#include "ScriptMgr.h" #include "ScriptedGossip.h" #include "Player.h" #include "Creature.h" #include "Chat.h" enum Enchants { ENCHANT_WEP_BERSERKING = 3789, ENCHANT_WEP_BLADE_WARD = 3869, ENCHANT_WEP_BLOOD_DRAINING = 3870, ENCHANT_WEP_ACCURACY = 3788, ENCHANT_WEP_AGILITY_1H = 1103, ENCHANT_WEP_SPIRIT = 3844, ENCHANT_WEP_BATTLEMASTER = 2675, ENCHANT_WEP_BLACK_MAGIC = 3790, ENCHANT_WEP_ICEBREAKER = 3239, ENCHANT_WEP_LIFEWARD = 3241, ENCHANT_WEP_MIGHTY_SPELL_POWER = 3834, // One-hand ENCHANT_WEP_EXECUTIONER = 3225, ENCHANT_WEP_POTENCY = 3833, ENCHANT_WEP_TITANGUARD = 3851, ENCHANT_2WEP_MASSACRE = 3827, ENCHANT_2WEP_SCOURGEBANE = 3247, ENCHANT_2WEP_GIANT_SLAYER = 3251, ENCHANT_2WEP_GREATER_SPELL_POWER = 3854, ENCHANT_2WEP_AGILITY = 2670, ENCHANT_2WEP_MONGOOSE = 2673, ENCHANT_SHIELD_DEFENSE = 1952, ENCHANT_SHIELD_INTELLECT = 1128, ENCHANT_SHIELD_RESILIENCE = 3229, ENCHANT_SHIELD_BLOCK = 2655, ENCHANT_SHIELD_STAMINA = 1071, ENCHANT_SHIELD_TOUGHSHIELD = 2653, ENCHANT_SHIELD_TITANIUM_PLATING = 3849, ENCHANT_HEAD_BLISSFUL_MENDING = 3819, ENCHANT_HEAD_BURNING_MYSTERIES = 3820, ENCHANT_HEAD_DOMINANCE = 3796, ENCHANT_HEAD_SAVAGE_GLADIATOR = 3842, ENCHANT_HEAD_STALWART_PROTECTOR = 3818, ENCHANT_HEAD_TORMENT = 3817, ENCHANT_HEAD_TRIUMPH = 3795, ENCHANT_HEAD_ECLIPSED_MOON = 3815, ENCHANT_HEAD_FLAME_SOUL = 3816, ENCHANT_HEAD_FLEEING_SHADOW = 3814, ENCHANT_HEAD_FROSTY_SOUL = 3812, ENCHANT_HEAD_TOXIC_WARDING = 3813, ENCHANT_SHOULDER_MASTERS_AXE = 3835, ENCHANT_SHOULDER_MASTERS_CRAG = 3836, ENCHANT_SHOULDER_MASTERS_PINNACLE = 3837, ENCHANT_SHOULDER_MASTERS_STORM = 3838, ENCHANT_SHOULDER_GREATER_AXE = 3808, ENCHANT_SHOULDER_GREATER_CRAG = 3809, ENCHANT_SHOULDER_GREATER_GLADIATOR = 3852, ENCHANT_SHOULDER_GREATER_PINNACLE = 3811, ENCHANT_SHOULDER_GREATER_STORM = 3810, ENCHANT_SHOULDER_DOMINANCE = 3794, ENCHANT_SHOULDER_TRIUMPH = 3793, ENCHANT_CLOAK_DARKGLOW_EMBROIDERY = 3728, ENCHANT_CLOAK_SWORDGUARD_EMBROIDERY = 3730, ENCHANT_CLOAK_LIGHTWEAVE_EMBROIDERY = 3722, ENCHANT_CLOAK_SPRINGY_ARACHNOWEAVE = 3859, ENCHANT_CLOAK_WISDOM = 3296, ENCHANT_CLOAK_TITANWEAVE = 1951, ENCHANT_CLOAK_SPELL_PIERCING = 3243, ENCHANT_CLOAK_SHADOW_ARMOR = 3256, ENCHANT_CLOAK_MIGHTY_ARMOR = 3294, ENCHANT_CLOAK_MAJOR_AGILITY = 1099, ENCHANT_CLOAK_GREATER_SPEED = 3831, ENCHANT_LEG_EARTHEN = 3853, ENCHANT_LEG_FROSTHIDE = 3822, ENCHANT_LEG_ICESCALE = 3823, ENCHANT_LEG_BRILLIANT_SPELLTHREAD = 3719, ENCHANT_LEG_SAPPHIRE_SPELLTHREAD = 3721, ENCHANT_LEG_DRAGONSCALE = 3331, ENCHANT_LEG_WYRMSCALE = 3332, ENCHANT_GLOVES_GREATER_BLASTING = 3249, ENCHANT_GLOVES_ARMSMAN = 3253, ENCHANT_GLOVES_CRUSHER = 1603, ENCHANT_GLOVES_AGILITY = 3222, ENCHANT_GLOVES_PRECISION = 3234, ENCHANT_GLOVES_EXPERTISE = 3231, ENCHANT_BRACERS_MAJOR_STAMINA = 3850, ENCHANT_BRACERS_SUPERIOR_SP = 2332, ENCHANT_BRACERS_GREATER_ASSUALT = 3845, ENCHANT_BRACERS_MAJOR_SPIRT = 1147, ENCHANT_BRACERS_EXPERTISE = 3231, ENCHANT_BRACERS_GREATER_STATS = 2661, ENCHANT_BRACERS_INTELLECT = 1119, ENCHANT_BRACERS_FURL_ARCANE = 3763, ENCHANT_BRACERS_FURL_FIRE = 3759, ENCHANT_BRACERS_FURL_FROST = 3760, ENCHANT_BRACERS_FURL_NATURE = 3762, ENCHANT_BRACERS_FURL_SHADOW = 3761, ENCHANT_BRACERS_FURL_ATTACK = 3756, ENCHANT_BRACERS_FURL_STAMINA = 3757, ENCHANT_BRACERS_FURL_SPELLPOWER = 3758, ENCHANT_CHEST_POWERFUL_STATS = 3832, ENCHANT_CHEST_SUPER_HEALTH = 3297, ENCHANT_CHEST_GREATER_MAINA_REST = 2381, ENCHANT_CHEST_EXCEPTIONAL_RESIL = 3245, ENCHANT_CHEST_GREATER_DEFENSE = 1953, ENCHANT_BOOTS_GREATER_ASSULT = 1597, ENCHANT_BOOTS_TUSKARS_VITLIATY = 3232, ENCHANT_BOOTS_SUPERIOR_AGILITY = 983, ENCHANT_BOOTS_GREATER_SPIRIT = 1147, ENCHANT_BOOTS_GREATER_VITALITY = 3244, ENCHANT_BOOTS_ICEWALKER = 3826, ENCHANT_BOOTS_GREATER_FORTITUDE = 1075, ENCHANT_BOOTS_NITRO_BOOTS = 3606, ENCHANT_BOOTS_PYRO_ROCKET = 3603, ENCHANT_BOOTS_HYPERSPEED = 3604, ENCHANT_BOOTS_ARMOR_WEBBING = 3860, ENCHANT_RING_ASSULT = 3839, ENCHANT_RING_GREATER_SP = 3840, ENCHANT_RING_STAMINA = 3791, }; void Enchant(Player* player, Item* item, uint32 enchantid) { if (!item) { player->GetSession()->SendNotification("You must first equip the item you are trying to enchant in order to enchant it!"); return; } if (!enchantid) { player->GetSession()->SendNotification("Something went wrong in the code. It has been logged for developers and will be looked into, sorry for the inconvenience."); return; } player->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, false); item->SetEnchantment(PERM_ENCHANTMENT_SLOT, enchantid, 0, 0); player->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, true); player->GetSession()->SendNotification("|cff800080%s |cffFF0000succesfully