import ui import uiScriptLocale import app import net import dbg import snd import player import mouseModule import wndMgr import skill import playerSettingModule import quest import localeInfo import uiToolTip import constInfo import emotion import chr SHOW_ONLY_ACTIVE_SKILL = False SHOW_LIMIT_SUPPORT_SKILL_LIST = [] HIDE_SUPPORT_SKILL_POINT = False if localeInfo.IsYMIR(): SHOW_LIMIT_SUPPORT_SKILL_LIST = [121, 122, 123, 124, 126, 127, 129, 128, 131, 137, 138, 139, 140,141,142] if not localeInfo.IsCHEONMA(): HIDE_SUPPORT_SKILL_POINT = True SHOW_LIMIT_SUPPORT_SKILL_LIST = [121, 122, 123, 124, 126, 127, 129, 128, 131, 137, 138, 139, 140,141,142] elif localeInfo.IsJAPAN() or (localeInfo.IsEUROPE() and app.GetLocalePath() != "locale/ca") and (localeInfo.IsEUROPE() and app.GetLocalePath() != "locale/br"): HIDE_SUPPORT_SKILL_POINT = True SHOW_LIMIT_SUPPORT_SKILL_LIST = [121, 122, 123, 124, 126, 127, 129, 128, 131, 137, 138, 139, 140] else: HIDE_SUPPORT_SKILL_POINT = True FACE_IMAGE_DICT = { playerSettingModule.RACE_WARRIOR_M : "icon/face/warrior_m.tga", playerSettingModule.RACE_WARRIOR_W : "icon/face/warrior_w.tga", playerSettingModule.RACE_ASSASSIN_M : "icon/face/assassin_m.tga", playerSettingModule.RACE_ASSASSIN_W : "icon/face/assassin_w.tga", playerSettingModule.RACE_SURA_M : "icon/face/sura_m.tga", playerSettingModule.RACE_SURA_W : "icon/face/sura_w.tga", playerSettingModule.RACE_SHAMAN_M : "icon/face/shaman_m.tga", playerSettingModule.RACE_SHAMAN_W : "icon/face/shaman_w.tga", } def unsigned32(n): return n & 0xFFFFFFFFL class CharacterWindow(ui.ScriptWindow): ACTIVE_PAGE_SLOT_COUNT = 8 SUPPORT_PAGE_SLOT_COUNT = 12 PAGE_SLOT_COUNT = 12 PAGE_HORSE = 2 SKILL_GROUP_NAME_DICT = { playerSettingModule.JOB_WARRIOR : { 1 : localeInfo.SKILL_GROUP_WARRIOR_1, 2 : localeInfo.SKILL_GROUP_WARRIOR_2, }, playerSettingModule.JOB_ASSASSIN : { 1 : localeInfo.SKILL_GROUP_ASSASSIN_1, 2 : localeInfo.SKILL_GROUP_ASSASSIN_2, }, playerSettingModule.JOB_SURA : { 1 : localeInfo.SKILL_GROUP_SURA_1, 2 : localeInfo.SKILL_GROUP_SURA_2, }, playerSettingModule.JOB_SHAMAN : { 1 : localeInfo.SKILL_GROUP_SHAMAN_1, 2 : localeInfo.SKILL_GROUP_SHAMAN_2, }, } STAT_DESCRIPTION = { "HTH" : localeInfo.STAT_TOOLTIP_CON, "INT" : localeInfo.STAT_TOOLTIP_INT, "STR" : localeInfo.STAT_TOOLTIP_STR, "DEX" : localeInfo.STAT_TOOLTIP_DEX, } STAT_MINUS_DESCRIPTION = localeInfo.STAT_MINUS_DESCRIPTION def __init__(self): ui.ScriptWindow.__init__(self) self.state = "STATUS" self.isLoaded = 0 self.toolTipSkill = 0 self.__Initialize() self.__LoadWindow() self.statusPlusCommandDict={ "HTH" : "/stat ht", "INT" : "/stat iq", "STR" : "/stat st", "DEX" : "/stat dx", } self.statusMinusCommandDict={ "HTH-" : "/stat- ht", "INT-" : "/stat- iq", "STR-" : "/stat- st", "DEX-" : "/stat- dx", } def __del__(self): ui.ScriptWindow.__del__(self) def __Initialize(self): self.refreshToolTip = 0 self.curSelectedSkillGroup = 0 self.canUseHorseSkill = -1 self.toolTip = None self.toolTipJob = None self.toolTipAlignment = None self.toolTipSkill = None self.faceImage = None self.statusPlusLabel = None self.statusPlusValue = None self.activeSlot = None self.tabDict = None self.tabButtonDict = None self.pageDict = None self.titleBarDict = None self.statusPlusButtonDict = None self.statusMinusButtonDict = None self.skillPageDict = None self.questShowingStartIndex = 0 self.questScrollBar = None self.questSlot = None self.questNameList = None self.questLastTimeList = None self.questLastCountList = None self.skillGroupButton = () self.activeSlot = None self.activeSkillPointValue = None self.supportSkillPointValue = None self.skillGroupButton1 = None self.skillGroupButton2 = None self.activeSkillGroupName = None self.guildNameSlot = None self.guildNameValue = None self.characterNameSlot = None self.characterNameValue = None self.emotionToolTip = None self.soloEmotionSlot = None self.dualEmotionSlot = None def Show(self): self.__LoadWindow() ui.ScriptWindow.Show(self) def __LoadScript(self, fileName): pyScrLoader = ui.PythonScriptLoader() pyScrLoader.LoadScriptFile(self, fileName) def __BindObject(self): self.toolTip = uiToolTip.ToolTip() self.toolTipJob = uiToolTip.ToolTip() self.toolTipAlignment = uiToolTip.ToolTip(130) self.faceImage = self.GetChild("Face_Image") faceSlot=self.GetChild("Face_Slot") if 949 == app.GetDefaultCodePage(): faceSlot.SAFE_SetStringEvent("MOUSE_OVER_IN", self.