Mi is ez? Miért publikálom?
Nos, ugye a szerverfile 4 és fél leltárat enged alapból (255 slot miadt)
Nos elöször is, irjuk át a slot-ot "
int
"-re
Ha ez megvan,
forrásban, a common/lenght.h-ban keresük meg ezt:
INVENTORY_MAX_NUM = 90,
ha eddig 4 leltárad volt, akkor ezt:
INVENTORY_MAX_NUM = 180,
és irjuk át erre:
INVENTORY_MAX_NUM = 360,
game/char_item.cpp-ben
2 leltár esetén keress rá erre:
BYTE bPage = bCell / (INVENTORY_MAX_NUM / 2);
4 leltár esetén erre:
BYTE bPage = bCell / (INVENTORY_MAX_NUM / 4);
ird át erre:
BYTE bPage = bCell / (INVENTORY_MAX_NUM / 8);
ugyanitt 2 leltár esetén erre keress rá:
if (p / (INVENTORY_MAX_NUM / 2) != bPage)
4 esetén:
if (p / (INVENTORY_MAX_NUM / 4) != bPage)
és ird át erre:
if (p / (INVENTORY_MAX_NUM / 8) != bPage)
game/exchange.cpp
keress rá erre:
static CGrid s_grid2(5, INVENTORY_MAX_NUM/5 / 2)
és irj még be alá anyit, ahány leltárt akarsz (8 at)
static CGrid s_grid1(5, INVENTORY_MAX_NUM/5 / 2); // oldal 1
static CGrid s_grid2(5, INVENTORY_MAX_NUM/5 / 2); // oldal 2
static CGrid s_grid3(5, INVENTORY_MAX_NUM/5 / 2); // oldal 3
static CGrid s_grid4(5, INVENTORY_MAX_NUM/5 / 2); // oldal 4
static CGrid s_grid1(5, INVENTORY_MAX_NUM/5 / 2); // oldal 5
static CGrid s_grid2(5, INVENTORY_MAX_NUM/5 / 2); // oldal 6
static CGrid s_grid3(5, INVENTORY_MAX_NUM/5 / 2); // oldal 7
static CGrid s_grid4(5, INVENTORY_MAX_NUM/5 / 2); // oldal 8
keress rá erre:
s_grid1.Clear();
s_grid2.Clear();
ird át erre:
s_grid1.Clear();
s_grid2.Clear();
s_grid3.Clear();
s_grid4.Clear();
s_grid5.Clear();
s_grid6.Clear();
s_grid7.Clear();
s_grid8.Clear();
ezt:
for (i = 0; i < INVENTORY_MAX_NUM / 4; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid1.Put(i, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 4; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid2.Put(i - INVENTORY_MAX_NUM / 4, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 4; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid3.Put(i - INVENTORY_MAX_NUM / 4, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 4; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid4.Put(i - INVENTORY_MAX_NUM / 4, 1, item->GetSize());
}
erre:
for (i = 0; i < INVENTORY_MAX_NUM / 8; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid1.Put(i, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid2.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid3.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid4.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid5.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid6.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid7.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
for (i = INVENTORY_MAX_NUM / 8; i < INVENTORY_MAX_NUM; ++i)
{
if (!(item = victim->GetInventoryItem(i)))
continue;
s_grid8.Put(i - INVENTORY_MAX_NUM / 8, 1, item->GetSize());
}
Kliens rész:
Inditóban:
2 leltár esetén erre keress rá
const DWORD c_Inventory_Page_Count = 2;
4 esetén erre:
const DWORD c_Inventory_Page_Count = 4;
és ird át erre:
const DWORD c_Inventory_Page_Count = 8;
root/uiinventory.py
self.inventoryTab.append(self.GetChild("Inventory_Tab_02"))
ird alá ezt
self.inventoryTab.append(self.GetChild("Inventory_Tab_03"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_04"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_05"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_06"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_07"))
self.inventoryTab.append(self.GetChild("Inventory_Tab_08"))
keress rá erre:
self.inventoryTab[1].SetEvent(lambda arg=1: self.SetInventoryPage(arg))
ird alá ezt:
self.inventoryTab[2].SetEvent(lambda arg=2: self.SetInventoryPage(arg))
self.inventoryTab[3].SetEvent(lambda arg=3: self.SetInventoryPage(arg))
self.inventoryTab[4].SetEvent(lambda arg=4: self.SetInventoryPage(arg))
self.inventoryTab[5].SetEvent(lambda arg=5: self.SetInventoryPage(arg))
self.inventoryTab[6].SetEvent(lambda arg=6: self.SetInventoryPage(arg))
self.inventoryTab[7].SetEvent(lambda arg=7: self.SetInventoryPage(arg))
az egész setinventorypage funkciót ird felül ezzel: (erre keress rá "def SetInventoryPage(self, page):"
def SetInventoryPage(self, page):
self.inventoryTab[self.inventoryPageIndex].SetUp()
self.inventoryPageIndex = page
self.RefreshBagSlotWindow()
locale_hu/ui/inventorywindow.py
Csatoltam mert túl hosszú
locale_hu/locale_interface.txt
irjuk be bárhova ezt:
2 leltár esetén
INVENTORY_PAGE_BUTTON_TOOLTIP_3 3. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_4 4. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_5 5. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_6 6. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_7 7. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_8 8. leltár
4 leltár esetén:
INVENTORY_PAGE_BUTTON_TOOLTIP_5 5. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_6 6. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_7 7. leltár
INVENTORY_PAGE_BUTTON_TOOLTIP_8 8. leltár