Çözüldü martysama envanter yeni slot açma

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merhabalar martysama filese yeni slot açmaya çalışıyorum ilk önce yüzükler için açtım bir problem çıkmadı fakat sonrasında şebnem ve tılsım için açtığım slotlarda gözükmeme sorunu yaşıyorum ne yaptıysam çözemedim bir türlü bilgisi olan yardımcı olabilirmi ?

common/length.h

C++:
enum EWearPositions
{
    WEAR_BODY,        // 0
    WEAR_HEAD,        // 1
    WEAR_FOOTS,        // 2
    WEAR_WRIST,        // 3
    WEAR_WEAPON,    // 4
    WEAR_NECK,        // 5
    WEAR_EAR,        // 6
    WEAR_UNIQUE1,    // 7
    WEAR_UNIQUE2,    // 8
    WEAR_ARROW,        // 9
    WEAR_SHIELD,    // 10
    WEAR_ABILITY1,  // 11
    WEAR_ABILITY2,  // 12
    WEAR_ABILITY3,  // 13
    WEAR_ABILITY4,  // 14
    WEAR_ABILITY5,  // 15
    WEAR_ABILITY6,  // 16
    WEAR_ABILITY7,  // 17
    WEAR_ABILITY8,  // 18
    WEAR_COSTUME_BODY,    // 19
    WEAR_COSTUME_HAIR,    // 20

#ifdef ENABLE_MOUNT_COSTUME_SYSTEM
    WEAR_COSTUME_MOUNT,//21
#endif
#ifdef ENABLE_ACCE_SYSTEM
    WEAR_COSTUME_ACCE,//22
#endif
#ifdef ENABLE_WEAPON_COSTUME_SYSTEM
    WEAR_COSTUME_WEAPON,//23
#endif
#ifdef __AURA_SYSTEM__
    WEAR_COSTUME_AURA,//24
#endif

    WEAR_RING1,//25
    WEAR_RING2,//26
    WEAR_BELT,//27
#ifdef ENABLE_PENDANT_SYSTEM
    WEAR_PENDANT,//28
#endif
#ifdef TALISMAN_SYSTEM
    WEAR_COSTUME_TILSIM_ATES,
    WEAR_COSTUME_TILSIM_TOPRAK,
    WEAR_COSTUME_TILSIM_RUZGAR,
    WEAR_COSTUME_TILSIM_SIMSEK,
    WEAR_COSTUME_TILSIM_BUZ,
    WEAR_COSTUME_TILSIM_KARANLIK,
#endif
#ifdef DEW_SYSTEM
    WEAR_COSTUME_SEBNEM_KIRMIZI,
    WEAR_COSTUME_SEBNEM_TURUNCU,
    WEAR_COSTUME_SEBNEM_SARI,
    WEAR_COSTUME_SEBNEM_YESIL,
    WEAR_COSTUME_SEBNEM_MAVI,
    WEAR_COSTUME_SEBNEM_BEYAZ,
#endif
#ifdef RING_SYSTEM
    WEAR_COSTUME_RING_HILAL,
    WEAR_COSTUME_RING_LOLIPOP,
    WEAR_COSTUME_RING_MUTLULUK,
    WEAR_COSTUME_RING_OLUMCUL,
    WEAR_COSTUME_RING_KAHRAMANLIK,
    WEAR_COSTUME_RING_CIKOLATA,
    WEAR_COSTUME_RING_NAZAR,
    WEAR_COSTUME_RING_BEKCILER,
#endif
#ifdef METIN_BOSS_HUNTER
    WEAR_COSTUME_HUNTER_METIN,
    WEAR_COSTUME_HUNTER_BOSS,
#endif
    WEAR_MAX = 64    //
};