enchanted!", item->GetTemplate()->Name1.c_str()); } void RemoveEnchant(Player* player, Item* item) { if (!item) { player->GetSession()->SendNotification("You don't have the item equipped?"); return; } item->ClearEnchantment(PERM_ENCHANTMENT_SLOT); player->GetSession()->SendNotification("|cff800080%s's |cffFF0000enchant has successfully been removed!", item->GetTemplate()->Name1.c_str()); } class NPC_Enchant : public CreatureScript { public: NPC_Enchant() : CreatureScript("NPC_Enchant") { } bool OnGossipHello(Player* player, Creature* creature) { AddGossipItemFor(player, 1, "Enchant Weapon", GOSSIP_SENDER_MAIN, 1); AddGossipItemFor(player, 1, "Enchant Off-Hand Weapon", GOSSIP_SENDER_MAIN, 13); AddGossipItemFor(player, 1, "Enchant Two-Hand Weapon", GOSSIP_SENDER_MAIN, 2); AddGossipItemFor(player, 1, "Enchant Shield", GOSSIP_SENDER_MAIN, 3); AddGossipItemFor(player, 1, "Enchant Head", GOSSIP_SENDER_MAIN, 4); AddGossipItemFor(player, 1, "Enchant Shoulders", GOSSIP_SENDER_MAIN, 5); AddGossipItemFor(player, 1, "Enchant Cloak", GOSSIP_SENDER_MAIN, 6); AddGossipItemFor(player, 1, "Enchant Chest", GOSSIP_SENDER_MAIN, 7); AddGossipItemFor(player, 1, "Enchant Bracers", GOSSIP_SENDER_MAIN, 8); AddGossipItemFor(player, 1, "Enchant Gloves", GOSSIP_SENDER_MAIN, 9); AddGossipItemFor(player, 1, "Enchant Legs", GOSSIP_SENDER_MAIN, 10); AddGossipItemFor(player, 1, "Enchant Feet", GOSSIP_SENDER_MAIN, 11); if (player->HasSkill(SKILL_ENCHANTING) && player->GetSkillValue(SKILL_ENCHANTING) == 450) { AddGossipItemFor(player, 1, "Enchant Rings", GOSSIP_SENDER_MAIN, 12); } AddGossipItemFor(player, 1, "I wish to remove my enchant", GOSSIP_SENDER_MAIN, 14); AddGossipItemFor(player, 4, "Nevermind", GOSSIP_SENDER_MAIN, 15); SendGossipMenuFor(player, 100001, creature->GetGUID()); return true; } bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) { ClearGossipMenuFor(player); Item * item = nullptr; switch (action) { case 15: { CloseGossipMenuFor(player); CloseGossipMenuFor(player); break; } case 1: // Enchant Weapon if (player->HasSkill(SKILL_ENCHANTING) && player->GetSkillValue(SKILL_ENCHANTING) == 450) { AddGossipItemFor(player, 1, "Blade Ward", GOSSIP_SENDER_MAIN, 102); AddGossipItemFor(player, 1, "Blood Draining", GOSSIP_SENDER_MAIN, 103); } AddGossipItemFor(player, 1, "Exceptional Agility", GOSSIP_SENDER_MAIN, 100); AddGossipItemFor(player, 1, "Exceptional Spirit", GOSSIP_SENDER_MAIN, 101); AddGossipItemFor(player, 1, "Berserking", GOSSIP_SENDER_MAIN, 104); AddGossipItemFor(player, 1, "Accuracy", GOSSIP_SENDER_MAIN, 105); AddGossipItemFor(player, 1, "Black Magic", GOSSIP_SENDER_MAIN, 106); AddGossipItemFor(player, 1, "Battlemaster", GOSSIP_SENDER_MAIN, 107); AddGossipItemFor(player, 1, "Icebreaker", GOSSIP_SENDER_MAIN, 108); AddGossipItemFor(player, 1, "Lifeward", GOSSIP_SENDER_MAIN, 109); AddGossipItemFor(player, 1, "Titanguard", GOSSIP_SENDER_MAIN, 110); AddGossipItemFor(player, 1, "Superior Potency", GOSSIP_SENDER_MAIN, 111); AddGossipItemFor(player, 1, "Mighty Spellpower", GOSSIP_SENDER_MAIN, 112); AddGossipItemFor(player, 1, "Mongoose", GOSSIP_SENDER_MAIN, 113); AddGossipItemFor(player, 1, "Executioner", GOSSIP_SENDER_MAIN, 114); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100002, creature->GetGUID()); return true; break; case 2: // Enchant 2H Weapon { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendNotification("You must equip a Two-Handed weapon first."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { AddGossipItemFor(player, 1, "Berserking", GOSSIP_SENDER_MAIN, 104); AddGossipItemFor(player, 1, "Greater Spellpower", GOSSIP_SENDER_MAIN, 115); AddGossipItemFor(player, 1, "Major Agility", GOSSIP_SENDER_MAIN, 116); AddGossipItemFor(player, 1, "Massacre", GOSSIP_SENDER_MAIN, 117); AddGossipItemFor(player, 1, "Mongoose", GOSSIP_SENDER_MAIN, 113); AddGossipItemFor(player, 1, "Executioner", GOSSIP_SENDER_MAIN, 114); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100003, creature->GetGUID()); return true; } else { player->GetSession()->SendNotification("You don't have a Two-Handed weapon equipped."); CloseGossipMenuFor(player); } } break; case 3: // Enchant Shield { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendNotification("You must equip a shield first."