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Thread: BountyHunter Updated :D
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11-03-15, 06:09 PM #1Dr.CoreGuest
BountyHunter Updated :D
Register to remove this adPHP Code:#include "ScriptPCH.h"
#include <cstring>
#define SET_CURRENCY 0 //0 for gold, 1 for honor, 2 for tokens
#if SET_CURRENCY == 0
#define BOUNTY_1 "I would like to place a 20g bounty."
#define BOUNTY_2 "I would like to place a 40g bounty."
#define BOUNTY_3 "I would like to place a 100g bounty."
#define BOUNTY_4 "I would like to place a 200g bounty."
#endif
#if SET_CURRENCY == 1
#define BOUNTY_1 "I would like to place a 20 honor bounty."
#define BOUNTY_2 "I would like to place a 40 honor bounty."
#define BOUNTY_3 "I would like to place a 100 honor bounty."
#define BOUNTY_4 "I would like to place a 200 honor bounty."
#endif
#define PLACE_BOUNTY "I would like to place a bounty."
#define LIST_BOUNTY "List the current bounties."
#define NVM "Nevermind"
#define WIPE_BOUNTY "Wipe bounties"
enum BountyPrice
{
BOUNTY_PRICE_1 = 1,
BOUNTY_PRICE_2 = 3,
BOUNTY_PRICE_3 = 5,
BOUNTY_PRICE_4 = 10,
};
bool passChecks(Player * pPlayer, const char * name)
{
Player * pBounty = sObjectAccessor->FindPlayerByName(name);
WorldSession * m_session = pPlayer->GetSession();
if (!pBounty)
{
m_session->SendNotification("The player is offline or doesn't exist!");
return false;
}
QueryResult result = CharacterDatabase.PQuery("SELECT * FROM bounties WHERE guid ='%u'", pBounty->GetGUID());
if (result)
{
m_session->SendNotification("This player already has a bounty on them!");
return false;
}
if (pPlayer->GetGUID() == pBounty->GetGUID())
{
m_session->SendNotification("You cannot set a bounty on yourself!");
return false;
}
return true;
}
void alertServer(const char * name, int msg)
{
std::string message;
if (msg == 1)
{
message = "A bounty has been placed on |cffffffff";
message += name;
message += "|. Kill the target immediately to collect the reward!";
}
else if (msg == 2)
{
message = "The bounty on |cffffffff";
message += name;
message += "| has been collected!";
}
sWorld->SendServerMessage(SERVER_MSG_STRING, message.c_str(), 0);
}
bool hasCurrency(Player * pPlayer, uint32 required, int currency)
{
WorldSession *m_session = pPlayer->GetSession();
switch (currency)
{
case 0: //gold
{
uint32 currentmoney = pPlayer->GetMoney();
uint32 requiredmoney = (required * 10000);
if (currentmoney < requiredmoney)
{
m_session->SendNotification("You don't have enough gold!");
return false;
}
pPlayer->SetMoney(currentmoney - requiredmoney);
break;
}
case 1: //honor
{
uint32 currenthonor = pPlayer->GetHonorPoints();
if (currenthonor < required)
{
m_session->SendNotification("You don't have enough honor!");
return false;
}
pPlayer->SetHonorPoints(currenthonor - required);
break;
}
}
return true;
}
void flagPlayer(const char * name)
{
Player * pBounty = sObjectAccessor->FindPlayerByName(name);
pBounty->SetPvP(true);
pBounty->SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
class BountyHunter : public CreatureScript
{
public:
BountyHunter() : CreatureScript("BountyHunter"){}
bool OnGossipHello(Player * Player, Creature * Creature)
{
Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, PLACE_BOUNTY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, LIST_BOUNTY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, NVM, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
if (Player->IsGameMaster())
{
Player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, WIPE_BOUNTY, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
}
Player->PlayerTalkClass->SendGossipMenu(907, Creature->GetGUID());
return true;
}
bool OnGossipSelect(Player* pPlayer, Creature* pCreature, uint32 /*uiSender*/, uint32 uiAction)
{
pPlayer->PlayerTalkClass->ClearMenus();
switch (uiAction)
{
case GOSSIP_ACTION_INFO_DEF + 1:
{
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5, "", 0, true);
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6, "", 0, true);
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7, "", 0, true);