UserInterface/GameType.h
C++:
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM

    const DWORD c_New_Equipment_Start = c_Equipment_Start + 25;
    const DWORD c_New_Equipment_Count = 26;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;//gözüküyor
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;//gözüküyor
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;//gözüküyor
#ifdef ENABLE_PENDANT_SYSTEM
    const DWORD c_Equipment_Pendant = c_New_Equipment_Start + 3;//gözüküyor
#endif
#ifdef TALISMAN_SYSTEM
    const DWORD c_Costume_Slot_Ates        = c_New_Equipment_Start + 4;
    const DWORD c_Costume_Slot_Toprak    = c_New_Equipment_Start + 5;
    const DWORD c_Costume_Slot_Ruzgar    = c_New_Equipment_Start + 6;
    const DWORD c_Costume_Slot_Simsek    = c_New_Equipment_Start + 7;
    const DWORD c_Costume_Slot_Buz        = c_New_Equipment_Start + 8;
    const DWORD c_Costume_Slot_Karanlik    = c_New_Equipment_Start + 9;
#endif
#ifdef DEW_SYSTEM
    const DWORD c_Costume_Slot_Sebnem_Kirmizi        = c_New_Equipment_Start + 10;
    const DWORD c_Costume_Slot_Sebnem_Turuncu        = c_New_Equipment_Start + 11;
    const DWORD c_Costume_Slot_Sebnem_Sari        = c_New_Equipment_Start + 12;
    const DWORD c_Costume_Slot_Sebnem_Yesil            = c_New_Equipment_Start + 13;
    const DWORD c_Costume_Slot_Sebnem_Mavi            = c_New_Equipment_Start + 14;
    const DWORD c_Costume_Slot_Sebnem_Beyaz            = c_New_Equipment_Start + 15;
#endif
#ifdef RING_SYSTEM
    const DWORD c_Costume_Slot_Sebnem_Hilal            = c_New_Equipment_Start + 16; //gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Lolipop        = c_New_Equipment_Start + 17;//gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Mutluluk        = c_New_Equipment_Start + 18;//gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Olumcul        = c_New_Equipment_Start + 19;//gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Kahramanlik    = c_New_Equipment_Start + 20;//gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Cikolata        = c_New_Equipment_Start + 21;//gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Nazar            = c_New_Equipment_Start + 22;//gözüküyor
    const DWORD c_Costume_Slot_Sebnem_Bekciler        = c_New_Equipment_Start + 23;//gözüküyor
#endif
#ifdef METIN_BOSS_HUNTER
    const DWORD c_Costume_Slot_Hunter_Metin            = c_New_Equipment_Start + 24;
    const DWORD c_Costume_Slot_Hunter_Boss            = c_New_Equipment_Start + 25;
#endif
#endif


UserInterface/PythonItemModule.cpp
C++:
#ifdef TALISMAN_SYSTEM
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_ATES",            CItemData::COSTUME_TILSIM_ATES);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_TOPRAK",        CItemData::COSTUME_TILSIM_TOPRAK);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RUZGAR",        CItemData::COSTUME_TILSIM_RUZGAR);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SIMSEK",        CItemData::COSTUME_TILSIM_SIMSEK);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_BUZ",            CItemData::COSTUME_TILSIM_BUZ);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_KARANLIK",        CItemData::COSTUME_TILSIM_KARANLIK);
#endif
#ifdef DEW_SYSTEM
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SEBNEM_KIRMIZI",    CItemData::COSTUME_SEBNEM_KIRMIZI);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SEBNEM_TURUNCU",    CItemData::COSTUME_SEBNEM_TURUNCU);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SEBNEM_SARI",        CItemData::COSTUME_SEBNEM_SARI);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SEBNEM_YESIL",        CItemData::COSTUME_SEBNEM_YESIL);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SEBNEM_MAVI",        CItemData::COSTUME_SEBNEM_MAVI);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_SEBNEM_BEYAZ",        CItemData::COSTUME_SEBNEM_BEYAZ);
#endif
#ifdef RING_SYSTEM
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_HILAL",        CItemData::COSTUME_RING_HILAL);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_LOLIPOP",        CItemData::COSTUME_RING_LOLIPOP);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_MUTLULUK",        CItemData::COSTUME_RING_MUTLULUK);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_OLUMCUL",        CItemData::COSTUME_RING_OLUMCUL);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_KAHRAMANLIK",    CItemData::COSTUME_RING_KAHRAMANLIK);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_CIKOLATA",        CItemData::COSTUME_RING_CIKOLATA);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_NAZAR",        CItemData::COSTUME_RING_NAZAR);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_RING_BEKCILER",        CItemData::COSTUME_RING_BEKCILER);
#endif
#ifdef METIN_BOSS_HUNTER
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_HUNTER_METIN",        CItemData::COSTUME_HUNTER_METIN);
    PyModule_AddIntConstant(poModule, "COSTUME_TYPE_HUNTER_BOSS",        CItemData::COSTUME_HUNTER_BOSS);
#endif









