forked from metin2/client
add: Missing icons.
This commit is contained in:
parent
256753f4b4
commit
0658833d15
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bin/pack/etc/ymir work/ui/game/costume_button_01.tga
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bin/pack/etc/ymir work/ui/game/costume_button_01.tga
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bin/pack/etc/ymir work/ui/game/costume_button_02.tga
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bin/pack/etc/ymir work/ui/game/costume_button_02.tga
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bin/pack/etc/ymir work/ui/game/costume_button_03.tga
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bin/pack/etc/ymir work/ui/game/costume_button_03.tga
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bin/pack/etc/ymir work/ui/game/taskbar/mall_button_01.tga
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bin/pack/etc/ymir work/ui/game/taskbar/mall_button_01.tga
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bin/pack/etc/ymir work/ui/game/taskbar/mall_button_02.tga
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bin/pack/etc/ymir work/ui/game/taskbar/mall_button_02.tga
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bin/pack/etc/ymir work/ui/game/taskbar/mall_button_03.tga
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bin/pack/etc/ymir work/ui/game/taskbar/mall_button_03.tga
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@ -13,7 +13,7 @@ import uiRefine
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import uiAttachMetin
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import uiPickMoney
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import uiCommon
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import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지
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import uiPrivateShopBuilder # <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ItemMove <20><><EFBFBD><EFBFBD>
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import localeInfo
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import constInfo
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import ime
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@ -156,7 +156,7 @@ class BeltInventoryWindow(ui.ScriptWindow):
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if localeInfo.IsARABIC() == 0:
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self.AdjustPositionAndSize()
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## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다..
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## <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>κ<EFBFBD><CEBA>丮 <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> BASE <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD>, <20><><EFBFBD><EFBFBD>.. <20><><EFBFBD><EFBFBD> <20>ϵ<EFBFBD><CFB5>ڵ<EFBFBD><DAB5>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>..
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def GetBasePosition(self):
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x, y = self.wndInventory.GetGlobalPosition()
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return x - 148, y + 241
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@ -248,16 +248,16 @@ class InventoryWindow(ui.ScriptWindow):
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wndCostume = None
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wndBelt = None
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dlgPickMoney = None
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sellingSlotNumber = -1
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isLoaded = 0
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isOpenedCostumeWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ
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isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ
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isOpenedCostumeWindowWhenClosingInventory = 0 # <EFBFBD>κ<EFBFBD><EFBFBD>丮 <20><><EFBFBD><EFBFBD> <20><> <20>ڽ<EFBFBD><DABD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>-_-; <20><><EFBFBD>̹<EFBFBD> <20><><EFBFBD><EFBFBD>
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isOpenedBeltWindowWhenClosingInventory = 0 # <EFBFBD>κ<EFBFBD><EFBFBD>丮 <20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>-_-; <20><><EFBFBD>̹<EFBFBD> <20><><EFBFBD><EFBFBD>
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def __init__(self):
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ui.ScriptWindow.__init__(self)
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self.isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ
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self.isOpenedBeltWindowWhenClosingInventory = 0 # <EFBFBD>κ<EFBFBD><EFBFBD>丮 <20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>-_-; <20><><EFBFBD>̹<EFBFBD> <20><><EFBFBD><EFBFBD>
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self.__LoadWindow()
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@ -269,11 +269,11 @@ class InventoryWindow(ui.ScriptWindow):
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ui.ScriptWindow.Show(self)
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# 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함.
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# <EFBFBD>κ<EFBFBD><EFBFBD>丮<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20>ڽ<EFBFBD><DABD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE>ٸ<EFBFBD> <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><> <20><> <20>ڽ<EFBFBD><DABD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>.
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if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
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self.wndCostume.Show()
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# 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함.
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# <EFBFBD>κ<EFBFBD><EFBFBD>丮<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD><EFBFBD>־<EFBFBD><D6BE>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>.
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if self.wndBelt:
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self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory)
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@ -382,14 +382,14 @@ class InventoryWindow(ui.ScriptWindow):
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if self.DSSButton:
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self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton))
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# Costume Button
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if self.costumeButton:
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self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton))
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self.wndCostume = None
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#####
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#####
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## Refresh
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self.SetInventoryPage(0)
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@ -423,7 +423,7 @@ class InventoryWindow(ui.ScriptWindow):
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if self.wndCostume:
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self.wndCostume.Destroy()
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self.wndCostume = 0
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if self.wndBelt:
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self.wndBelt.Destroy()
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self.wndBelt = None
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@ -439,14 +439,14 @@ class InventoryWindow(ui.ScriptWindow):
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self.tooltipItem.HideToolTip()
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if self.wndCostume:
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self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가?
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self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # <EFBFBD>κ<EFBFBD><EFBFBD>丮 â<><C3A2> <20><><EFBFBD><EFBFBD> <20><> <20>ڽ<EFBFBD><DABD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE>°<EFBFBD>?
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self.wndCostume.Close()
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if self.wndBelt:
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self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가?
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self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # <EFBFBD>κ<EFBFBD><EFBFBD>丮 â<><C3A2> <20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA>丮<EFBFBD><E4B8AE> <20><><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE>°<EFBFBD>?
