Çözüldü Tradable_icon Sistemi Pack Syserr

  • Konuyu açan Konuyu açan LethalStrikeR
  • Açılış Tarihi Açılış Tarihi
  • Yanıt Yanıt 2
  • Gösterim Gösterim 674
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LethalStrikeR

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Merhaba;
Böyle bir syserr alıyorum.
Kod:
Genişlet Daralt Kopyala
0304 12:31:17511 :: Traceback (most recent call last):

0304 12:31:17511 ::   File "networkModule.py", line 247, in SetGamePhase

0304 12:31:17512 ::   File "game.py", line 116, in __init__

0304 12:31:17512 ::   File "interfaceModule.py", line 331, in MakeInterface

0304 12:31:17512 ::   File "interfaceModule.py", line 184, in __MakeWindows

0304 12:31:17513 ::   File "uiInventory.py", line 265, in __init__

0304 12:31:17513 ::   File "uiInventory.py", line 404, in __LoadWindow

0304 12:31:17514 ::   File "uiInventory.py", line 473, in SetInventoryPage

0304 12:31:17514 ::   File "uiInventory.py", line 552, in RefreshBagSlotWindow

0304 12:31:17514 :: AttributeError
0304 12:31:17514 :: :
0304 12:31:17514 :: 'InventoryWindow' object has no attribute 'interface'
0304 12:31:17514 ::

uiinventory.py:
Genişlet Daralt Kopyala
import ui
import player
import mouseModule
import net
import app
import snd
import item
import player
import chat
import grp
import uiScriptLocale
import uiRefine
import uiAttachMetin
import uiPickMoney
import uiCommon
import uiPrivateShopBuilder # 개인상점 열동안 ItemMove 방지
import localeInfo
import constInfo
import ime
import wndMgr
if app.ENABLE_OFFLINE_SHOP_SYSTEM:
    import uiOfflineShopBuilder
    import uiOfflineShop

ITEM_MALL_BUTTON_ENABLE = True



ITEM_FLAG_APPLICABLE = 1 << 14

class CostumeWindow(ui.ScriptWindow):

    def __init__(self, wndInventory):
        import exception
        
        if not app.ENABLE_COSTUME_SYSTEM:           
            exception.Abort("What do you do?")
            return

        if not wndInventory:
            exception.Abort("wndInventory parameter must be set to InventoryWindow")
            return                       
                  
        ui.ScriptWindow.__init__(self)

        self.isLoaded = 0
        self.wndInventory = wndInventory;

        self.__LoadWindow()

    def __del__(self):
        ui.ScriptWindow.__del__(self)

    def Show(self):
        self.__LoadWindow()
        self.RefreshCostumeSlot()

        ui.ScriptWindow.Show(self)

    def Close(self):
        self.Hide()

    def __LoadWindow(self):
        if self.isLoaded == 1:
            return

        self.isLoaded = 1

        try:
            pyScrLoader = ui.PythonScriptLoader()
            pyScrLoader.LoadScriptFile(self, "UIScript/CostumeWindow.py")
        except:
            import exception
            exception.Abort("CostumeWindow.LoadWindow.LoadObject")

        try:
            wndEquip = self.GetChild("CostumeSlot")
            self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))
            
        except:
            import exception
            exception.Abort("CostumeWindow.LoadWindow.BindObject")

        ## Equipment
        wndEquip.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
        wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
        wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))
        wndEquip.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))                       
        wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
        wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))

        self.wndEquip = wndEquip

    def RefreshCostumeSlot(self):
        getItemVNum=player.GetItemIndex
        
        for i in xrange(item.COSTUME_SLOT_COUNT):
            slotNumber = item.COSTUME_SLOT_START + i
            self.wndEquip.SetItemSlot(slotNumber, getItemVNum(slotNumber), 0)

        self.wndEquip.RefreshSlot()
        
class BeltInventoryWindow(ui.ScriptWindow):

    def __init__(self, wndInventory):
        import exception
        
        if not app.ENABLE_NEW_EQUIPMENT_SYSTEM:           
            exception.Abort("What do you do?")
            return

        if not wndInventory:
            exception.Abort("wndInventory parameter must be set to InventoryWindow")
            return                       
                  
        ui.ScriptWindow.__init__(self)

        self.isLoaded = 0
        self.wndInventory = wndInventory;
        
        self.wndBeltInventoryLayer = None
        self.wndBeltInventorySlot = None
        self.expandBtn = None
        self.minBtn = None

        self.__LoadWindow()

    def __del__(self):
        ui.ScriptWindow.__del__(self)

    def Show(self, openBeltSlot = False):
        self.__LoadWindow()
        self.RefreshSlot()

        ui.ScriptWindow.Show(self)
        
        if openBeltSlot:
            self.OpenInventory()
        else:
            self.CloseInventory()

    def Close(self):
        self.Hide()

    def IsOpeningInventory(self):
        return self.wndBeltInventoryLayer.IsShow()
        
    def OpenInventory(self):
        self.wndBeltInventoryLayer.Show()
        self.expandBtn.Hide()

        if localeInfo.IsARABIC() == 0:
            self.AdjustPositionAndSize()
                
    def CloseInventory(self):
        self.wndBeltInventoryLayer.Hide()
        self.expandBtn.Show()
        
        if localeInfo.IsARABIC() == 0:
            self.AdjustPositionAndSize()

