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魔兽私服NPC增加玩家属性

作者: 来源: 日期:2011-10-8 12:55:35 人气: 标签:
#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
}
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