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { AddGossipItemFor(player, 1, "Defense", GOSSIP_SENDER_MAIN, 118); AddGossipItemFor(player, 1, "Greater Intellect", GOSSIP_SENDER_MAIN, 119); AddGossipItemFor(player, 1, "Resilience", GOSSIP_SENDER_MAIN, 120); AddGossipItemFor(player, 1, "Titanium Plating", GOSSIP_SENDER_MAIN, 121); AddGossipItemFor(player, 1, "Major Stamina", GOSSIP_SENDER_MAIN, 122); AddGossipItemFor(player, 1, "Tough Shield", GOSSIP_SENDER_MAIN, 123); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100004, creature->GetGUID()); return true; } else { player->GetSession()->SendNotification("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 4: // Enchant Head AddGossipItemFor(player, 1, "Arcanum of Blissful Mending", GOSSIP_SENDER_MAIN, 124); AddGossipItemFor(player, 1, "Arcanum of Burning Mysteries", GOSSIP_SENDER_MAIN, 125); AddGossipItemFor(player, 1, "Arcanum of Dominance", GOSSIP_SENDER_MAIN, 126); AddGossipItemFor(player, 1, "Arcanum of The Savage Gladiator", GOSSIP_SENDER_MAIN, 127); AddGossipItemFor(player, 1, "Arcanum of The Stalwart Protector", GOSSIP_SENDER_MAIN, 128); AddGossipItemFor(player, 1, "Arcanum of Torment", GOSSIP_SENDER_MAIN, 129); AddGossipItemFor(player, 1, "Arcanum of Triumph", GOSSIP_SENDER_MAIN, 130); AddGossipItemFor(player, 1, "Arcanum of Eclipsed Moon", GOSSIP_SENDER_MAIN, 131); AddGossipItemFor(player, 1, "Arcanum of the Flame's Soul", GOSSIP_SENDER_MAIN, 132); AddGossipItemFor(player, 1, "Arcanum of the Fleeing Shadow", GOSSIP_SENDER_MAIN, 133); AddGossipItemFor(player, 1, "Arcanum of the Frosty Soul", GOSSIP_SENDER_MAIN, 134); AddGossipItemFor(player, 1, "Arcanum of Toxic Warding", GOSSIP_SENDER_MAIN, 135); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100005, creature->GetGUID()); return true; break; case 5: // Enchant Shoulders if (player->HasSkill(SKILL_INSCRIPTION) && player->GetSkillValue(SKILL_INSCRIPTION) == 450) { AddGossipItemFor(player, 1, "Master's Inscription of the Axe", GOSSIP_SENDER_MAIN, 136); AddGossipItemFor(player, 1, "Master's Inscription of the Crag", GOSSIP_SENDER_MAIN, 137); AddGossipItemFor(player, 1, "Master's Inscription of the Pinnacle", GOSSIP_SENDER_MAIN, 138); AddGossipItemFor(player, 1, "Master's Inscription of the Storm", GOSSIP_SENDER_MAIN, 139); } AddGossipItemFor(player, 1, "Greater Inscription of the Axe", GOSSIP_SENDER_MAIN, 140); AddGossipItemFor(player, 1, "Greater Inscription of the Crag", GOSSIP_SENDER_MAIN, 141); AddGossipItemFor(player, 1, "Greater Inscription of the Pinnacle", GOSSIP_SENDER_MAIN, 142); AddGossipItemFor(player, 1, "Greater Inscription of the Gladiator", GOSSIP_SENDER_MAIN, 143); AddGossipItemFor(player, 1, "Greater Inscription of the Storm", GOSSIP_SENDER_MAIN, 144); AddGossipItemFor(player, 1, "Inscription of Dominance", GOSSIP_SENDER_MAIN, 145); AddGossipItemFor(player, 1, "Inscription of Triumph", GOSSIP_SENDER_MAIN, 146); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100006, creature->GetGUID()); return true; break; case 6: // Enchant Cloak AddGossipItemFor(player, 1, "Springy Arachnoweave", GOSSIP_SENDER_MAIN, 147); AddGossipItemFor(player, 1, "Shadow Armor", GOSSIP_SENDER_MAIN, 148); AddGossipItemFor(player, 1, "Darkglow Embroidery", GOSSIP_SENDER_MAIN, 149); AddGossipItemFor(player, 1, "Lightweave Embroidery", GOSSIP_SENDER_MAIN, 150); AddGossipItemFor(player, 1, "Swordguard Embroidery", GOSSIP_SENDER_MAIN, 151); AddGossipItemFor(player, 1, "Wisdom", GOSSIP_SENDER_MAIN, 152); AddGossipItemFor(player, 1, "Titanweave", GOSSIP_SENDER_MAIN, 153); AddGossipItemFor(player, 1, "Spell Piercing", GOSSIP_SENDER_MAIN, 154); AddGossipItemFor(player, 1, "Mighty Armor", GOSSIP_SENDER_MAIN, 155); AddGossipItemFor(player, 1, "Major Agility", GOSSIP_SENDER_MAIN, 156); AddGossipItemFor(player, 1, "Greater Speed", GOSSIP_SENDER_MAIN, 157); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100007, creature->GetGUID()); return true; break; case 7: //Enchant chest AddGossipItemFor(player, 1, "Powerful Stats", GOSSIP_SENDER_MAIN, 158); AddGossipItemFor(player, 1, "Super Health", GOSSIP_SENDER_MAIN, 159); AddGossipItemFor(player, 1, "Greater Mana Restoration", GOSSIP_SENDER_MAIN, 160); AddGossipItemFor(player, 1, "Exceptional Resilience", GOSSIP_SENDER_MAIN, 161); AddGossipItemFor(player, 1, "Greater Defense", GOSSIP_SENDER_MAIN, 162); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100008, creature->GetGUID()); return true; break; case 8: //Enchant Bracers AddGossipItemFor(player, 1, "Major Stamina", GOSSIP_SENDER_MAIN, 163); AddGossipItemFor(player, 1, "Superior Spell Power", GOSSIP_SENDER_MAIN, 164); AddGossipItemFor(player, 1, "Greater Assult", GOSSIP_SENDER_MAIN, 165); AddGossipItemFor(player, 1, "Major Spirit", GOSSIP_SENDER_MAIN, 166); AddGossipItemFor(player, 1, "Expertise", GOSSIP_SENDER_MAIN, 167); AddGossipItemFor(player, 1, "Greater Stats", GOSSIP_SENDER_MAIN, 168); AddGossipItemFor(player, 