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#include "ScriptPCH.h"
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class npc_reset : public CreatureScript
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{
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    public:
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        npc_reset() : CreatureScript("npc_reset"){}
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		bool OnGossipHello(Player* player, Creature* creature)
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		{
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            player->ADD_GOSSIP_ITEM(4, "|TInterface\\icons\\INV_Misc_Wrench_01:30:30:-18:0|tRepair Items", GOSSIP_SENDER_MAIN, 2);
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            player->ADD_GOSSIP_ITEM(4, "|TInterface\\icons\\INV_Misc_Wrench_01:30:30:-18:0|tRepair Items", GOSSIP_SENDER_MAIN, 1);
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			player->ADD_GOSSIP_ITEM_EXTENDED(4, "|TInterface\\icons\\INV_Misc_Head_ClockworkGnome_01:30:30:-18:0|tReset Saves.",  GOSSIP_SENDER_MAIN, 3, "¿Are you sure you want to reset saves?", 0, false);
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			player->ADD_GOSSIP_ITEM_EXTENDED(4, "|TInterface\\icons\\INV_Misc_Head_ClockworkGnome_01:30:30:-18:0|tReset Saves.",  GOSSIP_SENDER_MAIN, 2, "¿Are you sure you want to reset saves?", 0, false);
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			player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
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			return true;
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		}
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        bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 actions)
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        {
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            switch (actions)
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            {
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                case 0:
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                    player->TeleportTo(1, -8531.564f, 2010.638f, 100.7205f, 0.380013f);
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			        creature->MonsterWhisper("Your items was repaired.", player);
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                    return true;
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			        break;
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                    player->TeleportTo(530, -2472.7460f, 8613.0058f, 195.9158f, 2.391120f);
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                       for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
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                    return true;
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                            Player::BoundInstancesMap &binds = player->GetBoundInstances(Difficulty(i));
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                            for (Player::BoundInstancesMap::iterator itr = binds.begin(); itr != binds.end();)
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                            {
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                                player->UnbindInstance(itr, Difficulty(i));
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                                creature->MonsterWhisper("Reset sucessful.", player);
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                                player->PlayerTalkClass->SendCloseGossip();
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                                return true;
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                case 3:
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                       }
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                       return true;
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                       break;
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                default: // Close
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                        player->CLOSE_GOSSIP_MENU();
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                        return true;
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            }
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            OnGossipHello(player, creature);
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            return true;
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        }
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};
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void AddSC_npc_reset()
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{
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    new npc_reset;
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}