    ## 현재 인벤토리 위치를 기준으로 BASE 위치를 계산, 리턴.. 숫자 하드코딩하기 정말 싫지만 방법이 없다..
    def GetBasePosition(self):
        x, y = self.wndInventory.GetGlobalPosition()
        return x - 148, y + 241
        
    def AdjustPositionAndSize(self):
        bx, by = self.GetBasePosition()
        
        if self.IsOpeningInventory():           
            self.SetPosition(bx, by)
            self.SetSize(self.ORIGINAL_WIDTH, self.GetHeight())
            
        else:
            self.SetPosition(bx + 138, by);
            self.SetSize(10, self.GetHeight())

    def __LoadWindow(self):
        if self.isLoaded == 1:
            return

        self.isLoaded = 1

        try:
            pyScrLoader = ui.PythonScriptLoader()
            pyScrLoader.LoadScriptFile(self, "UIScript/BeltInventoryWindow.py")
        except:
            import exception
            exception.Abort("CostumeWindow.LoadWindow.LoadObject")

        try:
            self.ORIGINAL_WIDTH = self.GetWidth()
            wndBeltInventorySlot = self.GetChild("BeltInventorySlot")
            self.wndBeltInventoryLayer = self.GetChild("BeltInventoryLayer")
            self.expandBtn = self.GetChild("ExpandBtn")
            self.minBtn = self.GetChild("MinimizeBtn")
            
            self.expandBtn.SetEvent(ui.__mem_func__(self.OpenInventory))
            self.minBtn.SetEvent(ui.__mem_func__(self.CloseInventory))
            
            if localeInfo.IsARABIC() :
                self.expandBtn.SetPosition(self.expandBtn.GetWidth() - 2, 15)
                self.wndBeltInventoryLayer.SetPosition(self.wndBeltInventoryLayer.GetWidth() - 5, 0)
                self.minBtn.SetPosition(self.minBtn.GetWidth() + 3, 15)           
    
            for i in xrange(item.BELT_INVENTORY_SLOT_COUNT):
                slotNumber = item.BELT_INVENTORY_SLOT_START + i                           
                wndBeltInventorySlot.SetCoverButton(slotNumber,    "d:/ymir work/ui/game/quest/slot_button_01.sub",\
                                                "d:/ymir work/ui/game/quest/slot_button_01.sub",\
                                                "d:/ymir work/ui/game/quest/slot_button_01.sub",\
                                                "d:/ymir work/ui/game/belt_inventory/slot_disabled.tga", False, False)                                   
            
        except:
            import exception
            exception.Abort("CostumeWindow.LoadWindow.BindObject")

        ## Equipment
        wndBeltInventorySlot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
        wndBeltInventorySlot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
        wndBeltInventorySlot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))
        wndBeltInventorySlot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlot))                       
        wndBeltInventorySlot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
        wndBeltInventorySlot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))

        self.wndBeltInventorySlot = wndBeltInventorySlot

    def RefreshSlot(self):
        getItemVNum=player.GetItemIndex
        
        for i in xrange(item.BELT_INVENTORY_SLOT_COUNT):
            slotNumber = item.BELT_INVENTORY_SLOT_START + i
            self.wndBeltInventorySlot.SetItemSlot(slotNumber, getItemVNum(slotNumber), player.GetItemCount(slotNumber))
            self.wndBeltInventorySlot.SetAlwaysRenderCoverButton(slotNumber, True)
            
            avail = "0"
            
            if player.IsAvailableBeltInventoryCell(slotNumber):
                self.wndBeltInventorySlot.EnableCoverButton(slotNumber)               
            else:
                self.wndBeltInventorySlot.DisableCoverButton(slotNumber)               

        self.wndBeltInventorySlot.RefreshSlot()

        
class InventoryWindow(ui.ScriptWindow):

    USE_TYPE_TUPLE = ("USE_CLEAN_SOCKET", "USE_CHANGE_ATTRIBUTE", "USE_ADD_ATTRIBUTE", "USE_ADD_ATTRIBUTE2", "USE_ADD_ACCESSORY_SOCKET", "USE_PUT_INTO_ACCESSORY_SOCKET", "USE_PUT_INTO_BELT_SOCKET", "USE_PUT_INTO_RING_SOCKET")

    questionDialog = None
    tooltipItem = None
    wndCostume = None
    wndBelt = None
    dlgPickMoney = None
    
    sellingSlotNumber = -1
    isLoaded = 0
    isOpenedCostumeWindowWhenClosingInventory = 0        # 인벤토리 닫을 때 코스츔이 열려있었는지 여부-_-; 네이밍 ㅈㅅ
    isOpenedBeltWindowWhenClosingInventory = 0        # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ

    def __init__(self):
        ui.ScriptWindow.__init__(self)

        self.isOpenedBeltWindowWhenClosingInventory = 0        # 인벤토리 닫을 때 벨트 인벤토리가 열려있었는지 여부-_-; 네이밍 ㅈㅅ

        self.__LoadWindow()

    def __del__(self):
        ui.ScriptWindow.__del__(self)

    def Show(self):
        self.__LoadWindow()

        ui.ScriptWindow.Show(self)

        # 인벤토리를 닫을 때 코스츔이 열려있었다면 인벤토리를 열 때 코스츔도 같이 열도록 함.
        if self.isOpenedCostumeWindowWhenClosingInventory and self.wndCostume:
            self.wndCostume.Show()

        # 인벤토리를 닫을 때 벨트 인벤토리가 열려있었다면 같이 열도록 함.
        if self.wndBelt:
            self.wndBelt.Show(self.isOpenedBeltWindowWhenClosingInventory)

    def BindInterfaceClass(self, interface):
        self.interface = interface
        
    def __LoadWindow(self):
        if self.isLoaded == 1:
            return

        self.isLoaded = 1

        try:
            pyScrLoader = ui.PythonScriptLoader()

            if ITEM_MALL_BUTTON_ENABLE:
                pyScrLoader.LoadScriptFile(self, uiScriptLocale.LOCALE_UISCRIPT_PATH + "InventoryWindow.py")
            else:
                pyScrLoader.LoadScriptFile(self, "UIScript/InventoryWindow.py")
        except:
            import exception
            exception.Abort("InventoryWindow.LoadWindow.LoadObject")

        try:
            wndItem = self.GetChild("ItemSlot")
            wndEquip = self.GetChild("EquipmentSlot")
            self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))
            self.wndMoney = self.GetChild("Money")
            self.wndMoneySlot = self.GetChild("Money_Slot")
            self.mallButton = self.GetChild2("MallButton")
            self.DSSButton = self.GetChild2("DSSButton")
            if app.ENABLE_OFFLINE_SHOP_SYSTEM:
                self.OPSButton = self.GetChild2("OPSButton")
            self.costumeButton = self.GetChild2("CostumeButton")
            
            self.inventoryTab = []
            self.inventoryTab.append(self.GetChild("Inventory_Tab_01"))
            self.inventoryTab.append(self.GetChild("Inventory_Tab_02"))

            self.equipmentTab = []
            self.equipmentTab.append(self.GetChild("Equipment_Tab_01"))
            self.equipmentTab.append(self.GetChild("Equipment_Tab_02"))

            if self.costumeButton and not app.ENABLE_COSTUME_SYSTEM:
                self.costumeButton.Hide()
                self.costumeButton.Destroy()
                self.costumeButton = 0