__ShowJobToolTip) faceSlot.SAFE_SetStringEvent("MOUSE_OVER_OUT", self.__HideJobToolTip) self.statusPlusLabel = self.GetChild("Status_Plus_Label") self.statusPlusValue = self.GetChild("Status_Plus_Value") self.characterNameSlot = self.GetChild("Character_Name_Slot") self.characterNameValue = self.GetChild("Character_Name") self.guildNameSlot = self.GetChild("Guild_Name_Slot") self.guildNameValue = self.GetChild("Guild_Name") self.characterNameSlot.SAFE_SetStringEvent("MOUSE_OVER_IN", self.__ShowAlignmentToolTip) self.characterNameSlot.SAFE_SetStringEvent("MOUSE_OVER_OUT", self.__HideAlignmentToolTip) self.activeSlot = self.GetChild("Skill_Active_Slot") self.activeSkillPointValue = self.GetChild("Active_Skill_Point_Value") self.supportSkillPointValue = self.GetChild("Support_Skill_Point_Value") self.skillGroupButton1 = self.GetChild("Skill_Group_Button_1") self.skillGroupButton2 = self.GetChild("Skill_Group_Button_2") self.activeSkillGroupName = self.GetChild("Active_Skill_Group_Name") self.tabDict = { "STATUS" : self.GetChild("Tab_01"), "SKILL" : self.GetChild("Tab_02"), "EMOTICON" : self.GetChild("Tab_03"), "QUEST" : self.GetChild("Tab_04"), } self.tabButtonDict = { "STATUS" : self.GetChild("Tab_Button_01"), "SKILL" : self.GetChild("Tab_Button_02"), "EMOTICON" : self.GetChild("Tab_Button_03"), "QUEST" : self.GetChild("Tab_Button_04") } self.pageDict = { "STATUS" : self.GetChild("Character_Page"), "SKILL" : self.GetChild("Skill_Page"), "EMOTICON" : self.GetChild("Emoticon_Page"), "QUEST" : self.GetChild("Quest_Page") } self.titleBarDict = { "STATUS" : self.GetChild("Character_TitleBar"), "SKILL" : self.GetChild("Skill_TitleBar"), "EMOTICON" : self.GetChild("Emoticon_TitleBar"), "QUEST" : self.GetChild("Quest_TitleBar") } self.statusPlusButtonDict = { "HTH" : self.GetChild("HTH_Plus"), "INT" : self.GetChild("INT_Plus"), "STR" : self.GetChild("STR_Plus"), "DEX" : self.GetChild("DEX_Plus"), } self.statusMinusButtonDict = { "HTH-" : self.GetChild("HTH_Minus"), "INT-" : self.GetChild("INT_Minus"), "STR-" : self.GetChild("STR_Minus"), "DEX-" : self.GetChild("DEX_Minus"), } self.skillPageDict = { "ACTIVE" : self.GetChild("Skill_Active_Slot"), "SUPPORT" : self.GetChild("Skill_ETC_Slot"), "HORSE" : self.GetChild("Skill_Active_Slot"), } self.skillPageStatDict = { "SUPPORT" : player.SKILL_SUPPORT, "ACTIVE" : player.SKILL_ACTIVE, "HORSE" : player.SKILL_HORSE, } self.skillGroupButton = ( self.GetChild("Skill_Group_Button_1"), self.GetChild("Skill_Group_Button_2"), ) global SHOW_ONLY_ACTIVE_SKILL global HIDE_SUPPORT_SKILL_POINT if SHOW_ONLY_ACTIVE_SKILL or HIDE_SUPPORT_SKILL_POINT: self.GetChild("Support_Skill_Point_Label").Hide() self.soloEmotionSlot = self.GetChild("SoloEmotionSlot") self.dualEmotionSlot = self.GetChild("DualEmotionSlot") self.__SetEmotionSlot() self.questShowingStartIndex = 0 self.questScrollBar = self.GetChild("Quest_ScrollBar") self.questScrollBar.SetScrollEvent(ui.__mem_func__(self.OnQuestScroll)) self.questSlot = self.GetChild("Quest_Slot") for i in xrange(quest.QUEST_MAX_NUM): self.questSlot.HideSlotBaseImage(i) self.questSlot.SetCoverButton(i,\ "d:/ymir work/ui/game/quest/slot_button_01.sub",\ "d:/ymir work/ui/game/quest/slot_button_02.sub",\ "d:/ymir work/ui/game/quest/slot_button_03.sub",\ "d:/ymir work/ui/game/quest/slot_button_03.sub", True) self.questNameList = [] self.questLastTimeList = [] self.questLastCountList = [] for i in xrange(quest.QUEST_MAX_NUM): self.questNameList.append(self.GetChild("Quest_Name_0" + str(i))) self.questLastTimeList.append(self.GetChild("Quest_LastTime_0" + str(i))) self.questLastCountList.append(self.GetChild("Quest_LastCount_0" + str(i))) def __SetSkillSlotEvent(self): for skillPageValue in self.skillPageDict.itervalues(): skillPageValue.SetSlotStyle(wndMgr.SLOT_STYLE_NONE) skillPageValue.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectSkill)) skillPageValue.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot)) skillPageValue.SetUnselectItemSlotEvent(ui.__mem_func__(self.ClickSkillSlot)) skillPageValue.SetUseSlotEvent(ui.__mem_func__(self.ClickSkillSlot)) skillPageValue.SetOverInItemEvent(ui.__mem_func__(self.OverInItem)) skillPageValue.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem)) skillPageValue.SetPressedSlotButtonEvent(ui.