class KingMagniAI : public GossipScript { public: ADD_GOSSIP_FACTORY_FUNCTION(KingMagniAI); void GossipHello(Creature* pCreature, Player* Plr, bool AutoSend) { GossipMenu *Menu; objmgr.CreateGossipMenuForPlayer(&Menu, pCreature->GetGUID(), 4474, Plr); Menu->AddItem( 0, "I would like to browse your goods.", 1 ); Menu->AddItem( 0, "I would like to reset my talents.", 2 ); if(AutoSend) Menu->SendTo(Plr); } void GossipSelectOption(Creature* pCreature, Player* Plr, uint32 Id, uint32 IntId) { switch(IntId) { case 1: Plr->GetSession()->SendInventoryList(pCreature); break; case 2: Plr->Reset_Talents(); std::stringstream ss; ss << "Good luck, " << Plr->GetName(); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, ss.str().c_str()); break; } } void GossipEnd(Creature* pCreature, Player* Plr) { GossipScript::GossipEnd(pCreature, Plr); std::stringstream ss; ss << "Farewell, and safe journeys, " << Plr->GetName(); pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, ss.str().c_str()); } }; void SetupBattleground(ScriptMgr * mgr) { mgr->register_gossip_script(KING_MAGNI_BRONZEBEARD, &KingMagniAI::Create); mgr->register_gossip_script(THRALL, &KingMagniAI::Create); }