Toplu Envanter Sistemi - Yeni kostüm Envanterleri

TheAdmin33

Ah bu şarkıların gözü kör olsun
Geliştirici
Yardımsever Üye
Usta Üye
Editör
Mesaj
763
Çözümler
45
Beğeni
1.399
Puan
1.139
Ticaret Puanı
0
Slot konumlarını kendinize göre ayarlayın.

Not: Normal kostüm penceresinin slotları geçerlidir. Slotları pencerelere dağıtabilirsiniz. Kostüm slotun kaç taneyse o kadar slot kullanabilirsin. Slot eklemede normal kostüm slotu eklemeyle aynıdır bir farkı yoktur.

Ekran Alıntısı.PNG




İndir;
Burayı görüntülemek için üye girişi yapmalı veya kayıt olmalısınız.

Vt;
Linkleri görebilmek için giriş yap veya kayıt ol.
 
Son düzenleme:
Katkınız için teşekkür ederim. Link kırılması ihtimaline karşılık dosyayı konunuza ek olarak yükledim. 2 MB kadar olan dosyaları yükleyebilirsiniz. (y)
 
Spoiler: Pencerelerde ki sistemler; Tılsım, yüzük, şebnem, element sistemlerini tamamladıkça paylaşıcam.(Muhtemelen haftadan haftaya olur)
 
paylaşım için teşekkürler bunu farklı yapıcaktım ama böylesi daha güzel olmuş hem extra şeylerde eklenir seçenek olarak ellerine sağlık
 
paylaşım için teşekkürler bunu farklı yapıcaktım ama böylesi daha güzel olmuş hem extra şeylerde eklenir seçenek olarak ellerine sağlık
Kostüm penceresini genişleterekte bir şeyler yapılabilir ama öylede çok yer kaplıyor.Rubinum tarzı envanterde de listbox yok her pencere için ayrı buton koyman gerekiyor. Bence en kullanışlısı bu
 
Son düzenleme:
Hoşuma gitti deniyim dedim bir kaç uyarlama ile kullanılabilir.
 

Dosya Eklentileri

  • Adsız.png
    Adsız.png
    363 KB · Gösterim: 101
Ya bişey sorcam ben bu sistemi eklemiştimde düzenlerken fark ettim bende eski tip kostüm butonu var sende ek envanter yazan yer var o dosyalarda yok dimi kendimizmi yapıcaz orayı

1699207104069.png
1699207121522.png
 
ben kendim ayrıyetten yapmıştım bu sistemle alakası yok.
bi arkadaşta daha görmüştüm ekleyenlerdende acaba eksikmi indirdim diye düşündüm teşekkürler birde şey verme şansın olurmu bu slotları düzeltemedim common/length.h UserInterface/GameType.h kendim bi çok şey denedim ya slotlar bozuluyo yada yüzük kayboluyo
 
bi arkadaşta daha görmüştüm ekleyenlerdende acaba eksikmi indirdim diye düşündüm teşekkürler birde şey verme şansın olurmu bu slotları düzeltemedim common/length.h UserInterface/GameType.h kendim bi çok şey denedim ya slotlar bozuluyo yada yüzük kayboluyo
GameType.h:
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 21
#ifdef TALISMAN_SYSTEM
    + 6
#endif
#ifdef DEW_SYSTEM
    + 6
#endif
#ifdef RING_SYSTEM
    + 8
#endif
#ifdef METIN_BOSS_HUNTER
    + 2
#endif
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
    + 1
#endif
    ;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;

#endif


//////////////////////////////////////////////////////////////////////////////////////////

#ifdef ENABLE_COSTUME_SYSTEM
    const DWORD c_Costume_Slot_Start    = c_Equipment_Start + 19;
    const DWORD    c_Costume_Slot_Body        = c_Costume_Slot_Start + 0;
    const DWORD    c_Costume_Slot_Hair        = c_Costume_Slot_Start + 1;

