uisystemgems.py def RefreshSlot(self, refresh = False): // Arat def RefreshSlot(self, refresh = False): // Komple Değiştir. if not refresh: if app.ENABLE_SPECIAL_STORAGE: for i in xrange(player.SPECIAL_PAGE_SIZE*player.SPECIAL_PAGE_COUNT): slotNumber = i itemVNum = player.GetItemIndex(player.STONE_INVENTORY, slotNumber) if 0 == itemVNum or not item.IsMetin(itemVNum): continue itemGrade = self.CheckGradeStone(item.GetItemName()) if itemGrade > "3": continue self.slot_inventario.append(i) self.slot_gui.append(self.slotPos) self.slotPos += 1 if self.slotPos > 54: break else: for i in xrange(player.INVENTORY_PAGE_SIZE*player.INVENTORY_PAGE_COUNT): slotNumber = i itemVNum = player.GetItemIndex(slotNumber) if 0 == itemVNum or not item.IsMetin(itemVNum): continue itemGrade = self.CheckGradeStone(item.GetItemName()) if itemGrade > "3": continue self.slot_inventario.append(i) self.slot_gui.append(self.slotPos) self.slotPos += 1 if self.slotPos > 54: break setItemVNum = self.itemSlot.SetItemSlot itemCount = len(self.slot_inventario) if itemCount < 15: self.SetTableSize(3) else: lineCount = 3 lineCount += (itemCount - 15) / 5 if itemCount % 5: lineCount += 1 self.SetTableSize(lineCount) count = 0 for inventoryPos in self.slot_inventario: if app.ENABLE_SPECIAL_STORAGE: itemVNum = player.GetItemIndex(player.STONE_INVENTORY, inventoryPos) itemCount = player.GetItemCount(player.STONE_INVENTORY, inventoryPos) if itemCount <= 1: itemCount = 0 setItemVNum(count, itemVNum, itemCount) count += 1 else: itemVNum = player.GetItemIndex(inventoryPos) itemCount = player.GetItemCount(inventoryPos) if itemCount <= 1: itemCount = 0 setItemVNum(count, itemVNum, itemCount) count += 1 self.itemSlot.RefreshSlot() if refresh: self.tooltipItem.Hide() def OverInItem(self, slotIndex): // Arat def OverInItem(self, slotIndex): // Komple değiştir. if None != self.tooltipItem: inventorySlotPos = self.slot_inventario[slotIndex] if app.ENABLE_SPECIAL_STORAGE: self.tooltipItem.SetInventoryItem(inventorySlotPos, player.STONE_INVENTORY) else: self.tooltipItem.SetInventoryItem(inventorySlotPos) def SucceedGaya(self):// Arat def SucceedGaya(self): // Komple Değiştir. if app.ENABLE_SPECIAL_STORAGE: itemCount = player.GetItemCount(player.STONE_INVENTORY, self.slot_select) if itemCount < 1: del self.slot_inventario[self.slot_select] del self.slot_gui[self.slot_select] else: itemCount = player.GetItemCount(self.slot_select) if itemCount < 1: del self.slot_inventario[self.slot_select] del self.slot_gui[self.slot_select] self.RefreshSlot(True) char_gaya.cpp void CHARACTER::CraftGayaItems(int slot) // Arat LPITEM item = GetItem(TItemPos(INVENTORY, slot)); // Bul LPITEM item = GetItem(TItemPos(STONE_INVENTORY, slot)); // Şeklinde değiştir.