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Zmiana nazwy okienka Metin2


Rekomendowane odpowiedzi

Opublikowano

Rozpakuj root'y, wejdź do locale.py i znajdź linijkę APP_TITLE i zmień sobie nazwę. :)

Zrobilem tak jak powiedziałeś i pokazuje mi sie log 

system.py line 273 i itp i itp

Opublikowano

Wrzuć tutaj najlepiej w spoilerze jak zmieniłeś pliczek, ponieważ pewnie w linii 273 jest błąd czy coś.

 

Skopiuj sobie to do notatnika ++ :D
 
 
 
import app
import constInfo
 
MAP_TREE2 = "MAP_TREE2"
 
APP_TITLE = "ErykMt2"
 
BLEND_POTION_NO_TIME = "BLEND_POTION_NO_TIME"
BLEND_POTION_NO_INFO = "BLEND_POTION_NO_INFO"
 
GUILD_HEADQUARTER = "Main Building"
GUILD_FACILITY = "Facility"
GUILD_OBJECT = "Object"
GUILD_MEMBER_COUNT_INFINITY = "INFINITY"
 
LOGIN_FAILURE_WEB_BLOCK = "BLOCK_LOGIN(WEB)"
LOGIN_FAILURE_BLOCK_LOGIN = "BLOCK_LOGIN"
CHANNEL_NOTIFY_FULL = "CHANNEL_NOTIFY_FULL"
 
GUILD_BUILDING_LIST_TXT = app.GetLocalePath() + "/GuildBuildingList.txt"
 
GUILD_MARK_MIN_LEVEL = "3"
GUILD_MARK_NOT_ENOUGH_LEVEL = "길드레벨 3이상 부터 가능합니다."
 
ERROR_MARK_UPLOAD_NEED_RECONNECT = "UploadMark: Reconnect to game"
ERROR_MARK_CHECK_NEED_RECONNECT = "CheckMark: Reconnect to game"
 
VIRTUAL_KEY_ALPHABET_LOWERS  = r"[1234567890]/qwertyuiop\=asdfghjkl;`'zxcvbnm.,"
VIRTUAL_KEY_ALPHABET_UPPERS  = r'{1234567890}?QWERTYUIOP|+ASDFGHJKL:~"ZXCVBNM<>'
VIRTUAL_KEY_SYMBOLS    = '!@#$%^&*()_+|{}:"<>?~'
VIRTUAL_KEY_NUMBERS    = "1234567890-=\[];',./`"
 
__IS_YMIR = "YMIR" == app.GetLocaleServiceName()
__IS_JAPAN = "JAPAN" == app.GetLocaleServiceName()
__IS_ENGLISH = "ENGLISH" == app.GetLocaleServiceName()
__IS_HONGKONG = "HONGKONG" == app.GetLocaleServiceName()
__IS_NEWCIBN = "NEWCIBN" == app.GetLocaleServiceName()
__IS_TAIWAN = "TAIWAN" == app.GetLocaleServiceName()
__IS_EUROPE = "EUROPE" == app.GetLocaleServiceName()
__IS_CANADA = "locale/ca" == app.GetLocalePath()
__IS_BRAZIL = "locale/br" == app.GetLocalePath()
__IS_SINGAPORE = "locale/sg" == app.GetLocalePath()
__IS_VIETNAM = "locale/vn" == app.GetLocalePath()
 
if __IS_TAIWAN:
__IS_HONGKONG = TRUE
 
if __IS_CANADA:
__IS_EUROPE = TRUE
 
def IsYMIR():
global __IS_YMIR
return __IS_YMIR
 
def IsJAPAN():
global __IS_JAPAN
return __IS_JAPAN
 
def IsENGLISH():
global __IS_ENGLISH
return __IS_ENGLISH
 
def IsHONGKONG():
global __IS_HONGKONG
return __IS_HONGKONG
 
def IsTAIWAN():
global __IS_TAIWAN
return __IS_TAIWAN
 
def IsNEWCIBN():
global __IS_NEWCIBN
return __IS_NEWCIBN
 
def IsEUROPE():
global __IS_EUROPE
return __IS_EUROPE
 
def IsCANADA():
global __IS_CANADA
return __IS_CANADA
 
def IsBRAZIL():
global __IS_BRAZIL
return __IS_BRAZIL
 
def IsVIETNAM():
global __IS_VIETNAM
return __IS_VIETNAM
 
def IsSINGAPORE():
global __IS_SINGAPORE
return __IS_SINGAPORE
 
# SUPPORT_NEW_KOREA_SERVER
def LoadLocaleData():
if IsYMIR():
import net
SERVER = "무쌍 서버"
if SERVER == net.GetServerInfo()[:len(SERVER)]:
app.SetCHEONMA(0)
app.LoadLocaleData("locale/korea")
constInfo.ADD_DEF_BONUS_ENABLE = 0
else:
app.SetCHEONMA(1)
app.LoadLocaleData("locale/ymir")
constInfo.ADD_DEF_BONUS_ENABLE = 1
else:
app.LoadLocaleData(app.GetLocalePath())
 
def IsCHEONMA():
if IsYMIR():
return app.IsCHEONMA()
else:
return 0
# END_OF_SUPPORT_NEW_KOREA_SERVER
 
def mapping(**kwargs): return kwargs
 
def SNA(text):
def f(x):
return text
return f
 
def SA(text):
def f(x):
return text % x
return f
 
def LoadLocaleFile(srcFileName, localeDict):
 
funcDict = {"SA":SA, "SNA":SNA}
 
lineIndex = 1
 
try:
lines = pack_open(srcFileName, "r").readlines()
except IOError:
import dbg
dbg.LogBox("LoadLocaleError(%(srcFileName)s)" % locals())
app.Abort()
 
for line in lines:
try:
tokens = line[:-1].split("\t")
if len(tokens) == 2:
localeDict[tokens[0]] = tokens[1]
elif len(tokens) >= 3:
type = tokens[2].strip()
if type:
localeDict[tokens[0]] = funcDict[type](tokens[1])
else:
localeDict[tokens[0]] = tokens[1]
else:
raise RuntimeError, "Unknown TokenSize"
 
lineIndex += 1
except:
import dbg
dbg.LogBox("%s: line(%d): %s" % (srcFileName, lineIndex, line), "Error")
raise
 