#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_Karanlık    = 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_Sarı            = 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
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
    const DWORD    c_Costume_Slot_Weapon                = c_Costume_Slot_Start + CItemData::COSTUME_WEAPON;
#endif

    const DWORD c_Costume_Slot_Count    = 2

#ifdef TALISMAN_SYSTEM
                                        + 6
#endif
#ifdef DEW_SYSTEM
                                        + 6
#endif
#ifdef RING_SYSTEM
                                        + 8
#endif
#ifdef METIN_BOSS_HUNTER
                                        + 2
#endif
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
                                        + 1
#endif
    ;
    const DWORD c_Costume_Slot_End        = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif

const DWORD c_Wear_Max = 64;
const DWORD c_DragonSoul_Equip_Start = c_ItemSlot_Count + c_Wear_Max;
const DWORD c_DragonSoul_Equip_Slot_Max = 6;
const DWORD c_DragonSoul_Equip_End = c_DragonSoul_Equip_Start + c_DragonSoul_Equip_Slot_Max * DS_DECK_MAX_NUM;

const DWORD c_DragonSoul_Equip_Reserved_Count = c_DragonSoul_Equip_Slot_Max * 3;

length.h:
    WEAR_MAX_NUM                = 64,

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 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
#ifdef __WEAPON_COSTUME_SYSTEM__
    WEAR_COSTUME_WEAPON,
#endif


    WEAR_RING1,            // 21    : ½Å±Ô ¹İÁö½½·Ô1 (¿ŞÂÊ)
    WEAR_RING2,            // 22    : ½Å±Ô ¹İÁö½½·Ô2 (¿À¸¥ÂÊ)

    WEAR_BELT,            // 23    : ½Å±Ô º§Æ®½½·Ô


    WEAR_MAX = 64    //
};
 
GameType.h:
#ifdef ENABLE_NEW_EQUIPMENT_SYSTEM
    const DWORD c_New_Equipment_Start = c_Equipment_Start + 21
#ifdef TALISMAN_SYSTEM
    + 6
#endif
#ifdef DEW_SYSTEM
    + 6
#endif
#ifdef RING_SYSTEM
    + 8
#endif
#ifdef METIN_BOSS_HUNTER
    + 2
#endif
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
    + 1
#endif
    ;
    const DWORD c_New_Equipment_Count = 3;
    const DWORD c_Equipment_Ring1 = c_New_Equipment_Start + 0;
    const DWORD c_Equipment_Ring2 = c_New_Equipment_Start + 1;
    const DWORD c_Equipment_Belt  = c_New_Equipment_Start + 2;;

#endif


//////////////////////////////////////////////////////////////////////////////////////////

#ifdef ENABLE_COSTUME_SYSTEM
    const DWORD c_Costume_Slot_Start    = c_Equipment_Start + 19;
    const DWORD    c_Costume_Slot_Body        = c_Costume_Slot_Start + 0;
    const DWORD    c_Costume_Slot_Hair        = c_Costume_Slot_Start + 1;

#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_Karanlık    = 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_Sarı            = 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
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
    const DWORD    c_Costume_Slot_Weapon                = c_Costume_Slot_Start + CItemData::COSTUME_WEAPON;
#endif

    const DWORD c_Costume_Slot_Count    = 2

#ifdef TALISMAN_SYSTEM
                                        + 6
#endif
#ifdef DEW_SYSTEM
                                        + 6
#endif
#ifdef RING_SYSTEM
                                        + 8
#endif
#ifdef METIN_BOSS_HUNTER
                                        + 2
#endif
#ifdef ENABLE_COSTUME_WEAPON_SYSTEM
                                        + 1
#endif
    ;
    const DWORD c_Costume_Slot_End        = c_Costume_Slot_Start + c_Costume_Slot_Count;
#endif

const DWORD c_Wear_Max = 64;
const DWORD c_DragonSoul_Equip_Start = c_ItemSlot_Count + c_Wear_Max;
const DWORD c_DragonSoul_Equip_Slot_Max = 6;
const DWORD c_DragonSoul_Equip_End = c_DragonSoul_Equip_Start + c_DragonSoul_Equip_Slot_Max * DS_DECK_MAX_NUM;

const DWORD c_DragonSoul_Equip_Reserved_Count = c_DragonSoul_Equip_Slot_Max * 3;

length.h:
    WEAR_MAX_NUM                = 64,

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 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
#ifdef __WEAPON_COSTUME_SYSTEM__
    WEAR_COSTUME_WEAPON,
#endif