__mem_func__(self.OnPressedSlotButton)) skillPageValue.AppendSlotButton("d:/ymir work/ui/game/windows/btn_plus_up.sub",\ "d:/ymir work/ui/game/windows/btn_plus_over.sub",\ "d:/ymir work/ui/game/windows/btn_plus_down.sub") def __SetEmotionSlot(self): self.emotionToolTip = uiToolTip.ToolTip() for slot in (self.soloEmotionSlot, self.dualEmotionSlot): slot.SetSlotStyle(wndMgr.SLOT_STYLE_NONE) slot.SetSelectItemSlotEvent(ui.__mem_func__(self.__SelectEmotion)) slot.SetUnselectItemSlotEvent(ui.__mem_func__(self.__ClickEmotionSlot)) slot.SetUseSlotEvent(ui.__mem_func__(self.__ClickEmotionSlot)) slot.SetOverInItemEvent(ui.__mem_func__(self.__OverInEmotion)) slot.SetOverOutItemEvent(ui.__mem_func__(self.__OverOutEmotion)) slot.AppendSlotButton("d:/ymir work/ui/game/windows/btn_plus_up.sub",\ "d:/ymir work/ui/game/windows/btn_plus_over.sub",\ "d:/ymir work/ui/game/windows/btn_plus_down.sub") for slotIdx, datadict in emotion.EMOTION_DICT.items(): emotionIdx = slotIdx slot = self.soloEmotionSlot if slotIdx > 50: slot = self.dualEmotionSlot slot.SetEmotionSlot(slotIdx, emotionIdx) slot.SetCoverButton(slotIdx) def __SelectEmotion(self, slotIndex): if not slotIndex in emotion.EMOTION_DICT: return if app.IsPressed(app.DIK_LCONTROL): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_EMOTION, slotIndex) return mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_EMOTION, slotIndex, slotIndex) def __ClickEmotionSlot(self, slotIndex): print "click emotion" if not slotIndex in emotion.EMOTION_DICT: return print "check acting" if player.IsActingEmotion(): return command = emotion.EMOTION_DICT[slotIndex]["command"] print "command", command if slotIndex > 50: vid = player.GetTargetVID() if 0 == vid or vid == player.GetMainCharacterIndex() or chr.IsNPC(vid) or chr.IsEnemy(vid): import chat chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.EMOTION_CHOOSE_ONE) return command += " " + chr.GetNameByVID(vid) print "send_command", command net.SendChatPacket(command) def ActEmotion(self, emotionIndex): self.__ClickEmotionSlot(emotionIndex) def __OverInEmotion(self, slotIndex): if self.emotionToolTip: if not slotIndex in emotion.EMOTION_DICT: return self.emotionToolTip.ClearToolTip() self.emotionToolTip.SetTitle(emotion.EMOTION_DICT[slotIndex]["name"]) self.emotionToolTip.AlignHorizonalCenter() self.emotionToolTip.ShowToolTip() def __OverOutEmotion(self): if self.emotionToolTip: self.emotionToolTip.HideToolTip() def __BindEvent(self): for i in xrange(len(self.skillGroupButton)): self.skillGroupButton[i].SetEvent(lambda arg=i: self.__SelectSkillGroup(arg)) self.RefreshQuest() self.__HideJobToolTip() for (tabKey, tabButton) in self.tabButtonDict.items(): tabButton.SetEvent(ui.__mem_func__(self.__OnClickTabButton), tabKey) for (statusPlusKey, statusPlusButton) in self.statusPlusButtonDict.items(): statusPlusButton.SAFE_SetEvent(self.__OnClickStatusPlusButton, statusPlusKey) statusPlusButton.ShowToolTip = lambda arg=statusPlusKey: self.__OverInStatButton(arg) statusPlusButton.HideToolTip = lambda arg=statusPlusKey: self.__OverOutStatButton() for (statusMinusKey, statusMinusButton) in self.statusMinusButtonDict.items(): statusMinusButton.SAFE_SetEvent(self.__OnClickStatusMinusButton, statusMinusKey) statusMinusButton.ShowToolTip = lambda arg=statusMinusKey: self.__OverInStatMinusButton(arg) statusMinusButton.HideToolTip = lambda arg=statusMinusKey: self.__OverOutStatMinusButton() for titleBarValue in self.titleBarDict.itervalues(): titleBarValue.SetCloseEvent(ui.__mem_func__(self.Hide)) self.questSlot.SetSelectItemSlotEvent(ui.__mem_func__(self.__SelectQuest)) def __LoadWindow(self): if self.isLoaded == 1: return self.isLoaded = 1 try: if localeInfo.IsARABIC() or localeInfo.IsVIETNAM() or localeInfo.IsJAPAN(): self.__LoadScript(uiScriptLocale.LOCALE_UISCRIPT_PATH + "CharacterWindow.py") else: self.__LoadScript("UIScript/CharacterWindow.py") self.__BindObject() self.__BindEvent() except: import exception exception.Abort("CharacterWindow.__LoadWindow") #self.tabButtonDict["EMOTICON"].Disable() self.SetState("STATUS") def Destroy(self): self.ClearDictionary() self.__Initialize() def Close(self): if 0 != self.toolTipSkill: self.toolTipSkill.Hide() self.Hide() def SetSkillToolTip(self, toolTipSkill): self.toolTipSkill = toolTipSkill def __OnClickStatusPlusButton(self, statusKey): try: statusPlusCommand=self.statusPlusCommandDict[statusKey] net.SendChatPacket(statusPlusCommand) except KeyError, msg: dbg.TraceError("CharacterWindow.