mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-18 13:59:39 -04:00
0cc053ea4d
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
101 lines
3.8 KiB
C++
101 lines
3.8 KiB
C++
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Loch_Modan
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SD%Complete: 100
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SDComment: Quest support: 3181
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SDCategory: Loch Modan
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EndScriptData */
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/* ContentData
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npc_mountaineer_pebblebitty
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EndContentData */
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#include "ScriptedPch.h"
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/*######
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## npc_mountaineer_pebblebitty
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######*/
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#define GOSSIP_MP "Open the gate please, i need to get to Searing Gorge"
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#define GOSSIP_MP1 "But i need to get there, now open the gate!"
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#define GOSSIP_MP2 "Ok, so what is this other way?"
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#define GOSSIP_MP3 "Doesn't matter, i'm invulnerable."
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#define GOSSIP_MP4 "Yes..."
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#define GOSSIP_MP5 "Ok, i'll try to remember that."
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#define GOSSIP_MP6 "A key? Ok!"
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bool GossipHello_npc_mountaineer_pebblebitty(Player* pPlayer, Creature* pCreature)
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{
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if (pCreature->isQuestGiver())
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pPlayer->PrepareQuestMenu(pCreature->GetGUID());
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if (!pPlayer->GetQuestRewardStatus(3181) == 1)
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
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return true;
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}
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bool GossipSelect_npc_mountaineer_pebblebitty(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
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{
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switch (uiAction)
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{
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case GOSSIP_ACTION_INFO_DEF+1:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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pPlayer->SEND_GOSSIP_MENU(1833, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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pPlayer->SEND_GOSSIP_MENU(1834, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+3:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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pPlayer->SEND_GOSSIP_MENU(1835, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+4:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
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pPlayer->SEND_GOSSIP_MENU(1836, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+5:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP5, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
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pPlayer->SEND_GOSSIP_MENU(1837, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+6:
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pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_MP6, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7);
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pPlayer->SEND_GOSSIP_MENU(1838, pCreature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+7:
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pPlayer->CLOSE_GOSSIP_MENU();
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break;
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}
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return true;
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}
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void AddSC_loch_modan()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name = "npc_mountaineer_pebblebitty";
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newscript->pGossipHello = &GossipHello_npc_mountaineer_pebblebitty;
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newscript->pGossipSelect = &GossipSelect_npc_mountaineer_pebblebitty;
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newscript->RegisterSelf();
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}
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