pPlayer->ADD_GOSSIP_ITEM_EXTENDED(GOSSIP_ICON_BATTLE, BOUNTY_4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 8, "", 0, true);
pPlayer->PlayerTalkClass->SendGossipMenu(365, pCreature->GetGUID());
break;
}
case GOSSIP_ACTION_INFO_DEF + 2:
{
QueryResult Bounties = CharacterDatabase.PQuery("SELECT * FROM bounties");
if (!Bounties)
{
pPlayer->PlayerTalkClass->SendCloseGossip();
return false;
}
#if SET_CURRENCY == 0
if (Bounties->GetRowCount() > 1)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
do
{
Field * fields = Bounties->Fetch();
std::string option;
QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
Field * names = name->Fetch();
option = names[0].GetString();
option += " ";
option += fields[1].GetString();
option += " gold";
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
} while (Bounties->NextRow());
}
else
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
Field * fields = Bounties->Fetch();
std::string option;
QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
Field * names = name->Fetch();
option = names[0].GetString();
option += " ";
option += fields[1].GetString();
option += " gold";
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
}
#endif
#if SET_CURRENCY == 1
if (Bounties->GetRowCount() > 1)
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
do
{
Field * fields = Bounties->Fetch();
std::string option;
QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
Field * names = name->Fetch();
option = names[0].GetString();
option += " ";
option += fields[1].GetString();
option += " honor";
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
} while (Bounties->NextRow());
}
else
{
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, "Bounties: ", GOSSIP_SENDER_MAIN, 1);
Field * fields = Bounties->Fetch();
std::string option;
QueryResult name = CharacterDatabase.PQuery("SELECT name FROM characters WHERE guid='%u'", fields[0].GetUInt64());
Field * names = name->Fetch();
option = names[0].GetString();
option += " ";
option += fields[1].GetString();
option += " honor";
pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_BATTLE, option, GOSSIP_SENDER_MAIN, 1);
}
#endif
pPlayer->PlayerTalkClass->SendGossipMenu(878, pCreature->GetGUID());
break;
}
case GOSSIP_ACTION_INFO_DEF + 3:
{
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
case GOSSIP_ACTION_INFO_DEF + 4:
{
CharacterDatabase.PExecute("TRUNCATE TABLE bounties");
pPlayer->PlayerTalkClass->SendCloseGossip();
break;
}
}
return true;
}
bool OnGossipSelectCode(Player* pPlayer, Creature* pCreature, uint32 uiSender, uint32 uiAction, const char * code)
{
pPlayer->PlayerTalkClass->ClearMenus();
if (uiSender == GOSSIP_SENDER_MAIN)
{
if (islower(code[0]))
toupper(code[0]);
if (passChecks(pPlayer, code))
{
Player * pBounty = sObjectAccessor->FindPlayerByName(code);
switch (uiAction)
{
case GOSSIP_ACTION_INFO_DEF + 5:
{
if (hasCurrency(pPlayer, BOUNTY_PRICE_1, SET_CURRENCY))
{
CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u','1', '1')", pBounty->GetGUID());
alertServer(code, 1);
flagPlayer(code);
pPlayer->PlayerTalkClass->SendCloseGossip();
}
break;
}
case GOSSIP_ACTION_INFO_DEF + 6:
{
if (hasCurrency(pPlayer, BOUNTY_PRICE_2, SET_CURRENCY))
{
CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '3', '2')", pBounty->GetGUID());
alertServer(code, 1);
flagPlayer(code);
pPlayer->PlayerTalkClass->SendCloseGossip();
}
break;
}
case GOSSIP_ACTION_INFO_DEF + 7:
{
if (hasCurrency(pPlayer, BOUNTY_PRICE_3, SET_CURRENCY))
{
CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '5', '3')", pBounty->GetGUID());
alertServer(code, 1);
flagPlayer(code);
pPlayer->PlayerTalkClass->SendCloseGossip();
}
break;
}
case GOSSIP_ACTION_INFO_DEF + 8:
{
if (hasCurrency(pPlayer, BOUNTY_PRICE_4, SET_CURRENCY))
{
CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '10', '3')", pBounty->GetGUID());
alertServer(code, 1);
flagPlayer(code);
pPlayer->PlayerTalkClass->SendCloseGossip();
}
break;
}
}
}
else
{
pPlayer->PlayerTalkClass->SendCloseGossip();
}
}
return true;
}
};
class BountyKills : public PlayerScript
{
