--[==[ -- vmangos INSERT INTO `creature_template` (`entry`, `patch`, `display_id1`, `display_id2`, `display_id3` , `display_id4`, `name`, `subname`, `gossip_menu_id`, `level_min` , `level_max`, `faction`, `npc_flags`, `speed_walk`, `speed_run` , `display_scale1`, `detection_range`, `call_for_help_range`, `leash_range`, `rank` , `xp_multiplier`, `damage_school`, `damage_multiplier`, `base_attack_time`, `ranged_attack_time` , `unit_class`, `unit_flags`, `pet_family`, `trainer_type`, `trainer_spell` , `trainer_class`, `trainer_race`, `type`, `type_flags`, `loot_id` , `pickpocket_loot_id`, `skinning_loot_id`, `holy_res`, `fire_res`, `nature_res` , `frost_res`, `shadow_res`, `arcane_res`, `spell_id1`, `spell_id2` , `spell_id3`, `spell_id4`, `spell_list_id`, `pet_spell_list_id`, `gold_min` , `gold_max`, `ai_name`, `movement_type`, `inhabit_type`, `civilian` , `racial_leader`, `regeneration`, `equipment_id`, `trainer_id`, `vendor_id` , `mechanic_immune_mask`, `school_immune_mask`, `flags_extra`, `script_name`) VALUES ('70004', '0', '11121', '0', '0' , '0', '赏金猎手', '仇恨终结者', '0', '55' , '55', '35', '1', '1.1', '1.14286' , '0.1', '20', '5', '0', '0' , '1', '0', '1', '2000', '2000' , '8', '32768', '0', '0', '0' , '0', '0', '7', '0', '0' , '0', '0', '0', '0', '0' , '0', '0', '0', '0', '0' , '0', '0', '0', '0', '0' , '0', '', '0', '3', '0' , '0', '3', '0', '0', '0' , '0', '0', '0', ''); SET FOREIGN_KEY_CHECKS=0; -- ---------------------------- -- Table structure for character_bounty -- ---------------------------- DROP TABLE IF EXISTS `character_bounty`; CREATE TABLE `character_bounty` ( `id` int(11) unsigned NOT NULL AUTO_INCREMENT, `bounty_name` char(100) NOT NULL DEFAULT '', `hunter_name` char(100) NOT NULL DEFAULT '', PRIMARY KEY (`id`) ) ENGINE=MyISAM DEFAULT CHARSET=latin1; ]==] -- Include sc_default require "base/sc_default" local BountyHunter = {} BountyHunter.Settings = { Name = "|CFF18E7BD[BountyHunter]|r", NpcEntry = 70004, BountyMoney = 100000, HunterMinLevel = 60, BountyMinLevel = 60, BountyCommand = "#bounty list", }; function BountyHunter.OnGossipHello(event, player, unit) local PlayerLevel = player:GetLevel() local PlayerName = player:GetName() if PlayerLevel < BountyHunter.Settings.HunterMinLevel then player:GossipSetText(string.format("你好 %s 你需要达到级别 %s", PlayerName, BountyHunter.Settings.HunterMinLevel)) else player:GossipMenuAddItem(0, "悬赏 "..BountyHunter.Settings.BountyMoney.." 铜币击杀某人,请在弹出框输入你的仇人", 1, 1, true, nil) player:GossipMenuAddItem(0, "悬赏列表", 0, 2) player:GossipSetText(string.format("你好 %s", PlayerName)) end player:GossipSendMenu(0x7FFFFFFF, unit) end function BountyHunter.OnGossipSelect(event, player, unit, sender, intid, code) local result = CharDBQuery("SELECT * FROM character_bounty ORDER BY id ASC") if (intid == 1) then local result1 = CharDBQuery(string.format("SELECT * FROM character_bounty WHERE bounty_name = ('%s')", code)) local Bounty = GetPlayerByName(code) local BountyName = code local HunterName = player:GetName() if Bounty and Bounty:GetLevel() >= BountyHunter.Settings.BountyMinLevel then print(Bounty:GetLevel()) if BountyName == HunterName then player:SendBroadcastMessage(string.format("%s 你不能悬赏你自己", BountyHunter.Settings.Name)) player:GossipComplete() else if result ~= nil and result1 ~= nil then if BountyName == result1:GetString(1) then player:SendBroadcastMessage(string.format("%s On |CFFFF0000%s|r 