__OnClickStatusPlusButton KeyError: %s", msg) def __OnClickStatusMinusButton(self, statusKey): try: statusMinusCommand=self.statusMinusCommandDict[statusKey] net.SendChatPacket(statusMinusCommand) except KeyError, msg: dbg.TraceError("CharacterWindow.__OnClickStatusMinusButton KeyError: %s", msg) def __OnClickTabButton(self, stateKey): self.SetState(stateKey) def SetState(self, stateKey): self.state = stateKey for (tabKey, tabButton) in self.tabButtonDict.items(): if stateKey!=tabKey: tabButton.SetUp() for tabValue in self.tabDict.itervalues(): tabValue.Hide() for pageValue in self.pageDict.itervalues(): pageValue.Hide() for titleBarValue in self.titleBarDict.itervalues(): titleBarValue.Hide() self.titleBarDict[stateKey].Show() self.tabDict[stateKey].Show() self.pageDict[stateKey].Show() def GetState(self): return self.state def __GetTotalAtkText(self): minAtk=player.GetStatus(player.ATT_MIN) maxAtk=player.GetStatus(player.ATT_MAX) atkBonus=player.GetStatus(player.ATT_BONUS) attackerBonus=player.GetStatus(player.ATTACKER_BONUS) if minAtk==maxAtk: return "%d" % (minAtk+atkBonus+attackerBonus) else: return "%d-%d" % (minAtk+atkBonus+attackerBonus, maxAtk+atkBonus+attackerBonus) def __GetTotalMagAtkText(self): minMagAtk=player.GetStatus(player.MAG_ATT)+player.GetStatus(player.MIN_MAGIC_WEP) maxMagAtk=player.GetStatus(player.MAG_ATT)+player.GetStatus(player.MAX_MAGIC_WEP) if minMagAtk==maxMagAtk: return "%d" % (minMagAtk) else: return "%d-%d" % (minMagAtk, maxMagAtk) def __GetTotalDefText(self): defValue=player.GetStatus(player.DEF_GRADE) if constInfo.ADD_DEF_BONUS_ENABLE: defValue+=player.GetStatus(player.DEF_BONUS) return "%d" % (defValue) def RefreshStatus(self): if self.isLoaded==0: return try: self.GetChild("Level_Value").SetText(str(player.GetStatus(player.LEVEL))) self.GetChild("Exp_Value").SetText(str(unsigned32(player.GetEXP()))) self.GetChild("RestExp_Value").SetText(str(unsigned32(player.GetStatus(player.NEXT_EXP)) - unsigned32(player.GetStatus(player.EXP)))) self.GetChild("HP_Value").SetText(str(player.GetStatus(player.HP)) + '/' + str(player.GetStatus(player.MAX_HP))) self.GetChild("SP_Value").SetText(str(player.GetStatus(player.SP)) + '/' + str(player.GetStatus(player.MAX_SP))) self.GetChild("STR_Value").SetText(str(player.GetStatus(player.ST))) self.GetChild("DEX_Value").SetText(str(player.GetStatus(player.DX))) self.GetChild("HTH_Value").SetText(str(player.GetStatus(player.HT))) self.GetChild("INT_Value").SetText(str(player.GetStatus(player.IQ))) self.GetChild("ATT_Value").SetText(self.__GetTotalAtkText()) self.GetChild("DEF_Value").SetText(self.__GetTotalDefText()) self.GetChild("MATT_Value").SetText(self.__GetTotalMagAtkText()) #self.GetChild("MATT_Value").SetText(str(player.GetStatus(player.MAG_ATT))) self.GetChild("MDEF_Value").SetText(str(player.GetStatus(player.MAG_DEF))) self.GetChild("ASPD_Value").SetText(str(player.GetStatus(player.ATT_SPEED))) self.GetChild("MSPD_Value").SetText(str(player.GetStatus(player.MOVING_SPEED))) self.GetChild("CSPD_Value").SetText(str(player.GetStatus(player.CASTING_SPEED))) self.GetChild("ER_Value").SetText(str(player.GetStatus(player.EVADE_RATE))) except: #import exception #exception.Abort("CharacterWindow.RefreshStatus.BindObject") ## °ÔÀÓÀÌ Æ¨°Ü ¹ö¸² pass self.__RefreshStatusPlusButtonList() self.__RefreshStatusMinusButtonList() self.RefreshAlignment() if self.refreshToolTip: self.refreshToolTip() def __RefreshStatusPlusButtonList(self): if self.isLoaded==0: return statusPlusPoint=player.GetStatus(player.STAT) if statusPlusPoint>0: self.statusPlusValue.SetText(str(statusPlusPoint)) self.statusPlusLabel.Show() self.ShowStatusPlusButtonList() else: self.statusPlusValue.SetText(str(0)) self.statusPlusLabel.Hide() self.HideStatusPlusButtonList() def __RefreshStatusMinusButtonList(self): if self.isLoaded==0: return statusMinusPoint=self.__GetStatMinusPoint() if statusMinusPoint>0: self.__ShowStatusMinusButtonList() else: self.