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local Items = {
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[25]={12345,"chests",11291,15},
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[57]={23456,"boots",11291,10},
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[2734]={34567,"heads",11291,5}}
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-- Structure:
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-- intid and itemid [intid]={itemid, classidtoenchant, itemidtocost, amount}
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-- [intid]={itemid, classidtoenchant, itemidtocost, amount}
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...
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... your code
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...
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if Items~=nil then
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	for k,l in pairs(Items) do
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		local name = WorldDBQuery("SELECT ´name1´ FROM ´items´ WHERE entry = "..Items[v][1]):GetColumn(0):GetString()
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		pUnit:GossipMenuAddItem(4, "Create a scroll to enchant your "..Items[l][2]..".      (Costs "..Items[l][4].." "..name..".)", Items[k], 0)
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	end
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end
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...
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... your code
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...
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if Items~=nil then
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	for n,v in pairs(Items) do if intid==n then
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		if player:GetItemCount(Items[v][3]) >= Items[v][4] then
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			player:CastSpell(32990)
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			player:RemoveItem(Items[v][3], Items[v][4])
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			player:AddItem(Items[v][1], 1)
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		else
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			local name = WorldDBQuery("SELECT ´name1´ FROM ´items´ WHERE entry = "..Items[v][1]):GetColumn(0):GetString()
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			player:SendBroadcastMessage("You do not have enough "..name..".")
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		end
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	end end
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end
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So if I would now look at the gossip screen of the NPC, I would see 3 menu items I could pic:
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Create a scroll to enchant your chests.      (Costs 15 Wood.)	--> adds item 12345
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Create a scroll to enchant your boots.      (Costs 10 Wood.)	--> adds item 23456
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Create a scroll to enchant your heads.      (Costs 5 Wood.)	--> adds item 34567
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