 
 
all = ["locale","error"]
 
if IsJAPAN():
FN_GM_MARK = "locale/japan/effect/gm.mse"
LOCALE_FILE_NAME = "locale/japan/locale_game.txt"
elif IsENGLISH():
FN_GM_MARK = "locale/english/effect/gm.mse"
LOCALE_FILE_NAME = "locale/english/locale_game.txt"
elif IsHONGKONG():
APP_TITLE = "??"
FN_GM_MARK = "locale/hongkong/effect/gm.mse"
LOCALE_FILE_NAME = "locale/hongkong/locale_game.txt"
elif IsNEWCIBN():
FN_GM_MARK = "locale/newcibn/effect/gm.mse"
LOCALE_FILE_NAME = "locale/newcibn/locale_game.txt"
elif IsEUROPE():
FN_GM_MARK = "%s/effect/gm.mse" % app.GetLocalePath()
LOCALE_FILE_NAME = "%s/locale_game.txt" % app.GetLocalePath()
else:
FN_GM_MARK = "locale/ymir/effect/gm.mse"
LOCALE_FILE_NAME = "locale/ymir/locale_game.txt"
 
constInfo.IN_GAME_SHOP_ENABLE = 1
 
LoadLocaleFile(LOCALE_FILE_NAME, locals())
 
########################################################################################################
## NOTE : 아이템을 버릴때 "무엇을/를 버리시겠습니까?" 문자열의 조사 선택을 위한 코드
dictSingleWord = {
"m":1, "n":1, "r":1, "M":1, "N":1, "R":1, "l":1, "L":1, "1":1, "3":1, "6":1, "7":1, "8":1, "0":1,
}
 
dictDoubleWord = {
"가":1, "갸":1, "거":1, "겨":1, "고":1, "교":1, "구":1, "규":1, "그":1, "기":1, "개":1, "걔":1, "게":1, "계":1, "과":1, "괘":1, "궈":1, "궤":1, "괴":1, "귀":1, "긔":1,
"까":1, "꺄":1, "꺼":1, "껴":1, "꼬":1, "꾜":1, "꾸":1, "뀨":1, "끄":1, "끼":1, "깨":1, "?:1, "께":1, "꼐":1, "꽈":1, "꽤":1, "꿔":1, "꿰":1, "꾀":1, "뀌":1, "?:1,
"나":1, "냐":1, "너":1, "녀":1, "노":1, "뇨":1, "누":1, "뉴":1, "느":1, "니":1, "내":1, "v":1, "네":1, "녜":1, "놔":1, "R":1, "눠":1, "눼":1, "뇌":1, "뉘":1, "늬":1,
"다":1, "댜":1, "더":1, "뎌":1, "도":1, "됴":1, "두":1, "듀":1, "드":1, "디":1, "대":1, "?:1, "데":1, "뎨":1, "돠":1, "돼":1, "둬":1, "뒈":1, "되":1, "뒤":1, "듸":1,
"따":1, "x":1, "떠":1, "뗘":1, "또":1, "?:1, "뚜":1, "":1, "뜨":1, "띠":1, "때":1, "":1, "떼":1, "?:1, "똬":1, "뙈":1, "?:1, "뛔":1, "뙤":1, "뛰":1, "띄":1,
"라":1, "랴":1, "러":1, "려":1, "로":1, "료":1, "루":1, "류":1, "르":1, "리":1, "래":1, "m":1, "레":1, "례":1, "롸":1, "O":1, "뤄":1, "뤠":1, "뢰":1, "뤼":1, "l":1,
"마":1, "먀":1, "머":1, "며":1, "모":1, "묘":1, "무":1, "뮤":1, "므":1, "미":1, "매":1, "?:1, "메":1, "몌":1, "뫄":1, "?:1, "뭐":1, "뭬":1, "뫼":1, "뮈":1, "?:1,
"바":1, "뱌":1, "버":1, "벼":1, "보":1, "뵤":1, "부":1, "뷰":1, "브":1, "비":1, "배":1, "":1, "베":1, "볘":1, "봐":1, "봬":1, "붜":1, "붸":1, "뵈":1, "뷔":1, "":1,
"빠":1, "뺘":1, "뻐":1, "뼈":1, "뽀":1, "뾰":1, "뿌":1, "쀼":1, "쁘":1, "삐":1, "빼":1, "?:1, "뻬":1, "?:1, "?:1, "?:1, "?:1, "?:1, "뾔":1, "?:1, "u":1,
"사":1, "샤":1, "서":1, "셔":1, "소":1, "쇼":1, "수":1, "슈":1, "스":1, "시":1, "새":1, "섀":1, "세":1, "셰":1, "솨":1, "쇄":1, "숴":1, "쉐":1, "쇠":1, "쉬":1, "?:1,
"싸":1, "X":1, "써":1, "?:1, "쏘":1, "쑈":1, "쑤":1, "o":1, "쓰":1, "씨":1, "쌔":1, "y":1, "쎄":1, "?:1, "쏴":1, "쐐":1, "쒀":1, "쒜":1, "쐬":1, "쒸":1, "씌":1,
"아":1, "야":1, "어":1, "여":1, "오":1, "요":1, "우":1, "유":1, "으":1, "이":1, "애":1, "얘":1, "에":1, "예":1, "와":1, "왜":1, "워":1, "웨":1, "외":1, "위":1, "의":1,
"자":1, "쟈":1, "저":1, "져":1, "조":1, "죠":1, "주":1, "쥬":1, "즈":1, "지":1, "재":1, "쟤":1, "제":1, "졔":1, "좌":1, "좨":1, "줘":1, "줴":1, "죄":1, "쥐":1, "?":1,
"짜":1, "쨔":1, "쩌":1, "쪄":1, "쪼":1, "?":1, "쭈":1, "쮸":1, "쯔":1, "찌":1, "째":1, "?":1, "쩨":1, "?":1, "쫘":1, "쫴":1, "쭤":1, "?":1, "쬐":1, "쮜":1, "?":1,
"차":1, "챠":1, "처":1, "쳐":1, "초":1, "쵸":1, "추":1, "츄":1, "츠":1, "치":1, "채":1, "?":1, "체":1, "쳬":1, "촤":1, "?":1, "춰":1, "췌":1, "최":1, "취":1, "M":1,
"카":1, "캬":1, "커":1, "켜":1, "코":1, "쿄":1, "쿠":1, "큐":1, "크":1, "키":1, "캐":1, "?":1, "케":1, "켸":1, "콰":1, "쾌":1, "쿼":1, "퀘":1, "쾨":1, "퀴":1, "?":1,
"타":1, "탸":1, "터":1, "텨":1, "토":1, "툐":1, "투":1, "튜":1, "트":1, "티":1, "태":1, "?":1, "테":1, "톄":1, "톼":1, "퇘":1, "퉈":1, "퉤":1, "퇴":1, "튀":1, "틔":1,
"파":1, "퍄":1, "퍼":1, "펴":1, "포":1, "표":1, "푸":1, "퓨":1, "프":1, "피":1, "패":1, "?":1, "페":1, "폐":1, "퐈":1, "?":1, "풔":1, "?":1, "푀":1, "퓌":1, "?":1,
"하":1, "햐":1, "허":1, "혀":1, "호":1, "효":1, "후":1, "휴":1, "흐":1, "히":1, "해":1, "?":1, "헤":1, "혜":1, "화":1, "홰":1, "훠":1, "훼":1, "회":1, "휘":1, "희":1,
}
 
