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a guest Jun 16th, 2019 77 Never
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  1. class gossip_test : public CreatureScript
  2. {
  3. public:
  4.     gossip_test() : CreatureScript("gossip_test") { }
  5.    
  6.     struct gossip_testAI : public ScriptedAI
  7.     {
  8.         gossip_testAI(Creature* creature) : ScriptedAI(creature) {}
  9.  
  10.         void sGossipHello(Player* player)
  11.         {
  12.             AddGossipItemFor(player, GOSSIP_ICON_CHAT, "testone", GOSSIP_SENDER_MAIN, 1);
  13.             AddGossipItemFor(player, GOSSIP_ICON_CHAT, "testwo", GOSSIP_SENDER_MAIN, 2);
  14.             SendGossipMenuFor(player, DEFAULT_GOSSIP_MESSAGE, me);
  15.         }
  16.         void sGossipSelect(Player* player, uint32 sender, uint32 action)
  17.         {
  18.        
  19.             // UINT32 ACTION ALAWAYS HAVE WRONG VALUE
  20.             if (action == 1)
  21.             {
  22.                 me->MonsterYell("testone, LANG_UNIVERSAL, me);
  23.             }
  24.            
  25.             if (action == 2)
  26.             {
  27.                 me->MonsterYell("testwo, LANG_UNIVERSAL, me);
  28.             }
  29.            
  30.             ClearGossipMenuFor(player);
  31.             CloseGossipMenuFor(player);
  32.         }
  33.         void sGossipSelectCode(Player* player, uint32 sender, uint32 action, char const* code)
  34.         {
  35.             uint32 gold = (atoi(code)) * GOLD;
  36.             player->Yell(to_string(gold), LANG_UNIVERSAL);
  37.             if (player->HasEnoughMoney(gold))
  38.             {
  39.                 Wager += gold;
  40.                 player->ModifyMoney(-gold, true);
  41.                 me->MonsterYell(("Current wager is " + to_string(Wager / GOLD) + " gold").c_str(), LANG_UNIVERSAL, me);
  42.             }
  43.             else
  44.             {
  45.                 WorldPacket data(SMSG_BARBER_SHOP_RESULT, 4);
  46.                 data << uint32(1);                                  // no money
  47.                 player->GetSession()->SendPacket(&data);
  48.             }
  49.  
  50.             ClearGossipMenuFor(player);
  51.             CloseGossipMenuFor(player);
  52.         }
  53.     };
  54.  
  55.     CreatureAI* GetAI(Creature* creature) const
  56.     {
  57.         return new gossip_testAI(creature);
  58.     }
  59. };
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