#ifdef TALISMAN_SYSTEM
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_ATES",            c_Costume_Slot_Ates);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_TOPRAK",        c_Costume_Slot_Toprak);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RUZGAR",        c_Costume_Slot_Ruzgar);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SIMSEK",        c_Costume_Slot_Simsek);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_BUZ",            c_Costume_Slot_Buz);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_KARANLIK",        c_Costume_Slot_Karanlik);
#endif
#ifdef DEW_SYSTEM
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SEBNEM_KIRMIZI",        c_Costume_Slot_Sebnem_Kirmizi);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SEBNEM_TURUNCU",        c_Costume_Slot_Sebnem_Turuncu);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SEBNEM_SARI",            c_Costume_Slot_Sebnem_Sari);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SEBNEM_YESIL",            c_Costume_Slot_Sebnem_Yesil);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SEBNEM_MAVI",            c_Costume_Slot_Sebnem_Mavi);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_SEBNEM_BEYAZ",            c_Costume_Slot_Sebnem_Beyaz);
#endif
#ifdef RING_SYSTEM
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_HILAL",        c_Costume_Slot_Sebnem_Hilal);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_LOLIPOP",        c_Costume_Slot_Sebnem_Lolipop);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_MUTLULUK",        c_Costume_Slot_Sebnem_Mutluluk);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_OLUMCUL",        c_Costume_Slot_Sebnem_Olumcul);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_KAHRAMANLIK",    c_Costume_Slot_Sebnem_Kahramanlik);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_CIKOLATA",        c_Costume_Slot_Sebnem_Cikolata);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_NAZAR",        c_Costume_Slot_Sebnem_Nazar);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_RING_BEKCILER",        c_Costume_Slot_Sebnem_Bekciler);
#endif
#ifdef METIN_BOSS_HUNTER
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_HUNTER_METIN",        c_Costume_Slot_Hunter_Metin);
    PyModule_AddIntConstant(poModule, "COSTUME_SLOT_HUNTER_BOSS",        c_Costume_Slot_Hunter_Boss);
#endif

