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DB/SAI: Move cpp script for npc_arete to SAI.
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7
sql/updates/world/2013_12_01_01_world_sai.sql
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7
sql/updates/world/2013_12_01_01_world_sai.sql
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@@ -0,0 +1,7 @@
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-- Lord-Commander Arete SAI
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SET @ENTRY := 29344;
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UPDATE `creature_template` SET `AIName`='SmartAI', `ScriptName`='' WHERE `entry`=@ENTRY;
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DELETE FROM `smart_scripts` WHERE `entryorguid`=@ENTRY AND `source_type`=0 AND `id` IN (1,2);
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INSERT INTO `smart_scripts` (`entryorguid`,`source_type`,`id`,`link`,`event_type`,`event_phase_mask`,`event_chance`,`event_flags`,`event_param1`,`event_param2`,`event_param3`,`event_param4`,`action_type`,`action_param1`,`action_param2`,`action_param3`,`action_param4`,`action_param5`,`action_param6`,`target_type`,`target_param1`,`target_param2`,`target_param3`,`target_x`,`target_y`,`target_z`,`target_o`,`comment`) VALUES
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(@ENTRY,0,1,2,62,0,100,0,9812,0,0,0,15,12807,0,0,0,0,0,7,0,0,0,0,0,0,0,"Lord-Commander Arete - Gossip Option Select - Quest credit"),
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(@ENTRY,0,2,0,61,0,100,0,0,0,0,0,72,0,0,0,0,0,0,7,0,0,0,0,0,0,0,"Lord-Commander Arete - Gossip Option Select - Close gossip");
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@@ -24,91 +24,6 @@
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#include "TemporarySummon.h"
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#include "CombatAI.h"
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/*######
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## npc_arete
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######*/
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#define GOSSIP_ARETE_ITEM1 "Lord-Commander, I would hear your tale."
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#define GOSSIP_ARETE_ITEM2 "<You nod slightly but do not complete the motion as the Lord-Commander narrows his eyes before he continues.>"
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#define GOSSIP_ARETE_ITEM3 "I thought that they now called themselves the Scarlet Onslaught?"
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#define GOSSIP_ARETE_ITEM4 "Where did the grand admiral go?"
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#define GOSSIP_ARETE_ITEM5 "That's fine. When do I start?"
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#define GOSSIP_ARETE_ITEM6 "Let's finish this!"
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#define GOSSIP_ARETE_ITEM7 "That's quite a tale, Lord-Commander."
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enum Arete
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{
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GOSSIP_TEXTID_ARETE1 = 13525,
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GOSSIP_TEXTID_ARETE2 = 13526,
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GOSSIP_TEXTID_ARETE3 = 13527,
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GOSSIP_TEXTID_ARETE4 = 13528,
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GOSSIP_TEXTID_ARETE5 = 13529,
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GOSSIP_TEXTID_ARETE6 = 13530,
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GOSSIP_TEXTID_ARETE7 = 13531,
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QUEST_THE_STORY_THUS_FAR = 12807
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};
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class npc_arete : public CreatureScript
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{
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public:
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npc_arete() : CreatureScript("npc_arete") { }
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bool OnGossipHello(Player* player, Creature* creature) OVERRIDE
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{
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if (creature->IsQuestGiver())
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player->PrepareQuestMenu(creature->GetGUID());
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if (player->GetQuestStatus(QUEST_THE_STORY_THUS_FAR) == QUEST_STATUS_INCOMPLETE)
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{
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE1, creature->GetGUID());
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return true;
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}
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player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());
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return true;
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}
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bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) OVERRIDE
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{
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player->PlayerTalkClass->ClearMenus();
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switch (action)
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{
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case GOSSIP_ACTION_INFO_DEF+1:
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 2);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE2, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+2:
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 3);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE3, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+3:
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM4, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 4);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE4, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+4:
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM5, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 5);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE5, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+5:
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM6, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 6);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE6, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+6:
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player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ARETE_ITEM7, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 7);
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player->SEND_GOSSIP_MENU(GOSSIP_TEXTID_ARETE7, creature->GetGUID());
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break;
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case GOSSIP_ACTION_INFO_DEF+7:
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player->CLOSE_GOSSIP_MENU();
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player->AreaExploredOrEventHappens(QUEST_THE_STORY_THUS_FAR);
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break;
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}
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return true;
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}
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};
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/*######
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## npc_squire_david
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######*/
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@@ -1149,7 +1064,6 @@ class npc_morbidus : public CreatureScript
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void AddSC_icecrown()
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{
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new npc_arete;
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new npc_squire_david;
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new npc_argent_valiant;
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new npc_guardian_pavilion;
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