locale = mapping(
)
 
 
def GetAuxiliaryWordType(text):
 
textLength = len(text)
 
if textLength > 1:
 
singleWord = text[-1]
 
if (singleWord >= '0' and singleWord <= '9') or\
(singleWord >= 'a' and singleWord <= 'z') or\
(singleWord >= 'A' and singleWord <= 'Z'):
if not dictSingleWord.has_key(singleWord):
return 1
 
elif dictDoubleWord.has_key(text[-2:]):
return 1
 
return 0
 
 
 
def CutMoneyString(sourceText, startIndex, endIndex, insertingText, backText):
 
sourceLength = len(sourceText)
 
if sourceLength < startIndex:
return backText
 
text = sourceText[max(0, sourceLength-endIndex):sourceLength-startIndex]
 
if not text:
return backText
 
if int(text) <= 0:
return backText
 
text = str(int(text))
 
if backText:
backText = " " + backText
 
return text + insertingText + backText
 
def SecondToDHM(time):
 
if time < 60:
return "0" + MINUTE
 
second = int(time % 60)
minute = int((time / 60) % 60)
hour = int((time / 60) / 60) % 24
day = int(int((time / 60) / 60) / 24)
 
text = ""
 
if day > 0:
text += str(day) + DAY
text += " "
 
if hour > 0:
text += str(hour) + HOUR
text += " "
 
if minute > 0:
text += str(minute) + MINUTE
 
return text
 
def SecondToHM(time):
 
if time < 60:
return "0" + MINUTE
 
second = int(time % 60)
minute = int((time / 60) % 60)
hour = int((time / 60) / 60)
 
text = ""
 
if hour > 0:
text += str(hour) + HOUR
if hour > 0:
text += " "
 
if minute > 0:
text += str(minute) + MINUTE
 
return text
 
 
def GetAlignmentTitleName(alignment):
if alignment >= 19000:
return TITLE_NAME_LIST[9]
elif alignment >= 12000:
return TITLE_NAME_LIST[0]
elif alignment >= 8000:
return TITLE_NAME_LIST[1]
elif alignment >= 4000:
return TITLE_NAME_LIST[2]
elif alignment >= 1000:
return TITLE_NAME_LIST[3]
elif alignment >= 0:
return TITLE_NAME_LIST[4]
elif alignment > -4000:
return TITLE_NAME_LIST[5]
elif alignment > -8000:
return TITLE_NAME_LIST[6]
elif alignment > -12000:
return TITLE_NAME_LIST[7]
elif alignment > -19000:
return TITLE_NAME_LIST[10]
 
return TITLE_NAME_LIST[8]
 
