All pastes #911151 Raw Edit

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·published 2008-02-20 15:10 UTC
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/* Copyright (C) 2006,2007 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

GM NPC Teleporter Script (base for Teleportation Masters)
Biglad

*/

#include "../sc_defines.h"
#include "../../../../game/GossipDef.h"
#include "../../../../game/Player.h"


bool GossipHello_npc_wsg_torch_giver(Player *player, Creature *_Creature)
    {

	player->ADD_GOSSIP_ITEM( 5, "Can I have a WSG Torch"    , GOSSIP_SENDER_MAIN, 1205);  
	player->ADD_GOSSIP_ITEM( 5, "Relite my WSG Torch"    , GOSSIP_SENDER_MAIN, 1207); 
	player->ADD_GOSSIP_ITEM( 5, "Never Mind, I changed my mind."    , GOSSIP_SENDER_MAIN, 1206); 

    player->PlayerTalkClass->SendGossipMenu(5,_Creature->GetGUID());
        return true;
    }
/*******************************************************
 *				Start of GOSSIP_MENU
 *******************************************************/

void SendDefaultMenu_npc_wsg_torch_giver(Player *player, Creature *_Creature, uint32 action )
{

	if(player->isAttacked())
  {
    _Creature->Say("You are in combat!", LANG_UNIVERSAL, NULL);
   return;
	}
	if( player->getLevel() < 10  )  
  
   {
      _Creature->Say("You must be lvl 10+", LANG_UNIVERSAL, NULL);
      return;
   }


switch(action)
{
	case 1205://Give player torch

		player->CLOSE_GOSSIP_MENU();
		player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
        if (player->HasItemCount(8989892, 1) || player->HasItemCount(8989893, 1) )
            {
            _Creature->Yell("Go AWAY! You all ready have the WSG torch go away, dont waist my time.", LANG_UNIVERSAL, NULL);
            }
        else
            {
            uint32 itemId = 8989892;
			uint16 dest;
            uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, 1, false );
            if( msg == EQUIP_ERR_OK )
                {
                Item* item = player->StoreNewItem( dest, itemId, 1, true);
                _Creature->Say("The WSG torch is in your backpack.", LANG_UNIVERSAL, NULL);
                }
            }
    break;

	case 1206:
		player->CLOSE_GOSSIP_MENU();
	break;

	case 1207://relite torch

		player->CLOSE_GOSSIP_MENU();
		player->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
        if (!player->HasItemCount(8989893, 1) || player->HasItemCount(8989892, 1))
            {
            _Creature->Yell("You dont have a Extinguished Warsong Gulch Torch so i cant relite it!", LANG_UNIVERSAL, NULL);
            }
        else
            {
			player->DestroyItemCount(8989893, 1, true);
            uint32 itemId = 8989892;
			uint16 dest;
            uint8 msg = player->CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, 1, false );
            if( msg == EQUIP_ERR_OK )
                {
                Item* item = player->StoreNewItem( dest, itemId, 1, true);
                _Creature->Say("I have relit your WSG Torch, just visit me again if you need it reliting again.", LANG_UNIVERSAL, NULL);
                }
            }
    break;
}

}

/*******************************************************
 *				End of GOSSIP_MENU
 *******************************************************/


bool GossipSelect_npc_wsg_torch_giver(Player *player, Creature *_Creature, uint32

sender, uint32 action )

{
// Main menu
if (sender == GOSSIP_SENDER_MAIN)
SendDefaultMenu_npc_wsg_torch_giver(player, _Creature, action   );

return true;

}


void AddSC_npc_wsg_torch_giver()

{

Script *newscript;

newscript = new Script;
newscript->Name="npc_wsg_torch_giver";
newscript->pGossipHello = &GossipHello_npc_wsg_torch_giver;
newscript->pGossipSelect = &GossipSelect_npc_wsg_torch_giver;
m_scripts[nrscripts++] = newscript;

}