| #include "StdAfx.h" #include "Setup.h" class SCRIPT_DECL BuffNPC1 : public GossipScript { public: void GossipHello(Object * pObject, Player* Plr, bool AutoSend); void GossipSelectOption(Object * pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code); void GossipEnd(Object * pObject, Player* Plr); void Destroy() { delete this; } }; void BuffNPC1::GossipHello(Object * pObject, Player* Plr, bool AutoSend) { GossipMenu *Menu; objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); Menu->AddItem(0, " 10级保护 - 需要1金 " , 1); Menu->AddItem(0, " 20级保护 - 需要2金 " , 2); Menu->AddItem(0, " 30级保护 - 需要3金 " , 3); Menu->AddItem(0, " 40级保护 - 需要4金 " , 4); Menu->AddItem(0, " 50级保护 - 需要5金 " , 5); if(AutoSend) Menu->SendTo(Plr); } void BuffNPC1::GossipSelectOption(Object * pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code) { Creature * pCreature = (pObject->GetTypeId()==TYPEID_UNIT)?((Creature*)pObject):NULL; if(pCreature==NULL) return; GossipMenu * Menu; switch(IntId) { case 0: // Return to start GossipHello(pObject, Plr, true); break; case 1: { objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); if(Plr->getLevel() >= 10) { Menu->AddItem(5, " 力量 " , 8); Menu->AddItem(5, " 智力 " , 9); Menu->AddItem(5, " 毅力 " , 10); Menu->AddItem(5, " 精神 " , 11); Menu->AddItem(5, " 敏捷 " , 12); Menu->AddItem(5, " 护甲 " , 43); Menu->AddItem(0, " |cffff0000返回|r ", 99); Menu->SendTo(Plr); } else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达10级才能使用这功能. " ); } } break; case 2: { objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); if(Plr->getLevel() >= 20) { Menu->AddItem(5, " 力量 " , 13); Menu->AddItem(5, " 智力 " , 14); Menu->AddItem(5, " 毅力 " , 15); Menu->AddItem(5, " 精神 " , 16); Menu->AddItem(5, " 敏捷 " , 17); Menu->AddItem(5, " 护甲 " , 44); Menu->AddItem(0, " |cffff0000返回|r ", 99); Menu->SendTo(Plr); } else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达20级才能使用这功能. " ); } } break; case 3: { objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); if(Plr->getLevel() >= 30) { Menu->AddItem(5, " 力量 " , 18); Menu->AddItem(5, " 智力 " , 19); Menu->AddItem(5, " 毅力 " , 20); Menu->AddItem(5, " 精神 " , 21); Menu->AddItem(5, " 敏捷 " , 22); Menu->AddItem(5, " 护甲 " , 45); Menu->AddItem(0, " |cffff0000返回|r ", 99); Menu->SendTo(Plr); } else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达30级才能使用这功能. " ); } } break; case 4: { objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); if(Plr->getLevel() >= 40) { Menu->AddItem(5, " 力量 " , 23); Menu->AddItem(5, " 智力 " , 24); Menu->AddItem(5, " 毅力 " , 25); Menu->AddItem(5, " 精神 " , 26); Menu->AddItem(5, " 敏捷 " , 27); Menu->AddItem(5, " 护甲 " , 46); Menu->AddItem(0, " |cffff0000返回|r ", 99); Menu->SendTo(Plr); } else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达40级才能使用这功能. " ); } } break; case 5: { objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); if(Plr->getLevel() >= 50) { Menu->AddItem(5, " 力量 " , 28); Menu->AddItem(5, " 智力 " , 29); Menu->AddItem(5, " 毅力 " , 30); Menu->AddItem(5, " 精神 " , 31); Menu->AddItem(5, " 敏捷 " , 32); Menu->AddItem(5, " 护甲 " , 47); Menu->AddItem(0, " |cffff0000返回|r ", 99); Menu->SendTo(Plr); } else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达50级才能使用这功能. " ); } } break; // Level 10 case 8: // Strength { uint32 price=10000;// 1G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8118, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 9: // 智力 { uint32 price=10000;// 1G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8096, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 10: // 毅力 { uint32 price=10000;// 1G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8099, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 11: // 精神 { uint32 price=10000;// 1G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8112, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 12: // 敏捷 { uint32 price=10000;// 1G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8115, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; // Level 20 case 13: // 力量 { uint32 price=20000;// 2G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8119, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 14: // 智力 { uint32 price=20000;// 2G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8097, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 15: // 毅力 { uint32 price=20000;// 2G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8100, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 16: // 精神 { uint32 price=20000;// 2G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8113, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 17: // 敏捷 { uint32 price=20000;// 2G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8116, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; // Level 30 case 18: // 力量 { uint32 price=30000;// 3G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8120, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 19: // 智力 { uint32 price=30000;// 3G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8098, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 20: // 毅力 { uint32 price=30000;// 3G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8101, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 21: // 精神 { uint32 price=30000;// 3G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8114, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 22: // 敏捷 { uint32 price=30000;// 3G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8117, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; // Level 40 case 23: // 力量 { uint32 price=40000;// 4G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 12179, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 24: // 智力 { uint32 price=40000;// 4G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 12176, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 25: // 毅力 { uint32 price=40000;// 4G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 12178, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 26: // 精神 { uint32 price=40000;// 4G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 12177, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 27: // 敏捷 { uint32 price=40000;// 4G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 12174, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; // Level 50 case 28: // 力量 { uint32 price=50000;// 5G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 33082, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 29: // 智力 { uint32 price=50000;// 5G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 33078, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 30: // 毅力 { uint32 price=50000;// 5G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 33081, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 31: // 精神 { uint32 price=50000;// 5G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 33080, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 32: // 敏捷 { uint32 price=50000;// 5G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 33077, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 43: // 护甲 { uint32 price=10000;// 1G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8091, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 44: // 护甲 { uint32 price=20000;// 2G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8094, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 45: // 护甲 { uint32 price=30000;// 3G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 8095, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 46: // 护甲 { uint32 price=40000;// 4G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 12175, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 47: // 护甲 { uint32 price=50000;// 5G uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); if (currentgold>=price){ int32 newgold = currentgold - price; Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); pCreature->CastSpell(Plr, 33079, 0); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " ); }else{ pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " ); } } break; case 99: //main menu { objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); Menu->AddItem(0, " 10级保护 - 需要1金 " , 1); Menu->AddItem(0, " 20级保护 - 需要2金 " , 2); Menu->AddItem(0, " 30级保护 - 需要3金 " , 3); Menu->AddItem(0, " 40级保护 - 需要4金 " , 4); Menu->AddItem(0, " 50级保护 - 需要5金 " , 5); Menu->SendTo(Plr); } } } void BuffNPC1::GossipEnd(Object * pObject, Player* Plr) { GossipScript::GossipEnd(pObject, Plr); } void SetupBuffNPC1(ScriptMgr * mgr) { GossipScript * gs = (GossipScript*) new BuffNPC1(); /* Teleporter List */ mgr->register_gossip_script(88882, gs); // Osciron } |