#include "ScriptMgr.h" #include "AccountMgr.h" #include "ObjectMgr.h" #include "ScriptMgr.h" #include "ScriptedCreature.h" #include "Player.h" class dark2 : public CreatureScript { public: dark2() : CreatureScript("dark2"){ } bool OnGossipHello(Player *pPlayer, Creature* _creature) { pPlayer->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1,7, "Ich fordere euren Bruder heraus!", GOSSIP_SENDER_MAIN, 0, "", 0, false); pPlayer->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1,7, "Ich fordere euren Bruder heraus! [Hardmode]", GOSSIP_SENDER_MAIN, 1, "", 0, false); pPlayer->PlayerTalkClass->SendGossipMenu(907, _creature->GetGUID()); return true; } bool OnGossipSelect(Player * pPlayer, Creature * pCreature, uint32 /*uiSender*/, uint32 uiAction) { switch (uiAction) { case 0: { if (pPlayer->HasItemCount(700518, 4)){ pPlayer->DestroyItemCount(700518, 4, true); pCreature->SummonCreature(800061, -7193.60f, -4314.26f, 264.06f, 6.22f, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 120000); pPlayer->PlayerTalkClass->SendCloseGossip(); } else{ pPlayer->GetSession()->SendAreaTriggerMessage("Du hast dich noch nicht wuerdig erwiesen um den Prinzen herauszufordern. Komm wieder wenn du wuerdig bist!"); return true; pPlayer->PlayerTalkClass->SendCloseGossip(); } }break; case 1: { if (pPlayer->HasItemCount(700518, 8)){ pCreature->SummonCreature(800063, -7193.60f, -4314.26f, 264.06f, 6.22f, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 120000); pPlayer->DestroyItemCount(700518, 4, true); pPlayer->PlayerTalkClass->SendCloseGossip(); pPlayer->GetGUID(); return true; } else{ pPlayer->GetSession()->SendAreaTriggerMessage("Du hast dich noch nicht wuerdig erwiesen um den Prinzen herauszufordern. Komm wieder wenn du wuerdig bist!"); return true; pPlayer->PlayerTalkClass->SendCloseGossip(); } }break; } return true; } }; void AddSC_dark2() { new dark2(); }