems
- Leaving old OpenSpellSpirit() calls active
- Creating Spell Spirit slots without checking the current inventory page
- Forgetting to hide/show slots on page switch
Any one of these will break the merge.
Important note
This merge
cannot be done cleanly by just copying code from a forum post.
It has to be adapted to
your exact uiinventory.py structure, because Rubinum-style inventories differ slightly from
files to files.
Summary
- This is a UI logic conflict, not a bug
- Spell Spirit must become an inventory page, not a separate window
- All work is done in uiinventory.py
- You need to integrate page logic, not stack systems on top of each other