            # Belt Inventory Window
            self.wndBelt = None
            
            if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
                self.wndBelt = BeltInventoryWindow(self)
            
        except:
            import exception
            exception.Abort("InventoryWindow.LoadWindow.BindObject")

        ## Item
        wndItem.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot))
        wndItem.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot))
        wndItem.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot))
        wndItem.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot))
        wndItem.SetOverInItemEvent(ui.__mem_func__(self.OverInItem))
        wndItem.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem))

        ## Equipment
        wndEquip.SetSelectEmptySlotEvent(ui.__mem_func__(self.SelectEmptySlot))
        wndEquip.SetSelectItemSlotEvent(ui.__mem_func__(self.SelectItemSlot))
        wndEquip.SetUnselectItemSlotEvent(ui.__mem_func__(self.UseItemSlot))
        wndEquip.SetUseSlotEvent(ui.__mem_func__(self.UseItemSlot))
        wndEquip.SetOverInItemEvent(ui.__mem_func__(self.OverInItem))
        wndEquip.SetOverOutItemEvent(ui.__mem_func__(self.OverOutItem))

        ## PickMoneyDialog
        dlgPickMoney = uiPickMoney.PickMoneyDialog()
        dlgPickMoney.LoadDialog()
        dlgPickMoney.Hide()

        ## RefineDialog
        self.refineDialog = uiRefine.RefineDialog()
        self.refineDialog.Hide()

        ## AttachMetinDialog
        self.attachMetinDialog = uiAttachMetin.AttachMetinDialog()
        self.attachMetinDialog.Hide()

        ## MoneySlot
        self.wndMoneySlot.SetEvent(ui.__mem_func__(self.OpenPickMoneyDialog))

        self.inventoryTab[0].SetEvent(lambda arg=0: self.SetInventoryPage(arg))
        self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg))
        self.inventoryTab[0].Down()

        self.equipmentTab[0].SetEvent(lambda arg=0: self.SetEquipmentPage(arg))
        self.equipmentTab[1].SetEvent(lambda arg=1: self.SetEquipmentPage(arg))
        self.equipmentTab[0].Down()
        self.equipmentTab[0].Hide()
        self.equipmentTab[1].Hide()

        self.wndItem = wndItem
        self.wndEquip = wndEquip
        self.dlgPickMoney = dlgPickMoney

        # MallButton
        if self.mallButton:
            self.mallButton.SetEvent(ui.__mem_func__(self.ClickMallButton))

        if self.DSSButton:
            self.DSSButton.SetEvent(ui.__mem_func__(self.ClickDSSButton))

        if app.ENABLE_OFFLINE_SHOP_SYSTEM:
            if self.OPSButton:
                self.OPSButton.SetEvent(ui.__mem_func__(self.ClickOPSButton))

        # Costume Button
        if self.costumeButton:
            self.costumeButton.SetEvent(ui.__mem_func__(self.ClickCostumeButton))

        self.wndCostume = None
        
         #####

        ## Refresh
        self.SetInventoryPage(0)
        self.SetEquipmentPage(0)
        self.RefreshItemSlot()
        self.RefreshStatus()

    def Destroy(self):
        self.ClearDictionary()

        self.dlgPickMoney.Destroy()
        self.dlgPickMoney = 0

        self.refineDialog.Destroy()
        self.refineDialog = 0

        self.attachMetinDialog.Destroy()
        self.attachMetinDialog = 0

        self.tooltipItem = None
        self.wndItem = 0
        self.wndEquip = 0
        self.dlgPickMoney = 0
        self.wndMoney = 0
        self.wndMoneySlot = 0
        self.questionDialog = None
        self.mallButton = None
        self.DSSButton = None
        if app.ENABLE_OFFLINE_SHOP_SYSTEM:
            self.OPSButton = None
        self.interface = None

        if self.wndCostume:
            self.wndCostume.Destroy()
            self.wndCostume = 0
            
        if self.wndBelt:
            self.wndBelt.Destroy()
            self.wndBelt = None
            
        self.inventoryTab = []
        self.equipmentTab = []

    def Hide(self):
        if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS():
            self.OnCloseQuestionDialog()
            return
        if None != self.tooltipItem:
            self.tooltipItem.HideToolTip()

        if self.wndCostume:
            self.isOpenedCostumeWindowWhenClosingInventory = self.wndCostume.IsShow()            # 인벤토리 창이 닫힐 때 코스츔이 열려 있었는가?
            self.wndCostume.Close()
 
        if self.wndBelt:
            self.isOpenedBeltWindowWhenClosingInventory = self.wndBelt.IsOpeningInventory()        # 인벤토리 창이 닫힐 때 벨트 인벤토리도 열려 있었는가?
            print "Is Opening Belt Inven?? ", self.isOpenedBeltWindowWhenClosingInventory
            self.wndBelt.Close()
 
        if self.dlgPickMoney:
            self.dlgPickMoney.Close()
        
        wndMgr.Hide(self.hWnd)
        
    
    def Close(self):
        self.Hide()

    def SetInventoryPage(self, page):
        self.inventoryPageIndex = page
        self.inventoryTab[1-page].SetUp()
        self.RefreshBagSlotWindow()

    def SetEquipmentPage(self, page):
        self.equipmentPageIndex = page
        self.equipmentTab[1-page].SetUp()
        self.RefreshEquipSlotWindow()

    def ClickMallButton(self):
        print "click_mall_button"
        net.SendChatPacket("/click_mall")

