Core/Scripts: move npc_shadowfang_prisoner gossip option to DB

Getting rid of one more incorrect and hardcoded text
which now will be read correct and from the DB instead.

Wrong text: "Thanks, I'll follow you to the door." (core)
Correct text: "Please unlock the courtyard door." (DB)

Thanks to @Aokromes, @r00ty, @velinath, @Nayd, @Treeston, @Zedron
and lots of other regular TrinityCore developers and members for the
inspiration and motivation, as well as helpfulness along the way.
This commit is contained in:
tkrokli
2016-01-12 07:27:27 +01:00
parent 8ef9ea9157
commit 95a2eec923
2 changed files with 6 additions and 3 deletions

View File

@@ -0,0 +1,5 @@
-- Insert missing gossip_menu_option 21213 for Sorcerer Ashcrombe and 21214 for Deathstalker Adamant:
DELETE FROM `gossip_menu_option` WHERE `menu_id` IN (21213,21214) AND `OptionBroadcastTextID`= 2802;
INSERT INTO `gossip_menu_option` (`menu_id`,`id`,`option_icon`,`option_text`,`OptionBroadcastTextID`,`option_id`,`npc_option_npcflag`,`action_menu_id`,`action_poi_id`,`box_coded`,`box_money`,`box_text`,`BoxBroadcastTextID`) VALUES
(21213,0,0,'Please unlock the courtyard door.',2802,1,1,0,0,0,0,'',0),
(21214,0,0,'Please unlock the courtyard door.',2802,1,1,0,0,0,0,'',0);

View File

@@ -63,8 +63,6 @@ enum Creatures
NPC_ASH = 3850
};
#define GOSSIP_ITEM_DOOR "Thanks, I'll follow you to the door."
class npc_shadowfang_prisoner : public CreatureScript
{
public:
@@ -93,7 +91,7 @@ public:
InstanceScript* instance = creature->GetInstanceScript();
if (instance && instance->GetData(TYPE_FREE_NPC) != DONE && instance->GetData(TYPE_RETHILGORE) == DONE)
player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_DOOR, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
player->ADD_GOSSIP_ITEM_DB(Player::GetDefaultGossipMenuForSource(creature), 0, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
player->SEND_GOSSIP_MENU(player->GetGossipTextId(creature), creature->GetGUID());