    WEAR_RING1,            // 21    : ½Å±Ô ¹İÁö½½·Ô1 (¿ŞÂÊ)
    WEAR_RING2,            // 22    : ½Å±Ô ¹İÁö½½·Ô2 (¿À¸¥ÂÊ)

    WEAR_BELT,            // 23    : ½Å±Ô º§Æ®½½·Ô


    WEAR_MAX = 64    //
};
sana göre düzenledim yine aynı yaw bende kostüm silah yok ondan kaynaklı olabilrmi
 
@TheAdmin33
Can u help me to adapt to this uiiventory
ui:
class CostumeWindow(ui.ScriptWindow):
    def __init__(self, wndInventory):
        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.wndInventory = wndInventory
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_world = {}
        self.__LoadWindow()

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

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

    def Destroy(self):
        self.toolTip = None
        self.wndInventory = None
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_world = {}
            self.elemets_hide = {}
        self.slot = {}

    def Close(self):
        self.SetOverOutEvent2()
        self.Hide()

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

        self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))

        self.toolTip = uiToolTip.ToolTip()
        self.toolTip.ClearToolTip()
        self.slot = {
            item.COSTUME_SLOT_START + 2            : [self.__MakeSlot(item.COSTUME_SLOT_START + 2, 1, 1, 100, 6), localeInfo.COSTUME_SLOT_MOUNT],
            item.EQUIPMENT_PET           : [self.__MakeSlot(item.EQUIPMENT_PET, 1, 1, 100, 38), localeInfo.COSTUME_SLOT_PET_OFICIAL],
            item.SLOT_MOUNT_SKIN           : [self.__MakeSlot(item.SLOT_MOUNT_SKIN, 1, 1, 100+34, 38), localeInfo.COSTUME_SLOT_MOUNT_SKIN],
            item.EQUIPMENT_OLDPET         : [self.__MakeSlot(item.EQUIPMENT_OLDPET, 1, 1, 100, 70), localeInfo.COSTUME_SLOT_PET],
            item.COSTUME_SLOT_START       : [self.__MakeSlot(item.COSTUME_SLOT_START, 1, 1, 53, 40, 64), localeInfo.COSTUME_SLOT_COSTUME_ARMOR],
            item.COSTUME_SLOT_START + 1   : [self.__MakeSlot(item.COSTUME_SLOT_START + 1, 1, 1, 53, 0), localeInfo.COSTUME_SLOT_COSTUME_HAIR],
            item.SKIN_SASH_SLOT_START  : [self.__MakeSlot(item.SKIN_SASH_SLOT_START, 1, 1, 134, 70), localeInfo.COSTUME_SLOT_COSTUME_SASH],
            item.COSTUME_SLOT_WEAPON      : [self.__MakeSlot(item.COSTUME_SLOT_WEAPON, 1, 1, 5, 6, 96), localeInfo.COSTUME_SLOT_COSTUME_WEAPON],
            player.EQUIPMENT_SLOT_START+9 : [self.__MakeSlot(player.EQUIPMENT_SLOT_START+9, 1, 1, 101 + 32, 5), localeInfo.COSTUME_SLOT_CARCAJ],

            # shining
            #Weapon
            item.SHINING_SLOT_START       : [self.__MakeSlot(item.SHINING_SLOT_START, 1, 1, 32, 119), localeInfo.COSTUME_SLOT_EFECT_WEAPON],
            item.SHINING_SLOT_START + 1   : [self.__MakeSlot(item.SHINING_SLOT_START + 1, 1, 1, 68, 119), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 2   : [self.__MakeSlot(item.SHINING_SLOT_START + 2, 1, 1, 103, 119), localeInfo.COSTUME_SLOT_EFECT_WEAPON],

