Menu->AddItem(5, " 护甲 " , 45);
Menu->AddItem(0, " |cffff0000返回|r ", 99);
Menu->SendTo(Plr);
}
else{
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达30级才能使用这功能. " );
}
}
break;
case 4:
{
objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr);
if(Plr->getLevel() >= 40)
{
Menu->AddItem(5, " 力量 " , 23);
Menu->AddItem(5, " 智力 " , 24);
Menu->AddItem(5, " 毅力 " , 25);
Menu->AddItem(5, " 精神 " , 26);
Menu->AddItem(5, " 敏捷 " , 27);
Menu->AddItem(5, " 护甲 " , 46);
Menu->AddItem(0, " |cffff0000返回|r ", 99);
Menu->SendTo(Plr);
}
else{
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达40级才能使用这功能. " );
}
}
break;
case 5:
{
objmgr.CreateGossipMenuForPlayer(&Menu, pObject->GetGUID(), 1, Plr);
if(Plr->getLevel() >= 50)
{
Menu->AddItem(5, " 力量 " , 28);
Menu->AddItem(5, " 智力 " , 29);
Menu->AddItem(5, " 毅力 " , 30);
Menu->AddItem(5, " 精神 " , 31);
Menu->AddItem(5, " 敏捷 " , 32);
Menu->AddItem(5, " 护甲 " , 47);
Menu->AddItem(0, " |cffff0000返回|r ", 99);
Menu->SendTo(Plr);
}
else{
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你必须到达50级才能使用这功能. " );
}
}
break;
// Level 10
case 8: // Strength
{
uint32 price=10000;// 1G
uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE);
if (currentgold>=price){
int32 newgold = currentgold - price;
Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold);
pCreature->CastSpell(Plr, 8118, 0);
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " );
}else{
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " );
}
}
break;
case 9: // 智力
{
uint32 price=10000;// 1G
uint32 currentgold = Plr->GetUInt32Value(PLAYER_FIELD_COINAGE);
if (currentgold>=price){
int32 newgold = currentgold - price;
Plr->SetUInt32Value(PLAYER_FIELD_COINAGE,newgold);
pCreature->CastSpell(Plr, 8096, 0);
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你已经受到祝福! " );
}else{
pCreature->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, " 你没有足够的金币 $N. " );
}
}
break;
case 10: // 毅力
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