Teleporter/gold giver/mount giver and more for latest TrinityCore menu

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  1. #1
    silviu2008's Avatar Active Member
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    Teleporter/gold giver/mount giver and more for latest TrinityCore

    Hello everyone. I have created a custom NPC (C++ based), that could be of use on funservers. The NPC has the ability to teleport you (malls locations added too, you can edit them anyway), advance you to level 80, maximize weapon skills, give you golds, give you some nice mounts, heal you, and remove ressurection sickness. The NPC will not talk to you if you are in combat, so the healing ability can't be used by players who are in combat (for e.g, when you duel).

    What TrinityCore is required to build the script: rev. 10686+(may be compatible with older versions too, but I wouldn't recommend).
    Database required to import the SQL file: Successfully imported in TDB
    335.11.35, updated to revision 10681(see sql/updates folder from the cloned trinity source).Must be compatible with other Databases that support TrinityCore 10686+.

    Adding the script: first, get a new clone of trinity. If you don’t know how, you can find useful info here: Main Page - TrinityCore. Make sure trinity core is ready for compile. Add “universal_teleporter.cpp” to your “scripts” project (which is included in trinitycore solution). This step is different because every IDE is different. For e.g, in VC++ 2010 you would expand “scripts” project, right click on Source Files, then Add->Existing Item. Browse “universal_teleporter.cpp” and press “add”. You can even simply add a new file to your “scripts” project, call it “universal_teleporter.cpp” (e.g), then copy the code from my “universal_teleporter.cpp” into the freshly created file. After you’ve added this file, find up “ScriptLoader.cpp”
    (you can find it through the source files of project "game" from trinityCore solution)
    . Open it, and browse this (should be at the bottom of the file):

    Code:
    #ifdef SCRIPTS
      /* This is where custom scripts' loading functions should be declared. */
      
      #endif
    Modify it so it looks like this:
    Code:
    #ifdef SCRIPTS
      /* This is where custom scripts' loading functions should be declared. */
      void AddSc_Script_UTeleporter();
      #endif
    Then, right below, you will find:
    Code:
    void AddCustomScripts()
      {
      #ifdef SCRIPTS
          /* This is where custom scripts should be added. */
      
      #endif
      }
    Modify it so that AddCustomScripts will call AddSc_Script_UTeleporter():
    Code:
    void AddCustomScripts()
      {
      #ifdef SCRIPTS
          /* This is where custom scripts should be added. */
          AddSc_Script_UTeleporter();
      #endif
      }
    And that was it. Now, you should be able to compile your project with no problems.
    Ingame, type .npc add 643409 to spawn the NPC.

    How to edit mall locations: this step involves to edit “universal_teleporter.cpp”. Open up the file, and search for:
    Code:
    case GOSSIP_ACTION_INFO_DEF + 175:
             pPlayer->CLOSE_GOSSIP_MENU();
             pPlayer->TeleportTo(1, 7487.8f, -1542.39f, 159.899f, 3.72276f);
      
      break;

    This represents the code that handles the teleport to Horde Mall. The line of interest is obviously
    Code:
    pPlayer->TeleportTo(1, 7487.8f, -1542.39f, 159.899f, 3.72276f);
    The first parameter is mapID (0 for Eastern kingdoms, 1 for kalimdor, etc ..). The next three parameters represents the player position, X, Y and Z, and the last one represents the player orientation. In order to get new coordinates, log in, find your new mall location, type in .gps, and the command will bring up info, like mapID, player location X, location Y, location Z, and orientation. Write these down on paper, then edit
    Code:
    pPlayer->TeleportTo(1, 7487.8f, -1542.39f, 159.899f, 3.72276f);
    with your values: for e.g if .gps brings up: mapID = 0, X = -3411.33, Y = 983.111, Z = -451.34 and orientation = 3.44444, the line would become:
    Code:
    pPlayer->TeleportTo(0, -3411.33f, -983.111f, -451.34f, 3.44444f);
    The code that handles teleport to Alliance mall is right below:
    Code:
    case GOSSIP_ACTION_INFO_DEF + 176:
             pPlayer->CLOSE_GOSSIP_MENU();
             pPlayer->TeleportTo(1, -10746.9f, 2426.58f, 6.28456f, 1.10739f);
      
             break;

    No need for more explanation. Same rule. Replace parameters of TeleportTo with your own if you want mall location to be changed.

    Remember that after modifying anything to „universal_teleporter.cpp” you must recompile the core, then copy the new worldserver.exe to your default server files.

    I will constantly update this so it will be compatible with the latest TrinityCore. I will also add more features to the NPC in time. Have fun!

    Changelog:
    -v1.0 - Initial release
    -v1.1 - Added new menus:
    - you can now get the maximum riding skill using the NPC
    - you can get emblems (frost/valor/...) using the NPC
    - you can get honor/arena points using the NPC
    -v1.2 - Added menus:
    - you can now learn max. profession skills using the NPC
    -v1.3 - you can learn max. profession skill for cooking/first aid using the NPC

    Ingame pics of the NPC:
    NPCMainMenu
    picture1
    picture2
    picture3
    picture4
    picture5
    picture6
    picture7
    picture8
    picture9

    >>> DOWNLOAD LATEST VERSION <<<
    Last edited by silviu2008; 02-03-2011 at 02:31 PM.

    Teleporter/gold giver/mount giver and more for latest TrinityCore
  2. #2
    stoneharry's Avatar Moderator Harry

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    A nice release, the post is well formatted and I like how you've highlighted the key parts.

    The download link only contains the teleporter as far as I am aware, did you forget to upload the other parts?

    Good work, +Rep x10.

  3. #3
    theblitched's Avatar Member
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    Ouhyp#reijlknqwr

  4. #4
    silviu2008's Avatar Active Member
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    @stoneharry: that's the only thing you need. The release only contains the C++ script (as the topic title says), and you have to compile it along with TrinityCore (the steps are explained in the post).

  5. #5
    smore09's Avatar Private
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    I got errors in explain, toworrow i'll write down the error.
    I say that it is AWESOME, thank you for this great release!

  6. #6
    silviu2008's Avatar Active Member
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    Updated so that it will work on latest TC revisions.

  7. #7
    googleforloss's Avatar Corporal
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    On the compiling process, if my build is in c:/Build, and I edit my Scriptloader.cpp to load this script as you said, Can I just clean and recompile my "game" and "scripts" Solutions, or do I have to recompile the entire core, then you say to copy the new worldserver.exe and authserver.exe, where are those files located usually....

  8. #8
    silviu2008's Avatar Active Member
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    Indeed, you don't have to recompile the whole thing. Just the affected projects. And you only have to copy worldserver.exe, since the script has no deal with authserver projects.

  9. #9
    googleforloss's Avatar Corporal
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    Where is the worldserver.exe since the script has no deal with authserver, i'll leave that alone, Like what is the directory of the new worldserver.exe I need to copy into my bin/release folder?

    ---------- Post added at 07:00 PM ---------- Previous post was at 06:55 PM ----------

    I think I confused myself with that question my bad, what I'm trying to say was I cleaned, and rebuilded my 'game' and 'worldserver' projects, but my 'worldserver' project gave me an error, that I will try to reproduce.... It seemed to go away now, but you you want the build log or the debug mode log?
    I can post the error.

  10. #10
    silviu2008's Avatar Active Member
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    Post the error.

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