    # DSSButton
    def ClickDSSButton(self):
        print "click_dss_button"
        self.interface.ToggleDragonSoulWindow()

    if app.ENABLE_OFFLINE_SHOP_SYSTEM:
        # OPSButton
        def ClickOPSButton(self):
            if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
                return

            net.SendChatPacket("/open_offlineshop")

    def ClickCostumeButton(self):
        print "Click Costume Button"
        if self.wndCostume:
            if self.wndCostume.IsShow():
                self.wndCostume.Hide()
            else:
                self.wndCostume.Show()
        else:
            self.wndCostume = CostumeWindow(self)
            self.wndCostume.Show()

    def OpenPickMoneyDialog(self):

        if mouseModule.mouseController.isAttached():

            attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
            if player.SLOT_TYPE_SAFEBOX == mouseModule.mouseController.GetAttachedType():

                if player.ITEM_MONEY == mouseModule.mouseController.GetAttachedItemIndex():
                    net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
                    snd.PlaySound("sound/ui/money.wav")

            mouseModule.mouseController.DeattachObject()

        else:
            curMoney = player.GetElk()

            if curMoney <= 0:
                return

            self.dlgPickMoney.SetTitleName(localeInfo.PICK_MONEY_TITLE)
            self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickMoney))
            self.dlgPickMoney.Open(curMoney)
            self.dlgPickMoney.SetMax(7) # 인벤토리 990000 제한 버그 수정

    def OnPickMoney(self, money):
        mouseModule.mouseController.AttachMoney(self, player.SLOT_TYPE_INVENTORY, money)

    def OnPickItem(self, count):
        itemSlotIndex = self.dlgPickMoney.itemGlobalSlotIndex
        selectedItemVNum = player.GetItemIndex(itemSlotIndex)
        mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, count)

    def __InventoryLocalSlotPosToGlobalSlotPos(self, local):
        if player.IsEquipmentSlot(local) or player.IsCostumeSlot(local) or (app.ENABLE_NEW_EQUIPMENT_SYSTEM and player.IsBeltInventorySlot(local)):
            return local

        return self.inventoryPageIndex*player.INVENTORY_PAGE_SIZE + local

    def RefreshBagSlotWindow(self):
        getItemVNum=player.GetItemIndex
        getItemCount=player.GetItemCount
        setItemVNum=self.wndItem.SetItemSlot

        if app.WJ_ENABLE_TRADABLE_ICON:
            if self.interface:
                onTopWindow = self.interface.GetOnTopWindow()

        for i in xrange(player.INVENTORY_PAGE_SIZE):
            slotNumber = self.__InventoryLocalSlotPosToGlobalSlotPos(i)
            
            itemCount = getItemCount(slotNumber)
            # itemCount == 0이면 소켓을 비운다.
            if 0 == itemCount:
                self.wndItem.ClearSlot(i)
                continue
            elif 1 == itemCount:
                itemCount = 0
                
            itemVnum = getItemVNum(slotNumber)
            setItemVNum(i, itemVnum, itemCount)
            
            ## 자동물약 (HP: #72723 ~ #72726, SP: #72727 ~ #72730) 특수처리 - 아이템인데도 슬롯에 활성화/비활성화 표시를 위한 작업임 - [hyo]
            if constInfo.IS_AUTO_POTION(itemVnum):
                # metinSocket - [0] : 활성화 여부, [1] : 사용한 양, [2] : 최대 용량
                metinSocket = [player.GetItemMetinSocket(slotNumber, j) for j in xrange(player.METIN_SOCKET_MAX_NUM)]
                
                if slotNumber >= player.INVENTORY_PAGE_SIZE:
                    slotNumber -= player.INVENTORY_PAGE_SIZE
                    
                isActivated = 0 != metinSocket[0]
                
                if isActivated:
                    self.wndItem.ActivateSlot(slotNumber)
                    potionType = 0;
                    if constInfo.IS_AUTO_POTION_HP(itemVnum):
                        potionType = player.AUTO_POTION_TYPE_HP
                    elif constInfo.IS_AUTO_POTION_SP(itemVnum):
                        potionType = player.AUTO_POTION_TYPE_SP
                    
                    usedAmount = int(metinSocket[1])
                    totalAmount = int(metinSocket[2])
                    player.SetAutoPotionInfo(potionType, isActivated, (totalAmount - usedAmount), totalAmount, self.__InventoryLocalSlotPosToGlobalSlotPos(i))

                else:
                    self.wndItem.DeactivateSlot(slotNumber)

            if app.WJ_ENABLE_TRADABLE_ICON:
                if itemVnum and self.interface and onTopWindow:
                    if self.interface.MarkUnusableInvenSlotOnTopWnd(onTopWindow, slotNumber):
                        if itemVnum == 50200:
                            self.wndItem.SetCantMouseEventSlot(i)
                        else:
                            self.wndItem.SetUnusableSlotOnTopWnd(i)
                    else:
                        self.wndItem.SetUsableSlotOnTopWnd(i)
                else:
                    self.wndItem.SetUsableSlotOnTopWnd(i)

        self.wndItem.RefreshSlot()

        if self.wndBelt:
            self.wndBelt.RefreshSlot()

    def RefreshEquipSlotWindow(self):
        getItemVNum=player.GetItemIndex
        getItemCount=player.GetItemCount
        setItemVNum=self.wndEquip.SetItemSlot
        for i in xrange(player.EQUIPMENT_PAGE_COUNT):
            slotNumber = player.EQUIPMENT_SLOT_START + i
            itemCount = getItemCount(slotNumber)
            if itemCount <= 1:
                itemCount = 0
            setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)

        if app.ENABLE_NEW_EQUIPMENT_SYSTEM:
            for i in xrange(player.NEW_EQUIPMENT_SLOT_COUNT):
                slotNumber = player.NEW_EQUIPMENT_SLOT_START + i
                itemCount = getItemCount(slotNumber)
                if itemCount <= 1:
                    itemCount = 0
                setItemVNum(slotNumber, getItemVNum(slotNumber), itemCount)
                print "ENABLE_NEW_EQUIPMENT_SYSTEM", slotNumber, itemCount, getItemVNum(slotNumber)
                


        self.wndEquip.RefreshSlot()
        
        if self.wndCostume:
            self.wndCostume.RefreshCostumeSlot()

    def RefreshItemSlot(self):
        self.RefreshBagSlotWindow()
        self.RefreshEquipSlotWindow()

    def RefreshStatus(self):
        money = player.GetElk()
        self.wndMoney.SetText(localeInfo.NumberToMoneyString(money))

    def SetItemToolTip(self, tooltipItem):
        self.tooltipItem = tooltipItem

    def SellItem(self):
        if self.sellingSlotitemIndex == player.GetItemIndex(self.sellingSlotNumber):
            if self.sellingSlotitemCount == player.GetItemCount(self.sellingSlotNumber):
                ## 용혼석도 팔리게 하는 기능 추가하면서 인자 type 추가
                net.SendShopSellPacketNew(self.sellingSlotNumber, self.questionDialog.count, player.INVENTORY)
                snd.PlaySound("sound/ui/money.wav")
        self.OnCloseQuestionDialog()

    def OnDetachMetinFromItem(self):
        if None == self.questionDialog:
            return
            