            #Armor
            # item.SHINING_SLOT_START + 3     : [self.__MakeSlot(item.SHINING_SLOT_START + 3, 3, 1, 32, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 4   : [self.__MakeSlot(item.SHINING_SLOT_START + 4, 1, 1, 68, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 5   : [self.__MakeSlot(item.SHINING_SLOT_START + 5, 1, 1, 103, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],

            #Special
            item.SHINING_SLOT_START + 6   : [self.__MakeSlot(item.SHINING_SLOT_START + 6, 1, 1, 1000, 1210), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
        }

    def __MakeSlot(self, StartIndex, xCount, yCount, pX, pY, sy = 32):
        slot = ui.SlotWindow()
        slot.SetParent(self.GetChild("Costume_Base"))
        slot.SetPosition(pX + 3, pY + 3)
        slot.SetSize(32, sy)
        slot.AppendSlot(StartIndex, xCount, yCount, 32, sy)
        slot.SetOverInEvent2(ui.__mem_func__(self.SetOverInEvent2))
        slot.SetOverOutEvent2(ui.__mem_func__(self.SetOverOutEvent2))
        slot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
        slot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
        slot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlotNew))
        slot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlotNew))
        slot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
        slot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))
        slot.Show()
        return slot

    def SetOverInEvent2(self, slotNumber):
        if slotNumber in self.slot:
            self.toolTip.ClearToolTip()
            self.toolTip.AlignHorizonalCenter()
            self.toolTip.AutoAppendNewTextLine(self.slot[slotNumber][1], grp.GenerateColor(1.0, 1.0, 0.0, 1.0))
            self.toolTip.Show()

    def SetOverOutEvent2(self):
        self.toolTip.Hide()

    def RefreshCostumeSlot(self):
        for key, v in self.slot.items():
            v[0].SetItemSlot(key, player.GetItemIndex(key), 0)
            v[0].RefreshSlot()
            
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_hide = self.wndInventory.get_costume_hide_list()
            self.ButtonsHideCostume()
            self.costume_hide_load()

    if app.ENABLE_HIDE_COSTUME_SYSTEM:
        def ButtonsHideCostume(self):
            self.elemets_world["position"] = [
                [61 - 10,45 - 10],        # 0
                [61 - 10,8 - 10],         # 1
                [13- 10,15- 15],          # 2
                [62 + 22, 126 - 15],      # 3
                [134, 68]       # 4 hide shash
                # [33 ,118],       # 5 hide efect weapon 1
                # [66 ,118],       # 6 hide efect weapon 2
                # [99 ,118],       # 7 hide efect weapon 3
                # [33 ,150],       # 8 hide efect body 1
                # [33 ,170],       # 8 hide efect body 2
                # [33 ,180]        # 8 hide efect body 3
            ]

            for i in xrange(self.GetSlotCount()):
                if i == 3:
                    continue
                self.elemets_world["hide_button_%d"%i] = ui.Button()
                self.elemets_world["hide_button_%d"%i].SetParent(self)
                self.elemets_world["hide_button_%d"%i].SetPosition(self.elemets_world["position"][i][0]+12,self.elemets_world["position"][i][1]+37)
                self.elemets_world["hide_button_%d"%i].SetUpVisual("Modulo/HideCostume/button_show_0.tga")
                self.elemets_world["hide_button_%d"%i].SetOverVisual("Modulo/HideCostume/button_show_1.tga")
                self.elemets_world["hide_button_%d"%i].SetDownVisual("Modulo/HideCostume/button_show_0.tga")
                self.elemets_world["hide_button_%d"%i].SetEvent(self.FuncHide,i)
                self.elemets_world["hide_button_%d"%i].Hide()

        def FuncHide(self,index):
            net.SendChatPacket("/costume_hide %d" %index)

        def costume_hide_load(self):
            for i in xrange(self.GetSlotCount()):
                if i == 3:
                    continue
                
                if len(self.elemets_hide) > 0:
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetUpVisual("Modulo/HideCostume/button_%s_0.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetOverVisual("Modulo/HideCostume/button_%s_1.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetDownVisual("Modulo/HideCostume/button_%s_0.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                self.elemets_world["hide_button_%d"%i].Show()
 
