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  1. #1
    Zellcorp's Avatar Member
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    Need Help Making Trinity Codebox C++

    Hi ive been working on a script here ive managed to convert most of my old arcemu script functions to trinity but theres 1 I cant seem to work out its the codebox on gossip select i can complile the custom_gossip_codebox.cpp example that comes with the repo but its not really working as it should when I run it on a NPC theres 2 menu options for "im not interested" and the first gossip option opens the codebox then I put in a entry just turns me into a sheep.

    the second option just closes the gossip.

    heres the code for the custom_gossip_codebox.cpp that comes with the repo.....

    Code:
    /* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
     * This program is free software; you can redistribute it and/or modify
     * it under the terms of the GNU General Public License as published by
     * the Free Software Foundation; either version 2 of the License, or
     * (at your option) any later version.
     *
     * This program is distributed in the hope that it will be useful,
     * but WITHOUT ANY WARRANTY; without even the implied warranty of
     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
     * GNU General Public License for more details.
     *
     * You should have received a copy of the GNU General Public License
     * along with this program; if not, write to the Free Software
     * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
     */
    
    /* ScriptData
    SDName: Custom_Gossip_Codebox
    SD%Complete: 100
    SDComment: Show a codebox in gossip option
    SDCategory: Script Examples
    EndScriptData */
    
    #include "ScriptedPch.h"
    #include "ScriptMgr.h"
    #include <cstring>
    #include <cstring>
    #include "Pet.h"
    #include "Formulas.h"
    
    #define GOSSIP_ITEM_EXTENDED    "A quiz: what's your name?"
    #define GOSSIP_ITEM             "I'm not interested"
    
    #define SAY_NOT_INTERESTED      "Normal select, guess you're not interested."
    #define SAY_WRONG               "Wrong!"
    #define SAY_RIGHT               "You're right, you are allowed to see my inner secrets."
    
    //This function is called when the player opens the gossip menubool
    bool GossipHello_custom_gossip_codebox(Player* pPlayer, Creature* pCreature)
    {
        pPlayer->ADD_GOSSIP_ITEM_EXTENDED(0, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1, "", 0, true);
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
    
        pPlayer->PlayerTalkClass->SendGossipMenu(907, pCreature->GetGUID());
        return true;
    }
    
    //This function is called when the player clicks an option on the gossip menubool
    bool GossipSelect_custom_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction)
    {
        if (uiAction == GOSSIP_ACTION_INFO_DEF+2)
        {
    
            pPlayer->CLOSE_GOSSIP_MENU();
        }
        return true;
    }
    
    bool GossipSelectWithCode_custom_gossip_codebox(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char* sCode)
    {
        if (uiSender == GOSSIP_SENDER_MAIN)
        {
            if (uiAction == GOSSIP_ACTION_INFO_DEF+1)
            {
                if (std::strcmp(sCode, pPlayer->GetName())!=0)
                {
    
                    pCreature->CastSpell(pPlayer, 12826, true);
                }
                else
                {
    
                    pCreature->CastSpell(pPlayer, 26990, true);
                }
                pPlayer->CLOSE_GOSSIP_MENU();
                return true;
            }
        }
        return false;
    }
    
    void AddSC_custom_gossip_codebox()
    {
        Script *newscript;
    
        newscript = new Script;
        newscript->Name="custom_gossip_codebox";
        newscript->pGossipHello =           &GossipHello_custom_gossip_codebox;
        newscript->pGossipSelect =          &GossipSelect_custom_gossip_codebox;
        newscript->pGossipSelectWithCode =  &GossipSelectWithCode_custom_gossip_codebox;
        newscript->RegisterSelf();
    }
    so this basicly pops open a codebox but whatever is entered just turns you into a sheep what i really want to do is it to save the entry I put into the codebox so i can use it in other functions like player->Setlevel(level);

    so if i typed like 60 in the codebox it would apply that in player->Setlevel

    Ive done this with Arcemu heres the code I used to use...

    Code:
    // Codebox Level
    
    case 10004:
            {
                char level[100];
                objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr);
                sprintf(level, "Code [%u]");
                Menu->AddItem(4, level, 10104, 1);
                Menu->SendTo(Plr);
            }break;
    
    case 10104:
    {
    uint32 entry = atoi(Code);
    
    if( !entry ) return;
    uint32 Level = entry;
    LevelInfo * Info = objmgr.GetLevelInfo(Plr->getRace(), Plr->getClass(), Level);
    Plr->ApplyLevelInfo(Info, Level);
    Plr->Gossip_Complete();
    }break;
    So thats the Arcemu code but how to do it in Trinty? can anyone help me?

    thanks
    Z
    Last edited by Ground Zero; 06-28-2010 at 05:46 AM.

    Need Help Making Trinity Codebox C++
  2. #2
    Zellcorp's Avatar Member
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