MR-3: Bunch of fixes

This commit is contained in:
Mind Rapist
2025-12-25 08:38:22 +02:00
parent c72c0c82f6
commit d810a6958c
7 changed files with 156 additions and 141 deletions

View File

@@ -20,11 +20,11 @@ import uiInventory
import sys
ITEM_FLAG_APPLICABLE = 1 << 14
# 용혼석 Vnum에 대한 comment
# ITEM VNUM 10만 자리부터, FEDCBA라고 한다면
# FE : 용혼석 종류. D : 등급
# C : 단계 B : 강화
# A : 여벌의 번호들...
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> Vnum<75><6D> <20><><EFBFBD><EFBFBD> comment
# ITEM VNUM<EFBFBD><EFBFBD> 10<EFBFBD><EFBFBD> <20>ڸ<EFBFBD><DAB8><EFBFBD><EFBFBD><EFBFBD>, FEDCBA<42><41><EFBFBD> <20>Ѵٸ<D1B4>
# FE : <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. D : <EFBFBD><EFBFBD><EFBFBD>
# C : <EFBFBD>ܰ<EFBFBD> B : <EFBFBD><EFBFBD>ȭ
# A : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ<EFBFBD><C8A3>...
class DragonSoulWindow(ui.ScriptWindow):
KIND_TAP_TITLES = [uiScriptLocale.DRAGONSOUL_TAP_TITLE_1, uiScriptLocale.DRAGONSOUL_TAP_TITLE_2,
@@ -226,9 +226,9 @@ class DragonSoulWindow(ui.ScriptWindow):
for j in xrange(item.LIMIT_MAX_NUM):
(limitType, limitValue) = item.GetLimit(j)
# 밑에서 remain_time이 0이하인지 체크 하기 때문에 임의의 양수로 초기화
# <EFBFBD>ؿ<EFBFBD><EFBFBD><EFBFBD> remain_time<EFBFBD><EFBFBD> 0<><30><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ <20>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
remain_time = 999
# 일단 현재 타이머는 이 세개 뿐이다.
# <EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> Ÿ<≯Ӵ<CCB8> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>̴<EFBFBD>.
if item.LIMIT_REAL_TIME == limitType:
remain_time = player.GetItemMetinSocket(player.INVENTORY, slotNumber, 0) - app.GetGlobalTimeStamp()
elif item.LIMIT_REAL_TIME_START_FIRST_USE == limitType:
@@ -275,7 +275,7 @@ class DragonSoulWindow(ui.ScriptWindow):
for j in xrange(item.LIMIT_MAX_NUM):
(limitType, limitValue) = item.GetLimit(j)
# 밑에서 remain_time이 음수인지 체크 하기 때문에 임의의 양수로 초기화
# <EFBFBD>ؿ<EFBFBD><EFBFBD><EFBFBD> remain_time<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ <20>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ
remain_time = 999
if item.LIMIT_REAL_TIME == limitType:
remain_time = player.GetItemMetinSocket(player.DRAGON_SOUL_INVENTORY, slotNumber, 0)
@@ -306,7 +306,7 @@ class DragonSoulWindow(ui.ScriptWindow):
if None != self.tooltipItem:
self.tooltipItem.SetTop()
# item slot 관련 함수
# item slot <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Լ<EFBFBD>
def OverOutItem(self):
self.wndItem.SetUsableItem(False)
if None != self.tooltipItem:
@@ -359,7 +359,7 @@ class DragonSoulWindow(ui.ScriptWindow):
mouseModule.mouseController.DeattachObject()
else:
## 상점에서 팔도록 추가
## <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȵ<EFBFBD><C8B5><EFBFBD> <20>߰<EFBFBD>
## 20140220
curCursorNum = app.GetCursor()
@@ -377,8 +377,8 @@ class DragonSoulWindow(ui.ScriptWindow):
self.wndItem.SetUseMode(False)
snd.PlaySound("sound/ui/pick.wav")
## 상점에 팔기
## 2014.02.20 추가
## <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȱ<EFBFBD>
## 2014.02.20 <EFBFBD>߰<EFBFBD>
def __SellItem(self, itemSlotPos):
if not player.IsDSEquipmentSlot(player.DRAGON_SOUL_INVENTORY, itemSlotPos):
self.sellingSlotNumber = itemSlotPos
@@ -412,21 +412,21 @@ class DragonSoulWindow(ui.ScriptWindow):
self.questionDialog.Open()
self.questionDialog.count = itemCount
## 상점에 팔기
## <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȱ<EFBFBD>
def SellItem(self):
net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.DRAGON_SOUL_INVENTORY)
snd.PlaySound("sound/ui/money.wav")
self.OnCloseQuestionDialog()
## 상점에 팔기
## <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȱ<EFBFBD>
def OnCloseQuestionDialog(self):
if self.questionDialog:
self.questionDialog.Close()
self.questionDialog = None
## 상점에 팔기
## <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ȱ<EFBFBD>
def __OnClosePopupDialog(self):
self.pop = None
@@ -478,7 +478,7 @@ class DragonSoulWindow(ui.ScriptWindow):
return
slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(player.DRAGON_SOUL_INVENTORY, slotIndex)
try:
# 용혼석 강화창이 열려있으면, 아이템 우클릭 시 자동으로 강화창으로 들어감.
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><>ȭâ<C8AD><C3A2> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ŭ<EFBFBD><C5AC> <20><> <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> <20><>ȭâ<C8AD><C3A2><EFBFBD><EFBFBD> <20><>.
if self.wndDragonSoulRefine.IsShow():
if uiPrivateShopBuilder.IsBuildingPrivateShop():
chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
@@ -500,7 +500,7 @@ class DragonSoulWindow(ui.ScriptWindow):
net.SendItemMovePacket(srcSlotWindow , srcSlotPos, dstSlotWindow, dstSlotPos, srcItemCount)
# equip 슬롯 관련 함수들.
# equip <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD><D4BC><EFBFBD>.
def OverOutEquipItem(self):
self.OverOutItem()
@@ -529,7 +529,7 @@ class DragonSoulWindow(ui.ScriptWindow):
def SelectEquipItemSlot(self, itemSlotIndex):
## 마우스 버튼이 sell buy 체크 해서 return
## <EFBFBD><EFBFBD><EFBFBD><20><>ư<EFBFBD><C6B0> sell buy üũ <20>ؼ<EFBFBD> return
curCursorNum = app.GetCursor()
if app.SELL == curCursorNum:
return
@@ -545,7 +545,7 @@ class DragonSoulWindow(ui.ScriptWindow):
if mouseModule.mouseController.isAttached():
attachedSlotType = mouseModule.mouseController.GetAttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
# 자기 자신을 자기 자신에게 드래그하는 경우
# <EFBFBD>ڱ<EFBFBD> <20>ڽ<EFBFBD><DABD><EFBFBD> <20>ڱ<EFBFBD> <20>ڽſ<DABD><C5BF><EFBFBD> <20><EFBFBD><E5B7A1><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD>
if player.SLOT_TYPE_INVENTORY == attachedSlotType and itemSlotIndex == attachedSlotPos:
return
@@ -592,9 +592,9 @@ class DragonSoulWindow(ui.ScriptWindow):
self.__OpenQuestionDialog(True, srcItemPos, dstItemPos)
mouseModule.mouseController.DeattachObject()