__HideStatusMinusButtonList() def RefreshAlignment(self): point, grade = player.GetAlignmentData() import colorInfo COLOR_DICT = { 0 : colorInfo.TITLE_RGB_GOOD_4, 1 : colorInfo.TITLE_RGB_GOOD_3, 2 : colorInfo.TITLE_RGB_GOOD_2, 3 : colorInfo.TITLE_RGB_GOOD_1, 4 : colorInfo.TITLE_RGB_NORMAL, 5 : colorInfo.TITLE_RGB_EVIL_1, 6 : colorInfo.TITLE_RGB_EVIL_2, 7 : colorInfo.TITLE_RGB_EVIL_3, 8 : colorInfo.TITLE_RGB_EVIL_4, } colorList = COLOR_DICT.get(grade, colorInfo.TITLE_RGB_NORMAL) gradeColor = ui.GenerateColor(colorList[0], colorList[1], colorList[2]) self.toolTipAlignment.ClearToolTip() self.toolTipAlignment.AutoAppendTextLine(localeInfo.TITLE_NAME_LIST[grade], gradeColor) self.toolTipAlignment.AutoAppendTextLine(localeInfo.ALIGNMENT_NAME + str(point)) self.toolTipAlignment.AlignHorizonalCenter() def __ShowStatusMinusButtonList(self): for (stateMinusKey, statusMinusButton) in self.statusMinusButtonDict.items(): statusMinusButton.Show() def __HideStatusMinusButtonList(self): for (stateMinusKey, statusMinusButton) in self.statusMinusButtonDict.items(): statusMinusButton.Hide() def ShowStatusPlusButtonList(self): for (statePlusKey, statusPlusButton) in self.statusPlusButtonDict.items(): statusPlusButton.Show() def HideStatusPlusButtonList(self): for (statePlusKey, statusPlusButton) in self.statusPlusButtonDict.items(): statusPlusButton.Hide() def SelectSkill(self, skillSlotIndex): mouseController = mouseModule.mouseController if False == mouseController.isAttached(): srcSlotIndex = self.__RealSkillSlotToSourceSlot(skillSlotIndex) selectedSkillIndex = player.GetSkillIndex(srcSlotIndex) if skill.CanUseSkill(selectedSkillIndex): if app.IsPressed(app.DIK_LCONTROL): player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_SKILL, srcSlotIndex) return mouseController.AttachObject(self, player.SLOT_TYPE_SKILL, srcSlotIndex, selectedSkillIndex) else: mouseController.DeattachObject() def SelectEmptySlot(self, SlotIndex): mouseModule.mouseController.DeattachObject() ## ToolTip def OverInItem(self, slotNumber): if mouseModule.mouseController.isAttached(): return if 0 == self.toolTipSkill: return srcSlotIndex = self.__RealSkillSlotToSourceSlot(slotNumber) skillIndex = player.GetSkillIndex(srcSlotIndex) skillLevel = player.GetSkillLevel(srcSlotIndex) skillGrade = player.GetSkillGrade(srcSlotIndex) skillType = skill.GetSkillType(skillIndex) ## ACTIVE if skill.SKILL_TYPE_ACTIVE == skillType: overInSkillGrade = self.__GetSkillGradeFromSlot(slotNumber) if overInSkillGrade == skill.SKILL_GRADE_COUNT-1 and skillGrade == skill.SKILL_GRADE_COUNT: self.toolTipSkill.SetSkillNew(srcSlotIndex, skillIndex, skillGrade, skillLevel) elif overInSkillGrade == skillGrade: self.toolTipSkill.SetSkillNew(srcSlotIndex, skillIndex, overInSkillGrade, skillLevel) else: self.toolTipSkill.SetSkillOnlyName(srcSlotIndex, skillIndex, overInSkillGrade) else: self.toolTipSkill.SetSkillNew(srcSlotIndex, skillIndex, skillGrade, skillLevel) def OverOutItem(self): if 0 != self.toolTipSkill: self.toolTipSkill.HideToolTip() ## Quest def __SelectQuest(self, slotIndex): questIndex = quest.GetQuestIndex(self.questShowingStartIndex+slotIndex) import event event.QuestButtonClick(-2147483648 + questIndex) def RefreshQuest(self): if self.isLoaded==0: return questCount = quest.GetQuestCount() questRange = range(quest.QUEST_MAX_NUM) if questCount > quest.QUEST_MAX_NUM: self.questScrollBar.Show() else: self.questScrollBar.Hide() for i in questRange[:questCount]: (questName, questIcon, questCounterName, questCounterValue) = quest.GetQuestData(self.questShowingStartIndex+i) self.questNameList[i].SetText(questName) self.questNameList[i].Show() self.questLastCountList[i].Show() self.questLastTimeList[i].Show() if len(questCounterName) > 0: self.questLastCountList[i].SetText("%s : %d" % (questCounterName, questCounterValue)) else: self.questLastCountList[i].SetText("") ## Icon self.questSlot.SetSlot(i, i, 1, 1, questIcon) for i in questRange[questCount:]: self.questNameList[i].Hide() self.questLastTimeList[i].Hide() self.questLastCountList[i].Hide() self.questSlot.ClearSlot(i) self.questSlot.HideSlotBaseImage(i) self.__UpdateQuestClock() def __UpdateQuestClock(self): if "QUEST" == self.state: # QUEST_LIMIT_COUNT_BUG_FIX for i in xrange(min(quest.GetQuestCount(), quest.QUEST_MAX_NUM)): # END_OF_QUEST_LIMIT_COUNT_BUG_FIX (lastName, lastTime) = quest.GetQuestLastTime(i) clockText = localeInfo.QUEST_UNLIMITED_TIME if len(lastName) > 0: if lastTime <= 0: clockText = localeInfo.QUEST_TIMEOVER else: questLastMinute = lastTime / 60 questLastSecond = lastTime % 60 clockText = lastName + " : " if questLastMinute > 0: clockText += str(questLastMinute) + localeInfo.QUEST_MIN if questLastSecond > 0: clockText += " " if questLastSecond > 0: clockText += str(questLastSecond) + localeInfo.QUEST_SEC self.questLastTimeList[i].SetText(clockText) def __GetStatMinusPoint(self): POINT_STAT_RESET_COUNT = 112 return player.GetStatus(POINT_STAT_RESET_COUNT) def __OverInStatMinusButton(self, stat): try: self.