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- #include "ScriptPCH.h"
- enum Enchants
- {
- ENCHANT_WEP_LANDSLIDE = 4099,
- ENCHANT_WEP_POWER_TORRENT = 4097,
- ENCHANT_WEP_WINDWALK = 4098,
- ENCHANT_WEP_HEARTSONG = 4084,
- ENCHANT_WEP_HURRICANE = 4083,
- ENCHANT_WEP_ELEMENTAL_SLAYER = 4074,
- ENCHANT_WEP_AVALANCHE = 4067,
- ENCHANT_WEP_MENDING = 4066,
- ENCHANT_2HWEP_MIGHTY_AGILITY = 4227,
- ENCHANT_OFF_HAND_SUPERIOR_INTELLECT = 4091,
- ENCHANT_SHIELD_MASTERY = 4085,
- ENCHANT_SHIELD_PROTECTION = 4073,
- ENCHANT_HEAD_VICIOUS_INTELLECT = 4245,
- ENCHANT_HEAD_VICIOUS_AGILITY = 4246,
- ENCHANT_HEAD_VICIOUS_STRENGTH = 4247,
- ENCHANT_SHOULDER_VICIOUS_INTELLECT = 4248,
- ENCHANT_SHOULDER_VICIOUS_AGILITY = 4250,
- ENCHANT_SHOULDER_VICIOUS_STRENGTH = 4249,
- ENCHANT_CLOAK_GREATER_CRITICAL_STRIKE = 4100,
- ENCHANT_CLOAK_GREATER_INTELLECT = 4096,
- ENCHANT_CLOAK_PROTECTION = 4090,
- ENCHANT_CLOAK_GREATER_SPELL_PIERCING = 4064,
- ENCHANT_GLOVES_GREATER_MASTERY = 4107,
- ENCHANT_GLOVES_MIGHTY_STRENGTH = 4106,
- ENCHANT_GLOVES_GREATER_EXPERTISE = 4082,
- ENCHANT_GLOVES_HASTE = 4068,
- ENCHANT_BRACERS_GREATER_CRITICAL_STRIKE = 4101,
- ENCHANT_BRACERS_GREATER_SPEED = 4108,
- ENCHANT_BRACERS_AGILITY = 4258,
- ENCHANT_BRACERS_MAJOR_STRENGTH = 4256,
- ENCHANT_BRACERS_MIGHTY_INTELLECT = 4257,
- ENCHANT_BRACERS_GREATER_EXPERTISE = 4095,
- ENCHANT_BRACERS_EXCEPTIONAL_SPIRIT = 4093,
- ENCHANT_BRACERS_PRECISION = 4089,
- ENCHANT_BRACERS_SUPERIOR_DODGE = 4086,
- ENCHANT_CHEST_PEERLESS_STATS = 4102,
- ENCHANT_CHEST_GREATER_STAMINA = 4103,
- ENCHANT_CHEST_EXCEPTIONAL_SPIRIT = 4088,
- ENCHANT_CHEST_MIGHTY_RESILIENCE = 4077,
- ENCHANT_BOOTS_ASSASSINS_STEP = 4105,
- ENCHANT_BOOTS_LAVAWALKER = 4104,
- ENCHANT_BOOTS_MASTERY = 4094,
- ENCHANT_BOOTS_PRECISION = 4092,
- ENCHANT_BOOTS_MAJOR_AGILITY = 4076,
- ENCHANT_BOOTS_HASTE = 4069,
- ENCHANT_RING_AGILITY = 4079,
- ENCHANT_RING_GREATER_STAMINA = 4081,
- ENCHANT_RING_INTELLECT = 4080,
- ENCHANT_RING_STRENGTH = 4078,
- };
- #define ONE_HAND_WEAPON_COST 10000 * 20 //20g
- #define TWO_HAND_WEAPON_COST 10000 * 30 //30g
- #define MAIN_PIECES_COST 10000 * 15 //15g
- #define OFF_PIECES_COST 10000 * 10 //10g
- #define SHIELD_COST 10000 * 10 //10g
- void Enchant(Player* player, Item* item, uint32 enchantid)
- {
- if (!item)
- {
- player->GetSession()->SendNotification("You need to equip an item in that slot to enchant it!");
- return;
- }
- if (!enchantid)
- return;
- player->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, false);
- item->SetEnchantment(PERM_ENCHANTMENT_SLOT, enchantid, 0, 0);
- player->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, true);
- std::string color = "|cff";
- switch (item->GetTemplate()->Quality)
- {
- case 0:
- color += "9d9d9d";
- break;
- case 1:
- color += "ffffff";
- break;
- case 2:
- color += "1eff00";
- break;
- case 3:
- color += "0070dd";
- break;
- case 4:
- color += "a335ee";
- break;
- case 5:
- color += "ff8000";
- break;
- }
- ChatHandler(player).PSendSysMessage("|cffFFFFFF[%s%s|cffFFFFFF] |cffFF0000succesfully enchanted!", color.c_str(), item->GetTemplate()->Name1.c_str());
- }
- class npc_enchantment : public CreatureScript
- {
- public:
- npc_enchantment() : CreatureScript("npc_enchantment") { }
- bool OnGossipHello(Player* player, Creature* creature)
- {
- player->ADD_GOSSIP_ITEM(1, "[Enchant Weapon]", GOSSIP_SENDER_MAIN, 1);
- player->ADD_GOSSIP_ITEM(1, "[Enchant 2H Weapon]", GOSSIP_SENDER_MAIN, 2);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Off-Hand]", GOSSIP_SENDER_MAIN, 3);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Head]", GOSSIP_SENDER_MAIN, 4);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Shoulders]", GOSSIP_SENDER_MAIN, 5);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Cloak]", GOSSIP_SENDER_MAIN, 6);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Chest]", GOSSIP_SENDER_MAIN, 7);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Bracers]", GOSSIP_SENDER_MAIN, 8);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Gloves]", GOSSIP_SENDER_MAIN, 9);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Legs]", GOSSIP_SENDER_MAIN, 10);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Feet]", GOSSIP_SENDER_MAIN, 11);
- if (player->HasSkill(SKILL_ENCHANTING) && player->GetSkillValue(SKILL_ENCHANTING) == 450)
