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Update script

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ravez

Respected Member
Hey is it possible for anyone of you to maybe update this script? I get this error when compiling:

Script: http://pastebin.com/MHargLq8

Error: \Source\src\server\scripts\Custom\bountynpc.cpp(180): error C2065: 'BOUNTY_4' : undeclared identifier

Thanks
 

vxea

Respected Member
I think I saw somewhere you could download an program to update the script , since I've tried to get my complied core to work im really tired but I will try to find it again tomorrow
 

Hamar

BETA Tester
Code:
    #include "ScriptPCH.h"
    #include <cstring>
     
    #define SET_CURRENCY 2  //0 for gold, 1 for honor, 2 for tokens
    #define TOKEN_ID 0 // token id
     
    #if SET_CURRENCY == 0
    #define BOUNTY_1 "I would like to place a 20g bounty."
    #define BOUNTY_2 "I would like to place a 40g bounty."
    #define BOUNTY_3 "I would like to place a 100g bounty."
    #define BOUNTY_4 "I would like to place a 200g bounty."
    #define BOUNTY_5 "I would like to place a 300g bounty."
    #define BOUNTY_6 "I would like to place a 400g bounty."
    #define BOUNTY_7 "I would like to place a 500g bounty."
    #define BOUNTY_8 "I would like to place a 700g bounty."
    #endif
    #if SET_CURRENCY == 1
    #define BOUNTY_1 "I would like to place a 20 honor bounty."
    #define BOUNTY_2 "I would like to place a 40 honor bounty."
    #define BOUNTY_3 "I would like to place a 100 honor bounty."
    #define BOUNTY_4 "I would like to place a 200 honor bounty."
    #endif
    #if SET_CURRENCY == 2
    #define BOUNTY_1 "I would like to place a 1 token bounty."
    #define BOUNTY_2 "I would like to place a 3 token bounty."
    #define BOUNTY_3 "I would like to place a 5 token bounty."
    #define BOUNTY_4 "I would like to place a 10 token bounty."
     
    #endif
     
    #define PLACE_BOUNTY "I would like to place a bounty."
    #define LIST_BOUNTY "List the current bounties."
    #define NVM "Nevermind"
    #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();
    }

Here you go.
 
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