__ShowStatToolTip(self.STAT_MINUS_DESCRIPTION[stat] % self.__GetStatMinusPoint()) except KeyError: pass self.refreshToolTip = lambda arg=stat: self.__OverInStatMinusButton(arg) def __OverOutStatMinusButton(self): self.__HideStatToolTip() self.refreshToolTip = 0 def __OverInStatButton(self, stat): try: self.__ShowStatToolTip(self.STAT_DESCRIPTION[stat]) except KeyError: pass def __OverOutStatButton(self): self.__HideStatToolTip() def __ShowStatToolTip(self, statDesc): self.toolTip.ClearToolTip() self.toolTip.AppendTextLine(statDesc) self.toolTip.Show() def __HideStatToolTip(self): self.toolTip.Hide() def OnPressEscapeKey(self): self.Close() return True def OnUpdate(self): self.__UpdateQuestClock() ## Skill Process def __RefreshSkillPage(self, name, slotCount): global SHOW_LIMIT_SUPPORT_SKILL_LIST skillPage = self.skillPageDict[name] startSlotIndex = skillPage.GetStartIndex() if "ACTIVE" == name: if self.PAGE_HORSE == self.curSelectedSkillGroup: startSlotIndex += slotCount getSkillType=skill.GetSkillType getSkillIndex=player.GetSkillIndex getSkillGrade=player.GetSkillGrade getSkillLevel=player.GetSkillLevel getSkillLevelUpPoint=skill.GetSkillLevelUpPoint getSkillMaxLevel=skill.GetSkillMaxLevel for i in xrange(slotCount+1): slotIndex = i + startSlotIndex skillIndex = getSkillIndex(slotIndex) for j in xrange(skill.SKILL_GRADE_COUNT): skillPage.ClearSlot(self.__GetRealSkillSlot(j, i)) if 0 == skillIndex: continue skillGrade = getSkillGrade(slotIndex) skillLevel = getSkillLevel(slotIndex) skillType = getSkillType(skillIndex) ## ½Â¸¶ ½ºÅ³ ¿¹¿Ü ó¸® if player.SKILL_INDEX_RIDING == skillIndex: if 1 == skillGrade: skillLevel += 19 elif 2 == skillGrade: skillLevel += 29 elif 3 == skillGrade: skillLevel = 40 skillPage.SetSkillSlotNew(slotIndex, skillIndex, max(skillLevel-1, 0), skillLevel) skillPage.SetSlotCount(slotIndex, skillLevel) ## ACTIVE elif skill.SKILL_TYPE_ACTIVE == skillType: for j in xrange(skill.SKILL_GRADE_COUNT): realSlotIndex = self.__GetRealSkillSlot(j, slotIndex) skillPage.SetSkillSlotNew(realSlotIndex, skillIndex, j, skillLevel) skillPage.SetCoverButton(realSlotIndex) if (skillGrade == skill.SKILL_GRADE_COUNT) and j == (skill.SKILL_GRADE_COUNT-1): skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) elif (not self.__CanUseSkillNow()) or (skillGrade != j): skillPage.SetSlotCount(realSlotIndex, 0) skillPage.DisableCoverButton(realSlotIndex) else: skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) ## ±×¿Ü else: if not SHOW_LIMIT_SUPPORT_SKILL_LIST or skillIndex in SHOW_LIMIT_SUPPORT_SKILL_LIST: realSlotIndex = self.__GetETCSkillRealSlotIndex(slotIndex) skillPage.SetSkillSlot(realSlotIndex, skillIndex, skillLevel) skillPage.SetSlotCountNew(realSlotIndex, skillGrade, skillLevel) if skill.CanUseSkill(skillIndex): skillPage.SetCoverButton(realSlotIndex) skillPage.RefreshSlot() def RefreshSkill(self): if self.isLoaded==0: return if self.__IsChangedHorseRidingSkillLevel(): self.RefreshCharacter() return global SHOW_ONLY_ACTIVE_SKILL if SHOW_ONLY_ACTIVE_SKILL: self.__RefreshSkillPage("ACTIVE", self.ACTIVE_PAGE_SLOT_COUNT) else: self.__RefreshSkillPage("ACTIVE", self.ACTIVE_PAGE_SLOT_COUNT) self.__RefreshSkillPage("SUPPORT", self.SUPPORT_PAGE_SLOT_COUNT) self.RefreshSkillPlusButtonList() def CanShowPlusButton(self, skillIndex, skillLevel, curStatPoint): ## ½ºÅ³ÀÌ ÀÖÀ¸¸é if 0 == skillIndex: return False ## ·¹º§¾÷ Á¶°ÇÀ» ¸¸Á·ÇÑ´Ù¸é if not skill.CanLevelUpSkill(skillIndex, skillLevel): return False return True def __RefreshSkillPlusButton(self, name): global HIDE_SUPPORT_SKILL_POINT if HIDE_SUPPORT_SKILL_POINT and "SUPPORT" == name: return slotWindow = self.skillPageDict[name] slotWindow.HideAllSlotButton() slotStatType = self.skillPageStatDict[name] if 0 == slotStatType: return statPoint = player.GetStatus(slotStatType) startSlotIndex = slotWindow.GetStartIndex() if "HORSE" == name: startSlotIndex += self.ACTIVE_PAGE_SLOT_COUNT if statPoint > 0: for i in xrange(self.PAGE_SLOT_COUNT): slotIndex = i + startSlotIndex skillIndex = player.GetSkillIndex(slotIndex) skillGrade = player.GetSkillGrade(slotIndex) skillLevel = player.GetSkillLevel(slotIndex) if skillIndex == 0: continue if skillGrade != 0: continue if name == "HORSE": if player.GetStatus(player.LEVEL) >= skill.GetSkillLevelLimit(skillIndex): if skillLevel < 20: slotWindow.ShowSlotButton(self.