T端无限制附魔NPC脚本
1、首先,这个是脚本代码。你需要知道Trinity-Core如何增加脚本 2、这个是一套NPC的脚本。 3、脚本功能就是通过NPC来给自己身上的物品附魔(附魔都知道吧?) 5、你需要在creature_template里面加上对应的NPC,然后使用npc_enchantment脚本名称,。然后进入游戏用.npc add 来增加该功能NPC 下面是代码 #include "ScriptPCH.h" class npc_enchantment : public CreatureScript { public: npc_enchantment() : CreatureScript("npc_enchantment") { } bool OnGossipHello(Player* player, Creature* creature) { player->ADD_GOSSIP_ITEM(0, "[Enchant Weapon]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_MAINHAND); player->ADD_GOSSIP_ITEM(0, "[Enchant Off-Hand]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_OFFHAND); player->ADD_GOSSIP_ITEM(0, "[Enchant Cloak]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_BACK); player->ADD_GOSSIP_ITEM(0, "[Enchant Chest]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_CHEST); player->ADD_GOSSIP_ITEM(0, "[Enchant Bracers]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_WRISTS); player->ADD_GOSSIP_ITEM(0, "[Enchant Gloves]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_HANDS); player->ADD_GOSSIP_ITEM(0, "[Enchant Feet]", GOSSIP_SENDER_MAIN, EQUIPMENT_SLOT_FEET); player->SEND_GOSSIP_MENU(1, creature->GetGUID()); return true; } void Enchant(Player* player, uint8 equipSlot, uint32 enchantID) { Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, equipSlot); if (!item) { player->CLOSE_GOSSIP_MENU(); return; } // Must re-check that the currently equipped item is valid uint32 i; for (i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(i); if (!spellInfo) continue; if (spellInfo->Effects[0].Effect != SPELL_EFFECT_ENCHANT_ITEM) continue; if (spellInfo->Effects[0].MiscValue != enchantID) continue; uint32 spellID = 0; SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellInfo->Id); for (SkillLineAbilityMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { // Not from the enchanting skill if (itr->second->skillId != 333 || itr->second->spellId != spellInfo->Id) continue; spellID = itr->second->id; break; } if (spellID == 0) continue; int32 invType = (int32)pow(2, item->GetTemplate()->InventoryType); int32 subClass = (int32)pow(2, item->GetTemplate()->SubClass); if (item->GetTemplate()->ItemLevel < spellInfo->BaseLevel) continue; else if (spellInfo->EquippedItemClass != item->GetTemplate()->Class) continue; else if (!(spellInfo->EquippedItemSubClassMask & subClass)) continue; else if (item->GetTemplate()->Class == ITEM_CLASS_ARMOR && item->GetTemplate()->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD) { if (!(spellInfo->EquippedItemInventoryTypeMask & invType)) continue; else // Passed all checks break; } else break; } if (i == sSpellMgr->GetSpellInfoStoreSize()) { ChatHandler(player->GetSession()).PSendSysMessage("Failed to enchant item."); return; } player->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, false); item->SetEnchantment(PERM_ENCHANTMENT_SLOT, enchantID, 0, 0); player->ApplyEnchantment(item, PERM_ENCHANTMENT_SLOT, true); std::string color = "|cff"; switch (item->GetTemplate()->Quality) { case 0: color += "9d9d9d"; break; case 1: color += "ffffff"; break; case 2: color += "1eff00"; break; case 3: color += "0070dd"; break; case 4: color += "a335ee"; break; case 5: color += "ff8000"; break; } ChatHandler(player->GetSession()).PSendSysMessage("|cffFFFFFF[%s%s|cffFFFFFF] |cffFF0000succesfully enchanted!", color.c_str(), item->GetTemplate()->Name1.c_str()); } void ShowPage(Player* player, uint32 page, uint8 equipSlot) { Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, equipSlot); if (!item) { player->CLOSE_GOSSIP_MENU(); return; } ItemTemplate const* itemTemplate = item->GetTemplate(); if (!itemTemplate) { player->CLOSE_GOSSIP_MENU(); return; } player->PlayerTalkClass->ClearMenus(); uint32 startPos = (page - 1) * 10; uint32 currentPos = 0; uint32 i; for (i = 0; i < sSpellMgr->GetSpellInfoStoreSize(); ++i) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(i); if (!spellInfo) continue; if (spellInfo->Effects[0].Effect != SPELL_EFFECT_ENCHANT_ITEM) continue; if (spellInfo->Id == 62257) // Ignore Titanguard continue; if (itemTemplate->ItemLevel < spellInfo->BaseLevel) continue; if (spellInfo->EquippedItemClass != itemTemplate->Class) continue; int32 subClass = (int32)pow(2, itemTemplate->SubClass); if (!(spellInfo->EquippedItemSubClassMask & subClass)) continue; int32 invType = (int32)pow(2, itemTemplate->InventoryType); if (itemTemplate->Class == ITEM_CLASS_ARMOR && itemTemplate->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD) if (!(spellInfo->EquippedItemInventoryTypeMask & invType)) continue; uint32 spellID = 0; SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellInfo->Id); for (SkillLineAbilityMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { // Not from the enchanting skill if (itr->second->skillId != 333 || itr->second->spellId != spellInfo->Id) continue; spellID = itr->second->id; break; } if (spellID == 0) continue; if (SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(spellInfo->Effects[0].MiscValue)) { if (enchant->requiredLevel > player->getLevel()) continue; if (currentPos >= startPos) player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, enchant->description[0], equipSlot, enchant->ID); currentPos++; // Stop looping once we are 10 positions ahead if (currentPos == startPos + 10) break; } } // Make sure there is actually another page if (currentPos == startPos + 10 && i != sSpellMgr->GetSpellInfoStoreSize()) player->ADD_GOSSIP_ITEM(0, "Next Page", 100 + page + 1, equipSlot); // Have to offset by 100 to ensure it gets pushed to the default case player->ADD_GOSSIP_ITEM(0, "Back", 100 + page - 1, equipSlot); } bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action) { player->PlayerTalkClass->ClearMenus(); switch(sender) { case GOSSIP_SENDER_MAIN: ShowPage(player, 1, action); player->SEND_GOSSIP_MENU(1, creature->GetGUID()); break; default: if (sender < 100) { Enchant(player, sender, action); player->CLOSE_GOSSIP_MENU(); break; } if (sender == 100) OnGossipHello(player, creature); else { ShowPage(player, sender - 100, action); player->SEND_GOSSIP_MENU(1, creature->GetGUID()); } break; } return true; } }; void AddSC_npc_enchantment() { new npc_enchantment(); }