已经被悬赏", BountyHunter.Settings.Name, BountyName)) player:GossipComplete() else if player:GetCoinage() >= BountyHunter.Settings.BountyMoney then player:SendBroadcastMessage(string.format("%s 设置悬赏击杀 |CFFFF0000%s|r", BountyHunter.Settings.Name, BountyName)) CharDBQuery(string.format("INSERT INTO `character_bounty` (`bounty_name`, `hunter_name`) VALUES('%s','%s')", BountyName, HunterName)) Bounty:SendBroadcastMessage(string.format("%s |CFFFF0000%s|r 设置赏金击杀你", BountyHunter.Settings.Name, HunterName)) player:ModifyMoney(-BountyHunter.Settings.BountyMoney) player:GossipComplete() else player:SendBroadcastMessage(string.format("%s 你没有足够的金币", BountyHunter.Settings.Name)) end end else if player:GetCoinage() >= BountyHunter.Settings.BountyMoney then player:SendBroadcastMessage(string.format("%s Set a bounty on |CFFFF0000%s|r", BountyHunter.Settings.Name, BountyName)) CharDBQuery(string.format("INSERT INTO `character_bounty` (`bounty_name`, `hunter_name`) VALUES('%s','%s')", BountyName, HunterName)) Bounty:SendBroadcastMessage(string.format("%s |CFFFF0000%s|r 设置赏金击杀你", BountyHunter.Settings.Name, HunterName)) player:ModifyMoney(-BountyHunter.Settings.BountyMoney) player:GossipComplete() else player:SendBroadcastMessage(string.format("%s 你没有足够的金币", BountyHunter.Settings.Name)) end end end else player:SendBroadcastMessage(string.format("%s Player with name |CFFFF0000%s|r 没找到或者级别不够 |CFFFF0000%s|r.", BountyHunter.Settings.Name, BountyName, BountyHunter.Settings.BountyMinLevel)) player:GossipComplete() end end if (intid == 2) then if result ~= nil then repeat player:SendBroadcastMessage(string.format("%s 悬赏: = |CFFFF0000%s|r / 猎手: = |CFFFF0000%s|r", BountyHunter.Settings.Name, result:GetString(1), result:GetString(2))) until not result:NextRow() else player:SendBroadcastMessage(string.format("%s 没有找到悬赏", BountyHunter.Settings.Name)) end end player:GossipComplete() end function BountyHunter.OnChatCommand(event, player, msg, _, lang) local result = CharDBQuery("SELECT * FROM character_bounty ORDER BY id ASC") if (msg == BountyHunter.Settings.BountyCommand) then if result ~= nil then repeat player:SendBroadcastMessage(string.format("%s 悬赏: = |CFFFF0000%s|r / 猎手: = |CFFFF0000%s|r", BountyHunter.Settings.Name, result:GetString(1), result:GetString(2))) until not result:NextRow() else player:SendBroadcastMessage(string.format("%s 没有找到悬赏", BountyHunter.Settings.Name)) end return false end end function BountyHunter.OnPlayerKill(event, killer, killed) local result = CharDBQuery(string.format("SELECT * FROM character_bounty WHERE bounty_name = ('%s')", killed:GetName())) local BountyName = killed:GetName() if result ~= nil then if BountyName == result:GetString(1) then killed:SendBroadcastMessage(string.format("%s 你从悬赏列表移除", BountyHunter.Settings.Name)) killer:SendBroadcastMessage(string.format("%s 在 |CFFFF0000%s|r 是一个悬赏, 你获得 |CFFFF0000%s|r 铜币", BountyHunter.Settings.Name, BountyName, BountyHunter.Settings.BountyMoney)) CharDBQuery(string.format("DELETE FROM `character_bounty` WHERE bounty_name = '%s'", BountyName)) killer:ModifyMoney(BountyHunter.Settings.BountyMoney) end end end RegisterPlayerEvent(6, BountyHunter.OnPlayerKill) RegisterPlayerEvent(18, BountyHunter.OnChatCommand) RegisterCreatureGossipEvent(BountyHunter.Settings.NpcEntry, 1, BountyHunter.OnGossipHello) RegisterCreatureGossipEvent(BountyHunter.Settings.NpcEntry, 2, BountyHunter.OnGossipSelect)