# equip 슬롯 관련 함수들 끝.
# equip <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>Լ<EFBFBD><D4BC><EFBFBD> <20><>.
# 경고창 관련
# <EFBFBD><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD>
def __OpenQuestionDialog(self, Equip, srcItemPos, dstItemPos):
self.srcItemPos = srcItemPos
self.dstItemPos = dstItemPos
@@ -623,7 +623,7 @@ class DragonSoulWindow(ui.ScriptWindow):
self.dstItemPos = (0, 0)
self.dlgQuestion.Close()
# 경고창 관련 끝
# <EFBFBD><EFBFBD><EFBFBD>â <20><><EFBFBD><EFBFBD> <20><>
def SetDSKindIndex(self, kindIndex):
if self.DSKindIndex != kindIndex:
@@ -656,7 +656,7 @@ class DragonSoulWindow(ui.ScriptWindow):
self.RefreshEquipSlotWindow()
# 용혼석 활성화 관련
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> Ȱ<><C8B0>ȭ <20><><EFBFBD><EFBFBD>
def ActivateDragonSoulByExtern(self, deck):
self.isActivated = True
self.activateButton.Down()
@@ -669,16 +669,25 @@ class DragonSoulWindow(ui.ScriptWindow):
self.isActivated = False
self.activateButton.SetUp()
def ActivateButtonClick(self):
self.isActivated = self.isActivated ^ True
if self.isActivated:
# MR-3: Keyboard-enabled deck toggling
def ActivateButtonClick(self, deckIndex = None):
# If deckIndex is not specified, use the current deckPageIndex
if deckIndex is None:
deckIndex = self.deckPageIndex
if not self.isActivated or self.deckPageIndex != deckIndex:
if self.__CanActivateDeck():
net.SendChatPacket("/dragon_soul activate " + str(self.deckPageIndex))
net.SendChatPacket("/dragon_soul activate " + str(deckIndex))
self.isActivated = True
self.activateButton.Down()
else:
self.isActivated = False
self.activateButton.SetUp()
else:
net.SendChatPacket("/dragon_soul deactivate")
self.isActivated = False
self.activateButton.SetUp()
# MR-3: -- END OF -- Keyboard-enabled deck toggling
def __CanActivateDeck(self):
canActiveNum = 0
@@ -692,24 +701,24 @@ class DragonSoulWindow(ui.ScriptWindow):
for i in xrange(item.LIMIT_MAX_NUM):
(limitType, limitValue) = item.GetLimit(i)
# LIMIT_TIMER_BASED_ON_WEAR는 소켓0에 남은 시간을 박는다.
# LIMIT_REAL_TIME은 시간 다 되면 아이템이 사라지므로 할 필요가 없다.
# LIMIT_REAL_TIME_START_FIRST_USE는 서버에 제대로 정의되지 않아 일단 냅둔다.
# LIMIT_TIMER_BASED_ON_WEAR<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>0<EFBFBD><30> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> <20>ڴ´<DAB4>.
# LIMIT_REAL_TIME<EFBFBD><EFBFBD> <20>ð<EFBFBD> <20><> <20>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20><> <20>ʿ䰡 <20><><EFBFBD><EFBFBD>.
# LIMIT_REAL_TIME_START_FIRST_USE<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ǵ<EFBFBD><C7B5><EFBFBD> <20>ʾ<EFBFBD> <20>ϴ<EFBFBD> <20><><EFBFBD>д<EFBFBD>.
if item.LIMIT_TIMER_BASED_ON_WEAR == limitType:
isNoLimit = False
remain_time = player.GetItemMetinSocket(player.INVENTORY, slotNumber, 0)
if 0 != remain_time:
canActiveNum += 1
break
# 타이머가 없다면 Activate할 수 있는 용혼석.
# Ÿ<EFBFBD≯Ӱ<EFBFBD> <20><><EFBFBD>ٸ<EFBFBD> Activate<74><65> <20><> <20>ִ<EFBFBD> <20><>ȥ<EFBFBD><C8A5>.
if isNoLimit:
canActiveNum += 1
return canActiveNum > 0
# 활성화 관련 끝
# Ȱ<EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD> <20><>
# 슬롯 highlight 관련
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD> highlight <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
def __HighlightSlot_ClearCurrentPage(self):
for i in xrange(self.wndItem.GetSlotCount()):
slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(player.DRAGON_SOUL_INVENTORY, i)
@@ -726,14 +735,14 @@ class DragonSoulWindow(ui.ScriptWindow):
def HighlightSlot(self, slot):
if not slot in self.listHighlightedSlot:
self.listHighlightedSlot.append (slot)
# 슬롯 highlight 관련 끝
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD> highlight <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
def SetDragonSoulRefineWindow(self, wndDragonSoulRefine):
if app.ENABLE_DRAGON_SOUL_SYSTEM:
from _weakref import proxy
self.wndDragonSoulRefine = proxy(wndDragonSoulRefine)
## 강화할 수 없는 경우 날리는 예외
## <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
#class DragonSoulRefineException(Exception):
#pass
@@ -870,7 +879,7 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
def SetItemToolTip(self, tooltipItem):
self.tooltipItem = tooltipItem
# 버튼 눌려 있는 상태를 제외한 모든 강화창 관련 변수들을 초기화.
# <EFBFBD><EFBFBD>ư <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><>ȭâ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʱ<EFBFBD>ȭ.