 
OPTION_PVPMODE_MESSAGE_DICT = {
0 : PVP_MODE_NORMAL,
1 : PVP_MODE_REVENGE,
2 : PVP_MODE_KILL,
3 : PVP_MODE_PROTECT,
4 : PVP_MODE_GUILD,
}
 
error = mapping(
CREATE_WINDOW = GAME_INIT_ERROR_MAIN_WINDOW,
CREATE_CURSOR = GAME_INIT_ERROR_CURSOR,
CREATE_NETWORK = GAME_INIT_ERROR_NETWORK,
CREATE_ITEM_PROTO = GAME_INIT_ERROR_ITEM_PROTO,
CREATE_MOB_PROTO = GAME_INIT_ERROR_MOB_PROTO,
CREATE_NO_DIRECTX = GAME_INIT_ERROR_DIRECTX,
CREATE_DEVICE = GAME_INIT_ERROR_GRAPHICS_NOT_EXIST,
CREATE_NO_APPROPRIATE_DEVICE = GAME_INIT_ERROR_GRAPHICS_BAD_PERFORMANCE,
CREATE_FORMAT = GAME_INIT_ERROR_GRAPHICS_NOT_SUPPORT_32BIT,
NO_ERROR = ""
)
 
 
GUILDWAR_NORMAL_DESCLIST = [GUILD_WAR_USE_NORMAL_MAP, GUILD_WAR_LIMIT_30MIN, GUILD_WAR_WIN_CHECK_SCORE]
GUILDWAR_WARP_DESCLIST = [GUILD_WAR_USE_BATTLE_MAP, GUILD_WAR_WIN_WIPE_OUT_GUILD, GUILD_WAR_REWARD_POTION]
GUILDWAR_CTF_DESCLIST = [GUILD_WAR_USE_BATTLE_MAP, GUILD_WAR_WIN_TAKE_AWAY_FLAG1, GUILD_WAR_WIN_TAKE_AWAY_FLAG2, GUILD_WAR_REWARD_POTION]
 
MINIMAP_ZONE_NAME_DICT = {
"metin2_map_a1"  : MAP_A1,
"map_a2"         : MAP_A2,
"metin2_map_a3"  : MAP_A3,
"metin2_map_b1"  : MAP_B1,
"map_b2"         : MAP_B2,
"metin2_map_b3"  : MAP_B3,
"metin2_map_c1"  : MAP_C1,
"map_c2"         : MAP_C2,
"metin2_map_c3"  : MAP_C3,
"map_n_snowm_01" : MAP_SNOW,
"metin2_map_n_flame_01" : MAP_FLAME,
"metin2_map_n_desert_01" : MAP_DESERT,
"metin2_map_milgyo" : MAP_TEMPLE,
"metin2_map_spiderdungeon" : MAP_SPIDER,
"metin2_map_deviltower1" : MAP_SKELTOWER,
"metin2_map_guild_01" : MAP_AG,
"metin2_map_guild_02" : MAP_BG,
"metin2_map_guild_03" : MAP_CG,
"metin2_map_trent" : MAP_TREE,
"metin2_map_trent02" : MAP_TREE2,
}
 
 
 
JOBINFO_TITLE = [
[JOB_WARRIOR0, JOB_WARRIOR1, JOB_WARRIOR2,],
[JOB_ASSASSIN0, JOB_ASSASSIN1, JOB_ASSASSIN2,],
[JOB_SURA0, JOB_SURA1, JOB_SURA2,],
[JOB_SHAMAN0, JOB_SHAMAN1, JOB_SHAMAN2,],
]
 