        #net.SendItemUseToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)       
        self.__SendUseItemToItemPacket(self.questionDialog.sourcePos, self.questionDialog.targetPos)
        self.OnCloseQuestionDialog()

    def OnCloseQuestionDialog(self):
        if not self.questionDialog:
            return
        
        self.questionDialog.Close()
        self.questionDialog = None
        constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(0)

    ## Slot Event
    def SelectEmptySlot(self, selectedSlotPos):
        if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
            return

        selectedSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(selectedSlotPos)

        if mouseModule.mouseController.isAttached():

            attachedSlotType = mouseModule.mouseController.GetAttachedType()
            attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
            attachedItemCount = mouseModule.mouseController.GetAttachedItemCount()
            attachedItemIndex = mouseModule.mouseController.GetAttachedItemIndex()

            if player.SLOT_TYPE_INVENTORY == attachedSlotType:
                itemCount = player.GetItemCount(attachedSlotPos)
                attachedCount = mouseModule.mouseController.GetAttachedItemCount()
                self.__SendMoveItemPacket(attachedSlotPos, selectedSlotPos, attachedCount)

                if item.IsRefineScroll(attachedItemIndex):
                    self.wndItem.SetUseMode(False)

            elif player.SLOT_TYPE_PRIVATE_SHOP == attachedSlotType:
                mouseModule.mouseController.RunCallBack("INVENTORY")

            elif player.SLOT_TYPE_SHOP == attachedSlotType:
                net.SendShopBuyPacket(attachedSlotPos)

            elif player.SLOT_TYPE_SAFEBOX == attachedSlotType:

                if player.ITEM_MONEY == attachedItemIndex:
                    net.SendSafeboxWithdrawMoneyPacket(mouseModule.mouseController.GetAttachedItemCount())
                    snd.PlaySound("sound/ui/money.wav")

                else:
                    net.SendSafeboxCheckoutPacket(attachedSlotPos, selectedSlotPos)

            elif player.SLOT_TYPE_MALL == attachedSlotType:
                net.SendMallCheckoutPacket(attachedSlotPos, selectedSlotPos)

            mouseModule.mouseController.DeattachObject()

    def SelectItemSlot(self, itemSlotIndex):
        if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS() == 1:
            return

        itemSlotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(itemSlotIndex)

        if mouseModule.mouseController.isAttached():
            attachedSlotType = mouseModule.mouseController.GetAttachedType()
            attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
            attachedItemVID = mouseModule.mouseController.GetAttachedItemIndex()

            if player.SLOT_TYPE_INVENTORY == attachedSlotType:
                self.__DropSrcItemToDestItemInInventory(attachedItemVID, attachedSlotPos, itemSlotIndex)

            mouseModule.mouseController.DeattachObject()

        else:

            curCursorNum = app.GetCursor()
            if app.SELL == curCursorNum:
                self.__SellItem(itemSlotIndex)
                
            elif app.BUY == curCursorNum:
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.SHOP_BUY_INFO)

            elif app.IsPressed(app.DIK_LALT):
                link = player.GetItemLink(itemSlotIndex)
                ime.PasteString(link)

            elif app.IsPressed(app.DIK_LSHIFT):
                itemCount = player.GetItemCount(itemSlotIndex)
                
                if itemCount > 1:
                    self.dlgPickMoney.SetTitleName(localeInfo.PICK_ITEM_TITLE)
                    self.dlgPickMoney.SetAcceptEvent(ui.__mem_func__(self.OnPickItem))
                    self.dlgPickMoney.Open(itemCount)
                    self.dlgPickMoney.itemGlobalSlotIndex = itemSlotIndex
                #else:
                    #selectedItemVNum = player.GetItemIndex(itemSlotIndex)
                    #mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum)

            elif app.IsPressed(app.DIK_LCONTROL):
                itemIndex = player.GetItemIndex(itemSlotIndex)

                if True == item.CanAddToQuickSlotItem(itemIndex):
                    player.RequestAddToEmptyLocalQuickSlot(player.SLOT_TYPE_INVENTORY, itemSlotIndex)
                else:
                    chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.QUICKSLOT_REGISTER_DISABLE_ITEM)

            else:
                selectedItemVNum = player.GetItemIndex(itemSlotIndex)
                itemCount = player.GetItemCount(itemSlotIndex)
                mouseModule.mouseController.AttachObject(self, player.SLOT_TYPE_INVENTORY, itemSlotIndex, selectedItemVNum, itemCount)
                
                if self.__IsUsableItemToItem(selectedItemVNum, itemSlotIndex):               
                    self.wndItem.SetUseMode(True)
                else:                   
                    self.wndItem.SetUseMode(False)

                snd.PlaySound("sound/ui/pick.wav")

    def __DropSrcItemToDestItemInInventory(self, srcItemVID, srcItemSlotPos, dstItemSlotPos):
        if srcItemSlotPos == dstItemSlotPos:
            return
                
        elif item.IsRefineScroll(srcItemVID):
            self.RefineItem(srcItemSlotPos, dstItemSlotPos)
            self.wndItem.SetUseMode(False)

        elif item.IsMetin(srcItemVID):
            self.AttachMetinToItem(srcItemSlotPos, dstItemSlotPos)

        elif item.IsDetachScroll(srcItemVID):
            self.DetachMetinFromItem(srcItemSlotPos, dstItemSlotPos)

        elif item.IsKey(srcItemVID):
            self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)           

        elif (player.GetItemFlags(srcItemSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
            self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)

        elif item.GetUseType(srcItemVID) in self.USE_TYPE_TUPLE:
            self.__SendUseItemToItemPacket(srcItemSlotPos, dstItemSlotPos)           

        else:
            #snd.PlaySound("sound/ui/drop.wav")