__GetETCSkillRealSlotIndex(slotIndex)) else: if "SUPPORT" == name: if not SHOW_LIMIT_SUPPORT_SKILL_LIST or skillIndex in SHOW_LIMIT_SUPPORT_SKILL_LIST: if self.CanShowPlusButton(skillIndex, skillLevel, statPoint): slotWindow.ShowSlotButton(slotIndex) else: if self.CanShowPlusButton(skillIndex, skillLevel, statPoint): slotWindow.ShowSlotButton(slotIndex) def RefreshSkillPlusButtonList(self): if self.isLoaded==0: return self.RefreshSkillPlusPointLabel() if not self.__CanUseSkillNow(): return try: if self.PAGE_HORSE == self.curSelectedSkillGroup: self.__RefreshSkillPlusButton("HORSE") else: self.__RefreshSkillPlusButton("ACTIVE") self.__RefreshSkillPlusButton("SUPPORT") except: import exception exception.Abort("CharacterWindow.RefreshSkillPlusButtonList.BindObject") def RefreshSkillPlusPointLabel(self): if self.isLoaded==0: return if self.PAGE_HORSE == self.curSelectedSkillGroup: activeStatPoint = player.GetStatus(player.SKILL_HORSE) self.activeSkillPointValue.SetText(str(activeStatPoint)) else: activeStatPoint = player.GetStatus(player.SKILL_ACTIVE) self.activeSkillPointValue.SetText(str(activeStatPoint)) supportStatPoint = max(0, player.GetStatus(player.SKILL_SUPPORT)) self.supportSkillPointValue.SetText(str(supportStatPoint)) ## Skill Level Up Button def OnPressedSlotButton(self, slotNumber): srcSlotIndex = self.__RealSkillSlotToSourceSlot(slotNumber) skillIndex = player.GetSkillIndex(srcSlotIndex) curLevel = player.GetSkillLevel(srcSlotIndex) maxLevel = skill.GetSkillMaxLevel(skillIndex) net.SendChatPacket("/skillup " + str(skillIndex)) ## Use Skill def ClickSkillSlot(self, slotIndex): srcSlotIndex = self.__RealSkillSlotToSourceSlot(slotIndex) skillIndex = player.GetSkillIndex(srcSlotIndex) skillType = skill.GetSkillType(skillIndex) if not self.__CanUseSkillNow(): if skill.SKILL_TYPE_ACTIVE == skillType: return for slotWindow in self.skillPageDict.values(): if slotWindow.HasSlot(slotIndex): if skill.CanUseSkill(skillIndex): player.ClickSkillSlot(srcSlotIndex) return mouseModule.mouseController.DeattachObject() ## FIXME : ½ºÅ³À» »ç¿ëÇßÀ»¶§ ½½·Ô ¹øÈ£¸¦ °¡Áö°í ÇØ´ç ½½·ÔÀ» ã¾Æ¼­ ¾÷µ¥ÀÌÆ® ÇÑ´Ù. ## ¸Å¿ì ºÒÇÕ¸®. ±¸Á¶ ÀÚü¸¦ °³¼±ÇØ¾ß ÇÒµí. def OnUseSkill(self, slotIndex, coolTime): skillIndex = player.GetSkillIndex(slotIndex) skillType = skill.GetSkillType(skillIndex) ## ACTIVE if skill.SKILL_TYPE_ACTIVE == skillType: skillGrade = player.GetSkillGrade(slotIndex) slotIndex = self.__GetRealSkillSlot(skillGrade, slotIndex) ## ETC else: slotIndex = self.__GetETCSkillRealSlotIndex(slotIndex) for slotWindow in self.skillPageDict.values(): if slotWindow.HasSlot(slotIndex): slotWindow.SetSlotCoolTime(slotIndex, coolTime) return def OnActivateSkill(self, slotIndex): skillGrade = player.GetSkillGrade(slotIndex) slotIndex = self.__GetRealSkillSlot(skillGrade, slotIndex) for slotWindow in self.skillPageDict.values(): if slotWindow.HasSlot(slotIndex): slotWindow.ActivateSlot(slotIndex) return def OnDeactivateSkill(self, slotIndex): skillGrade = player.GetSkillGrade(slotIndex) slotIndex = self.__GetRealSkillSlot(skillGrade, slotIndex) for slotWindow in self.skillPageDict.values(): if slotWindow.HasSlot(slotIndex): slotWindow.DeactivateSlot(slotIndex) return def __ShowJobToolTip(self): self.toolTipJob.ShowToolTip() def __HideJobToolTip(self): self.toolTipJob.HideToolTip() def __SetJobText(self, mainJob, subJob): if player.GetStatus(player.LEVEL)<5: subJob=0 if 949 == app.GetDefaultCodePage(): self.toolTipJob.ClearToolTip() try: jobInfoTitle=localeInfo.JOBINFO_TITLE[mainJob][subJob] jobInfoData=localeInfo.JOBINFO_DATA_LIST[mainJob][subJob] except IndexError: print "uiCharacter.CharacterWindow.