1, "Exceptional Intellect", GOSSIP_SENDER_MAIN, 169); AddGossipItemFor(player, 1, "Fur Lining - Arcane Resist", GOSSIP_SENDER_MAIN, 170); AddGossipItemFor(player, 1, "Fur Lining - Fire Resist", GOSSIP_SENDER_MAIN, 171); AddGossipItemFor(player, 1, "Fur Lining - Frost Resist", GOSSIP_SENDER_MAIN, 172); AddGossipItemFor(player, 1, "Fur Lining - Nature Resist", GOSSIP_SENDER_MAIN, 173); AddGossipItemFor(player, 1, "Fur Lining - Shadow Resist", GOSSIP_SENDER_MAIN, 174); AddGossipItemFor(player, 1, "Fur Lining - Attack power", GOSSIP_SENDER_MAIN, 175); AddGossipItemFor(player, 1, "Fur Lining - Stamina", GOSSIP_SENDER_MAIN, 176); AddGossipItemFor(player, 1, "Fur Lining - Spellpower", GOSSIP_SENDER_MAIN, 177); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100009, creature->GetGUID()); return true; break; case 9: //Enchant Gloves AddGossipItemFor(player, 1, "Greater Blasting", GOSSIP_SENDER_MAIN, 178); AddGossipItemFor(player, 1, "Armsman", GOSSIP_SENDER_MAIN, 179); AddGossipItemFor(player, 1, "Crusher", GOSSIP_SENDER_MAIN, 180); AddGossipItemFor(player, 1, "Agility", GOSSIP_SENDER_MAIN, 181); AddGossipItemFor(player, 1, "Precision", GOSSIP_SENDER_MAIN, 182); AddGossipItemFor(player, 1, "Expertise", GOSSIP_SENDER_MAIN, 183); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100010, creature->GetGUID()); return true; break; case 10: //Enchant legs AddGossipItemFor(player, 1, "Earthen Leg Armor", GOSSIP_SENDER_MAIN, 184); AddGossipItemFor(player, 1, "Frosthide Leg Armor", GOSSIP_SENDER_MAIN, 185); AddGossipItemFor(player, 1, "Icescale Leg Armor", GOSSIP_SENDER_MAIN, 186); AddGossipItemFor(player, 1, "Brilliant Spellthread", GOSSIP_SENDER_MAIN, 187); AddGossipItemFor(player, 1, "Sapphire Spellthread", GOSSIP_SENDER_MAIN, 188); AddGossipItemFor(player, 1, "Dragonscale Leg Armor", GOSSIP_SENDER_MAIN, 189); AddGossipItemFor(player, 1, "Wyrmscale Leg Armor", GOSSIP_SENDER_MAIN, 190); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100011, creature->GetGUID()); return true; break; case 11: //Enchant feet AddGossipItemFor(player, 1, "Greater Assult", GOSSIP_SENDER_MAIN, 191); AddGossipItemFor(player, 1, "Tuskars Vitliaty", GOSSIP_SENDER_MAIN, 192); AddGossipItemFor(player, 1, "Superior Agility", GOSSIP_SENDER_MAIN, 193); AddGossipItemFor(player, 1, "Greater Spirit", GOSSIP_SENDER_MAIN, 194); AddGossipItemFor(player, 1, "Greater Vitality", GOSSIP_SENDER_MAIN, 195); AddGossipItemFor(player, 1, "Icewalker", GOSSIP_SENDER_MAIN, 196); AddGossipItemFor(player, 1, "Greater Fortitude", GOSSIP_SENDER_MAIN, 197); AddGossipItemFor(player, 1, "Nitro Boots", GOSSIP_SENDER_MAIN, 198); AddGossipItemFor(player, 1, "Hand-Mounted Pyro Rocket", GOSSIP_SENDER_MAIN, 199); AddGossipItemFor(player, 1, "Hyperspeed Accedlerators", GOSSIP_SENDER_MAIN, 200); AddGossipItemFor(player, 1, "Reticulated Armor Webbing", GOSSIP_SENDER_MAIN, 201); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100012, creature->GetGUID()); return true; break; case 12: //Enchant rings AddGossipItemFor(player, 1, "Assult", GOSSIP_SENDER_MAIN, 202); AddGossipItemFor(player, 1, "Greater Spell Power", GOSSIP_SENDER_MAIN, 203); AddGossipItemFor(player, 1, "Stamina", GOSSIP_SENDER_MAIN, 204); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100013, creature->GetGUID()); return true; break; case 13: //Enchant Off-Hand weapons { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendNotification("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { AddGossipItemFor(player, 1, "Blade Ward", GOSSIP_SENDER_MAIN, 205); AddGossipItemFor(player, 1, "Blood Draining", GOSSIP_SENDER_MAIN, 219); AddGossipItemFor(player, 1, "Exceptional Agility", GOSSIP_SENDER_MAIN, 206); AddGossipItemFor(player, 1, "Exceptional Spirit", GOSSIP_SENDER_MAIN, 207); AddGossipItemFor(player, 1, "Berserking", GOSSIP_SENDER_MAIN, 208); AddGossipItemFor(player, 1, "Accuracy", GOSSIP_SENDER_MAIN, 209); AddGossipItemFor(player, 1, "Black Magic", GOSSIP_SENDER_MAIN, 210); AddGossipItemFor(player, 1, "Battlemaster", GOSSIP_SENDER_MAIN, 211); AddGossipItemFor(player, 1, "Icebreaker", GOSSIP_SENDER_MAIN, 212); AddGossipItemFor(player, 1, "Lifeward", GOSSIP_SENDER_MAIN, 213); AddGossipItemFor(player, 1, "Titanguard", GOSSIP_SENDER_MAIN, 214); AddGossipItemFor(player, 1, "Superior Potency", GOSSIP_SENDER_MAIN, 215); AddGossipItemFor(player, 1, "Mighty Spellpower", GOSSIP_SENDER_MAIN, 216); AddGossipItemFor(player, 1, "Mongoose", GOSSIP_SENDER_MAIN, 217); AddGossipItemFor(player, 1, "Executioner", GOSSIP_SENDER_MAIN, 218); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100002, creature->GetGUID()); return