forked from metin2/client
add: Missing icons.
This commit is contained in:
parent
256753f4b4
commit
0658833d15
Binary file not shown.
After Width: | Height: | Size: 4.0 KiB |
Binary file not shown.
After Width: | Height: | Size: 4.0 KiB |
Binary file not shown.
After Width: | Height: | Size: 4.0 KiB |
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -13,7 +13,7 @@ import uiRefine
|
||||||
import uiAttachMetin
|
import uiAttachMetin
|
||||||
import uiPickMoney
|
import uiPickMoney
|
||||||
import uiCommon
|
import uiCommon
|
||||||
import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지
|
import uiPrivateShopBuilder # <EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ItemMove <20><><EFBFBD><EFBFBD>
|
||||||
import localeInfo
|
import localeInfo
|
||||||
import constInfo
|
import constInfo
|
||||||
import ime
|
import ime
|
||||||
|
@ -156,7 +156,7 @@ class BeltInventoryWindow(ui.ScriptWindow):
|
||||||
if localeInfo.IsARABIC() == 0:
|
if localeInfo.IsARABIC() == 0:
|
||||||
self.AdjustPositionAndSize()
|
self.AdjustPositionAndSize()
|
||||||
|
|
||||||
## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다..
|
## <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>..
|
||||||
def GetBasePosition(self):
|
def GetBasePosition(self):
|
||||||
x, y = self.wndInventory.GetGlobalPosition()
|
x, y = self.wndInventory.GetGlobalPosition()
|
||||||
return x - 148, y + 241
|
return x - 148, y + 241
|
||||||
|
@ -248,16 +248,16 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
wndCostume = None
|
wndCostume = None
|
||||||
wndBelt = None
|
wndBelt = None
|
||||||
dlgPickMoney = None
|
dlgPickMoney = None
|
||||||
|
|
||||||
sellingSlotNumber = -1
|
sellingSlotNumber = -1
|
||||||
isLoaded = 0
|
isLoaded = 0
|
||||||
isOpenedCostumeWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ
|
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>
|
||||||
isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ
|
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>
|
||||||
|
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
ui.ScriptWindow.__init__(self)
|
ui.ScriptWindow.__init__(self)
|
||||||
|
|
||||||
self.isOpenedBeltWindowWhenClosingInventory = 0 # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ
|
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>
|
||||||
|
|
||||||
self.__LoadWindow()
|
self.__LoadWindow()
|
||||||
|
|
||||||
|
@ -269,11 +269,11 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
|
|
||||||
ui.ScriptWindow.Show(self)
|
ui.ScriptWindow.Show(self)
|
||||||
|
|
||||||
# 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함.
|
# <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><>.
|
||||||
if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
|
if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
|
||||||
self.wndCostume.Show()
|
self.wndCostume.Show()
|
||||||
|
|
||||||
# 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함.
|
# <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><>.
|
||||||
if self.wndBelt:
|
if self.wndBelt:
|
||||||
self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory)
|
self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory)
|
||||||
|
|
||||||
|
@ -382,14 +382,14 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
|
|
||||||
if self.DSSButton:
|
if self.DSSButton:
|
||||||
self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton))
|
self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton))
|
||||||
|
|
||||||
# Costume Button
|
# Costume Button
|
||||||
if self.costumeButton:
|
if self.costumeButton:
|
||||||
self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton))
|
self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton))
|
||||||
|
|
||||||
self.wndCostume = None
|
self.wndCostume = None
|
||||||
|
|
||||||
#####
|
#####
|
||||||
|
|
||||||
## Refresh
|
## Refresh
|
||||||
self.SetInventoryPage(0)
|
self.SetInventoryPage(0)
|
||||||
|
@ -423,7 +423,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
if self.wndCostume:
|
if self.wndCostume:
|
||||||
self.wndCostume.Destroy()
|
self.wndCostume.Destroy()
|
||||||
self.wndCostume = 0
|
self.wndCostume = 0
|
||||||
|
|
||||||
if self.wndBelt:
|
if self.wndBelt:
|
||||||
self.wndBelt.Destroy()
|
self.wndBelt.Destroy()
|
||||||
self.wndBelt = None
|
self.wndBelt = None
|
||||||
|
@ -439,14 +439,14 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
self.tooltipItem.HideToolTip()
|
self.tooltipItem.HideToolTip()
|
||||||
|
|
||||||
if self.wndCostume:
|
if self.wndCostume:
|
||||||
self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow() # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가?