Son düzenleme:
@TheAdmin33
Can u help me to adapt to this uiiventory
ui:
class CostumeWindow(ui.ScriptWindow):
    def __init__(self, wndInventory):
        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.wndInventory = wndInventory
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_world = {}
        self.__LoadWindow()

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

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

    def Destroy(self):
        self.toolTip = None
        self.wndInventory = None
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_world = {}
            self.elemets_hide = {}
        self.slot = {}

    def Close(self):
        self.SetOverOutEvent2()
        self.Hide()

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

        self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))

        self.toolTip = uiToolTip.ToolTip()
        self.toolTip.ClearToolTip()
        self.slot = {
            item.COSTUME_SLOT_START + 2            : [self.__MakeSlot(item.COSTUME_SLOT_START + 2, 1, 1, 100, 6), localeInfo.COSTUME_SLOT_MOUNT],
            item.EQUIPMENT_PET           : [self.__MakeSlot(item.EQUIPMENT_PET, 1, 1, 100, 38), localeInfo.COSTUME_SLOT_PET_OFICIAL],
            item.SLOT_MOUNT_SKIN           : [self.__MakeSlot(item.SLOT_MOUNT_SKIN, 1, 1, 100+34, 38), localeInfo.COSTUME_SLOT_MOUNT_SKIN],
            item.EQUIPMENT_OLDPET         : [self.__MakeSlot(item.EQUIPMENT_OLDPET, 1, 1, 100, 70), localeInfo.COSTUME_SLOT_PET],
            item.COSTUME_SLOT_START       : [self.__MakeSlot(item.COSTUME_SLOT_START, 1, 1, 53, 40, 64), localeInfo.COSTUME_SLOT_COSTUME_ARMOR],
            item.COSTUME_SLOT_START + 1   : [self.__MakeSlot(item.COSTUME_SLOT_START + 1, 1, 1, 53, 0), localeInfo.COSTUME_SLOT_COSTUME_HAIR],
            item.SKIN_SASH_SLOT_START  : [self.__MakeSlot(item.SKIN_SASH_SLOT_START, 1, 1, 134, 70), localeInfo.COSTUME_SLOT_COSTUME_SASH],
            item.COSTUME_SLOT_WEAPON      : [self.__MakeSlot(item.COSTUME_SLOT_WEAPON, 1, 1, 5, 6, 96), localeInfo.COSTUME_SLOT_COSTUME_WEAPON],
            player.EQUIPMENT_SLOT_START+9 : [self.__MakeSlot(player.EQUIPMENT_SLOT_START+9, 1, 1, 101 + 32, 5), localeInfo.COSTUME_SLOT_CARCAJ],

            # shining
            #Weapon
            item.SHINING_SLOT_START       : [self.__MakeSlot(item.SHINING_SLOT_START, 1, 1, 32, 119), localeInfo.COSTUME_SLOT_EFECT_WEAPON],
            item.SHINING_SLOT_START + 1   : [self.__MakeSlot(item.SHINING_SLOT_START + 1, 1, 1, 68, 119), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 2   : [self.__MakeSlot(item.SHINING_SLOT_START + 2, 1, 1, 103, 119), localeInfo.COSTUME_SLOT_EFECT_WEAPON],

            #Armor
            # item.SHINING_SLOT_START + 3     : [self.__MakeSlot(item.SHINING_SLOT_START + 3, 3, 1, 32, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 4   : [self.__MakeSlot(item.SHINING_SLOT_START + 4, 1, 1, 68, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 5   : [self.__MakeSlot(item.SHINING_SLOT_START + 5, 1, 1, 103, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],

