//首先是SQL代码 USE `characters`; DROP TABLE IF EXISTS `bounties`; CREATE TABLE `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; //下面是代码! #include "ScriptPCH.h" #include #define SET_CURRENCY 0 //0 金币, 1 荣誉, 2 令牌(物品) #define TOKEN_ID 0 // 令牌ID,对应物品ID #if SET_CURRENCY == 0 #define BOUNTY_1 "我要兑换20G的金币赏金." #define BOUNTY_2 "我要兑换40G的金币赏金." #define BOUNTY_3 "我要兑换100g的金币赏金." #define BOUNTY_4 "我要兑换200g的金币赏金." #define BOUNTY_5 "我要兑换300g的金币赏金." #define BOUNTY_6 "我要兑换400g的金币赏金." #define BOUNTY_7 "我要兑换500g的金币赏金." #define BOUNTY_8 "我要兑换700g的金币赏金." #endif #if SET_CURRENCY == 1 #define BOUNTY_1 "我要兑换20荣誉赏金." #define BOUNTY_2 "我要兑换40荣誉赏金." #define BOUNTY_3 "我要兑换100荣誉赏金." #define BOUNTY_4 "我要兑换200荣誉赏金." #endif #if SET_CURRENCY == 2 #define BOUNTY_1 "我想兑换1个赏金令牌." #define BOUNTY_2 "我想兑换3个赏金令牌." #define BOUNTY_3 "我想兑换5个赏金令牌." #endif #define PLACE_BOUNTY "我想兑换赏金." #define LIST_BOUNTY "列出可以兑换的赏金." #define NVM "别介意" #define WIPE_BOUNTY "Wipe bounties" #if SET_CURRENCY != 2 //these are just visual prices, if you want to to change the real one, edit the sql further below enum BountyPrice { BOUNTY_PRICE_1 = 20, BOUNTY_PRICE_2 = 40, BOUNTY_PRICE_3 = 100, BOUNTY_PRICE_4 = 200, BOUNTY_PRICE_5 = 300, BOUNTY_PRICE_6 = 400, BOUNTY_PRICE_7 = 500, BOUNTY_PRICE_8 = 700, }; #else enum BountyPrice { BOUNTY_PRICE_1 = 1, BOUNTY_PRICE_2 = 3, BOUNTY_PRICE_3 = 5, BOUNTY_PRICE_4 = 10, }; #endif 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 "; message += name; message += ". Kill them immediately to collect the reward!"; } else if(msg == 2) { message = "The bounty on "; 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; } case 2: //tokens { if(!pPlayer->HasItemCount(TOKEN_ID, required)) { m_session->SendNotification("You don't have enough tokens!"); return false; } pPlayer->DestroyItemCount(TOKEN_ID, required, true, false); 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 #if SET_CURRENCY == 2 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 += " coins"; 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 += " coins"; 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)) { #if SET_CURRENCY != 2 CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u','20', '1')", pBounty->GetGUID()); #else CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u','1', '1')", pBounty->GetGUID()); #endif alertServer(code, 1); flagPlayer(code); pPlayer->PlayerTalkClass->SendCloseGossip(); } break; } case GOSSIP_ACTION_INFO_DEF+6: { if(hasCurrency(pPlayer, BOUNTY_PRICE_2, SET_CURRENCY)) { #if SET_CURRENCY != 2 CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '40', '2')", pBounty->GetGUID()); #else CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '3', '2')", pBounty->GetGUID()); #endif alertServer(code, 1); flagPlayer(code); pPlayer->PlayerTalkClass->SendCloseGossip(); } break; } case GOSSIP_ACTION_INFO_DEF+7: { if(hasCurrency(pPlayer, BOUNTY_PRICE_3, SET_CURRENCY)) { #if SET_CURRENCY != 2 CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '100', '3')", pBounty->GetGUID()); #else CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '5', '3')", pBounty->GetGUID()); #endif alertServer(code, 1); flagPlayer(code); pPlayer->PlayerTalkClass->SendCloseGossip(); } break; } case GOSSIP_ACTION_INFO_DEF+8: { if(hasCurrency(pPlayer, BOUNTY_PRICE_4, SET_CURRENCY)) { #if SET_CURRENCY != 2 CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '200', '4')", pBounty->GetGUID()); #else CharacterDatabase.PExecute("INSERT INTO bounties VALUES('%u', '10', '3')", pBounty->GetGUID()); #endif 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; case 5: Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_5 * 10000)); break; case 6: Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_6 * 10000)); break; case 7: Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_7 * 10000)); break; case 8: Killer->SetMoney(Killer->GetMoney() + (BOUNTY_PRICE_8 * 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; case 5: Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_5)); break; case 6: Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_6)); break; case 7: Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_7)); break; case 8: Killer->SetHonorPoints(Killer->GetHonorPoints()) + (BOUNTY_PRICE_8)); break; } #endif #if SET_CURRENCY == 2 switch(fields[2].GetUInt64()) { case 1: Killer->AddItem(TOKEN_ID, BOUNTY_PRICE_1); break; case 2: Killer->AddItem(TOKEN_ID, BOUNTY_PRICE_2); break; case 3: Killer->AddItem(TOKEN_ID, BOUNTY_PRICE_3); 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(); }