true; } else { player->GetSession()->SendNotification("Your Off-Hand is not a weapon."); CloseGossipMenuFor(player); } } break; case 14: //Remove enchant menu AddGossipItemFor(player, 1, "Remove enchant on Main-hand", GOSSIP_SENDER_MAIN, 400); AddGossipItemFor(player, 1, "Remove enchant on Off-hand", GOSSIP_SENDER_MAIN, 401); AddGossipItemFor(player, 1, "Remove enchant on Head", GOSSIP_SENDER_MAIN, 402); AddGossipItemFor(player, 1, "Remove enchant on Shoulders", GOSSIP_SENDER_MAIN, 403); AddGossipItemFor(player, 1, "Remove enchant on Cloak", GOSSIP_SENDER_MAIN, 404); AddGossipItemFor(player, 1, "Remove enchant on Chest", GOSSIP_SENDER_MAIN, 405); AddGossipItemFor(player, 1, "Remove enchant on Bracers", GOSSIP_SENDER_MAIN, 406); AddGossipItemFor(player, 1, "Remove enchant on Gloves", GOSSIP_SENDER_MAIN, 407); AddGossipItemFor(player, 1, "Remove enchant on Legs", GOSSIP_SENDER_MAIN, 408); AddGossipItemFor(player, 1, "Remove enchant on Feet", GOSSIP_SENDER_MAIN, 409); AddGossipItemFor(player, 1, "Remove enchant on Rings", GOSSIP_SENDER_MAIN, 409); AddGossipItemFor(player, 1, "<-Back", GOSSIP_SENDER_MAIN, 300); SendGossipMenuFor(player, 100014, creature->GetGUID()); return true; break; case 100: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_AGILITY_1H); CloseGossipMenuFor(player); break; case 101: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_SPIRIT); CloseGossipMenuFor(player); break; case 102: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BLADE_WARD); CloseGossipMenuFor(player); break; case 103: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BLOOD_DRAINING); CloseGossipMenuFor(player); break; case 104: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BERSERKING); CloseGossipMenuFor(player); break; case 105: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_ACCURACY); CloseGossipMenuFor(player); break; case 106: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BLACK_MAGIC); CloseGossipMenuFor(player); break; case 107: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BATTLEMASTER); CloseGossipMenuFor(player); break; case 108: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_ICEBREAKER); CloseGossipMenuFor(player); break; case 109: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_LIFEWARD); CloseGossipMenuFor(player); break; case 110: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_TITANGUARD); CloseGossipMenuFor(player); break; case 111: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_POTENCY); CloseGossipMenuFor(player); break; case 112: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_MIGHTY_SPELL_POWER); CloseGossipMenuFor(player); break; case 113: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_MONGOOSE); CloseGossipMenuFor(player); break; case 114: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_EXECUTIONER); CloseGossipMenuFor(player); break; case 115: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_GREATER_SPELL_POWER); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); CloseGossipMenuFor(player); } } break; case 116: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_AGILITY); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); CloseGossipMenuFor(player); } } break; case 117: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_MASSACRE); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); CloseGossipMenuFor(player); } } break; case 118: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_DEFENSE); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 119: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_INTELLECT); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 120: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_RESILIENCE); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 121: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_TITANIUM_PLATING); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 122: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_STAMINA); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 123: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_TOUGHSHIELD); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); CloseGossipMenuFor(player); } } break; case 124: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_BLISSFUL_MENDING); CloseGossipMenuFor(player); break; case 125: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_BURNING_MYSTERIES); CloseGossipMenuFor(player); break; case 126: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_DOMINANCE); CloseGossipMenuFor(player); break; case 127: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_SAVAGE_GLADIATOR); CloseGossipMenuFor(player); break; case 