def __Initialize(self):
self.currentRecipe = {}
self.refineItemInfo = {}
@@ -888,7 +897,7 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
def __FlushRefineItemSlot(self):
## Item slot settings
# 원래 인벤의 아이템 카운트 회복
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<><C4AB>Ʈ ȸ<><C8B8>
for invenType, invenPos, itemCount in self.refineItemInfo.values():
remainCount = player.GetItemCount(invenType, invenPos)
player.SetItemCount(invenType, invenPos, remainCount + itemCount)
@@ -939,33 +948,33 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
raise Exception, ("Invalid attachedItemCount(%d). (base pos (%d, %d), base itemCount(%d))" % (itemCount, invenType, invenPos, maxCount))
#return False
# strength 강화일 경우, 0번엔 강화석, 1번엔 용혼석을 놓도록 강제함.
# strength <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><><EFBFBD>, 0<><30><EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD>, 1<><31><EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
if DragonSoulRefineWindow.REFINE_TYPE_STRENGTH == self.currentRefineType:
if self.__IsDragonSoul(itemVnum):
dstSlotIndex = 1
else:
dstSlotIndex = 0
# 빈 슬롯이어야함.
# <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><CCBE><EFBFBD><EFBFBD>.
if dstSlotIndex in self.refineItemInfo:
return False
# 강화창에 올릴 수 있는 아이템인지 검사.
# <EFBFBD><EFBFBD>ȭâ<EFBFBD><EFBFBD> <20>ø<EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD>.
if False == self.__CheckCanRefine(itemVnum):
return False
# 끌어다 놓은 아이템 카운트만큼 원래 자리의 아이템 카운트 감소
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<><C4AB>Ʈ<EFBFBD><C6AE>ŭ <20><><EFBFBD><EFBFBD> <20>ڸ<EFBFBD><DAB8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<><C4AB>Ʈ <20><><EFBFBD><EFBFBD>
player.SetItemCount(invenType, invenPos, maxCount - itemCount)
self.refineItemInfo[dstSlotIndex] = (invenType, invenPos, itemCount)
self.Refresh()
return True
# 강화 가능한 아이템인지 체크
# 용혼석 강화는 강화 레시피를 정해놓고 시작하는 것이 아니라,
# 처음에 강화창에 올린 용혼석에 의해 강화 레시피가 결정된다.
# 그래서 __CanRefineGrade, __CanRefineStep, __CanRefineStrength 함수에서
# 강화 레시피가 없다면(처음 올리는 아이템이라면), 강화 레시피를 설정해주는 역할도 한다.
# <EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD> <20><>ȭ <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD>س<EFBFBD><D8B3><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ƴ϶<C6B4>,
# ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭâ<C8AD><C3A2> <20>ø<EFBFBD> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>ȭ <20><><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ȴ<EFBFBD>.
# <EFBFBD>׷<EFBFBD><EFBFBD><EFBFBD> __CanRefineGrade, __CanRefineStep, __CanRefineStrength <EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
# <EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20><><EFBFBD>ٸ<EFBFBD><><C3B3> <20>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD><CCB6>), <20><>ȭ <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD> <20><><EFBFBD>ҵ<EFBFBD> <20>Ѵ<EFBFBD>.