            ## 이동시킨 곳이 장착 슬롯일 경우 아이템을 사용해서 장착 시킨다 - [levites]
            if player.IsEquipmentSlot(dstItemSlotPos):

                ## 들고 있는 아이템이 장비일때만
                if item.IsEquipmentVID(srcItemVID):
                    self.__UseItem(srcItemSlotPos)

            else:
                self.__SendMoveItemPacket(srcItemSlotPos, dstItemSlotPos, 0)
                #net.SendItemMovePacket(srcItemSlotPos, dstItemSlotPos, 0)

    def __SellItem(self, itemSlotPos):
        if not player.IsEquipmentSlot(itemSlotPos):
            self.sellingSlotNumber = itemSlotPos
            itemIndex = player.GetItemIndex(itemSlotPos)
            itemCount = player.GetItemCount(itemSlotPos)
            
            
            self.sellingSlotitemIndex = itemIndex
            self.sellingSlotitemCount = itemCount

            item.SelectItem(itemIndex)
            ## 안티 플레그 검사 빠져서 추가
            ## 20140220
            if item.IsAntiFlag(item.ANTIFLAG_SELL):
                popup = uiCommon.PopupDialog()
                popup.SetText(localeInfo.SHOP_CANNOT_SELL_ITEM)
                popup.SetAcceptEvent(self.__OnClosePopupDialog)
                popup.Open()
                self.popup = popup
                return

            itemPrice = item.GetISellItemPrice()

            if item.Is1GoldItem():
                itemPrice = itemCount / itemPrice / 5
            else:
                itemPrice = itemPrice * itemCount / 5

            item.GetItemName(itemIndex)
            itemName = item.GetItemName()

            self.questionDialog = uiCommon.QuestionDialog()
            self.questionDialog.SetText(localeInfo.DO_YOU_SELL_ITEM(itemName, itemCount, itemPrice))
            self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.SellItem))
            self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
            self.questionDialog.Open()
            self.questionDialog.count = itemCount
        
            constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)

    def __OnClosePopupDialog(self):
        self.pop = None

    def RefineItem(self, scrollSlotPos, targetSlotPos):

        scrollIndex = player.GetItemIndex(scrollSlotPos)
        targetIndex = player.GetItemIndex(targetSlotPos)

        if player.REFINE_OK != player.CanRefine(scrollIndex, targetSlotPos):
            return

        ###########################################################
        self.__SendUseItemToItemPacket(scrollSlotPos, targetSlotPos)
        #net.SendItemUseToItemPacket(scrollSlotPos, targetSlotPos)
        return
        ###########################################################

        ###########################################################
        #net.SendRequestRefineInfoPacket(targetSlotPos)
        #return
        ###########################################################

        result = player.CanRefine(scrollIndex, targetSlotPos)

        if player.REFINE_ALREADY_MAX_SOCKET_COUNT == result:
            #snd.PlaySound("sound/ui/jaeryun_fail.wav")
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_MORE_SOCKET)

        elif player.REFINE_NEED_MORE_GOOD_SCROLL == result:
            #snd.PlaySound("sound/ui/jaeryun_fail.wav")
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NEED_BETTER_SCROLL)

        elif player.REFINE_CANT_MAKE_SOCKET_ITEM == result:
            #snd.PlaySound("sound/ui/jaeryun_fail.wav")
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_SOCKET_DISABLE_ITEM)

        elif player.REFINE_NOT_NEXT_GRADE_ITEM == result:
            #snd.PlaySound("sound/ui/jaeryun_fail.wav")
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_UPGRADE_DISABLE_ITEM)

        elif player.REFINE_CANT_REFINE_METIN_TO_EQUIPMENT == result:
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)

        if player.REFINE_OK != result:
            return

        self.refineDialog.Open(scrollSlotPos, targetSlotPos)

    def DetachMetinFromItem(self, scrollSlotPos, targetSlotPos):
        scrollIndex = player.GetItemIndex(scrollSlotPos)
        targetIndex = player.GetItemIndex(targetSlotPos)

        if not player.CanDetach(scrollIndex, targetSlotPos):
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_METIN_INSEPARABLE_ITEM)
            return

        self.questionDialog = uiCommon.QuestionDialog()
        self.questionDialog.SetText(localeInfo.REFINE_DO_YOU_SEPARATE_METIN)
        self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.OnDetachMetinFromItem))
        self.questionDialog.SetCancelEvent(ui.__mem_func__(self.OnCloseQuestionDialog))
        self.questionDialog.Open()
        self.questionDialog.sourcePos = scrollSlotPos
        self.questionDialog.targetPos = targetSlotPos

    def AttachMetinToItem(self, metinSlotPos, targetSlotPos):
        metinIndex = player.GetItemIndex(metinSlotPos)
        targetIndex = player.GetItemIndex(targetSlotPos)

        item.SelectItem(metinIndex)
        itemName = item.GetItemName()

        result = player.CanAttachMetin(metinIndex, targetSlotPos)

        if player.ATTACH_METIN_NOT_MATCHABLE_ITEM == result:
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_CAN_NOT_ATTACH(itemName))

        if player.ATTACH_METIN_NO_MATCHABLE_SOCKET == result:
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_SOCKET(itemName))

        elif player.ATTACH_METIN_NOT_EXIST_GOLD_SOCKET == result:
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_NO_GOLD_SOCKET(itemName))

        elif player.ATTACH_METIN_CANT_ATTACH_TO_EQUIPMENT == result:
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.REFINE_FAILURE_EQUIP_ITEM)

        if player.ATTACH_METIN_OK != result:
            return

        self.attachMetinDialog.Open(metinSlotPos, targetSlotPos)


        
    def OverOutItem(self):
        self.wndItem.SetUsableItem(False)
        if None != self.tooltipItem:
            self.tooltipItem.HideToolTip()

    def OverInItem(self, overSlotPos):
        overSlotPos = self.__InventoryLocalSlotPosToGlobalSlotPos(overSlotPos)
        self.wndItem.SetUsableItem(False)

        if mouseModule.mouseController.isAttached():
            attachedItemType = mouseModule.mouseController.GetAttachedType()
            if player.SLOT_TYPE_INVENTORY == attachedItemType:

                attachedSlotPos = mouseModule.mouseController.GetAttachedSlotNumber()
                attachedItemVNum = mouseModule.mouseController.GetAttachedItemIndex()
                
                if self.__CanUseSrcItemToDstItem(attachedItemVNum, attachedSlotPos, overSlotPos):
                    self.wndItem.SetUsableItem(True)
                    self.ShowToolTip(overSlotPos)
                    return
                
        self.ShowToolTip(overSlotPos)


    def __IsUsableItemToItem(self, srcItemVNum, srcSlotPos):
        "다른 아이템에 사용할 수 있는 아이템인가?"

