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Great uyumlu won sistemi eklemeye çalışıyorum serverime ancak şu syserr'i alıyorum.Yardım edebilir misiniz?
Dosyam da bu:
Great uyumlu won sistemi eklemeye çalışıyorum serverime ancak şu syserr'i alıyorum.Yardım edebilir misiniz?
SYSERR:
0408 00:37:14269 ::
uiInventory.py(line:342) __LoadWindow
InventoryWindow.LoadWindow.BindObject - <type 'exceptions.AttributeError'>:'NoneType' object has no attribute 'SetEvent'
0408 00:37:14269 :: ============================================================================================================
0408 00:37:14269 :: Abort!!!!
Dosyam da bu:
uiInventory.py:
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_CHEQUE_SYSTEM:
import uiToolTip
import uiPickETC
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
if app.ENABLE_CHEQUE_SYSTEM:
dlgPickETC = None
interface = None
if app.WJ_ENABLE_TRADABLE_ICON:
bindWnds = []
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
if app.WJ_ENABLE_TRADABLE_ICON:
def BindWindow(self, wnd):
self.bindWnds.append(wnd)
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")
self.costumeButton = self.GetChild2("CostumeButton")
if app.ENABLE_CHEQUE_SYSTEM:
self.wndCheque = self.GetChild2("Cheque")
self.wndChequeSlot = self.GetChild2("Cheque_Slot")
if app.ENABLE_GEM_SYSTEM:
self.wndMoneyIcon = self.GetChild2("Money_Icon")
self.wndChequeIcon = self.GetChild2("Cheque_Icon")
self.wndMoneyIcon.Hide()
self.wndMoneySlot.Hide()
self.wndChequeIcon.Hide()
self.wndChequeSlot.Hide()
## 높이 조절
height = self.GetHeight()
width = self.GetWidth()
self.SetSize(width, height - 22)
self.GetChild("board").SetSize(width, height - 22)
else:
self.wndMoneyIcon = self.GetChild2("Money_Icon")
self.wndChequeIcon = self.GetChild2("Cheque_Icon")
self.wndMoneyIcon.SetEvent(ui.__mem_func__(self.EventProgress), "mouse_over_in", 0)
self.wndChequeIcon.SetEvent(ui.__mem_func__(self.EventProgress), "mouse_over_in", 1)
self.wndMoneyIcon.SetEvent(ui.__mem_func__(self.EventProgress), "mouse_over_out", 0)
self.wndChequeIcon.SetEvent(ui.__mem_func__(self.EventProgress), "mouse_over_out", 1)
self.toolTip = uiToolTip.ToolTip()
self.toolTip.ClearToolTip()
self.inventoryTab = []
self.inventoryTab.append(self.GetChild("Inventory_Tab_01"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_02"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_03"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_04"))
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()
## PickETCDialog
if app.ENABLE_CHEQUE_SYSTEM:
dlgPickETC = uiPickETC.PickETCDialog()
dlgPickETC.LoadDialog()
dlgPickETC.Hide()
## RefineDialog
self.refineDialog = uiRefine.RefineDialog()
self.refineDialog.Hide()