コード例 #1
0
	def __SelectRefineEmptySlot(self, selectedSlotPos):
		try:
			if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
				return
			
			if selectedSlotPos >= self.refineSlotLockStartIndex:
				return
	 
			if mouseModule.mouseController.isAttached():
				attachedSlotType = mouseModule.mouseController.GetAttachedType()
				attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
				attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
				attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()
				mouseModule.mouseController.DeattachObject()

				if uiPrivateShopBuilder.IsBuildingPrivateShop():
					chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
					return

				attachedInvenType = player.SlotTypeToInvenType(attachedSlotType)

				if player.INVENTORY == attachedInvenType and player.IsEquipmentSlot(attachedSlotPos):
					return

				if player.INVENTORY != attachedInvenType and player.DRAGON_SOUL_INVENTORY != attachedInvenType:
					return

				if TRUE == self.__SetItem((attachedInvenType, attachedSlotPos), selectedSlotPos, attachedItemCount):
					self.Refresh()

		except Exception, e:
			import dbg
			dbg.TraceError("Exception : __SelectRefineEmptySlot, %s" % e)
コード例 #2
0
	def __SendUseItemPacket(self, slotPos):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, locale.USE_ITEM_FAILURE_PRIVATE_SHOP)
			return

		net.SendItemUsePacket(slotPos)
コード例 #3
0
	def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
		# 개인상점 열고 있는 동안 아이템 사용 방지
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, locale.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
			return

		net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)
コード例 #4
0
	def __SelectRefineItemSlot(self, selectedSlotPos):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS() == 1:
			return

		try:
			if not selectedSlotPos in self.refineItemInfo:
				# 새로운 아이템을 강화창에 올리는 작업.
				if mouseModule.mouseController.isAttached():
					attachedSlotType = mouseModule.mouseController.GetAttachedType()
					attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
					attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
					attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()
					mouseModule.mouseController.DeattachObject()

					if uiPrivateShopBuilder.IsBuildingPrivateShop():
						chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
						return

					attachedInvenType = player.SlotTypeToInvenType(attachedSlotType)

					if player.INVENTORY == attachedInvenType and player.IsEquipmentSlot(attachedSlotPos):
						return

					if player.INVENTORY != attachedInvenType and player.DRAGON_SOUL_INVENTORY != attachedInvenType:
						return

					self.AutoSetItem((attachedInvenType, attachedSlotPos), 1)
				return
			elif mouseModule.mouseController.isAttached():
				return
 
			attachedInvenType, attachedSlotPos, attachedItemCount = self.refineItemInfo[selectedSlotPos]
			selectedItemVnum = player.GetItemIndex(attachedInvenType, attachedSlotPos)
				
			# 강화창에서 삭제 및 원래 인벤의 아이템 카운트 회복
			invenType, invenPos, itemCount = self.refineItemInfo[selectedSlotPos]
			remainCount = player.GetItemCount(invenType, invenPos)
			player.SetItemCount(invenType, invenPos, remainCount + itemCount)
			del self.refineItemInfo[selectedSlotPos]
				
			# 강화창이 비었다면, 초기화
			if not self.refineItemInfo:
				self.__Initialize()
			else:
				item.SelectItem(selectedItemVnum)
				# 없앤 아이템이 강화석이었다면 강화 레피시 초기화
				if (item.ITEM_TYPE_MATERIAL == item.GetItemType() \
					and (item.MATERIAL_DS_REFINE_NORMAL <= item.GetItemSubType() and item.GetItemSubType() <= item.MATERIAL_DS_REFINE_HOLLY)):
					self.currentRecipe = {}
					self.wndMoney.SetText(localeInfo.NumberToMoneyString(0))
				# 용혼석이었다면, 
				# strength강화가 아닌 경우, 강화창에 다른 용혼석이 남아있으므로, 레시피를 초기화하면 안됨.
				# strength강화의 경우, 강화 레시피는 강화석에 종속된 것이므로 다른 처리할 필요가 없음.
				else:
					pass
					
		except Exception, e:
			import dbg
			dbg.TraceError("Exception : __SelectRefineItemSlot, %s" % e)
コード例 #5
0
	def UseItemSlot(self, slotIndex):
		if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS():
			return
		slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(player.DRAGON_SOUL_INVENTORY, slotIndex)
		try:
			# 용혼석 강화창이 열려있으면, 아이템 우클릭 시 자동으로 강화창으로 들어감.
			if self.wndDragonSoulRefine.IsShow():
				if uiPrivateShopBuilder.IsBuildingPrivateShop():
					chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
					return
コード例 #6
0
ファイル: uiinventory.py プロジェクト: Reizonr1/metin2-adv
    def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
        # 개인상점 열고 있는 동안 아이템 사용 방지
        if uiPrivateShopBuilder.IsBuildingPrivateShop():
            chat.AppendChat(chat.CHAT_TYPE_INFO,
                            localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
            return