def __CheckCanRefine(self, vnum):
if self.REFINE_TYPE_GRADE == self.currentRefineType:
return self.__CanRefineGrade(vnum)
@@ -992,10 +1001,10 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
if not (cur_refine_ds_type == ds_type and cur_refine_grade == grade):
self.__PopUp(localeInfo.DRAGON_SOUL_INVALID_DRAGON_SOUL)
return False
# 강화 창에 처음 아이템을 올리는 경우, 강화 재료에 관한 정보가 없다.
# 용혼석 강화가, 레시피를 가지고 시작하는 것이 아니라, 강화창에 처음 올리는 아이템이 무엇이냐에 따라,
# 무엇을 강화하고, 재료가 무엇인지(이하 레시피)가 정해진다.
# 레시피가 없다면, 처음 올린 아이템이라 생각하고, vnum을 바탕으로 레시피를 셋팅.
# <EFBFBD><EFBFBD>ȭ â<><C3A2> ó<><C3B3> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD>, <20><>ȭ <20><><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD>, <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ƴ϶<C6B4>, <20><>ȭâ<C8AD><C3A2> ó<><C3B3> <20>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̳Ŀ<CCB3> <20><><EFBFBD><EFBFBD>,
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭ<EFBFBD>ϰ<EFBFBD>, <20><><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)<29><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20><><EFBFBD>ٸ<EFBFBD>, ó<><C3B3> <20>ø<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD>, vnum<75><6D> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD>.
else:
self.currentRecipe = self.__GetRefineGradeRecipe(vnum)
@@ -1004,7 +1013,7 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
self.wndMoney.SetText(localeInfo.NumberToMoneyString(self.currentRecipe["fee"]))
return True
else:
# 강화 정보 셋팅에 실패하면 올릴 수 없는 아이템으로 판단.
# <EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> <20>ø<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD>.
self.__PopUp(localeInfo.DRAGON_SOUL_CANNOT_REFINE)
return False
@@ -1021,10 +1030,10 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
if not (cur_refine_ds_type == ds_type and cur_refine_grade == grade and cur_refine_step == step):
self.__PopUp(localeInfo.DRAGON_SOUL_INVALID_DRAGON_SOUL)
return False
# 강화 창에 처음 아이템을 올리는 경우, 재료에 관한 정보가 없다.
# 용혼석 강화가, 레시피를 가지고 시작하는 것이 아니라, 강화창에 처음 올리는 아이템이 무엇이냐에 따라,
# 무엇을 강화하고, 재료가 무엇인지(이하 레시피)가 정해진다.
# 레시피가 없다면, 처음 올린 아이템이라 생각하고, vnum을 바탕으로 레시피를 셋팅.
# <EFBFBD><EFBFBD>ȭ â<><C3A2> ó<><C3B3> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD>, <20><><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD>, <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ƴ϶<C6B4>, <20><>ȭâ<C8AD><C3A2> ó<><C3B3> <20>ø<EFBFBD><C3B8><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>̳Ŀ<CCB3> <20><><EFBFBD><EFBFBD>,
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭ<EFBFBD>ϰ<EFBFBD>, <20><><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>)<29><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20><><EFBFBD>ٸ<EFBFBD>, ó<><C3B3> <20>ø<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD>, vnum<75><6D> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD>.
else:
self.currentRecipe = self.__GetRefineStepRecipe(vnum)
@@ -1034,12 +1043,12 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
return True
else:
# 강화 정보 셋팅에 실패하면 올릴 수 없는 아이템으로 판단.
# <EFBFBD><EFBFBD>ȭ <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> <20>ø<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ǵ<EFBFBD>.
self.__PopUp(localeInfo.DRAGON_SOUL_CANNOT_REFINE)
return False
def __CanRefineStrength (self, vnum):
# 용혼석인 경우, 더 이상 strength 강화를 할 수 없는지 체크해야함.
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>, <20><> <20>̻<EFBFBD> strength <20><>ȭ<EFBFBD><C8AD> <20><> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> üũ<C3BC>ؾ<EFBFBD><D8BE><EFBFBD>.
if self.__IsDragonSoul(vnum):
ds_type, grade, step, strength = self.__GetDragonSoulTypeInfo(vnum)
@@ -1051,10 +1060,10 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
else:
return True
# strength 강화의 경우, refine_recipe가 용혼석의 종류가 아닌, 강화석의 종류에 따라 달라진다.
# 따라서 용혼석이 아니라면,
# 이미 레시피가 있는 경우는, 강화석이 강화창에 있다는 것이므로, return False
# 레시피가 없는 경우는, 강화석인지 확인하고, 레시피를 셋팅한다.
# strength <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><><EFBFBD>, refine_recipe<EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴ<EFBFBD>, <20><>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>޶<EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20>ƴ϶<C6B4><CFB6>,
# <EFBFBD>̹<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD> <20><>ȭâ<C8AD><C3A2> <20>ִٴ<D6B4> <20><><EFBFBD>̹Ƿ<CCB9>, return False
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>, <20><>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Ȯ<><C8AE><EFBFBD>ϰ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
else:
if self.currentRecipe:
self.__PopUp(localeInfo.DRAGON_SOUL_IS_NOT_DRAGON_SOUL)
@@ -1066,7 +1075,7 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
self.wndMoney.SetText(localeInfo.NumberToMoneyString(self.currentRecipe["fee"]))
return True
else:
# 레시피를 셋팅할 수 없는 경우
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>
self.__PopUp(localeInfo.DRAGON_SOUL_NOT_DRAGON_SOUL_REFINE_STONE)
return False
@@ -1096,11 +1105,11 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
except:
return None
# strength 강화의 경우, refineInfo는 강화석에 따라 달라진다.
# strength <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><><EFBFBD>, refineInfo<EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>޶<EFBFBD><DEB6><EFBFBD><EFBFBD><EFBFBD>.
def __GetRefineStrengthInfo (self, itemVnum):
try:
# 이놈의 위치를 어찌하지....
# 강화석이 아니면 안됨.
# <EFBFBD>̳<EFBFBD><EFBFBD><EFBFBD> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>....
# <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ƴϸ<C6B4> <20>ȵ<EFBFBD>.
item.SelectItem(itemVnum)
if not (item.ITEM_TYPE_MATERIAL == item.GetItemType() \
and (item.MATERIAL_DS_REFINE_NORMAL <= item.GetItemSubType() and item.GetItemSubType() <= item.MATERIAL_DS_REFINE_HOLLY)):
@@ -1115,11 +1124,11 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
item.SelectItem(vnum)
return item.GetItemType() == item.ITEM_TYPE_DS
# 용혼석 Vnum에 대한 comment
# ITEM VNUM 10만 자리부터, FEDCBA라고 한다면
# FE : 용혼석 종류. D : 등급
# C : 단계 B : 강화
# A : 여벌의 번호들...
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> Vnum<75><6D> <20><><EFBFBD><EFBFBD> comment
# ITEM VNUM<EFBFBD><EFBFBD> 10<EFBFBD><EFBFBD> <20>ڸ<EFBFBD><DAB8><EFBFBD><EFBFBD><EFBFBD>, FEDCBA<42><41><EFBFBD> <20>Ѵٸ<D1B4>
# FE : <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>. D : <EFBFBD><EFBFBD><EFBFBD>
# C : <EFBFBD>ܰ<EFBFBD> B : <EFBFBD><EFBFBD>ȭ
# A : <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ<EFBFBD><C8A3>...
def __GetDragonSoulTypeInfo(self, vnum):
if not self.__IsDragonSoul(vnum):
return DragonSoulRefineWindow.INVALID_DRAGON_SOUL_INFO
@@ -1133,7 +1142,7 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
def __MakeDragonSoulVnum(self, ds_type, grade, step, strength):
return ds_type * 10000 + grade * 1000 + step * 100 + strength * 10
## 빈 슬롯 선택 Event
## <EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> Event
def __SelectRefineEmptySlot(self, selectedSlotPos):
try:
if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
@@ -1168,14 +1177,14 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
import dbg
dbg.TraceError("Exception : __SelectRefineEmptySlot, %s" % e)
# 클릭으로 슬롯에서 삭제.
# Ŭ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Կ<EFBFBD><D4BF><EFBFBD> <20><><EFBFBD><EFBFBD>.
def __SelectRefineItemSlot(self, selectedSlotPos):
if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
return
try:
if not selectedSlotPos in self.refineItemInfo:
# 새로운 아이템을 강화창에 올리는 작업.
# <EFBFBD><EFBFBD><EFBFBD>ο<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭâ<C8AD><C3A2> <20>ø<EFBFBD><C3B8><EFBFBD> <20>۾<EFBFBD>.