JOBINFO_DATA_LIST = [
[
["타고난 용맹과 굽히지 않는 무사의",
"기개를 사람들은 일컬어 [용자]라고",
"부른다. 어떠한 위기에서도 그들은 ",
"뒤로 물러서지 않으며, 다치고 움직",
"이기 힘든 동료를 위해 단신으로",
"적들과 마주 싸우기도 한다. 이들은",
"잘 단련된 근육과 힘, 강력한 공격력",
"으로 전장 최선두에서 공격진으로",
"활약한다.                      ",],
["가장 일반적인 공격형 무사로, ",
"적접전에 따른 직접 공격으로 전장",
"에서 활약한다. 군직 특성상 근력을",
"메인으로 스텟 포인트를 투자하되, ",
"적접전에 따른 생명력 / 방어력",
"확보를 위해 체력을 올린다. 또한",
"공격의 정확성을 높이기 위해 민첩",
"에도 포인트를 투자할 필요가 있다.",],
["상당 수준의 정신력을 이용하는",
"중/근거리 접전형 무사로, 각 기술",
"하나하나의 높은 공격력으로 전장에서",
"활약한다. 군직 특성상 근력을 메인",
"으로 스탯 포인트를 투자하되, ",
"중/근거리 공격의 정확성과 명중률을",
"위해 민첩을 올린다. 또한 접전 시 ",
"적 공격에 따른 생명력 / 방어력",
"확보를 위해 체력에도 포인트를",
"투자할 필요가 있다.        ",],
],
[
["자객은 어떠한 상황에서도 자신의",
"몸을 숨기고 은밀한 어둠의 임무를",
"수행하면서 전장의 후위를 지원하는", 
"자들이다. 이들은 아주 빠르고 신속",
"하며, 비할 데 없이 과감하고 절제된",
"행동으로 적의 급소에 치명타를 날리",
"되, 전장에선 적진을 향해 무수한",
"화살을 내뿜으며 자신의 용맹을",
"선보인다.                   "],
["두손 단검을 주무기로 다루며, 신속",
"하게 치고 빠지는 자객 특유의 움직임",
"으로 전장에서 활약한다. 군직 특성상",
"민첩을 메인으로 스텟 포인트를 투자",
"하되, 근력을 올려 공격력을 높인다.",
"또한 근접전에 따른 생명력/방어력 ",
"상승을 위해 체력에도 포인트를",
"투자할 필요가 있다.          ",],
["활을 주무기로 다루며, 긴 시야와",
"사정거리에 따른 원거리 공격으로",
"전장에서 활약한다. 군직 특성상",
"공격 성공률의 증가를 위해 민첩을",
"메인으로 올려야 하며, 원거리",
"공격의 데미지 증가를 위해 근력을",
"올릴 필요가 있다. 또한 적들에게",
"포위되었을 시, 적 공격에 버티기",
"위한 생명력/방어력 상승을 위해",
"체력에도 포인트를 투자할 필요가",
"있다.                        ", ],
],
[
["수라는 [독은 독으로]의 속성으로",
"창설된 특수 속성의 군직이다. ",
"그들은 전장에서 적들의 사기를 저하",
"시키고, 악마의 힘을 실은 마탄으로",
"적의 영혼과 육신을 짓뭉갠다. 때로",
"이들은 자신의 검과 갑옷에 어둠의",
"힘을 실어, 전장에서 무사 못지 않은",
"공격력을 발휘하기도 하는데, 적들을",
"죽여대는그 모습이 워낙에 끔찍해",
"사람들은 수라를 일컬어 [마신]이라",
"부르기를 주저 앉는다."],
["환무군의 수라는 악마의 씨에서",
"얻어지는 마력을 무기나 방어구에",
"실어 무사 못지 않은 전투력으로",
"전장에서 활약한다. 군직 특성상",
"지능이 높아질수록 착용 장비에", 
"실리는 마력의 위력이 증대되므로,",
"지능과 근력을 메인으로 스탯",
"포인트를 투자하되, 접전에 따른",
"생명력/방어력 확보를 위해 체력을",
"올린다. 또한 공격의 정확성과",
"회피를 위해서 민첩에도 포인트를",
"투자할 필요가 있다.           ",],
["흑마군의 수라들은 각종 어둠의",
"주문과 악마의 마법으로 전장에서",
"활약한다. 군직 특성상 마법 공격이",
"주이므로 지능을 메인으로 스텟",
"포인트를 투자하되, 원거리 마법",
"공격의 정확성을 위해 민첩을 올린다.",
"또한 포위 되었을시, 적 공격에 따른",
"생명력 / 방어력 확보를 위해 체력에도",
"포인트를 투자할 필요가 있다.    ",],
],
[
["무당은 용신과 자연, 두 고대의",
"힘을 다룰 수 있는 유일한 직종이다.",
"그들은 후방에서 아군을 보조하고",
"다친 동료의 부상을 회복 시키며",
"떨어진 사기를 상승시킨다. 그들은",
"아군의 수면과 휴식을 방해하는 자를 ",
"절대 용서하지 않으며, 그런 자들",
"에게는 한 점 주저 없이 주문을",
"터트려 그 비겁함을 엄히 징계한다.",],
["천룡군의 무당들은 각종 부적술과",
"보조주문에 능하며, 적의 직 / 간접",
"공격으로부터 아군을 지킨다. 군직",
"특성상 마법 능력이 주이므로 지능을",
"메인으로 스텟 포인트를 투자하되,",
"포위되었을 시, 적 공격에 따른",
"생명력 / 방어력 확보를 위해 체력을",
"올린다. 또한 원거리 마법 공격의",
"정확성을 위에 민첩에도 포인트를",
"투자할 필요가 있다.           ",],
["광뢰군의 무당들은 자연의 힘을",
"빌려 아군을 회복하고, 뇌신의 ",
"힘으로 밀집한 적들에게 큰 충격을",
"입힐 수 있는 이들이다. 군직의",
"특성상 마법 능력이 주이므로 지능을",
"메인으로 스텟 포인트를 투자하되,",
"포위되었을시, 적 공격에 따른",
"생명력 / 방어력 확보를 위해 체력을",
"올린다. 또한 원거리 마법 공격의",
"정확성을 위에 민첩에도 포인트를",
"투자할 필요가 있다.             "],
],
]
 
 
WHISPER_ERROR = {
1 : CANNOT_WHISPER_NOT_LOGON,
2 : CANNOT_WHISPER_DEST_REFUSE,
3 : CANNOT_WHISPER_SELF_REFUSE,
}
 
NOTIFY_MESSAGE = {
"CANNOT_EQUIP_SHOP" : CANNOT_EQUIP_IN_SHOP,
"CANNOT_EQUIP_EXCHANGE" : CANNOT_EQUIP_IN_EXCHANGE,
}
 
 
ATTACK_ERROR_TAIL_DICT = {
"IN_SAFE" : CANNOT_ATTACK_SELF_IN_SAFE,
"DEST_IN_SAFE" : CANNOT_ATTACK_DEST_IN_SAFE,
}
 
SHOT_ERROR_TAIL_DICT = {
"EMPTY_ARROW" : CANNOT_SHOOT_EMPTY_ARROW,
"IN_SAFE" : CANNOT_SHOOT_SELF_IN_SAFE,
"DEST_IN_SAFE" : CANNOT_SHOOT_DEST_IN_SAFE,
}
 