python/inventorywindowex.py

Kod:
                {
                    "name" : "Talisman_Base",
                    "type" : "expanded_image",
                    "x" : 10,
                    "y" : 54,
                    "image" : "d:/ymir work/ui/inventory_buttons/sebnem.png",
                    "children" :
                    (
                        {
                            "name" : "TalismanSlot",
                            "type" : "slot",
                            "x" : 3,
                            "y" : 3,
                            "width" : 150,
                            "height" : 182,
                            "slot" : (
                                        {"index":item.COSTUME_SLOT_SEBNEM_KIRMIZI, "x": 58, "y": 9, "width": 32, "height": 32 },
                                        {"index":item.COSTUME_SLOT_SEBNEM_TURUNCU, "x": 8, "y": 46, "width": 32, "height": 32 },
                                        {"index":item.COSTUME_SLOT_SEBNEM_SARI, "x": 8, "y": 106, "width": 32, "height": 32 },
                                        {"index":item.COSTUME_SLOT_SEBNEM_YESIL, "x":58, "y":144, "width":32, "height":32},
                                        {"index":item.COSTUME_SLOT_SEBNEM_MAVI, "x":109, "y":106, "width":32, "height":32},
                                        {"index":item.COSTUME_SLOT_SEBNEM_BEYAZ, "x":109, "y":46, "width":32, "height":32},
                                    ),
                        },
                    ),
                },
                ## Effect Equipment Slot
                {
                    "name" : "Effect_Base",
                    "type" : "expanded_image",
                    "x" : 10,
                    "y" : 54,
                    "image" : "d:/ymir work/ui/inventory_buttons/tilsim.jpg",
                    "children" :
                    (
                        {
                            "name" : "EffectSlot",
                            "type" : "slot",
                            "x" : 3,
                            "y" : 3,
                            "width" : 150,
                            "height" : 182,
                            "slot" : (
                                        {"index":item.COSTUME_SLOT_ATES, "x": 58, "y": 9, "width": 32, "height": 32 },
                                        {"index":item.COSTUME_SLOT_TOPRAK, "x": 8, "y": 46, "width": 32, "height": 32 },
                                        {"index":item.COSTUME_SLOT_RUZGAR, "x": 8, "y": 106, "width": 32, "height": 32 },
                                        {"index":item.COSTUME_SLOT_SIMSEK, "x":58, "y":144, "width":32, "height":32},
                                        {"index":item.COSTUME_SLOT_BUZ, "x":109, "y":106, "width":32, "height":32},
                                        {"index":item.COSTUME_SLOT_KARANLIK, "x":109, "y":46, "width":32, "height":32},
                                    ),
                        },
                    ),
                },
                {
                    "name" : "metin_yzk",
                    "type" : "expanded_image",
                    "x" : 10,
                    "y" : 54,
                    "image" : "d:/ymir work/ui/inventory_buttons/element.png",
                    "children" :
                    (
                        {
                            "name" : "metinyzk",
                            "type" : "slot",
                            "x" : 3,
                            "y" : 3,
                            "width" : 150,
                            "height" : 182,
                            "slot" : (
                                        {"index":item.COSTUME_SLOT_HUNTER_METIN, "x":59, "y":32, "width":32, "height":32},#
                                        {"index":item.COSTUME_SLOT_HUNTER_BOSS, "x":59, "y":104, "width":32, "height":32},#
                                    ),
                        },
                    ),
                },

yüzük envanteri problem yok

Adsız.png


ama sonrasındaki şebnem tılsım ve 2 yüzük takılıyor gözükmüyor
şuan takılı mesela
1.png
 
Sıralama hatası hocam item_data.h ve item_lenght.h dosyalarının eşit olduğundan emin ol.
 
Çözüm
Sıralama hatası hocam item_data.h ve item_lenght.h dosyalarının eşit olduğundan emin ol.
kral yardımın için teşekkür ederim sorun çözüldü :)

belki birnin başına gelir zorluk çekmesin :D
karşılaştırma için:
extern std::string g_strGuildSymbolPathName;

const DWORD c_Name_Max_Length = 64;
const DWORD c_FileName_Max_Length = 128;
const DWORD c_Short_Name_Max_Length = 32;

const DWORD c_Inventory_Page_Column = 5;
const DWORD c_Inventory_Page_Row = 9;
const DWORD c_Inventory_Page_Size = c_Inventory_Page_Column*c_Inventory_Page_Row; // x*y
#ifdef ENABLE_EXTEND_INVEN_SYSTEM
const DWORD c_Inventory_Page_Count = 4;
#else
const DWORD c_Inventory_Page_Count = 2;
#endif
const DWORD c_ItemSlot_Count = c_Inventory_Page_Size * c_Inventory_Page_Count;
const DWORD c_Equipment_Count = 12;

const DWORD c_Equipment_Start = c_ItemSlot_Count;