            #Special
            item.SHINING_SLOT_START + 6   : [self.__MakeSlot(item.SHINING_SLOT_START + 6, 1, 1, 1000, 1210), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
        }

    def __MakeSlot(self, StartIndex, xCount, yCount, pX, pY, sy = 32):
        slot = ui.SlotWindow()
        slot.SetParent(self.GetChild("Costume_Base"))
        slot.SetPosition(pX + 3, pY + 3)
        slot.SetSize(32, sy)
        slot.AppendSlot(StartIndex, xCount, yCount, 32, sy)
        slot.SetOverInEvent2(ui.__mem_func__(self.SetOverInEvent2))
        slot.SetOverOutEvent2(ui.__mem_func__(self.SetOverOutEvent2))
        slot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
        slot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
        slot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlotNew))
        slot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlotNew))
        slot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
        slot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))
        slot.Show()
        return slot

    def SetOverInEvent2(self, slotNumber):
        if slotNumber in self.slot:
            self.toolTip.ClearToolTip()
            self.toolTip.AlignHorizonalCenter()
            self.toolTip.AutoAppendNewTextLine(self.slot[slotNumber][1], grp.GenerateColor(1.0, 1.0, 0.0, 1.0))
            self.toolTip.Show()

    def SetOverOutEvent2(self):
        self.toolTip.Hide()

    def RefreshCostumeSlot(self):
        for key, v in self.slot.items():
            v[0].SetItemSlot(key, player.GetItemIndex(key), 0)
            v[0].RefreshSlot()
           
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_hide = self.wndInventory.get_costume_hide_list()
            self.ButtonsHideCostume()
            self.costume_hide_load()

    if app.ENABLE_HIDE_COSTUME_SYSTEM:
        def ButtonsHideCostume(self):
            self.elemets_world["position"] = [
                [61 - 10,45 - 10],        # 0
                [61 - 10,8 - 10],         # 1
                [13- 10,15- 15],          # 2
                [62 + 22, 126 - 15],      # 3
                [134, 68]       # 4 hide shash
                # [33 ,118],       # 5 hide efect weapon 1
                # [66 ,118],       # 6 hide efect weapon 2
                # [99 ,118],       # 7 hide efect weapon 3
                # [33 ,150],       # 8 hide efect body 1
                # [33 ,170],       # 8 hide efect body 2
                # [33 ,180]        # 8 hide efect body 3
            ]

            for i in xrange(self.GetSlotCount()):
                if i == 3:
                    continue
                self.elemets_world["hide_button_%d"%i] = ui.Button()
                self.elemets_world["hide_button_%d"%i].SetParent(self)
                self.elemets_world["hide_button_%d"%i].SetPosition(self.elemets_world["position"][i][0]+12,self.elemets_world["position"][i][1]+37)
                self.elemets_world["hide_button_%d"%i].SetUpVisual("Modulo/HideCostume/button_show_0.tga")
                self.elemets_world["hide_button_%d"%i].SetOverVisual("Modulo/HideCostume/button_show_1.tga")
                self.elemets_world["hide_button_%d"%i].SetDownVisual("Modulo/HideCostume/button_show_0.tga")
                self.elemets_world["hide_button_%d"%i].SetEvent(self.FuncHide,i)
                self.elemets_world["hide_button_%d"%i].Hide()

        def FuncHide(self,index):
            net.SendChatPacket("/costume_hide %d" %index)

        def costume_hide_load(self):
            for i in xrange(self.GetSlotCount()):
                if i == 3:
                    continue
               
                if len(self.elemets_hide) > 0:
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetUpVisual("Modulo/HideCostume/button_%s_0.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetOverVisual("Modulo/HideCostume/button_%s_1.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetDownVisual("Modulo/HideCostume/button_%s_0.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                self.elemets_world["hide_button_%d"%i].Show()
🤷‍♂️, dosyaları aldığın kişiden yardım iste. Ben bir şey anlamadım.
 