USE_SKILL_ERROR_TAIL_DICT = {
"IN_SAFE" : CANNOT_SKILL_SELF_IN_SAFE,
"NEED_TARGET" : CANNOT_SKILL_NEED_TARGET,
"NEED_EMPTY_BOTTLE" : CANNOT_SKILL_NEED_EMPTY_BOTTLE,
"NEED_POISON_BOTTLE" : CANNOT_SKILL_NEED_POISON_BOTTLE,
"REMOVE_FISHING_ROD" : CANNOT_SKILL_REMOVE_FISHING_ROD,
"NOT_YET_LEARN" : CANNOT_SKILL_NOT_YET_LEARN,
"NOT_MATCHABLE_WEAPON" : CANNOT_SKILL_NOT_MATCHABLE_WEAPON,
"WAIT_COOLTIME" : CANNOT_SKILL_WAIT_COOLTIME,
"NOT_ENOUGH_HP" : CANNOT_SKILL_NOT_ENOUGH_HP,
"NOT_ENOUGH_SP" : CANNOT_SKILL_NOT_ENOUGH_SP,
"CANNOT_USE_SELF" : CANNOT_SKILL_USE_SELF,
"ONLY_FOR_ALLIANCE" : CANNOT_SKILL_ONLY_FOR_ALLIANCE,
"CANNOT_ATTACK_ENEMY_IN_SAFE_AREA" : CANNOT_SKILL_DEST_IN_SAFE,
"CANNOT_APPROACH" : CANNOT_SKILL_APPROACH,
"CANNOT_ATTACK" : CANNOT_SKILL_ATTACK,
"ONLY_FOR_CORPSE" : CANNOT_SKILL_ONLY_FOR_CORPSE,
"EQUIP_FISHING_ROD" : CANNOT_SKILL_EQUIP_FISHING_ROD, 
"NOT_HORSE_SKILL" : CANNOT_SKILL_NOT_HORSE_SKILL,
"HAVE_TO_RIDE" : CANNOT_SKILL_HAVE_TO_RIDE,
}
 
LEVEL_LIST=["", HORSE_LEVEL1, HORSE_LEVEL2, HORSE_LEVEL3]
 
HEALTH_LIST=[
HORSE_HEALTH0,
HORSE_HEALTH1, 
HORSE_HEALTH2,
HORSE_HEALTH3,
]
 
 
USE_SKILL_ERROR_CHAT_DICT = {
"NEED_EMPTY_BOTTLE" : SKILL_NEED_EMPTY_BOTTLE,
"NEED_POISON_BOTTLE" : SKILL_NEED_POISON_BOTTLE, 
"ONLY_FOR_GUILD_WAR" : SKILL_ONLY_FOR_GUILD_WAR,
}
 
SHOP_ERROR_DICT = {
"NOT_ENOUGH_MONEY" : SHOP_NOT_ENOUGH_MONEY,
"SOLDOUT" : SHOP_SOLDOUT,
"INVENTORY_FULL" : SHOP_INVENTORY_FULL,
"INVALID_POS" : SHOP_INVALID_POS,
}
 
STAT_MINUS_DESCRIPTION = {
"HTH-" : STAT_MINUS_CON,
"INT-" : STAT_MINUS_INT,
"STR-" : STAT_MINUS_STR,
"DEX-" : STAT_MINUS_DEX,
}
 
MODE_NAME_LIST = ( PVP_OPTION_NORMAL, PVP_OPTION_REVENGE, PVP_OPTION_KILL, PVP_OPTION_PROTECT, )
TITLE_NAME_LIST = ( PVP_LEVEL0, PVP_LEVEL1, PVP_LEVEL2, PVP_LEVEL3, PVP_LEVEL4, PVP_LEVEL5, PVP_LEVEL6, PVP_LEVEL7, PVP_LEVEL8, PVP_LEVEL9, PVP_LEVEL10, )
 
 
def EUL(name):
if GetAuxiliaryWordType(name):
return "를 "
else:
return "을 "
 
def I(name):
if GetAuxiliaryWordType(name):
return "가 "
else:
return "이 "
 
def DO_YOU_SELL_ITEM(sellItemName, sellItemCount, sellItemPrice):
name = sellItemName
if sellItemCount > 1:
name += " "
name += str(sellItemCount)
name += "개"
 
return name + EUL(name) + str(sellItemPrice) + "냥에 파시겠습니까?"
 
def DO_YOU_BUY_ITEM(sellItemName, sellItemCount, sellItemPrice):
name = sellItemName
if sellItemCount > 1:
name += " "
name += str(sellItemCount)
name += "개"
 
return name + EUL(name) + str(sellItemPrice) + "에 사시겠습니까?"
 
def REFINE_FAILURE_CAN_NOT_ATTACH(attachedItemName):
return attachedItemName+EUL(attachedItemName)+"부착할 수 없는 아이템입니다"
 
def REFINE_FAILURE_NO_SOCKET(attachedItemName):
return attachedItemName+EUL(attachedItemName)+"부착할 수 있는 소켓이 없습니다"
 
def REFINE_FAILURE_NO_GOLD_SOCKET(attachedItemName):
return attachedItemName+EUL(attachedItemName)+"부착할 수 있는 황금 소켓이 없습니다"
 
def HOW_MANY_ITEM_DO_YOU_DROP(dropItemName, dropItemCount):
name = dropItemName
if dropItemCount > 1:
name += " "
name += str(dropItemCount)
name += "개"
 
return name+EUL(name)+"버리시겠습니까?"
 
def NumberToMoneyString(number):
 
if number <= 0:
return "0냥"
 
number = str(number)
result = CutMoneyString(number, 0, 4, "", "")
result = CutMoneyString(number, 4, 8, "만", result)
result = CutMoneyString(number, 8, 12, "억", result)
result = result + "냥"
 
return result
 
def FISHING_NOTIFY(isFish, fishName):
if isFish:
return fishName + I(fishName) + "문 듯 합니다."
else:
return fishName + I(fishName) + "걸린듯 합니다."
 
