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