if mouseModule.mouseController.isAttached():
attachedSlotType = mouseModule.mouseController.GetAttachedType()
attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
@@ -1203,25 +1212,25 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
attachedInvenType, attachedSlotPos, attachedItemCount = self.refineItemInfo[selectedSlotPos]
selectedItemVnum = player.GetItemIndex(attachedInvenType, attachedSlotPos)
# 강화창에서 삭제 및 원래 인벤의 아이템 카운트 회복
# <EFBFBD><EFBFBD>ȭâ<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ī<><C4AB>Ʈ ȸ<><C8B8>
invenType, invenPos, itemCount = self.refineItemInfo[selectedSlotPos]
remainCount = player.GetItemCount(invenType, invenPos)
player.SetItemCount(invenType, invenPos, remainCount + itemCount)
del self.refineItemInfo[selectedSlotPos]
# 강화창이 비었다면, 초기화
# <EFBFBD><EFBFBD>ȭâ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ٸ<EFBFBD>, <20>ʱ<EFBFBD>ȭ
if not self.refineItemInfo:
self.__Initialize()
else:
item.SelectItem(selectedItemVnum)
# 없앤 아이템이 강화석이었다면 강화 레피시 초기화
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȭ<EFBFBD><C8AD><EFBFBD>̾<EFBFBD><CCBE>ٸ<EFBFBD> <20><>ȭ <20><><EFBFBD>ǽ<EFBFBD> <20>ʱ<EFBFBD>ȭ
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.
# <EFBFBD><EFBFBD>ȥ<EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD>ٸ<EFBFBD>,
# strength<EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20>ƴ<EFBFBD> <20><><EFBFBD>, <20><>ȭâ<C8AD><C3A2> <20>ٸ<EFBFBD> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD>Ǹ<EFBFBD> <20>ʱ<EFBFBD>ȭ<EFBFBD>ϸ<EFBFBD> <20>ȵ<EFBFBD>.
# strength<EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><><EFBFBD>, <20><>ȭ <20><><EFBFBD><EFBFBD><EFBFBD>Ǵ<EFBFBD> <20><>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD> <20><><EFBFBD>ӵ<EFBFBD> <20><><EFBFBD>̹Ƿ<CCB9> <20>ٸ<EFBFBD> ó<><C3B3><EFBFBD><EFBFBD> <20>ʿ䰡 <20><><EFBFBD><EFBFBD>.
else:
pass
@@ -1268,10 +1277,10 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
for slotPos in xrange(self.wndRefineSlot.GetSlotCount()):
self.wndRefineSlot.ClearSlot(slotPos)
if slotPos < self.refineSlotLockStartIndex:
# self.refineItemInfo[slotPos]의 정보확인
# (실제로 아이템이 존재하는지 확인)
# 존재 -> 아이템 아이콘을 슬롯에 셋팅.
# 비존재 -> 아이템이 없으므로 강화창에서 삭제.
# self.refineItemInfo[slotPos]<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ȯ<EFBFBD><C8AE>
# (<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD><CFB4><EFBFBD> Ȯ<><C8AE>)
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD> -> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Կ<EFBFBD> <20><><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD> <20><>ȭâ<C8AD><C3A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
if slotPos in self.refineItemInfo:
invenType, invenPos, itemCount = self.refineItemInfo[slotPos]
itemVnum = player.GetItemIndex(invenType, invenPos)
@@ -1282,12 +1291,12 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
else:
del self.refineItemInfo[slotPos]
# 빈 슬롯에 reference 아이콘을 alpha 0.5로 셋팅.
# <EFBFBD><EFBFBD> <20><><EFBFBD>Կ<EFBFBD> reference <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> alpha 0.5<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
if not slotPos in self.refineItemInfo:
try:
reference_vnum = 0
# strength 강화일 때는,
# 0번 슬롯에 강화석을, 1번 슬롯에 용혼석을 놓는다.
# strength <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>,
# 0<EFBFBD><EFBFBD> <20><><EFBFBD>Կ<EFBFBD> <20><>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD>, 1<><31> <20><><EFBFBD>Կ<EFBFBD> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20><><EFBFBD>´<EFBFBD>.