def FISHING_SUCCESS(isFish, fishName):
if isFish:
return fishName + EUL(fishName) + "잡았습니다!"
else:
return fishName + EUL(fishName) + "얻었습니다!"
 
def GetLetterImageName():
return "season1/icon/scroll_close.tga"
def GetLetterOpenImageName():
return "season1/icon/scroll_open.tga"
def GetLetterCloseImageName():
return "season1/icon/scroll_close.tga"
 
if 932 == app.GetDefaultCodePage():
def DO_YOU_SELL_ITEM(sellItemName, sellItemCount, sellItemPrice):
if sellItemCount > 1 :
return "%s %s ??%s ????H" % ( sellItemName, sellItemCount, NumberToMoneyString(sellItemPrice) )
else:
return "%s ?%s?????H" % (sellItemName, NumberToMoneyString(sellItemPrice) )
 
def DO_YOU_BUY_ITEM(buyItemName, buyItemCount, buyItemPrice) :
if buyItemCount > 1 :
return "%s %s??%s?????H" % ( buyItemName, buyItemCount, buyItemPrice )
else:
return "%s?%s?????H" % ( buyItemName, buyItemPrice )
 
def REFINE_FAILURE_CAN_NOT_ATTACH(attachedItemName) :
return "%s?????ACe???B" % (attachedItemName)
 
def REFINE_FAILURE_NO_SOCKET(attachedItemName) :
return "%s???Pbg?????B" % (attachedItemName)
 
def REFINE_FAILURE_NO_GOLD_SOCKET(attachedItemName) :
return "%s??????Pbg?????B" % (attachedItemName)
 
def HOW_MANY_ITEM_DO_YOU_DROP(dropItemName, dropItemCount) :
if dropItemCount > 1 :
return "%s %d ???????H" % (dropItemName, dropItemCount)
else :
return "%s??????H" % (dropItemName)
 
def FISHING_NOTIFY(isFish, fishName) :
if isFish :
return "%s ?H???????? % ( fishName )
else :
return "%s ????????? % ( fishName )
 
def FISHING_SUCCESS(isFish, fishName) :
if isFish :
return "%s ???????I" % (fishName)
else :
return "%s ?? ?????I" % (fishName)
 
def NumberToMoneyString(number) :
if number <= 0 :
return "0?
 
number = str(number)
result = CutMoneyString(number, 0, 4, "", "")
result = CutMoneyString(number, 4, 8, "", result)
result = CutMoneyString(number, 8, 12, "", result)
result = result + "?
 
return result
elif IsHONGKONG():
def DO_YOU_SELL_ITEM(sellItemName, sellItemCount, sellItemPrice):
if sellItemCount > 1 :
return DO_YOU_SELL_ITEM2 % (sellItemName, sellItemCount, NumberToMoneyString(sellItemPrice) )
else:
return DO_YOU_SELL_ITEM1 % (sellItemName, NumberToMoneyString(sellItemPrice) )
 
def DO_YOU_BUY_ITEM(buyItemName, buyItemCount, buyItemPrice) :
if buyItemCount > 1 :
return DO_YOU_BUY_ITEM2 % ( buyItemName, buyItemCount, buyItemPrice )
else:
return DO_YOU_BUY_ITEM1 % ( buyItemName, buyItemPrice )
 
def REFINE_FAILURE_CAN_NOT_ATTACH(attachedItemName) :
return REFINE_FAILURE_CAN_NOT_ATTACH0 % (attachedItemName)
 
def REFINE_FAILURE_NO_SOCKET(attachedItemName) :
return REFINE_FAILURE_NO_SOCKET0 % (attachedItemName)
 
def REFINE_FAILURE_NO_GOLD_SOCKET(attachedItemName) :
return REFINE_FAILURE_NO_GOLD_SOCKET0 % (attachedItemName)
 
def HOW_MANY_ITEM_DO_YOU_DROP(dropItemName, dropItemCount) :
if dropItemCount > 1 :
return HOW_MANY_ITEM_DO_YOU_DROP2 % (dropItemName, dropItemCount)
else :
return HOW_MANY_ITEM_DO_YOU_DROP1 % (dropItemName)
 
def FISHING_NOTIFY(isFish, fishName) :
if isFish :
return FISHING_NOTIFY1 % ( fishName )
else :
return FISHING_NOTIFY2 % ( fishName )
 
def FISHING_SUCCESS(isFish, fishName) :
if isFish :
return FISHING_SUCCESS1 % (fishName)
else :
return FISHING_SUCCESS2 % (fishName)
 
def NumberToMoneyString(number) :
if number <= 0 :
return "0 %s" % (MONETARY_UNIT0)
 
number = str(number)
result = CutMoneyString(number, 0, 4, "", "")
result = CutMoneyString(number, 4, 8, MONETARY_UNIT1, result)
result = CutMoneyString(number, 8, 12, MONETARY_UNIT2, result)
result = result + MONETARY_UNIT0
 
return result
elif IsNEWCIBN():
def DO_YOU_SELL_ITEM(sellItemName, sellItemCount, sellItemPrice):
if sellItemCount>1:
return "횅땍겉%s몸%s%s쏜귑찡딜찐" % (str(sellItemCount), sellItemName, str(sellItemPrice))
else:
return "횅땍겉%s%s쏜귑찡딜찐" % (sellItemName, str(sellItemPrice))
 
def DO_YOU_BUY_ITEM(sellItemName, sellItemCount, sellItemPrice):
if sellItemCount>1:
return "횅땍겉%s몸%s%s쏜귑찜쏵찐" % (str(sellItemCount), sellItemName, str(sellItemPrice))
else:
return "횅땍겉%s%s쏜귑찜쏵찐" % (sellItemName, str(sellItemPrice))
 