128: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_STALWART_PROTECTOR); CloseGossipMenuFor(player); break; case 129: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_TORMENT); CloseGossipMenuFor(player); break; case 130: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_TRIUMPH); CloseGossipMenuFor(player); break; case 131: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_ECLIPSED_MOON); CloseGossipMenuFor(player); break; case 132: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_FLAME_SOUL); CloseGossipMenuFor(player); break; case 133: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_FLEEING_SHADOW); CloseGossipMenuFor(player); break; case 134: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_FROSTY_SOUL); CloseGossipMenuFor(player); break; case 135: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD), ENCHANT_HEAD_TOXIC_WARDING); CloseGossipMenuFor(player); break; case 136: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_MASTERS_AXE); CloseGossipMenuFor(player); break; case 137: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_MASTERS_CRAG); CloseGossipMenuFor(player); break; case 138: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_MASTERS_PINNACLE); CloseGossipMenuFor(player); break; case 139: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_MASTERS_STORM); CloseGossipMenuFor(player); break; case 140: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_GREATER_AXE); CloseGossipMenuFor(player); break; case 141: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_GREATER_CRAG); CloseGossipMenuFor(player); break; case 142: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_GREATER_GLADIATOR); CloseGossipMenuFor(player); break; case 143: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_GREATER_PINNACLE); CloseGossipMenuFor(player); break; case 144: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_GREATER_STORM); CloseGossipMenuFor(player); break; case 145: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_DOMINANCE); CloseGossipMenuFor(player); break; case 146: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS), ENCHANT_SHOULDER_TRIUMPH); CloseGossipMenuFor(player); break; case 147: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SPRINGY_ARACHNOWEAVE); CloseGossipMenuFor(player); break; case 148: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SHADOW_ARMOR); CloseGossipMenuFor(player); break; case 149: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_DARKGLOW_EMBROIDERY); CloseGossipMenuFor(player); break; case 150: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_LIGHTWEAVE_EMBROIDERY); CloseGossipMenuFor(player); break; case 151: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SWORDGUARD_EMBROIDERY); CloseGossipMenuFor(player); break; case 152: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_WISDOM); CloseGossipMenuFor(player); break; case 153: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_TITANWEAVE); CloseGossipMenuFor(player); break; case 154: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SPELL_PIERCING); CloseGossipMenuFor(player); break; case 155: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_MIGHTY_ARMOR); CloseGossipMenuFor(player); break; case 156: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_MAJOR_AGILITY); CloseGossipMenuFor(player); break; case 157: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_GREATER_SPEED); CloseGossipMenuFor(player); break; case 158: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_POWERFUL_STATS); CloseGossipMenuFor(player); break; case 159: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_SUPER_HEALTH); CloseGossipMenuFor(player); break; case 160: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_GREATER_MAINA_REST); CloseGossipMenuFor(player); break; case 161: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_EXCEPTIONAL_RESIL); CloseGossipMenuFor(player); break; case 162: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_GREATER_DEFENSE); CloseGossipMenuFor(player); break; case 163: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_MAJOR_STAMINA); CloseGossipMenuFor(player); break; case 164: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_SUPERIOR_SP); CloseGossipMenuFor(player); break; case 165: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_GREATER_ASSUALT); CloseGossipMenuFor(player); break; case 166: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_MAJOR_SPIRT); CloseGossipMenuFor(player); break; case 