        if item.IsRefineScroll(srcItemVNum):
            return True
        elif item.IsMetin(srcItemVNum):
            return True
        elif item.IsDetachScroll(srcItemVNum):
            return True
        elif item.IsKey(srcItemVNum):
            return True
        elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
            return True
        else:
            if item.GetUseType(srcItemVNum) in self.USE_TYPE_TUPLE:
                return True
            
        return False

    def __CanUseSrcItemToDstItem(self, srcItemVNum, srcSlotPos, dstSlotPos):
        "대상 아이템에 사용할 수 있는가?"

        if srcSlotPos == dstSlotPos:
            return False

        if item.IsRefineScroll(srcItemVNum):
            if player.REFINE_OK == player.CanRefine(srcItemVNum, dstSlotPos):
                return True
        elif item.IsMetin(srcItemVNum):
            if player.ATTACH_METIN_OK == player.CanAttachMetin(srcItemVNum, dstSlotPos):
                return True
        elif item.IsDetachScroll(srcItemVNum):
            if player.DETACH_METIN_OK == player.CanDetach(srcItemVNum, dstSlotPos):
                return True
        elif item.IsKey(srcItemVNum):
            if player.CanUnlock(srcItemVNum, dstSlotPos):
                return True

        elif (player.GetItemFlags(srcSlotPos) & ITEM_FLAG_APPLICABLE) == ITEM_FLAG_APPLICABLE:
            return True

        else:
            useType=item.GetUseType(srcItemVNum)

            if "USE_CLEAN_SOCKET" == useType:
                if self.__CanCleanBrokenMetinStone(dstSlotPos):
                    return True
            elif "USE_CHANGE_ATTRIBUTE" == useType:
                if self.__CanChangeItemAttrList(dstSlotPos):
                    return True
            elif "USE_ADD_ATTRIBUTE" == useType:
                if self.__CanAddItemAttr(dstSlotPos):
                    return True
            elif "USE_ADD_ATTRIBUTE2" == useType:
                if self.__CanAddItemAttr(dstSlotPos):
                    return True
            elif "USE_ADD_ACCESSORY_SOCKET" == useType:
                if self.__CanAddAccessorySocket(dstSlotPos):
                    return True
            elif "USE_PUT_INTO_ACCESSORY_SOCKET" == useType:                               
                if self.__CanPutAccessorySocket(dstSlotPos, srcItemVNum):
                    return True;
            elif "USE_PUT_INTO_BELT_SOCKET" == useType:                               
                dstItemVNum = player.GetItemIndex(dstSlotPos)
                print "USE_PUT_INTO_BELT_SOCKET", srcItemVNum, dstItemVNum

                item.SelectItem(dstItemVNum)
        
                if item.ITEM_TYPE_BELT == item.GetItemType():
                    return True

        return False

    def __CanCleanBrokenMetinStone(self, dstSlotPos):
        dstItemVNum = player.GetItemIndex(dstSlotPos)
        if dstItemVNum == 0:
            return False

        item.SelectItem(dstItemVNum)
        
        if item.ITEM_TYPE_WEAPON != item.GetItemType():
            return False

        for i in xrange(player.METIN_SOCKET_MAX_NUM):
            if player.GetItemMetinSocket(dstSlotPos, i) == constInfo.ERROR_METIN_STONE:
                return True

        return False

    def __CanChangeItemAttrList(self, dstSlotPos):
        dstItemVNum = player.GetItemIndex(dstSlotPos)
        if dstItemVNum == 0:
            return False

        item.SelectItem(dstItemVNum)
        
        if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):     
            return False

        for i in xrange(player.METIN_SOCKET_MAX_NUM):
            if player.GetItemAttribute(dstSlotPos, i) != 0:
                return True

        return False

    def __CanPutAccessorySocket(self, dstSlotPos, mtrlVnum):
        dstItemVNum = player.GetItemIndex(dstSlotPos)
        if dstItemVNum == 0:
            return False

        item.SelectItem(dstItemVNum)

        if item.GetItemType() != item.ITEM_TYPE_ARMOR:
            return False

        if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
            return False

        curCount = player.GetItemMetinSocket(dstSlotPos, 0)
        maxCount = player.GetItemMetinSocket(dstSlotPos, 1)

        if mtrlVnum != constInfo.GET_ACCESSORY_MATERIAL_VNUM(dstItemVNum, item.GetItemSubType()):
            return False
        
        if curCount>=maxCount:
            return False

        return True

    def __CanAddAccessorySocket(self, dstSlotPos):
        dstItemVNum = player.GetItemIndex(dstSlotPos)
        if dstItemVNum == 0:
            return False

        item.SelectItem(dstItemVNum)

        if item.GetItemType() != item.ITEM_TYPE_ARMOR:
            return False

        if not item.GetItemSubType() in (item.ARMOR_WRIST, item.ARMOR_NECK, item.ARMOR_EAR):
            return False

        curCount = player.GetItemMetinSocket(dstSlotPos, 0)
        maxCount = player.GetItemMetinSocket(dstSlotPos, 1)
        