- player->ADD_GOSSIP_ITEM(1, "[Enchant Rings]", GOSSIP_SENDER_MAIN, 12);
- player->SEND_GOSSIP_MENU(100001, creature->GetGUID());
- return true;
- }
- bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
- {
- player->PlayerTalkClass->ClearMenus();
- Item * mainItem;
- switch (action)
- {
- case 1: // Enchant Weapon
- player->ADD_GOSSIP_ITEM(1, "Avalanche [20g]", GOSSIP_SENDER_MAIN, 102);
- player->ADD_GOSSIP_ITEM(1, "Elemental Slayer [20g]", GOSSIP_SENDER_MAIN, 103);
- player->ADD_GOSSIP_ITEM(1, "Heartsong [20g]", GOSSIP_SENDER_MAIN, 100);
- player->ADD_GOSSIP_ITEM(1, "Hurricane [20g]", GOSSIP_SENDER_MAIN, 101);
- player->ADD_GOSSIP_ITEM(1, "Landslide [20g]", GOSSIP_SENDER_MAIN, 104);
- player->ADD_GOSSIP_ITEM(1, "Power Torrent [20g]", GOSSIP_SENDER_MAIN, 105);
- player->ADD_GOSSIP_ITEM(1, "Mending [20g]", GOSSIP_SENDER_MAIN, 106);
- player->ADD_GOSSIP_ITEM(1, "Windwalk [20g]", GOSSIP_SENDER_MAIN, 107);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100002, creature->GetGUID());
- return true;
- break;
- case 2: // Enchant 2H Weapon
- {
- mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
- if (!mainItem || mainItem->GetTemplate()->InventoryType != INVTYPE_2HWEAPON)
- {
- player->GetSession()->SendAreaTriggerMessage("|cffFF0000You need a Two-Hand Weapon equipped!");
- return false;
- player->PlayerTalkClass->SendCloseGossip();
- }
- if (mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON)
- {
- player->ADD_GOSSIP_ITEM(1, "Avalanche [20g]", GOSSIP_SENDER_MAIN, 102);
- player->ADD_GOSSIP_ITEM(1, "Elemental Slayer [20g]", GOSSIP_SENDER_MAIN, 103);
- player->ADD_GOSSIP_ITEM(1, "Heartsong [20g]", GOSSIP_SENDER_MAIN, 100);
- player->ADD_GOSSIP_ITEM(1, "Hurricane [20g]", GOSSIP_SENDER_MAIN, 101);
- player->ADD_GOSSIP_ITEM(1, "Landslide [20g]", GOSSIP_SENDER_MAIN, 104);
- player->ADD_GOSSIP_ITEM(1, "Power Torrent [20g]", GOSSIP_SENDER_MAIN, 105);
- player->ADD_GOSSIP_ITEM(1, "Mending [20g]", GOSSIP_SENDER_MAIN, 106);
- player->ADD_GOSSIP_ITEM(1, "Windwalk [20g]", GOSSIP_SENDER_MAIN, 107);
- player->ADD_GOSSIP_ITEM(1, "Mighty Agility [30g]", GOSSIP_SENDER_MAIN, 108);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100003, creature->GetGUID());
- return true;
- }
- }
- break;
- case 3: // Enchant Shield
- {
- mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- if (!mainItem)
- {
- player->GetSession()->SendAreaTriggerMessage("|cffFF0000You need an Off-Hand or Shield equipped!");
- player->PlayerTalkClass->SendCloseGossip();
- return false;
- }
- if (mainItem->GetTemplate()->InventoryType == INVTYPE_SHIELD)
- {
- player->ADD_GOSSIP_ITEM(1, "Mastery [10g]", GOSSIP_SENDER_MAIN, 109);
- player->ADD_GOSSIP_ITEM(1, "Protection [10g]", GOSSIP_SENDER_MAIN, 110);
- player->ADD_GOSSIP_ITEM(1, "Superior Intellect [10g]", GOSSIP_SENDER_MAIN, 111);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100004, creature->GetGUID());
- return true;
- }
- if (mainItem->GetTemplate()->InventoryType == INVTYPE_WEAPONOFFHAND)
- {
- player->ADD_GOSSIP_ITEM(1, "Superior Intellect [10g]", GOSSIP_SENDER_MAIN, 111);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->SEND_GOSSIP_MENU(100004, creature->GetGUID());
- }
- }
- break;
- case 4: // Enchant Head
- player->ADD_GOSSIP_ITEM(1, "Arcanum of Vicious Agility [15g]", GOSSIP_SENDER_MAIN, 112);
- player->ADD_GOSSIP_ITEM(1, "Arcanum of Vicious Intellect [15g]", GOSSIP_SENDER_MAIN, 113);
- player->ADD_GOSSIP_ITEM(1, "Arcanum of Vicious Strength [15g]", GOSSIP_SENDER_MAIN, 114);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100005, creature->GetGUID());
- return true;
- break;
- case 5: // Enchant Shoulders
- player->ADD_GOSSIP_ITEM(1, "Greater Inscription of the Vicious Agility [15g]", GOSSIP_SENDER_MAIN, 115);
- player->ADD_GOSSIP_ITEM(1, "Greater Inscription of the Vicious Intellect [15g]", GOSSIP_SENDER_MAIN, 116);
- player->ADD_GOSSIP_ITEM(1, "Greater Inscription of the Vicious Strength [15g]", GOSSIP_SENDER_MAIN, 117);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100006, creature->GetGUID());
- return true;
- break;
- case 6: // Enchant Cloak
- player->ADD_GOSSIP_ITEM(1, "Greater Critical Strike [10g]", GOSSIP_SENDER_MAIN, 118);
- player->ADD_GOSSIP_ITEM(1, "Greater Intellect [10g]", GOSSIP_SENDER_MAIN, 119);