167: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_EXPERTISE); CloseGossipMenuFor(player); break; case 168: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_GREATER_STATS); CloseGossipMenuFor(player); break; case 169: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_INTELLECT); CloseGossipMenuFor(player); break; case 170: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_ARCANE); CloseGossipMenuFor(player); break; case 171: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_FIRE); CloseGossipMenuFor(player); break; case 172: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_FROST); CloseGossipMenuFor(player); break; case 173: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_NATURE); CloseGossipMenuFor(player); break; case 174: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_SHADOW); CloseGossipMenuFor(player); break; case 175: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_ATTACK); CloseGossipMenuFor(player); break; case 176: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_STAMINA); CloseGossipMenuFor(player); break; case 177: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_FURL_SPELLPOWER); CloseGossipMenuFor(player); break; case 178: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_GREATER_BLASTING); CloseGossipMenuFor(player); break; case 179: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_ARMSMAN); CloseGossipMenuFor(player); break; case 180: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_CRUSHER); CloseGossipMenuFor(player); break; case 181: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_AGILITY); CloseGossipMenuFor(player); break; case 182: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_PRECISION); CloseGossipMenuFor(player); break; case 183: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_EXPERTISE); CloseGossipMenuFor(player); break; case 184: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_EARTHEN); CloseGossipMenuFor(player); break; case 185: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_FROSTHIDE); CloseGossipMenuFor(player); break; case 186: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_ICESCALE); CloseGossipMenuFor(player); break; case 187: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_BRILLIANT_SPELLTHREAD); CloseGossipMenuFor(player); break; case 188: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_SAPPHIRE_SPELLTHREAD); CloseGossipMenuFor(player); break; case 189: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_DRAGONSCALE); CloseGossipMenuFor(player); break; case 190: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEG_WYRMSCALE); CloseGossipMenuFor(player); break; case 191: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_GREATER_ASSULT); CloseGossipMenuFor(player); break; case 192: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_TUSKARS_VITLIATY); CloseGossipMenuFor(player); break; case 193: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_SUPERIOR_AGILITY); CloseGossipMenuFor(player); break; case 194: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_GREATER_SPIRIT); CloseGossipMenuFor(player); break; case 195: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_GREATER_VITALITY); CloseGossipMenuFor(player); break; case 196: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_ICEWALKER); CloseGossipMenuFor(player); break; case 197: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_GREATER_FORTITUDE); CloseGossipMenuFor(player); break; case 198: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_NITRO_BOOTS); CloseGossipMenuFor(player); break; case 199: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_PYRO_ROCKET); CloseGossipMenuFor(player); break; case 200: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_HYPERSPEED); CloseGossipMenuFor(player); break; case 201: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_ARMOR_WEBBING); CloseGossipMenuFor(player); break; case 202: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_ASSULT); Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_ASSULT); CloseGossipMenuFor(player); break; case 203: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_GREATER_SP); Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_GREATER_SP); CloseGossipMenuFor(player); break; case 204: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1), ENCHANT_RING_STAMINA); Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2), ENCHANT_RING_STAMINA); CloseGossipMenuFor(player); break; case 205: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_BLADE_WARD); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 