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print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
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self.wndBelt.Close()
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if self.dlgPickMoney:
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self.dlgPickMoney.Close()
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@ -508,7 +508,7 @@ class InventoryWindow(ui.ScriptWindow):
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self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE)
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self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
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self.dlgPickMoney.Open(curMoney)
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self.dlgPickMoney.SetMax(7) # 인벤토리 990000 제한 버그 수정
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self.dlgPickMoney.SetMax(7) # <EFBFBD>κ<EFBFBD><EFBFBD>丮 990000 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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def OnPickMoney(self, money):
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mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money)
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@ -533,7 +533,7 @@ class InventoryWindow(ui.ScriptWindow):
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slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
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itemCount = getItemCount(slotNumber)
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# itemCount == 0이면 소켓을 비운다.
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# itemCount == 0<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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if 0 == itemCount:
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self.wndItem.ClearSlot(i)
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continue
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@ -543,9 +543,9 @@ class InventoryWindow(ui.ScriptWindow):
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itemVnum = getItemVNum(slotNumber)
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setItemVNum(i, itemVnum, itemCount)
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## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo]
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## <EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (HP: #72723 ~ #72726, SP: #72727 ~ #72730) Ư<><C6AF>ó<EFBFBD><C3B3> - <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ε<EFBFBD><CEB5><EFBFBD> <20><><EFBFBD>Կ<EFBFBD> Ȱ<><C8B0>ȭ/<2F><>Ȱ<EFBFBD><C8B0>ȭ ǥ<>ø<EFBFBD> <20><><EFBFBD><EFBFBD> <20>۾<EFBFBD><DBBE><EFBFBD> - [hyo]
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if constInfo.IS_AUTO_POTION(itemVnum):
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# metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량
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# metinSocket - [0] : Ȱ<EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD>, [1] : <20><><EFBFBD><EFBFBD><EFBFBD> <20><>, [2] : <20>ִ<EFBFBD> <20>뷮
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metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
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if slotNumber >= player.INVENTORY_PAGE_SIZE:
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@ -592,11 +592,9 @@ class InventoryWindow(ui.ScriptWindow):
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itemCount = 0
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setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
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print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
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self.wndEquip.RefreshSlot()
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if self.wndCostume:
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self.wndCostume.RefreshCostumeSlot()
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@ -614,7 +612,7 @@ class InventoryWindow(ui.ScriptWindow):
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def SellItem(self):
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if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber):
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if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber):
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## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가
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## <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȸ<EFBFBD><C8B8><EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD> <20>߰<EFBFBD><DFB0>ϸ鼭 <20><><EFBFBD><EFBFBD> type <20>߰<EFBFBD>
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net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY)
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snd.PlaySound("sound/ui/money.wav")
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self.OnCloseQuestionDialog()
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@ -764,10 +762,10 @@ class InventoryWindow(ui.ScriptWindow):
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else:
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#snd.PlaySound("sound/ui/drop.wav")
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## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites]
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## <EFBFBD>̵<EFBFBD><EFBFBD><EFBFBD>Ų <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ؼ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ų<EFBFBD><C5B2> - [levites]
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if player.IsEquipmentSlot(dstItemSlotPos):
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## 들고 있는 아이템이 장비일때만
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## <EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD>
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if item.IsEquipmentVID(srcItemVID):
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self.__UseItem(srcItemSlotPos)
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@ -786,7 +784,7 @@ class InventoryWindow(ui.ScriptWindow):
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self.sellingSlotitemCount = itemCount
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item.SelectItem(itemIndex)
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## 안티 플레그 검사 빠져서 추가
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## <EFBFBD><EFBFBD>Ƽ <20>÷<EFBFBD><C3B7><EFBFBD> <20>˻<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
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## 20140220
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if item.IsAntiFlag(item.ANTIFLAG_SELL):
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popup = uiCommon.PopupDialog()
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@ -932,7 +930,7 @@ class InventoryWindow(ui.ScriptWindow):
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def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
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"다른 아이템에 사용할 수 있는 아이템인가?"
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"<EFBFBD>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?"
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if item.IsRefineScroll(srcItemVNum):
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return True
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@ -951,7 +949,7 @@ class InventoryWindow(ui.ScriptWindow):
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return False
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def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
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"대상 아이템에 사용할 수 있는가?"
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"<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ°<D6B4>?"
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if srcSlotPos == dstSlotPos:
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return False
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@ -1158,7 +1156,7 @@ class InventoryWindow(ui.ScriptWindow):
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self.OnCloseQuestionDialog()
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def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
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# 개인상점 열고 있는 동안 아이템 사용 방지
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# <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
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return
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@ -1166,7 +1164,7 @@ class InventoryWindow(ui.ScriptWindow):
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net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
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def __SendUseItemPacket(self, slotPos):
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# 개인상점 열고 있는 동안 아이템 사용 방지
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# <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
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return
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@ -1174,7 +1172,7 @@ class InventoryWindow(ui.ScriptWindow):
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net.SendItemUsePacket(slotPos)
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def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
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# 개인상점 열고 있는 동안 아이템 사용 방지
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# <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD>
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if uiPrivateShopBuilder.IsBuildingPrivateShop():
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chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
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return
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