[Release]Portable Buffer menu

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    [Release]Portable Buffer

    Many credits to Legend at ascentemu for the buff NPC which this script was based off of.

    I have taken Legend's buff NPC and Turned it into a portable item.

    Here is the source code:
    Code:
    #include "StdAfx.h" 
    #include "Setup.h" 
     
    class SCRIPT_DECL BuffNPC1 : public GossipScript 
    { 
    public: 
        void GossipHello(Object * pObject, Player* Plr, bool AutoSend); 
        void GossipSelectOption(Object * pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code); 
        void GossipEnd(Object * pObject, Player* Plr); 
       void Destroy() 
       { 
          delete this; 
       } 
    }; 
    void BuffNPC1::GossipHello(Object * pObject, Player* Plr, bool AutoSend) 
        { 
            GossipMenu *Menu; 
            objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
     
          Menu->AddItem(0, "Level 10 Buffs - 1 Gold Each", 1);   
          Menu->AddItem(0, "Level 20 Buffs - 2 Gold Each", 2);  
          Menu->AddItem(0, "Level 30 Buffs - 3 Gold Each", 3);  
          Menu->AddItem(0, "Level 40 Buffs - 4 Gold Each", 4);  
          Menu->AddItem(0, "Level 50 Buffs - 5 Gold Each", 5);  
     
            if(AutoSend) 
                Menu->SendTo(Plr); 
        } 
     
    void BuffNPC1::GossipSelectOption(Object * pObject, Player* Plr, uint32 Id, uint32 IntId, const char * Code) 
        { 
     
            GossipMenu * Menu; 
            switch(IntId) 
            { 
            case 0:     // Return to start 
                GossipHello(pObject, Plr, true); 
                break; 
     
          case 1:      
       { 
                    objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
          if(Plr->getLevel() >= 10) 
          { 
                Menu->AddItem(5, "Strength", 8); 
                    Menu->AddItem(5, "Intelligence", 9); 
                    Menu->AddItem(5, "Stamina", 10); 
                    Menu->AddItem(5, "Spirit", 11); 
                    Menu->AddItem(5, "Agility", 12); 
                Menu->AddItem(5, "Protection", 43); 
                    Menu->AddItem(0, "[Back]", 99); 
                    Menu->SendTo(Plr); 
          } 
          else{ 
             Plr->BroadcastMessage("You must be at least level 10 to use these buffs." ); 
          } 
       } 
                break; 
     
            case 2:   
       {    
                    objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
          if(Plr->getLevel() >= 20) 
          { 
          Menu->AddItem(5, "Strength", 13); 
                    Menu->AddItem(5, "Intelligence", 14); 
                    Menu->AddItem(5, "Stamina", 15); 
                    Menu->AddItem(5, "Spirit", 16); 
                    Menu->AddItem(5, "Agility", 17); 
          Menu->AddItem(5, "Protection", 44); 
                          Menu->AddItem(0, "[Back]", 99); 
                    Menu->SendTo(Plr); 
          } 
          else{ 
             Plr->BroadcastMessage("You must be at least level 20 to use these buffs." ); 
          } 
       } 
                break; 
     
            case 3:    
       {   
                    objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
          if(Plr->getLevel() >= 30) 
          { 
          Menu->AddItem(5, "Strength", 18); 
                    Menu->AddItem(5, "Intelligence", 19); 
                    Menu->AddItem(5, "Stamina", 20); 
                    Menu->AddItem(5, "Spirit", 21); 
                    Menu->AddItem(5, "Agility", 22); 
          Menu->AddItem(5, "Protection", 45); 
                          Menu->AddItem(0, "[Back]", 99); 
                    Menu->SendTo(Plr); 
          } 
          else{ 
             Plr->BroadcastMessage("You must be at least level 30 to use these buffs." ); 
          } 
       } 
                break; 
     
            case 4:     
       {  
                    objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
          if(Plr->getLevel() >= 40) 
          { 
          Menu->AddItem(5, "Strength", 23); 
                    Menu->AddItem(5, "Intelligence", 24); 
                    Menu->AddItem(5, "Stamina", 25); 
                    Menu->AddItem(5, "Spirit", 26); 
                    Menu->AddItem(5, "Agility", 27); 
          Menu->AddItem(5, "Protection", 46); 
                          Menu->AddItem(0, "[Back]", 99); 
                    Menu->SendTo(Plr); 
          } 
          else{ 
             Plr->BroadcastMessage("You must be at least level 40 to use these buffs." ); 
          } 
       } 
                break; 
     
            case 5:      
       {    
                    objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
          if(Plr->getLevel() >= 50) 
          { 
          Menu->AddItem(5, "Strength", 28); 
                    Menu->AddItem(5, "Intelligence", 29); 
                    Menu->AddItem(5, "Stamina", 30); 
                    Menu->AddItem(5, "Spirit", 31); 
                    Menu->AddItem(5, "Agility", 32); 
          Menu->AddItem(5, "Protection", 47); 
                          Menu->AddItem(0, "[Back]", 99); 
                    Menu->SendTo(Plr); 
          } 
          else{ 
             Plr->BroadcastMessage("You must be at least level 50 to use these buffs." ); 
          } 
       } 
                break; 
     