@TheAdmin33
Can u help me to adapt to this uiiventory
ui:
class CostumeWindow(ui.ScriptWindow):
    def __init__(self, wndInventory):
        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.wndInventory = wndInventory
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_world = {}
        self.__LoadWindow()

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

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

    def Destroy(self):
        self.toolTip = None
        self.wndInventory = None
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_world = {}
            self.elemets_hide = {}
        self.slot = {}

    def Close(self):
        self.SetOverOutEvent2()
        self.Hide()

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

        self.GetChild("TitleBar").SetCloseEvent(ui.__mem_func__(self.Close))

        self.toolTip = uiToolTip.ToolTip()
        self.toolTip.ClearToolTip()
        self.slot = {
            item.COSTUME_SLOT_START + 2            : [self.__MakeSlot(item.COSTUME_SLOT_START + 2, 1, 1, 100, 6), localeInfo.COSTUME_SLOT_MOUNT],
            item.EQUIPMENT_PET           : [self.__MakeSlot(item.EQUIPMENT_PET, 1, 1, 100, 38), localeInfo.COSTUME_SLOT_PET_OFICIAL],
            item.SLOT_MOUNT_SKIN           : [self.__MakeSlot(item.SLOT_MOUNT_SKIN, 1, 1, 100+34, 38), localeInfo.COSTUME_SLOT_MOUNT_SKIN],
            item.EQUIPMENT_OLDPET         : [self.__MakeSlot(item.EQUIPMENT_OLDPET, 1, 1, 100, 70), localeInfo.COSTUME_SLOT_PET],
            item.COSTUME_SLOT_START       : [self.__MakeSlot(item.COSTUME_SLOT_START, 1, 1, 53, 40, 64), localeInfo.COSTUME_SLOT_COSTUME_ARMOR],
            item.COSTUME_SLOT_START + 1   : [self.__MakeSlot(item.COSTUME_SLOT_START + 1, 1, 1, 53, 0), localeInfo.COSTUME_SLOT_COSTUME_HAIR],
            item.SKIN_SASH_SLOT_START  : [self.__MakeSlot(item.SKIN_SASH_SLOT_START, 1, 1, 134, 70), localeInfo.COSTUME_SLOT_COSTUME_SASH],
            item.COSTUME_SLOT_WEAPON      : [self.__MakeSlot(item.COSTUME_SLOT_WEAPON, 1, 1, 5, 6, 96), localeInfo.COSTUME_SLOT_COSTUME_WEAPON],
            player.EQUIPMENT_SLOT_START+9 : [self.__MakeSlot(player.EQUIPMENT_SLOT_START+9, 1, 1, 101 + 32, 5), localeInfo.COSTUME_SLOT_CARCAJ],

            # shining
            #Weapon
            item.SHINING_SLOT_START       : [self.__MakeSlot(item.SHINING_SLOT_START, 1, 1, 32, 119), localeInfo.COSTUME_SLOT_EFECT_WEAPON],
            item.SHINING_SLOT_START + 1   : [self.__MakeSlot(item.SHINING_SLOT_START + 1, 1, 1, 68, 119), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 2   : [self.__MakeSlot(item.SHINING_SLOT_START + 2, 1, 1, 103, 119), localeInfo.COSTUME_SLOT_EFECT_WEAPON],

            #Armor
            # item.SHINING_SLOT_START + 3     : [self.__MakeSlot(item.SHINING_SLOT_START + 3, 3, 1, 32, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 4   : [self.__MakeSlot(item.SHINING_SLOT_START + 4, 1, 1, 68, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
            # item.SHINING_SLOT_START + 5   : [self.__MakeSlot(item.SHINING_SLOT_START + 5, 1, 1, 103, 150), localeInfo.COSTUME_SLOT_EFECT_ARMOR],

            #Special
            item.SHINING_SLOT_START + 6   : [self.__MakeSlot(item.SHINING_SLOT_START + 6, 1, 1, 1000, 1210), localeInfo.COSTUME_SLOT_EFECT_ARMOR],
        }

