From e39faaf57b81a3716daf3a6bd89c1149282ecab3 Mon Sep 17 00:00:00 2001 From: rtw1x1 Date: Sat, 27 Dec 2025 21:27:23 +0000 Subject: [PATCH] Update game.py --- assets/root/game.py | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/assets/root/game.py b/assets/root/game.py index 8bebd17c..afefe423 100644 --- a/assets/root/game.py +++ b/assets/root/game.py @@ -105,7 +105,7 @@ class GameWindow(ui.ScriptWindow): self.playerGauge = uiPlayerGauge.PlayerGauge(self) self.playerGauge.Hide() - #wj 2014.1.2. ESC키를 누를 시 우선적으로 DropQuestionDialog를 끄도록 만들었다. 하지만 처음에 itemDropQuestionDialog가 선언되어 있지 않아 ERROR가 발생하여 init에서 선언과 동시에 초기화 시킴. + #wj 2014.1.2. ESC key prioritizes closing DropQuestionDialog. However, itemDropQuestionDialog not initially declared, causing ERROR, so declared and initialized in init. self.itemDropQuestionDialog = None self.__SetQuickSlotMode() @@ -214,7 +214,7 @@ class GameWindow(ui.ScriptWindow): exception.Abort("GameWindow.Open") # END_OF_START_GAME_ERROR_EXIT - # NPC가 큐브시스템으로 만들 수 있는 아이템들의 목록을 캐싱 + # Cache list of items that NPC can craft via cube system # ex) cubeInformation[20383] = [ {"rewordVNUM": 72723, "rewordCount": 1, "materialInfo": "101,1&102,2", "price": 999 }, ... ] self.cubeInformation = {} self.currentCubeNPC = 0 @@ -302,10 +302,10 @@ class GameWindow(ui.ScriptWindow): def __BuildKeyDict(self): onPressKeyDict = {} - ##PressKey 는 누르고 있는 동안 계속 적용되는 키이다. + ##PressKey continuously applies while key is held. - ## 숫자 단축키 퀵슬롯에 이용된다.(이후 숫자들도 퀵 슬롯용 예약) - ## F12 는 클라 디버그용 키이므로 쓰지 않는 게 좋다. + ## Used for number shortcut quickslots (subsequent numbers also reserved for quickslots) + ## F12 is client debug key, should not be used here. onPressKeyDict[app.DIK_1] = lambda : self.__PressNumKey(1) onPressKeyDict[app.DIK_2] = lambda : self.__PressNumKey(2) onPressKeyDict[app.DIK_3] = lambda : self.__PressNumKey(3) @@ -325,7 +325,7 @@ class GameWindow(ui.ScriptWindow): onPressKeyDict[app.DIK_SYSRQ] = lambda : self.SaveScreen() onPressKeyDict[app.DIK_SPACE] = lambda : self.StartAttack() - #캐릭터 이동키 + #Character movement keys onPressKeyDict[app.DIK_UP] = lambda : self.MoveUp() onPressKeyDict[app.DIK_DOWN] = lambda : self.MoveDown() onPressKeyDict[app.DIK_LEFT] = lambda : self.MoveLeft() @@ -572,12 +572,12 @@ class GameWindow(ui.ScriptWindow): self.TextureNum.SetFontName(localeInfo.UI_DEF_FONT) self.TextureNum.SetPosition(wndMgr.GetScreenWidth() - 270, 100) - # 오브젝트 그리는 개수 + # Number of rendered objects self.ObjectNum = ui.TextLine() self.ObjectNum.SetFontName(localeInfo.UI_DEF_FONT) self.ObjectNum.SetPosition(wndMgr.GetScreenWidth() - 270, 120) - # 시야거리 + # View distance self.ViewDistance = ui.TextLine() self.ViewDistance.SetFontName(localeInfo.UI_DEF_FONT) self.ViewDistance.SetPosition(0, 0) @@ -1331,7 +1331,7 @@ class GameWindow(ui.ScriptWindow): self.__DropMoney(attachedType, attachedMoney) def __DropMoney(self, attachedType, attachedMoney): - # PRIVATESHOP_DISABLE_ITEM_DROP - 개인상점 열고 있는 동안 아이템 버림 방지 + # PRIVATESHOP_DISABLE_ITEM_DROP - Prevent item dropping while private shop is open if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.DROP_ITEM_FAILURE_PRIVATE_SHOP) return @@ -1353,7 +1353,7 @@ class GameWindow(ui.ScriptWindow): self.itemDropQuestionDialog = itemDropQuestionDialog def __DropItem(self, attachedType, attachedItemIndex, attachedItemSlotPos, attachedItemCount): - # PRIVATESHOP_DISABLE_ITEM_DROP - 개인상점 열고 있는 동안 아이템 버림 방지 + # PRIVATESHOP_DISABLE_ITEM_DROP - Prevent item dropping while private shop is open if uiPrivateShopBuilder.IsBuildingPrivateShop(): chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.DROP_ITEM_FAILURE_PRIVATE_SHOP) return @@ -1485,7 +1485,7 @@ class GameWindow(ui.ScriptWindow): def UpdateDebugInfo(self): # - # 캐릭터 좌표 및 FPS 출력 + # Output character coordinates and FPS (x, y, z) = player.GetMainCharacterPosition() nUpdateTime = app.GetUpdateTime() nUpdateFPS = app.GetUpdateFPS() @@ -1648,22 +1648,22 @@ class GameWindow(ui.ScriptWindow): def BINARY_Cube_Close(self): self.interface.CloseCubeWindow() - # 제작에 필요한 골드, 예상되는 완성품의 VNUM과 개수 정보 update + # Update required gold, expected product VNUM and count information def BINARY_Cube_UpdateInfo(self, gold, itemVnum, count): self.interface.UpdateCubeInfo(gold, itemVnum, count) def BINARY_Cube_Succeed(self, itemVnum, count): - print "큐브 제작 성공" + print "Cube crafting successful" self.interface.SucceedCubeWork(itemVnum, count) pass def BINARY_Cube_Failed(self): - print "큐브 제작 실패" + print "Cube crafting failed" self.interface.FailedCubeWork() pass def BINARY_Cube_ResultList(self, npcVNUM, listText): - # ResultList Text Format : 72723,1/72725,1/72730.1/50001,5 이런식으로 "/" 문자로 구분된 리스트를 줌 + # ResultList Text Format: 72723,1/72725,1/72730.1/50001,5 - list separated by "/" character #print listText if npcVNUM == 0: @@ -1764,7 +1764,7 @@ class GameWindow(ui.ScriptWindow): # END_OF_CUBE - # 용혼석 + # Dragon Soul Stone def BINARY_Highlight_Item(self, inven_type, inven_pos): self.interface.Highligt_Item(inven_type, inven_pos)