|
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>?
|
||||||
self.wndCostume.Close()
|
self.wndCostume.Close()
|
||||||
|
|
||||||
if self.wndBelt:
|
if self.wndBelt:
|
||||||
self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory() # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가?
|
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>?
|
||||||
print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
|
print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
|
||||||
self.wndBelt.Close()
|
self.wndBelt.Close()
|
||||||
|
|
||||||
if self.dlgPickMoney:
|
if self.dlgPickMoney:
|
||||||
self.dlgPickMoney.Close()
|
self.dlgPickMoney.Close()
|
||||||
|
|
||||||
|
@ -508,7 +508,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE)
|
self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE)
|
||||||
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
|
self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
|
||||||
self.dlgPickMoney.Open(curMoney)
|
self.dlgPickMoney.Open(curMoney)
|
||||||
self.dlgPickMoney.SetMax(7) # 인벤토리 990000 제한 버그 수정
|
self.dlgPickMoney.SetMax(7) # <EFBFBD>κ<EFBFBD><EFBFBD>丮 990000 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
|
||||||
|
|
||||||
def OnPickMoney(self, money):
|
def OnPickMoney(self, money):
|
||||||
mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money)
|
mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money)
|
||||||
|
@ -533,7 +533,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
|
slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
|
||||||
|
|
||||||
itemCount = getItemCount(slotNumber)
|
itemCount = getItemCount(slotNumber)
|
||||||
# itemCount == 0이면 소켓을 비운다.
|
# itemCount == 0<EFBFBD≯<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
|
||||||
if 0 == itemCount:
|
if 0 == itemCount:
|
||||||
self.wndItem.ClearSlot(i)
|
self.wndItem.ClearSlot(i)
|
||||||
continue
|
continue
|
||||||
|
@ -543,9 +543,9 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
itemVnum = getItemVNum(slotNumber)
|
itemVnum = getItemVNum(slotNumber)
|
||||||
setItemVNum(i, itemVnum, itemCount)
|
setItemVNum(i, itemVnum, itemCount)
|
||||||
|
|
||||||
## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo]
|
## <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]
|
||||||
if constInfo.IS_AUTO_POTION(itemVnum):
|
if constInfo.IS_AUTO_POTION(itemVnum):
|
||||||
# metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량
|
# metinSocket - [0] : Ȱ<EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD>, [1] : <20><><EFBFBD><EFBFBD><EFBFBD> <20><>, [2] : <20>ִ<EFBFBD> <20>뷮
|
||||||
metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
|
metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
|
||||||
|
|
||||||
if slotNumber >= player.INVENTORY_PAGE_SIZE:
|
if slotNumber >= player.INVENTORY_PAGE_SIZE:
|
||||||
|
@ -592,11 +592,9 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
itemCount = 0
|
itemCount = 0
|
||||||
setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
|
setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
|
||||||
print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
|
print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
self.wndEquip.RefreshSlot()
|
self.wndEquip.RefreshSlot()
|
||||||
|
|
||||||
if self.wndCostume:
|
if self.wndCostume:
|
||||||
self.wndCostume.RefreshCostumeSlot()
|
self.wndCostume.RefreshCostumeSlot()
|
||||||
|
|
||||||
|
@ -614,7 +612,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
def SellItem(self):
|
def SellItem(self):
|
||||||
if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber):
|
if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber):
|
||||||
if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber):
|
if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber):
|
||||||
## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가
|
## <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>
|
||||||
net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY)
|
net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY)
|
||||||
snd.PlaySound("sound/ui/money.wav")
|
snd.PlaySound("sound/ui/money.wav")
|