        if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
            chat.AppendChat(chat.CHAT_TYPE_INFO,
                            localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
            return

        if (uiOfflineShop.IsEditingOfflineShop()):
            chat.AppendChat(chat.CHAT_TYPE_INFO,
                            localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
            return

        net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
コード例 #7
0
	def UseItemSlot(self, slotIndex):
		if constInfo.GET_ITEM_DROP_QUESTION_DIALOG_STATUS():
			return
		slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(player.DRAGON_SOUL_INVENTORY, slotIndex)
		try:
			# 용혼석 강화창이 열려있으면, 아이템 우클릭 시 자동으로 강화창으로 들어감.
			if self.wndDragonSoulRefine.IsShow():
				if uiPrivateShopBuilder.IsBuildingPrivateShop():
					chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
					return
				self.wndDragonSoulRefine.AutoSetItem((player.DRAGON_SOUL_INVENTORY, slotIndex), 1)
				return
		except:
			pass

		self.__UseItem(slotIndex)
 
		mouseModule.mouseController.DeattachObject()
		self.OverOutItem()
コード例 #8
0
	def OpenBOXCMD(self):
		if uiPrivateShopBuilder.IsBuildingPrivateShop():			
			chat.AppendChat(chat.CHAT_TYPE_INFO, "Scheiß Buguser...!!!")
			return
		if self.treasureBoxVnum == 0:
			chat.AppendChat(chat.CHAT_TYPE_INFO,"Bitte lege eine Truhe in den Roten Slot.")	
			return
			
		if settinginfo.OpenBoxQID == 0:
			chat.AppendChat(chat.CHAT_TYPE_INFO,"Kein QuestIndex gefunden!")	
			return			

		constInfo.INPUT_CMD = "OPEN#" + str(self.treasureBoxVnum) + "#" + str(self.treasureBoxSlot) + "#"
		event.QuestButtonClick(settinginfo.OpenBoxQID)			
		self.OpenBoxSlot.ClearSlot(50)
		self.OpenBoxSlot.SetItemSlot(50, 0, 0)
		self.OpenBoxSlot.RefreshSlot()	
		self.treasureBoxVnum = 0
		self.treasureBoxSlot = 0	
		self.OpenBoxRedSlotImg.LoadImage("images_jewel/red_slot.tga")	
コード例 #9
0
	def add_slot(self,slot):
		if uiPrivateShopBuilder.IsBuildingPrivateShop():			
			chat.AppendChat(chat.CHAT_TYPE_INFO, "Scheiß Buguser...!!!")
			return
			
		isAttached = mouseModule.mouseController.isAttached()  
		if isAttached:  
			attachedSlotType = mouseModule.mouseController.GetAttachedType()  
			attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()  
			mouseModule.mouseController.DeattachObject()  
			if fgGHGjjFHJghjfFG1545gGG.SLOT_TYPE_INVENTORY != attachedSlotType:  
				return  
			itemvnum = fgGHGjjFHJghjfFG1545gGG.GetItemIndex(attachedSlotPos)	

			if slot == 50:
				if itemvnum in settinginfo.treasure_chest_vnum:
					
					self.treasureBoxVnum = itemvnum
					self.treasureBoxSlot = attachedSlotPos		
					
					self.OpenBoxSlot.SetItemSlot(50, itemvnum, fgGHGjjFHJghjfFG1545gGG.GetItemCount(self.treasureBoxSlot))

					self.OpenBoxRedSlotImg.LoadImage("images_jewel/green_slot.tga")
コード例 #10
0
	def __UseEquipItem(self, slotIndex):
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
			return

		self.__OpenQuestionDialog(FALSE, (player.INVENTORY, slotIndex), (1, 1))
コード例 #11
0
	def __UseEquipItem(self, slotIndex):
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
			return
コード例 #12
0
	def __SendMoveItemPacket(self, srcSlotWindow, srcSlotPos, dstSlotWindow, dstSlotPos, srcItemCount):
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
			return
コード例 #13
0
Alttaki kodu aratın ;

	def __UseEquipItem(self, slotIndex):
		if uiPrivateShopBuilder.IsBuildingPrivateShop():
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
			return

Ustteki kodun altına , alttaki kodu ekleyin.

		if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
			chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_OFFLINE_SHOP)
			return

Alttaki kodu aratın ;

				if uiPrivateShopBuilder.IsBuildingPrivateShop():
					chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
					return

Ustteki kodun altına , alttaki kodu ekleyin.

				if (uiOfflineShopBuilder.IsBuildingOfflineShop()):
					chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_OFFLINE_SHOP)
					return

Alttaki kodu aratın ;

					if uiPrivateShopBuilder.IsBuildingPrivateShop():
						chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
						return