206: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_AGILITY_1H); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 207: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_SPIRIT); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 208: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_BERSERKING); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 209: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_ACCURACY); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 210: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_BLACK_MAGIC); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 211: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_BATTLEMASTER); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 212: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_ICEBREAKER); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 213: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_LIFEWARD); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 214: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_TITANGUARD); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 215: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_POTENCY); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 216: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_MIGHTY_SPELL_POWER); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 217: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_2WEP_MONGOOSE); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 218: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_EXECUTIONER); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 219: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_BLOOD_DRAINING); CloseGossipMenuFor(player); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); CloseGossipMenuFor(player); } } break; case 300: //<-Back menu { AddGossipItemFor(player, 1, "Enchant Weapon", GOSSIP_SENDER_MAIN, 1); AddGossipItemFor(player, 1, "Enchant Off-Hand Weapon", GOSSIP_SENDER_MAIN, 13); AddGossipItemFor(player, 1, "Enchant 2H Weapon", GOSSIP_SENDER_MAIN, 2); AddGossipItemFor(player, 1, "Enchant Shield", GOSSIP_SENDER_MAIN, 3); AddGossipItemFor(player, 1, "Enchant Head", GOSSIP_SENDER_MAIN, 4); AddGossipItemFor(player, 1, "Enchant Shoulders", GOSSIP_SENDER_MAIN, 5); AddGossipItemFor(player, 1, "Enchant Cloak", GOSSIP_SENDER_MAIN, 6); AddGossipItemFor(player, 1, "Enchant Chest", GOSSIP_SENDER_MAIN, 7); AddGossipItemFor(player, 1, "Enchant Bracers", GOSSIP_SENDER_MAIN, 8); AddGossipItemFor(player, 1, "Enchant Gloves", GOSSIP_SENDER_MAIN, 9); AddGossipItemFor(player, 1, "Enchant Legs", GOSSIP_SENDER_MAIN, 10); AddGossipItemFor(player, 1, "Enchant Feet", GOSSIP_SENDER_MAIN, 11); if (player->HasSkill(SKILL_ENCHANTING) && player->GetSkillValue(SKILL_ENCHANTING) == 450) { AddGossipItemFor(player, 1, "Enchant Rings", GOSSIP_SENDER_MAIN, 12); } AddGossipItemFor(player, 1, "I wish to remove my enchant", GOSSIP_SENDER_MAIN, 14); AddGossipItemFor(player, 4, "Nevermind", GOSSIP_SENDER_MAIN, 15); SendGossipMenuFor(player, 100001, creature->GetGUID()); return true; } break; case 400: //Remove enchant for mainhand RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)); CloseGossipMenuFor(player); break; case 401: //Remove enchant for offhand RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)); CloseGossipMenuFor(player); break; case 402: //Remove enchant for head RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD)); CloseGossipMenuFor(player); break; case 403: //Remove enchant for shoulders RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS)); CloseGossipMenuFor(player); break; case 404: //remove enchant for cloak RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK)); CloseGossipMenuFor(player); break; case 405: //remove enchant for chest RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST)); CloseGossipMenuFor(player); break; case 406: //remove enchant for bracers RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS)); CloseGossipMenuFor(player); break; case 407: //remove enchant for gloves RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS)); CloseGossipMenuFor(player); break; case 408: //remove enchant for legs RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS)); CloseGossipMenuFor(player); break; case 409: //remove enchant for feet RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET)); CloseGossipMenuFor(player); break; case 410: RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1)); RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2)); CloseGossipMenuFor(player); break; } return true; } }; void AddSC_NPC_Enchant() { new NPC_Enchant(); }