if DragonSoulRefineWindow.REFINE_TYPE_STRENGTH == self.currentRefineType:
if DragonSoulRefineWindow.REFINE_STONE_SLOT == slotPos:
reference_vnum = 100300
@@ -1298,28 +1307,28 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
itemIcon = item.GetIconImage()
(width, height) = item.GetItemSize()
self.wndRefineSlot.SetSlot(slotPos, 0, width, height, itemIcon, (1.0, 1.0, 1.0, 0.5))
# slot 우측 하단에 숫자 뜨면 안 예쁨...
# slot <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ϴܿ<CFB4> <20><><EFBFBD><EFBFBD> <20>߸<EFBFBD> <20><> <20><><EFBFBD><EFBFBD>...
self.wndRefineSlot.SetSlotCount(slotPos, 0)
except:
pass
# refineSlotLockStartIndex 보다 작은 슬롯은 닫힌 이미지를 보여주면 안됨.
# refineSlotLockStartIndex <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>̹<EFBFBD><CCB9><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD> <20>ȵ<EFBFBD>.
self.wndRefineSlot.HideSlotBaseImage(slotPos)
# slotPos >= self.refineSlotLockStartIndex:
else:
# 정상적인 경우라면 이 if문에 들어갈 일은 없겠지만,
# (애초에 인덱스가 refineSlotLockStartIndex 이상인 슬롯에는 아이템을 넣지 못하게 했기 때문)
# 혹시 모를 에러에 대비함.
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD> <20><> if<69><66><EFBFBD><EFBFBD> <20><><20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,
# (<EFBFBD><EFBFBD><EFBFBD>ʿ<EFBFBD> <20>ε<EFBFBD><CEB5><EFBFBD><EFBFBD><EFBFBD> refineSlotLockStartIndex <EFBFBD>̻<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>Կ<EFBFBD><D4BF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ϰ<EFBFBD> <20>߱<EFBFBD> <20><><EFBFBD><EFBFBD>)
# Ȥ<EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>.
if slotPos in self.refineItemInfo:
invenType, invenPos, itemCount = self.refineItemInfo[slotPos]
remainCount = player.GetItemCount(invenType, invenPos)
player.SetItemCount(invenType, invenPos, remainCount + itemCount)
del self.refineItemInfo[slotPos]
# refineSlotLockStartIndex 이상인 슬롯은 닫힌 이미지를 보여줘야함.
# refineSlotLockStartIndex <EFBFBD>̻<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>̹<EFBFBD><CCB9><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
self.wndRefineSlot.ShowSlotBaseImage(slotPos)
# 강화창에 아무런 아이템이 없다면, 초기화해줌.
# 위에서 중간 중간에 "del self.refineItemInfo[slotPos]"를 했기 때문에,
# 여기서 한번 체크해줘야함.
# <EFBFBD><EFBFBD>ȭâ<EFBFBD><EFBFBD> <20>ƹ<EFBFBD><C6B9><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD>, <20>ʱ<EFBFBD>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD>.
# <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>߰<EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD> "del self.refineItemInfo[slotPos]"<EFBFBD><EFBFBD> <20>߱<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,
# <EFBFBD><EFBFBD><EFBFBD><20>ѹ<EFBFBD> üũ<C3BC><C5A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
if not self.refineItemInfo:
self.__Initialize()
@@ -1329,8 +1338,8 @@ class DragonSoulRefineWindow(ui.ScriptWindow):
dbg.TraceError("Exception : __RefreshRefineItemSlot, %s" % e)
def __GetEmptySlot(self, itemVnum = 0):
# STRENGTH 강화의 경우, 용혼석 슬롯과 강화석 슬롯이 구분되어있기 떄문에
# vnum을 알아야 한다.
# STRENGTH <EFBFBD><EFBFBD>ȭ<EFBFBD><EFBFBD> <20><><EFBFBD>, <20><>ȥ<EFBFBD><C8A5> <20><><EFBFBD>԰<EFBFBD> <20><>ȭ<EFBFBD><C8AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>еǾ<D0B5><C7BE>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
# vnum<EFBFBD><EFBFBD> <20>˾ƾ<CBBE> <20>Ѵ<EFBFBD>.
if DragonSoulRefineWindow.REFINE_TYPE_STRENGTH == self.currentRefineType:
if 0 == itemVnum:
return -1