        ACCESSORY_SOCKET_MAX_SIZE = 3
        if maxCount >= ACCESSORY_SOCKET_MAX_SIZE:
            return False

        return True

    def __CanAddItemAttr(self, dstSlotPos):
        dstItemVNum = player.GetItemIndex(dstSlotPos)
        if dstItemVNum == 0:
            return False

        item.SelectItem(dstItemVNum)
        
        if not item.GetItemType() in (item.ITEM_TYPE_WEAPON, item.ITEM_TYPE_ARMOR):     
            return False
            
        attrCount = 0
        for i in xrange(player.METIN_SOCKET_MAX_NUM):
            if player.GetItemAttribute(dstSlotPos, i) != 0:
                attrCount += 1

        if attrCount<4:
            return True
                                
        return False

    def ShowToolTip(self, slotIndex):
        if None != self.tooltipItem:
            self.tooltipItem.SetInventoryItem(slotIndex)

    def OnTop(self):
        if None != self.tooltipItem:
            self.tooltipItem.SetTop()

    def OnPressEscapeKey(self):
        self.Close()
        return True

    def UseItemSlot(self, slotIndex):
        curCursorNum = app.GetCursor()
        if app.SELL == curCursorNum:
            return

        if constInfo.GET_ITEM_QUESTION_DIALOG_STATUS():
            return

        slotIndex = self.__InventoryLocalSlotPosToGlobalSlotPos(slotIndex)

        if app.ENABLE_DRAGON_SOUL_SYSTEM:
            if self.wndDragonSoulRefine.IsShow():
                self.wndDragonSoulRefine.AutoSetItem((player.INVENTORY, slotIndex), 1)
                return

        self.__UseItem(slotIndex)
        mouseModule.mouseController.DeattachObject()
        self.OverOutItem()

    def __UseItem(self, slotIndex):
        ItemVNum = player.GetItemIndex(slotIndex)
        item.SelectItem(ItemVNum)

        if app.WJ_ENABLE_TRADABLE_ICON:
            if self.interface.AttachInvenItemToOtherWindowSlot(slotIndex):
                return

        if item.IsFlag(item.ITEM_FLAG_CONFIRM_WHEN_USE):
            self.questionDialog = uiCommon.QuestionDialog()
            self.questionDialog.SetText(localeInfo.INVENTORY_REALLY_USE_ITEM)
            self.questionDialog.SetAcceptEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnAccept))
            self.questionDialog.SetCancelEvent(ui.__mem_func__(self.__UseItemQuestionDialog_OnCancel))
            self.questionDialog.Open()
            self.questionDialog.slotIndex = slotIndex
        
            constInfo.SET_ITEM_QUESTION_DIALOG_STATUS(1)

        else:
            self.__SendUseItemPacket(slotIndex)
            #net.SendItemUsePacket(slotIndex)   

    def __UseItemQuestionDialog_OnCancel(self):
        self.OnCloseQuestionDialog()

    def __UseItemQuestionDialog_OnAccept(self):
        self.__SendUseItemPacket(self.questionDialog.slotIndex)
        self.OnCloseQuestionDialog()       

    def __SendUseItemToItemPacket(self, srcSlotPos, dstSlotPos):
        # 개인상점 열고 있는 동안 아이템 사용 방지
        if uiPrivateShopBuilder.IsBuildingPrivateShop():
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
            return

        if app.ENABLE_OFFLINE_SHOP_SYSTEM:
            if uiOfflineShopBuilder.IsBuildingOfflineShop():
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
                return

            if uiOfflineShop.IsEditingOfflineShop():
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
                return

        net.SendItemUseToItemPacket(srcSlotPos, dstSlotPos)

    def __SendUseItemPacket(self, slotPos):
        # 개인상점 열고 있는 동안 아이템 사용 방지
        if uiPrivateShopBuilder.IsBuildingPrivateShop():
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
            return

        if app.ENABLE_OFFLINE_SHOP_SYSTEM:
            if uiOfflineShopBuilder.IsBuildingOfflineShop():
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
                return

            if uiOfflineShop.IsEditingOfflineShop():
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.USE_ITEM_FAILURE_PRIVATE_SHOP)
                return

        net.SendItemUsePacket(slotPos)
    
    def __SendMoveItemPacket(self, srcSlotPos, dstSlotPos, srcItemCount):
        # 개인상점 열고 있는 동안 아이템 사용 방지
        if uiPrivateShopBuilder.IsBuildingPrivateShop():
            chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
            return

        if app.ENABLE_OFFLINE_SHOP_SYSTEM:
            if uiOfflineShopBuilder.IsBuildingOfflineShop():
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
                return

            if uiOfflineShop.IsEditingOfflineShop():
                chat.AppendChat(chat.CHAT_TYPE_INFO, localeInfo.MOVE_ITEM_FAILURE_PRIVATE_SHOP)
                return

        net.SendItemMovePacket(srcSlotPos, dstSlotPos, srcItemCount)
    
    def SetDragonSoulRefineWindow(self, wndDragonSoulRefine):
        if app.ENABLE_DRAGON_SOUL_SYSTEM:
            self.wndDragonSoulRefine = wndDragonSoulRefine
            
    def OnMoveWindow(self, x, y):
#        print "Inventory Global Pos : ", self.GetGlobalPosition()
        if self.wndBelt:
#            print "Belt Global Pos : ", self.wndBelt.GetGlobalPosition()
            self.wndBelt.AdjustPositionAndSize()
 
Çözüm
importlar arasına import interfaceModule eklemeyi dener misiniz?

Sistem hakkında pek bilgim yok ancak interfaceModule.py dosyasına eklenmesi gereken kodlar varsa kontrol edin. Ayrıca sistemin klasörü içerisinde GetOnTopWindow bunu aratın. Belki tanimlamalardan bir fikir edinebilirsiniz.
İmport eklemek sorunu çözmedi ama bir yere self interface komutu ekledim sorun düzeldi.
importlar arasına import interfaceModule eklemeyi dener misiniz?

Sistem hakkında pek bilgim yok ancak interfaceModule.py dosyasına eklenmesi gereken kodlar varsa kontrol edin. Ayrıca sistemin klasörü içerisinde GetOnTopWindow bunu aratın. Belki tanimlamalardan bir fikir edinebilirsiniz.
 
importlar arasına import interfaceModule eklemeyi dener misiniz?

Sistem hakkında pek bilgim yok ancak interfaceModule.py dosyasına eklenmesi gereken kodlar varsa kontrol edin. Ayrıca sistemin klasörü içerisinde GetOnTopWindow bunu aratın. Belki tanimlamalardan bir fikir edinebilirsiniz.
İmport eklemek sorunu çözmedi ama bir yere self interface komutu ekledim sorun düzeldi.
 
Çözüm
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İçerik kilitlendiği için mesaj gönderimine kapatıldı.
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