public:
BountyKills() : PlayerScript("BountyKills"){}
void OnPVPKill(Player * Killer, Player * Bounty)
{
if (Killer->GetGUID() == Bounty->GetGUID())
return;
QueryResult result = CharacterDatabase.PQuery("SELECT * FROM bounties WHERE guid='%u'", Bounty->GetGUID());
if (!result)
return;
Field * fields = result->Fetch();
#if SET_CURRENCY == 0
switch (fields[2].GetUInt64())
{
case 1:
Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_1 * 10000));
break;
case 2:
Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_2 * 10000));
break;
case 3:
Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_3 * 10000));
break;
case 4:
Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_4 * 10000));
break;
}
#endif
#if SET_CURRENCY == 1
switch (fields[2].GetUInt64())
{
case 1:
Killer->SetHonorPoints(Killer->GetHonorPoints() + (BOUNTY_PRICE_1));
break;
case 2:
Killer->SetHonorPoints(Killer->GetHonorPoints() + (BOUNTY_PRICE_2));
break;
case 3:
Killer->SetHonorPoints(Killer->GetHonorPoints() + (BOUNTY_PRICE_3));
break;
case 4:
Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_4));
break;
}
#endif
CharacterDatabase.PExecute("DELETE FROM bounties WHERE guid='%u'", Bounty->GetGUID());
alertServer(Bounty->GetName().c_str(), 2);
}
};
void AddSC_BountyHunter()
{
new BountyHunter();
new BountyKills();
}
PHP Code:-- phpMyAdmin SQL Dump
-- version 4.1.12
-- http://www.phpmyadmin.net
--
-- Host: localhost:3306
-- Erstellungszeit: 17. Jun 2014 um 20:34
-- Server Version: 5.5.35-0+wheezy1
-- PHP-Version: 5.4.16
SET SQL_MODE = "NO_AUTO_VALUE_ON_ZERO";
SET time_zone = "+00:00";
/*!40101 SET @OLD_CHARACTER_SET_CLIENT=@@CHARACTER_SET_CLIENT */;
/*!40101 SET @OLD_CHARACTER_SET_RESULTS=@@CHARACTER_SET_RESULTS */;
/*!40101 SET @OLD_COLLATION_CONNECTION=@@COLLATION_CONNECTION */;
/*!40101 SET NAMES utf8 */;
--
-- Datenbank: `characters`
--
-- --------------------------------------------------------
--
-- Table Structure for `bounties`
--
CREATE TABLE IF NOT EXISTS `bounties` (
`guid` int(200) unsigned NOT NULL,
`visual` varchar(200) NOT NULL,
`price` int(200) NOT NULL,
PRIMARY KEY (`guid`)
) ENGINE=InnoDB DEFAULT CHARSET=latin1;
/*!40101 SET CHARACTER_SET_CLIENT=@OLD_CHARACTER_SET_CLIENT */;
/*!40101 SET CHARACTER_SET_RESULTS=@OLD_CHARACTER_SET_RESULTS */;
/*!40101 SET COLLATION_CONNECTION=@OLD_COLLATION_CONNECTION */;
PHP Code:INSERT INTO `creature_template` (`entry`, `difficulty_entry_1`, `difficulty_entry_2`, `difficulty_entry_3`, `KillCredit1`, `KillCredit2`, `modelid1`, `modelid2`, `modelid3`, `modelid4`, `name`, `subname`, `IconName`, `gossip_menu_id`, `minlevel`, `maxlevel`, `exp`, `faction`, `npcflag`, `speed_walk`, `speed_run`, `scale`, `rank`, `dmgschool`, `BaseAttackTime`, `RangeAttackTime`, `BaseVariance`, `RangeVariance`, `unit_class`, `unit_flags`, `unit_flags2`, `dynamicflags`, `family`, `trainer_type`, `trainer_spell`, `trainer_class`, `trainer_race`, `type`, `type_flags`, `lootid`, `pickpocketloot`, `skinloot`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `spell1`, `spell2`, `spell3`, `spell4`, `spell5`, `spell6`, `spell7`, `spell8`, `PetSpellDataId`, `VehicleId`, `mingold`, `maxgold`, `AIName`, `MovementType`, `InhabitType`, `HoverHeight`, `HealthModifier`, `ManaModifier`, `ArmorModifier`, `DamageModifier`, `ExperienceModifier`, `RacialLeader`, `questItem1`, `questItem2`, `questItem3`, `questItem4`, `questItem5`, `questItem6`, `movementId`, `RegenHealth`, `mechanic_immune_mask`, `flags_extra`, `ScriptName`, `VerifiedBuild`) VALUES('99014','0','0','0','0','0','24818','3422','24819','24821','George','Bounty Hunter','','0','255','255','0','35','0','1','1.14286','1','0','0','0','0','1','1','1','0','0','0','0','0','0','0','0','7','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','0','','0','3','1','5','1','1','1','1','0','0','0','0','0','0','0','0','1','0','0','BountyHunter','1');
› See More: BountyHunter Updated :DLast edited by Dr.Core; 11-03-15 at 06:12 PM.
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11-03-15, 11:54 PM #2
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