    // Level 10 
     
            case 8:     // Strength 
               { 
          uint32 price=10000;// 1G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8118, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 9:     // Intelligence 
               { 
          uint32 price=10000;// 1G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8096, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 10:     // Stamina 
               { 
          uint32 price=10000;// 1G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8099, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 11:     // Spirit 
               { 
          uint32 price=10000;// 1G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8112, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 12:     // Agility 
               { 
          uint32 price=10000;// 1G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8115, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
    // Level 20 
     
            case 13:     // Strength 
               { 
          uint32 price=20000;// 2G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8119, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 14:     // Intelligence 
               { 
          uint32 price=20000;// 2G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8097, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 15:     // Stamina 
               { 
          uint32 price=20000;// 2G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8100, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 16:     // Spirit 
               { 
          uint32 price=20000;// 2G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8113, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 17:     // Agility 
               { 
          uint32 price=20000;// 2G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8116, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
    // Level 30 
     
            case 18:     // Strength 
               { 
          uint32 price=30000;// 3G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8120, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 19:     // Intelligence 
               { 
          uint32 price=30000;// 3G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8098, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 20:     // Stamina 
               { 
          uint32 price=30000;// 3G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8101, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 21:     // Spirit 
               { 
          uint32 price=30000;// 3G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8114, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 22:     // Agility 
               { 
          uint32 price=30000;// 3G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8117, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
    // Level 40 
     
            case 23:     // Strength 
               { 
          uint32 price=40000;// 4G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 12179, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 24:     // Intelligence 
               { 
          uint32 price=40000;// 4G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 12176, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 25:     // Stamina 
               { 
          uint32 price=40000;// 4G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 12178, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 26:     // Spirit 
               { 
          uint32 price=40000;// 4G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 12177, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 27:     // Agility 
               { 
          uint32 price=40000;// 4G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 12174, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
    // Level 50 
     
            case 28:     // Strength 
               { 
          uint32 price=50000;// 5G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 33082, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 29:     // Intelligence 
               { 
          uint32 price=50000;// 5G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 33078, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 30:     // Stamina 
               { 
          uint32 price=50000;// 5G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 33081, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 31:     // Spirit 
               { 
          uint32 price=50000;// 5G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 33080, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 32:     // Agility 
               { 
          uint32 price=50000;// 5G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 33077, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 43:     // Protection 
               { 
          uint32 price=10000;// 1G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8091, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 44:     // Protection 
               { 
          uint32 price=20000;// 2G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8094, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 45:     // Protection 
               { 
          uint32 price=30000;// 3G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 8095, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 46:     // Protection 
               { 
          uint32 price=40000;// 4G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 12175, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
            case 47:     // Protection 
               { 
          uint32 price=50000;// 5G 
          uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE); 
          if (currentgold>=price){ 
          int32 newgold = currentgold - price;  
          Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold); 
                    Plr->CastSpell(Plr, 33079, 0); 
          Plr->BroadcastMessage("You have been blessed!" ); 
          }else{ 
             Plr->BroadcastMessage("You don't have enough money ." ); 
          } 
          } 
                break; 
     
          case 99: //main menu 
                 { 
                objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr); 
     
          Menu->AddItem(0, "Level 10 Buffs - 1 Gold Each", 1);   
          Menu->AddItem(0, "Level 20 Buffs - 2 Gold Each", 2);  
          Menu->AddItem(0, "Level 30 Buffs - 3 Gold Each", 3);  
          Menu->AddItem(0, "Level 40 Buffs - 4 Gold Each", 4);  
          Menu->AddItem(0, "Level 50 Buffs - 5 Gold Each", 5);  
                 
          Menu->SendTo(Plr); 
             } 
            } 
        } 
     
    void BuffNPC1::GossipEnd(Object * pObject, Player* Plr) 
    { 
        GossipScript::GossipEnd(pObject, Plr); 
    } 
     
    void SetupBuffNPC1(ScriptMgr * mgr) 
        { 
        GossipScript * gs = (GossipScript*) new BuffNPC1(); 
        mgr->register_item_gossip_script(40012,gs); 
        }
    Here is the item's SQL format if you want it and the download link for the already compiled the DLL:

    DLL:
    Filebeam - Free Fast File Hosting

    Item ID: 40012

    Thanks to spartansp for SQL mormat of the item.
    SQL:
    Code:
    INSERT INTO `items` (`class`, `subclass`, `name1`, `name2`, `name3`, `name4`, `displayid`, `quality`, `buyprice`, `sellprice`, `itemlevel`, `ContainerSlots`, `unique`, `maxcount`, `bonding`, `stat_type1`, `stat_value1`, `stat_type2`, `stat_value2`, `stat_type3`, `stat_value3`, `stat_type4`, `stat_value4`, `stat_type5`, `stat_value5`, `stat_type6`, `stat_value6`, `stat_type7`, `stat_value7`, `stat_type8`, `stat_value8`, `dmg_min1`, `dmg_max1`, `dmg_type1`, `dmg_min2`, `dmg_max2`, `dmg_type2`, `dmg_min3`, `dmg_max3`, `dmg_type3`, `dmg_min4`, `dmg_max4`, `dmg_type4`, `dmg_min5`, `dmg_max5`, `dmg_type5`, `delay`, `range`, `holy_res`, `fire_res`, `nature_res`, `frost_res`, `shadow_res`, `arcane_res`, `armor`, `block`, `spellid_1`, `spelltrigger_1`, `spellcharges_1`, `spellcooldown_1`, `spellcategory_1`, `spellcategorycooldown_1`, `spellid_2`, `spelltrigger_2`, `spellcharges_2`, `spellcooldown_2`, `spellcategory_2`, `spellcategorycooldown_2`, `spellid_3`, `spelltrigger_3`, `spellcharges_3`, `spellcooldown_3`, `spellcategory_3`, `spellcategorycooldown_3`, `spellid_4`, `spelltrigger_4`, `spellcharges_4`, `spellcooldown_4`, `spellcategory_4`, `spellcategorycooldown_4`, `spellid_5`, `spelltrigger_5`, `spellcharges_5`, `spellcooldown_5`, `spellcategory_5`, `spellcategorycooldown_5`, `allowableclass`, `allowablerace`, `RequiredSkill`, `RequiredSkillRank`, `RequiredSkillSubRank`, `RequiredFaction`, `RequiredFactionStanding`, `requiredlevel`, `inventorytype`, `quest_id`, `sheathID`, `itemset`, `MaxDurability`, `Description`, `socket_color_1`, `socket_color_2`, `socket_color_3`, `socket_bonus`, `entry`) VALUES ('8', '-1', 'Portable Buffer', 'Portable Buffer', 'Portable Buffer', 'Portable Buffer', '42629', '1', '0', '0', '0', '0', '1', '1', '1', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '33208', '0', '579', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '1503', '1791', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', '0', 'Come on Buff ME!!!', '0', '0', '0', '0', '40012');
    Last edited by Pragma; 01-17-2008 at 06:34 PM.


    [Release]Portable Buffer
  2. #2
    Spartansp's Avatar Member
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    lol this is really cool hope it work so insane how is my script going?? i changed some things on my original post and change it again in a few moments

  3. #3
    Pragma's Avatar Contributor
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    ill try and touch it up tomorrow I am soooo tired but ya anyways, I could just give ya a portable tele item script and u could edit it to include your places


  4. #4
    Spartansp's Avatar Member
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    yea that can also be done check my updates maybe that way im not too far lol

  5. #5
    Pragma's Avatar Contributor
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    Ill keep working on it, tell me if you get it fixed


  6. #6
    Spartansp's Avatar Member
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    ok insane thatnks for your help noiw i have that proyect in pause... lol... im doing a full new instance with lua bosses

  7. #7
    latruwski's Avatar Banned
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    nice nice ! keep up the nice posts

  8. #8
    Illidan1's Avatar Banned
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    haha nice mate, good job

  9. #9
    Bioz's Avatar Member
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    Thank you so much for this insane!

    I havent learned how to compile yet and i have tryed many different portable Buff & Teleport releases that didnt work.

    Any chance of a Portable Teleporting item release from you ??

    Thanks again for this, everyone on my server loves it +Rep

  10. #10
    Pragma's Avatar Contributor
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    Ya i could make a custom teleporting item for ya


  11. #11
    Xeneth's Avatar Member
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    Great release, Now all we need is a portable Tele.

    +rep


  12. #12
    Pragma's Avatar Contributor
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    what should teleport locations should I include?


  13. #13
    Troys's Avatar Contributor
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    NICE ONE MATE bah im going to kill my cat it spilled water on keyboard >.<
    Pals 4 Life

  14. #14
    Pragma's Avatar Contributor
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    ahh troys, the antics never end


  15. #15
    Troys's Avatar Contributor
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    =P i didnt even find out till i put my hand on my face but yeah i like this ill try to +rep
    Pals 4 Life

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