const DWORD c_Equipment_Body    = c_Equipment_Start + CItemData::WEAR_BODY;
const DWORD c_Equipment_Head    = c_Equipment_Start + CItemData::WEAR_HEAD;
const DWORD c_Equipment_Shoes    = c_Equipment_Start + CItemData::WEAR_FOOTS;
const DWORD c_Equipment_Wrist    = c_Equipment_Start + CItemData::WEAR_WRIST;
const DWORD c_Equipment_Weapon    = c_Equipment_Start + CItemData::WEAR_WEAPON;
const DWORD c_Equipment_Neck    = c_Equipment_Start + CItemData::WEAR_NECK;
const DWORD c_Equipment_Ear        = c_Equipment_Start + CItemData::WEAR_EAR;
const DWORD c_Equipment_Unique1    = c_Equipment_Start + CItemData::WEAR_UNIQUE1;
const DWORD c_Equipment_Unique2    = c_Equipment_Start + CItemData::WEAR_UNIQUE2;
const DWORD c_Equipment_Arrow    = c_Equipment_Start + CItemData::WEAR_ARROW;
const DWORD c_Equipment_Shield    = c_Equipment_Start + CItemData::WEAR_SHIELD;

#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + CItemData::WEAR_RING1;
    const DWORD c_New_Equipment_Count = 4;
    const DWORD c_Equipment_Ring1 = c_Equipment_Start + CItemData::WEAR_RING1;
    const DWORD c_Equipment_Ring2 = c_Equipment_Start + CItemData::WEAR_RING2;
    const DWORD c_Equipment_Belt  = c_Equipment_Start + CItemData::WEAR_BELT;
#ifdef ENABLE_PENDANT_SYSTEM
    const DWORD c_Equipment_Pendant = c_Equipment_Start + CItemData::WEAR_PENDANT;
#endif   
#endif


enum EDragonSoulDeckType
{
    DS_DECK_1,
    DS_DECK_2,
    DS_DECK_MAX_NUM = 2,
};

enum EDragonSoulGradeTypes
{
    DRAGON_SOUL_GRADE_NORMAL,
    DRAGON_SOUL_GRADE_BRILLIANT,
    DRAGON_SOUL_GRADE_RARE,
    DRAGON_SOUL_GRADE_ANCIENT,
    DRAGON_SOUL_GRADE_LEGENDARY,
#ifdef ENABLE_DS_GRADE_MYTH
    DRAGON_SOUL_GRADE_MYTH,
#endif
    DRAGON_SOUL_GRADE_MAX,
};

enum EDragonSoulStepTypes
{
    DRAGON_SOUL_STEP_LOWEST,
    DRAGON_SOUL_STEP_LOW,
    DRAGON_SOUL_STEP_MID,
    DRAGON_SOUL_STEP_HIGH,
    DRAGON_SOUL_STEP_HIGHEST,
    DRAGON_SOUL_STEP_MAX,
};