__SetJobText(mainJob=%d, subJob=%d)" % (mainJob, subJob) return self.toolTipJob.AutoAppendTextLine(jobInfoTitle) self.toolTipJob.AppendSpace(5) for jobInfoDataLine in jobInfoData: self.toolTipJob.AutoAppendTextLine(jobInfoDataLine) self.toolTipJob.AlignHorizonalCenter() def __ShowAlignmentToolTip(self): self.toolTipAlignment.ShowToolTip() def __HideAlignmentToolTip(self): self.toolTipAlignment.HideToolTip() def RefreshCharacter(self): if self.isLoaded==0: return ## Name try: characterName = player.GetName() guildName = player.GetGuildName() self.characterNameValue.SetText(characterName) self.guildNameValue.SetText(guildName) if not guildName: if localeInfo.IsARABIC(): self.characterNameSlot.SetPosition(190, 34) else: self.characterNameSlot.SetPosition(109, 34) self.guildNameSlot.Hide() else: if localeInfo.IsJAPAN(): self.characterNameSlot.SetPosition(143, 34) else: self.characterNameSlot.SetPosition(153, 34) self.guildNameSlot.Show() except: import exception exception.Abort("CharacterWindow.RefreshCharacter.BindObject") race = net.GetMainActorRace() group = net.GetMainActorSkillGroup() empire = net.GetMainActorEmpire() ## Job Text job = chr.RaceToJob(race) self.__SetJobText(job, group) ## FaceImage try: faceImageName = FACE_IMAGE_DICT[race] try: self.faceImage.LoadImage(faceImageName) except: print "CharacterWindow.RefreshCharacter(race=%d, faceImageName=%s)" % (race, faceImageName) self.faceImage.Hide() except KeyError: self.faceImage.Hide() ## GroupName self.__SetSkillGroupName(race, group) ## Skill if 0 == group: self.__SelectSkillGroup(0) else: self.__SetSkillSlotData(race, group, empire) if self.__CanUseHorseSkill(): self.__SelectSkillGroup(0) def __SetSkillGroupName(self, race, group): job = chr.RaceToJob(race) if not self.SKILL_GROUP_NAME_DICT.has_key(job): return nameList = self.SKILL_GROUP_NAME_DICT[job] if 0 == group: self.skillGroupButton1.SetText(nameList[1]) self.skillGroupButton2.SetText(nameList[2]) self.skillGroupButton1.Show() self.skillGroupButton2.Show() self.activeSkillGroupName.Hide() else: if self.__CanUseHorseSkill(): self.activeSkillGroupName.Hide() self.skillGroupButton1.SetText(nameList.get(group, "Noname")) self.skillGroupButton2.SetText(localeInfo.SKILL_GROUP_HORSE) self.skillGroupButton1.Show() self.skillGroupButton2.Show() else: self.activeSkillGroupName.SetText(nameList.get(group, "Noname")) self.activeSkillGroupName.Show() self.skillGroupButton1.Hide() self.skillGroupButton2.Hide() def __SetSkillSlotData(self, race, group, empire=0): ## SkillIndex playerSettingModule.RegisterSkill(race, group, empire) ## Event self.__SetSkillSlotEvent() ## Refresh self.RefreshSkill() def __SelectSkillGroup(self, index): for btn in self.skillGroupButton: btn.SetUp() self.skillGroupButton[index].Down() if self.__CanUseHorseSkill(): if 0 == index: index = net.GetMainActorSkillGroup()-1 elif 1 == index: index = self.PAGE_HORSE self.curSelectedSkillGroup = index self.__SetSkillSlotData(net.GetMainActorRace(), index+1, net.GetMainActorEmpire()) def __CanUseSkillNow(self): if 0 == net.GetMainActorSkillGroup(): return False return True def __CanUseHorseSkill(self): slotIndex = player.GetSkillSlotIndex(player.SKILL_INDEX_RIDING) if not slotIndex: return False grade = player.GetSkillGrade(slotIndex) level = player.GetSkillLevel(slotIndex) if level < 0: level *= -1 if grade >= 1 and level >= 1: return True return False def __IsChangedHorseRidingSkillLevel(self): ret = False if -1 == self.canUseHorseSkill: self.canUseHorseSkill = self.__CanUseHorseSkill() if self.canUseHorseSkill != self.__CanUseHorseSkill(): ret = True self.canUseHorseSkill = self.__CanUseHorseSkill() return ret def __GetRealSkillSlot(self, skillGrade, skillSlot): return skillSlot + min(skill.SKILL_GRADE_COUNT-1, skillGrade)*skill.SKILL_GRADE_STEP_COUNT def __GetETCSkillRealSlotIndex(self, skillSlot): if skillSlot > 100: return skillSlot return skillSlot % self.ACTIVE_PAGE_SLOT_COUNT def __RealSkillSlotToSourceSlot(self, realSkillSlot): if realSkillSlot > 100: return realSkillSlot if self.PAGE_HORSE == self.curSelectedSkillGroup: return realSkillSlot + self.ACTIVE_PAGE_SLOT_COUNT return realSkillSlot % skill.SKILL_GRADE_STEP_COUNT def __GetSkillGradeFromSlot(self, skillSlot): return int(skillSlot / skill.SKILL_GRADE_STEP_COUNT) def SelectSkillGroup(self, index): self.__SelectSkillGroup(index) def OnQuestScroll(self): questCount = quest.GetQuestCount() scrollLineCount = max(0, questCount - quest.QUEST_MAX_NUM) startIndex = int(scrollLineCount * self.questScrollBar.GetPos()) if startIndex != self.questShowingStartIndex: self.questShowingStartIndex = startIndex self.RefreshQuest()