||||||
self.OnCloseQuestionDialog()
|
self.OnCloseQuestionDialog()
|
||||||
|
@ -764,10 +762,10 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
else:
|
else:
|
||||||
#snd.PlaySound("sound/ui/drop.wav")
|
#snd.PlaySound("sound/ui/drop.wav")
|
||||||
|
|
||||||
## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites]
|
## <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]
|
||||||
if player.IsEquipmentSlot(dstItemSlotPos):
|
if player.IsEquipmentSlot(dstItemSlotPos):
|
||||||
|
|
||||||
## 들고 있는 아이템이 장비일때만
|
## <EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>϶<EFBFBD><CFB6><EFBFBD>
|
||||||
if item.IsEquipmentVID(srcItemVID):
|
if item.IsEquipmentVID(srcItemVID):
|
||||||
self.__UseItem(srcItemSlotPos)
|
self.__UseItem(srcItemSlotPos)
|
||||||
|
|
||||||
|
@ -786,7 +784,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
self.sellingSlotitemCount = itemCount
|
self.sellingSlotitemCount = itemCount
|
||||||
|
|
||||||
item.SelectItem(itemIndex)
|
item.SelectItem(itemIndex)
|
||||||
## 안티 플레그 검사 빠져서 추가
|
## <EFBFBD><EFBFBD>Ƽ <20>÷<EFBFBD><C3B7><EFBFBD> <20>˻<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD>
|
||||||
## 20140220
|
## 20140220
|
||||||
if item.IsAntiFlag(item.ANTIFLAG_SELL):
|
if item.IsAntiFlag(item.ANTIFLAG_SELL):
|
||||||
popup = uiCommon.PopupDialog()
|
popup = uiCommon.PopupDialog()
|
||||||
|
@ -932,7 +930,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
|
|
||||||
|
|
||||||
def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
|
def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
|
||||||
"다른 아이템에 사용할 수 있는 아이템인가?"
|
"<EFBFBD>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?"
|
||||||
|
|
||||||
if item.IsRefineScroll(srcItemVNum):
|
if item.IsRefineScroll(srcItemVNum):
|
||||||
return True
|
return True
|
||||||
|
@ -951,7 +949,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
return False
|
return False
|
||||||
|
|
||||||
def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
|
def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
|
||||||
"대상 아이템에 사용할 수 있는가?"
|
"<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ°<D6B4>?"
|
||||||
|
|
||||||
if srcSlotPos == dstSlotPos:
|
if srcSlotPos == dstSlotPos:
|
||||||
return False
|
return False
|
||||||
|
@ -1158,7 +1156,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
self.OnCloseQuestionDialog()
|
self.OnCloseQuestionDialog()
|
||||||
|
|
||||||
def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
|
def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
|
||||||
# 개인상점 열고 있는 동안 아이템 사용 방지
|
# <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>
|
||||||
if uiPrivateShopBuilder.IsBuildingPrivateShop():
|
if uiPrivateShopBuilder.IsBuildingPrivateShop():
|
||||||
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
|
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
|
||||||
return
|
return
|
||||||
|
@ -1166,7 +1164,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
|
net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)
|
||||||
|
|
||||||
def __SendUseItemPacket(self, slotPos):
|
def __SendUseItemPacket(self, slotPos):
|
||||||
# 개인상점 열고 있는 동안 아이템 사용 방지
|
# <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>
|
||||||
if uiPrivateShopBuilder.IsBuildingPrivateShop():
|
if uiPrivateShopBuilder.IsBuildingPrivateShop():
|
||||||
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
|
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
|
||||||
return
|
return
|
||||||
|
@ -1174,7 +1172,7 @@ class InventoryWindow(ui.ScriptWindow):
|
||||||
net.SendItemUsePacket(slotPos)
|
net.SendItemUsePacket(slotPos)
|
||||||
|
|
||||||
def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
|
def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
|
||||||
# 개인상점 열고 있는 동안 아이템 사용 방지
|
# <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>
|
||||||
if uiPrivateShopBuilder.IsBuildingPrivateShop():
|
if uiPrivateShopBuilder.IsBuildingPrivateShop():
|
||||||
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
|
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
|
||||||
return
|
return
|
||||||
|
|
Loading…
Reference in New Issue