- player->ADD_GOSSIP_ITEM(1, "Greater Spell Piercing [10g]", GOSSIP_SENDER_MAIN, 120);
- player->ADD_GOSSIP_ITEM(1, "Protection [10g]", GOSSIP_SENDER_MAIN, 121);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100007, creature->GetGUID());
- return true;
- break;
- case 7: //Enchant chest
- player->ADD_GOSSIP_ITEM(1, "Exceptional Spirit [15g]", GOSSIP_SENDER_MAIN, 122);
- player->ADD_GOSSIP_ITEM(1, "Greater Stamina [15g]", GOSSIP_SENDER_MAIN, 123);
- player->ADD_GOSSIP_ITEM(1, "Mighty Resilience [15g]", GOSSIP_SENDER_MAIN, 124);
- player->ADD_GOSSIP_ITEM(1, "Peerless Stats [15g]", GOSSIP_SENDER_MAIN, 125);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100008, creature->GetGUID());
- return true;
- break;
- case 8: //Enchant Bracers
- player->ADD_GOSSIP_ITEM(1, "Agility [10g]", GOSSIP_SENDER_MAIN, 126);
- player->ADD_GOSSIP_ITEM(1, "Exceptional Spirit [10g]", GOSSIP_SENDER_MAIN, 127);
- player->ADD_GOSSIP_ITEM(1, "Greater Critical Strike [10g]", GOSSIP_SENDER_MAIN, 128);
- player->ADD_GOSSIP_ITEM(1, "Greater Expertise [10g]", GOSSIP_SENDER_MAIN, 129);
- player->ADD_GOSSIP_ITEM(1, "Greater Speed [10g]", GOSSIP_SENDER_MAIN, 130);
- player->ADD_GOSSIP_ITEM(1, "Major Strength [10g]", GOSSIP_SENDER_MAIN, 131);
- player->ADD_GOSSIP_ITEM(1, "Mighty Intellect [10g]", GOSSIP_SENDER_MAIN, 132);
- player->ADD_GOSSIP_ITEM(1, "Precision [10g]", GOSSIP_SENDER_MAIN, 133);
- player->ADD_GOSSIP_ITEM(1, "Superior Dodge [10g]", GOSSIP_SENDER_MAIN, 134);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100009, creature->GetGUID());
- return true;
- break;
- case 9: //Enchant Gloves
- player->ADD_GOSSIP_ITEM(1, "Greater Expertise [15g]", GOSSIP_SENDER_MAIN, 135);
- player->ADD_GOSSIP_ITEM(1, "Greater Mastery [15g]", GOSSIP_SENDER_MAIN, 136);
- player->ADD_GOSSIP_ITEM(1, "Haste [15g]", GOSSIP_SENDER_MAIN, 137);
- player->ADD_GOSSIP_ITEM(1, "Mighty Strength [15g]", GOSSIP_SENDER_MAIN, 138);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100010, creature->GetGUID());
- return true;
- break;
- case 11: //Enchant feet
- player->ADD_GOSSIP_ITEM(1, "Assassins Step [10g]", GOSSIP_SENDER_MAIN, 139);
- player->ADD_GOSSIP_ITEM(1, "Haste [10g]", GOSSIP_SENDER_MAIN, 140);
- player->ADD_GOSSIP_ITEM(1, "Lavawalker [10g]", GOSSIP_SENDER_MAIN, 141);
- player->ADD_GOSSIP_ITEM(1, "Major Agility [10g]", GOSSIP_SENDER_MAIN, 142);
- player->ADD_GOSSIP_ITEM(1, "Mastery [10g]", GOSSIP_SENDER_MAIN, 143);
- player->ADD_GOSSIP_ITEM(1, "Precision [10g]", GOSSIP_SENDER_MAIN, 144);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100012, creature->GetGUID());
- return true;
- break;
- case 12: //Enchant rings
- player->ADD_GOSSIP_ITEM(1, "Agility [10g]", GOSSIP_SENDER_MAIN, 145);
- player->ADD_GOSSIP_ITEM(1, "Greater Stamina [10g]", GOSSIP_SENDER_MAIN, 146);
- player->ADD_GOSSIP_ITEM(1, "Intellect [10g]", GOSSIP_SENDER_MAIN, 147);
- player->ADD_GOSSIP_ITEM(1, "Strength [10g]", GOSSIP_SENDER_MAIN, 148);
- player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300);
- player->PlayerTalkClass->SendGossipMenu(100013, creature->GetGUID());
- return true;
- break;
- case 100:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_AVALANCHE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 101:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_ELEMENTAL_SLAYER);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 102:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_HEARTSONG);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 103:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_HURRICANE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 104:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_LANDSLIDE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 105:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_MENDING);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 106:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_POWER_TORRENT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 107:
- if (player->GetMoney() < ONE_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", ONE_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-ONE_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_WINDWALK);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 108:
- if (player->GetMoney() < TWO_HAND_WEAPON_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", TWO_HAND_WEAPON_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
- if (mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON)
- {
- player->ModifyMoney(-TWO_HAND_WEAPON_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2HWEP_MIGHTY_AGILITY);
- player->PlayerTalkClass->SendCloseGossip();
- }
- else
- {
- player->GetSession()->SendAreaTriggerMessage("|cffFF0000You don't have 2H equipped! Nice try.");
- player->PlayerTalkClass->SendCloseGossip();
- }
- break;
- case 109:
- if (player->GetMoney() < SHIELD_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", SHIELD_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- if (mainItem->GetTemplate()->InventoryType == INVTYPE_SHIELD)
- {
- player->ModifyMoney(-SHIELD_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_MASTERY);
- player->PlayerTalkClass->SendCloseGossip();
- }
- else
- {
- player->GetSession()->SendAreaTriggerMessage("|cffFF0000You don't have Shield equipped! Nice try.");
- player->PlayerTalkClass->SendCloseGossip();
- }
- break;
- case 110:
- if (player->GetMoney() < SHIELD_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", SHIELD_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- if (mainItem->GetTemplate()->InventoryType == INVTYPE_SHIELD)
- {
- player->ModifyMoney(-SHIELD_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_PROTECTION);
- player->PlayerTalkClass->SendCloseGossip();
- }
- else
- {
- player->GetSession()->SendAreaTriggerMessage("|cffFF0000You don't have Shield equipped! Nice try.");
- player->PlayerTalkClass->SendCloseGossip();
- }
- break;
- case 111:
- if (player->GetMoney() < SHIELD_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", SHIELD_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-SHIELD_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_OFF_HAND_SUPERIOR_INTELLECT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 112:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_VICIOUS_AGILITY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 113:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_VICIOUS_INTELLECT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 114:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_VICIOUS_STRENGTH);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 115:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_VICIOUS_AGILITY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 116:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_VICIOUS_INTELLECT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 117:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_VICIOUS_STRENGTH);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 118:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_GREATER_CRITICAL_STRIKE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 119:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_GREATER_INTELLECT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 120:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_GREATER_SPELL_PIERCING);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 121:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_PROTECTION);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 122:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_EXCEPTIONAL_SPIRIT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 123:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_GREATER_STAMINA);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 124:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_MIGHTY_RESILIENCE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 125:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_PEERLESS_STATS);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 126:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_AGILITY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 127:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_EXCEPTIONAL_SPIRIT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 128:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_GREATER_CRITICAL_STRIKE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 129:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_GREATER_EXPERTISE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 130:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_GREATER_SPEED);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 131:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_MAJOR_STRENGTH);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 132:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_MIGHTY_INTELLECT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 133:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_PRECISION);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 134:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", OFF_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_SUPERIOR_DODGE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 135:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_GREATER_EXPERTISE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 136:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_GREATER_MASTERY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 137:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_HASTE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 138:
- if (player->GetMoney() < MAIN_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-MAIN_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_MIGHTY_STRENGTH);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 139:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_ASSASSINS_STEP);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 140:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_HASTE);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 141:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_LAVAWALKER);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 142:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_MAJOR_AGILITY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 143:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_MASTERY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 144:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_PRECISION);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 145:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_AGILITY);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_AGILITY);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 146:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_GREATER_STAMINA);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_GREATER_STAMINA);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 147:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_INTELLECT);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_INTELLECT);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 148:
- if (player->GetMoney() < OFF_PIECES_COST) {
- ChatHandler(player).PSendSysMessage("You don't have enough money to purchase this! It costs %d gold", MAIN_PIECES_COST/10000);
- player->CLOSE_GOSSIP_MENU();
- break;
- }
- player->ModifyMoney(-OFF_PIECES_COST);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_STRENGTH);
- Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_STRENGTH);
- player->PlayerTalkClass->SendCloseGossip();
- break;
- case 300:
- player->ADD_GOSSIP_ITEM(1, "[Enchant Weapon]", GOSSIP_SENDER_MAIN, 1);
- player->ADD_GOSSIP_ITEM(1, "[Enchant 2H Weapon]", GOSSIP_SENDER_MAIN, 2);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Shield]", GOSSIP_SENDER_MAIN, 3);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Head]", GOSSIP_SENDER_MAIN, 4);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Shoulders]", GOSSIP_SENDER_MAIN, 5);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Cloak]", GOSSIP_SENDER_MAIN, 6);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Chest]", GOSSIP_SENDER_MAIN, 7);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Bracers]", GOSSIP_SENDER_MAIN, 8);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Gloves]", GOSSIP_SENDER_MAIN, 9);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Legs]", GOSSIP_SENDER_MAIN, 10);
- player->ADD_GOSSIP_ITEM(1, "[Enchant Feet]", GOSSIP_SENDER_MAIN, 11);
- if (player->HasSkill(SKILL_ENCHANTING) && player->GetSkillValue(SKILL_ENCHANTING) == 450)
- player->ADD_GOSSIP_ITEM(1, "[Enchant Rings]", GOSSIP_SENDER_MAIN, 12);
- player->PlayerTalkClass->SendGossipMenu(100001, creature->GetGUID());
- break;
- }
- return true;
- }
- };
- void AddSC_npc_enchantment()
- {
- new npc_enchantment();
- }
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