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add: Missing icons.

This commit is contained in:
WildEgo 2024-06-01 19:55:23 +01:00
parent 256753f4b4
commit 0658833d15
7 changed files with 30 additions and 32 deletions

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@ -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><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><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><20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA><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><20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA><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><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><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><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><>Ʈ <20>κ<EFBFBD><CEBA><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><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>
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