    def __MakeSlot(self, StartIndex, xCount, yCount, pX, pY, sy = 32):
        slot = ui.SlotWindow()
        slot.SetParent(self.GetChild("Costume_Base"))
        slot.SetPosition(pX + 3, pY + 3)
        slot.SetSize(32, sy)
        slot.AppendSlot(StartIndex, xCount, yCount, 32, sy)
        slot.SetOverInEvent2(ui.__mem_func__(self.SetOverInEvent2))
        slot.SetOverOutEvent2(ui.__mem_func__(self.SetOverOutEvent2))
        slot.SetOverInItemEvent(ui.__mem_func__(self.wndInventory.OverInItem))
        slot.SetOverOutItemEvent(ui.__mem_func__(self.wndInventory.OverOutItem))
        slot.SetUnselectItemSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlotNew))
        slot.SetUseSlotEvent(ui.__mem_func__(self.wndInventory.UseItemSlotNew))
        slot.SetSelectEmptySlotEvent(ui.__mem_func__(self.wndInventory.SelectEmptySlot))
        slot.SetSelectItemSlotEvent(ui.__mem_func__(self.wndInventory.SelectItemSlot))
        slot.Show()
        return slot

    def SetOverInEvent2(self, slotNumber):
        if slotNumber in self.slot:
            self.toolTip.ClearToolTip()
            self.toolTip.AlignHorizonalCenter()
            self.toolTip.AutoAppendNewTextLine(self.slot[slotNumber][1], grp.GenerateColor(1.0, 1.0, 0.0, 1.0))
            self.toolTip.Show()

    def SetOverOutEvent2(self):
        self.toolTip.Hide()

    def RefreshCostumeSlot(self):
        for key, v in self.slot.items():
            v[0].SetItemSlot(key, player.GetItemIndex(key), 0)
            v[0].RefreshSlot()
           
        if app.ENABLE_HIDE_COSTUME_SYSTEM:
            self.elemets_hide = self.wndInventory.get_costume_hide_list()
            self.ButtonsHideCostume()
            self.costume_hide_load()

    if app.ENABLE_HIDE_COSTUME_SYSTEM:
        def ButtonsHideCostume(self):
            self.elemets_world["position"] = [
                [61 - 10,45 - 10],        # 0
                [61 - 10,8 - 10],         # 1
                [13- 10,15- 15],          # 2
                [62 + 22, 126 - 15],      # 3
                [134, 68]       # 4 hide shash
                # [33 ,118],       # 5 hide efect weapon 1
                # [66 ,118],       # 6 hide efect weapon 2
                # [99 ,118],       # 7 hide efect weapon 3
                # [33 ,150],       # 8 hide efect body 1
                # [33 ,170],       # 8 hide efect body 2
                # [33 ,180]        # 8 hide efect body 3
            ]

            for i in xrange(self.GetSlotCount()):
                if i == 3:
                    continue
                self.elemets_world["hide_button_%d"%i] = ui.Button()
                self.elemets_world["hide_button_%d"%i].SetParent(self)
                self.elemets_world["hide_button_%d"%i].SetPosition(self.elemets_world["position"][i][0]+12,self.elemets_world["position"][i][1]+37)
                self.elemets_world["hide_button_%d"%i].SetUpVisual("Modulo/HideCostume/button_show_0.tga")
                self.elemets_world["hide_button_%d"%i].SetOverVisual("Modulo/HideCostume/button_show_1.tga")
                self.elemets_world["hide_button_%d"%i].SetDownVisual("Modulo/HideCostume/button_show_0.tga")
                self.elemets_world["hide_button_%d"%i].SetEvent(self.FuncHide,i)
                self.elemets_world["hide_button_%d"%i].Hide()

        def FuncHide(self,index):
            net.SendChatPacket("/costume_hide %d" %index)

        def costume_hide_load(self):
            for i in xrange(self.GetSlotCount()):
                if i == 3:
                    continue
               
                if len(self.elemets_hide) > 0:
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetUpVisual("Modulo/HideCostume/button_%s_0.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetOverVisual("Modulo/HideCostume/button_%s_1.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                    self.elemets_world["hide_button_%d"%self.elemets_hide[i][0]].SetDownVisual("Modulo/HideCostume/button_%s_0.tga"%self.ButtonInfoHide(self.elemets_hide[i][1]))
                self.elemets_world["hide_button_%d"%i].Show()
Which costume window is this?
 
Geri
Üst