def REFINE_FAILURE_CAN_NOT_ATTACH(attachedItemName):
return "轟랬穹퓌%s 돨陋구" % (attachedItemName)
 
def REFINE_FAILURE_NO_SOCKET(attachedItemName):
return "청唐옵穹퓌%s 돨왝" % (attachedItemName)
 
def REFINE_FAILURE_NO_GOLD_SOCKET(attachedItemName):
return "청唐옵穹퓌%s 돨뼝쏜왝" % (attachedItemName)
 
def HOW_MANY_ITEM_DO_YOU_DROP(dropItemName, dropItemCount):
if dropItemCount>1:
return "횅땍휀딜%d몸%s찐?" % (dropItemCount, dropItemName)
else:
return "횅땍휀딜%s찐?" % (dropItemName)
 
def FISHING_NOTIFY(isFish, fishName):
if isFish:
return fishName + " 球냇匣?
else:
return "딥淪" + fishName + "죄。"
 
def FISHING_SUCCESS(isFish, fishName):
if isFish:
return "딥淪" + fishName + "죄。"
else:
return "삿돤" + fishName + "죄。"
 
def NumberToMoneyString(number):
 
if number <= 0:
return "0좃"
 
number = str(number)
result = CutMoneyString(number, 0, 4, "", "")
result = CutMoneyString(number, 4, 8, "拱", result)
result = CutMoneyString(number, 8, 12, "", result)
result = result + "좃"
 
return result
elif IsEUROPE():
def DO_YOU_SELL_ITEM(sellItemName, sellItemCount, sellItemPrice):
if sellItemCount > 1 :
return DO_YOU_SELL_ITEM2 % (sellItemName, sellItemCount, NumberToMoneyString(sellItemPrice) )
else:
return DO_YOU_SELL_ITEM1 % (sellItemName, NumberToMoneyString(sellItemPrice) )
 
def DO_YOU_BUY_ITEM(buyItemName, buyItemCount, buyItemPrice) :
if buyItemCount > 1 :
return DO_YOU_BUY_ITEM2 % ( buyItemName, buyItemCount, buyItemPrice )
else:
return DO_YOU_BUY_ITEM1 % ( buyItemName, buyItemPrice )
 
def REFINE_FAILURE_CAN_NOT_ATTACH(attachedItemName) :
return REFINE_FAILURE_CAN_NOT_ATTACH0 % (attachedItemName)
 
def REFINE_FAILURE_NO_SOCKET(attachedItemName) :
return REFINE_FAILURE_NO_SOCKET0 % (attachedItemName)
 
def REFINE_FAILURE_NO_GOLD_SOCKET(attachedItemName) :
return REFINE_FAILURE_NO_GOLD_SOCKET0 % (attachedItemName)
 
def HOW_MANY_ITEM_DO_YOU_DROP(dropItemName, dropItemCount) :
if dropItemCount > 1 :
return HOW_MANY_ITEM_DO_YOU_DROP2 % (dropItemName, dropItemCount)
else :
return HOW_MANY_ITEM_DO_YOU_DROP1 % (dropItemName)
 
def FISHING_NOTIFY(isFish, fishName) :
if isFish :
return FISHING_NOTIFY1 % ( fishName )
else :
return FISHING_NOTIFY2 % ( fishName )
 
def FISHING_SUCCESS(isFish, fishName) :
if isFish :
return FISHING_SUCCESS1 % (fishName)
else :
return FISHING_SUCCESS2 % (fishName)
 
def NumberToMoneyString(n) :
if n <= 0 :
return "0 %s" % (MONETARY_UNIT0)
 
return "%s %s" % ('.'.join([ i-3<0 and str(n)[:i] or str(n)[i-3:i] for i in range(len(str(n))%3, len(str(n))+1, 3) if i ]), MONETARY_UNIT0) 
Opublikowano

1.Wchodzisz do root i otwierasz: localeinfo.py (najlepiej edytować przez Notepad++)

2. Przechodzisz do linijki (prawdopodobnie 12) i APP_TITLE = "Tu wpisz nazwę swojego clienta/serwera"

3. Zapisujesz pliczek

4. Pakujesz root!

Gotowe!
 

Pcimiu

 

 

Pomogłem?

 

Jak tak to kliknij ,,Lubię to!" :)

Opublikowano

Spróbujcie bezpośrednio zmienić w prototype.py:
 

app.Create(localeinfo.APP_TITLE, systemSetting.GetWidth(), systemSetting.GetHeight(), 1)

na

app.Create("Aivis.pl - Prywatny serwer Metin2", systemSetting.GetWidth(), systemSetting.GetHeight(), 1)

27842142749169581780.png

8910814572903361049127.png

Opublikowano

­zrób tak 

 

jak masz w rootach locale.py zmień nazwe na locale.txt odtwórz jako notatnik++ edytuj i zapisz potem zmienień z locale.txt na locale.py i spakój root

banner.png

Opublikowano

Spróbujcie bezpośrednio zmienić w prototype.py:

 

app.Create(localeinfo.APP_TITLE, systemSetting.GetWidth(), systemSetting.GetHeight(), 1)

na

app.Create("Aivis.pl - Prywatny serwer Metin2", systemSetting.GetWidth(), systemSetting.GetHeight(), 1)

27842142749169581780.png

 

Wojtek nie po prostu ludzie nie umieją edytować i pakować rzeczy, jeśli chcesz to napisz mi na gg to Ci zmienię.

Wiem, że tak jest, bo już jedna osoba tak miała :>

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