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- Jul 14, 2025
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- 134
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- jigsaw86

Search:
Code:
def __AppendAttributeInformation(self, attrSlot, itemAbsChance = 0, lockedattr = -1, isTransfer = False, isCostumeStole = 0):
Replace:
Code:
def __AppendAttributeInformation(self, attrSlot, itemAbsChance = 0, lockedattr = -1, isTransfer = False, isCostumeStole = 0):
if 0 != attrSlot:
for i in xrange(player.ATTRIBUTE_SLOT_MAX_NUM):
if isTransfer:
if i == 5 or i == 6:
continue
type = attrSlot[i][0]
value = attrSlot[i][1]
if 0 == value:
continue
affectString = self.__GetAffectString(type, value)
if app.ENABLE_ACCE_SYSTEM:
if item.GetItemType() == item.ITEM_TYPE_COSTUME:
if item.GetItemSubType() == item.COSTUME_TYPE_ACCE:
if itemAbsChance != 0:
value = self.CalcAcceValue(value, itemAbsChance)
affectString = self.__GetAffectString(type, value)
if affectString:
# Logica pentru Culoare Galbena la VALOAREA MAXIMA
if type in self.MAX_ATTRIBUTE_VALUES:
max_val = self.MAX_ATTRIBUTE_VALUES[type]
# |cffffff00 este codul pentru Galben, |r reseteaza culoarea la cea originala
affectString += " |cffffff00(Max: %d)|r" % max_val
if isCostumeStole:
if value > 0:
affectColor = self.SPECIAL_POSITIVE_COLOR
elif value == 0:
affectColor = self.NORMAL_COLOR
else:
affectColor = self.NEGATIVE_COLOR
else:
affectColor = self.__GetAttributeColor(i, value)
if i == lockedattr and app.ATTR_LOCK:
affectColor = 0xff4287f5
self.AppendTextLine("<< "+affectString+" >>", affectColor)
else:
self.AppendTextLine(affectString, affectColor)