#ifdef ENABLE_COSTUME_SYSTEM
    const DWORD c_Costume_Slot_Start    = c_Equipment_Start + CItemData::WEAR_COSTUME_BODY;
    const DWORD    c_Costume_Slot_Body        = c_Costume_Slot_Start + CItemData::COSTUME_BODY;
    const DWORD    c_Costume_Slot_Hair        = c_Costume_Slot_Start + CItemData::COSTUME_HAIR;
#ifdef ENABLE_MOUNT_COSTUME_SYSTEM
    const DWORD    c_Costume_Slot_Mount    = c_Costume_Slot_Start + CItemData::COSTUME_MOUNT;
#endif
#ifdef ENABLE_ACCE_SYSTEM
    const DWORD    c_Costume_Slot_Acce        = c_Costume_Slot_Start + CItemData::COSTUME_ACCE;
#endif
#ifdef ENABLE_WEAPON_COSTUME_SYSTEM
    const DWORD    c_Costume_Slot_Weapon = c_Costume_Slot_Start + CItemData::COSTUME_WEAPON; // c_Costume_Slot_End + 1;
#endif
#ifdef ENABLE_AURA_SYSTEM
    const DWORD c_Costume_Slot_Aura        = c_Costume_Slot_Start + CItemData::COSTUME_AURA;
#endif
#ifdef TALISMAN_SYSTEM
    const DWORD c_Costume_Slot_Ates        = c_Costume_Slot_Start + CItemData::COSTUME_TILSIM_ATES;
    const DWORD c_Costume_Slot_Toprak    = c_Costume_Slot_Start + CItemData::COSTUME_TILSIM_TOPRAK;
    const DWORD c_Costume_Slot_Ruzgar    = c_Costume_Slot_Start + CItemData::COSTUME_TILSIM_RUZGAR;
    const DWORD c_Costume_Slot_Simsek    = c_Costume_Slot_Start + CItemData::COSTUME_TILSIM_SIMSEK;
    const DWORD c_Costume_Slot_Buz        = c_Costume_Slot_Start + CItemData::COSTUME_TILSIM_BUZ;
    const DWORD c_Costume_Slot_Karanlik    = c_Costume_Slot_Start + CItemData::COSTUME_TILSIM_KARANLIK;
#endif
#ifdef DEW_SYSTEM
    const DWORD c_Costume_Slot_Sebnem_Kirmizi        = c_Costume_Slot_Start + CItemData::COSTUME_SEBNEM_KIRMIZI;
    const DWORD c_Costume_Slot_Sebnem_Turuncu        = c_Costume_Slot_Start + CItemData::COSTUME_SEBNEM_TURUNCU;
    const DWORD c_Costume_Slot_Sebnem_Sari        = c_Costume_Slot_Start + CItemData::COSTUME_SEBNEM_SARI;
    const DWORD c_Costume_Slot_Sebnem_Yesil            = c_Costume_Slot_Start + CItemData::COSTUME_SEBNEM_YESIL;
    const DWORD c_Costume_Slot_Sebnem_Mavi            = c_Costume_Slot_Start + CItemData::COSTUME_SEBNEM_MAVI;
    const DWORD c_Costume_Slot_Sebnem_Beyaz            = c_Costume_Slot_Start + CItemData::COSTUME_SEBNEM_BEYAZ;
#endif
#ifdef RING_SYSTEM
    const DWORD c_Costume_Slot_Sebnem_Hilal            = c_Costume_Slot_Start + CItemData::COSTUME_RING_HILAL;
    const DWORD c_Costume_Slot_Sebnem_Lolipop        = c_Costume_Slot_Start + CItemData::COSTUME_RING_LOLIPOP;
    const DWORD c_Costume_Slot_Sebnem_Mutluluk        = c_Costume_Slot_Start + CItemData::COSTUME_RING_MUTLULUK;
    const DWORD c_Costume_Slot_Sebnem_Olumcul        = c_Costume_Slot_Start + CItemData::COSTUME_RING_OLUMCUL;
    const DWORD c_Costume_Slot_Sebnem_Kahramanlik    = c_Costume_Slot_Start + CItemData::COSTUME_RING_KAHRAMANLIK;
    const DWORD c_Costume_Slot_Sebnem_Cikolata        = c_Costume_Slot_Start + CItemData::COSTUME_RING_CIKOLATA;
    const DWORD c_Costume_Slot_Sebnem_Nazar            = c_Costume_Slot_Start + CItemData::COSTUME_RING_NAZAR;
    const DWORD c_Costume_Slot_Sebnem_Bekciler        = c_Costume_Slot_Start + CItemData::COSTUME_RING_BEKCILER;
#endif
#ifdef METIN_BOSS_HUNTER
    const DWORD c_Costume_Slot_Hunter_Metin            = c_Costume_Slot_Start + CItemData::COSTUME_HUNTER_METIN;
    const DWORD c_Costume_Slot_Hunter_Boss            = c_Costume_Slot_Start + CItemData::COSTUME_HUNTER_BOSS;
#endif
#if defined(ENABLE_WEAPON_COSTUME_SYSTEM) || defined(ENABLE_ACCE_SYSTEM)
    const DWORD c_Costume_Slot_Count    = 28;//HER EKLEDİĞİN ŞEYDEN SONRA BURAYI 1 ARTTIR.
#elif defined(ENABLE_MOUNT_COSTUME_SYSTEM)
    const DWORD c_Costume_Slot_Count    = 3;
#else
    const DWORD c_Costume_Slot_Count    = 2;
#endif

    const DWORD c_Costume_Slot_End        = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif
 
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