Hi
What is the new definition name of the "ADD_GOSSIP_ITEM " ?
bool OnGossipHello(Player* player, Creature* npc)
{
player->ADD_GOSSIP_ITEM
}
The compiler doesn’t know that definition… maybe I watched an old tutorial.
Hi
What is the new definition name of the "ADD_GOSSIP_ITEM " ?
bool OnGossipHello(Player* player, Creature* npc)
{
player->ADD_GOSSIP_ITEM
}
The compiler doesn’t know that definition… maybe I watched an old tutorial.
See this for example:
https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/scripts/World/npcs_special.cpp#L1282-L1348
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This thread is not related to the official Trinity codebase and was moved to the Custom Code section.
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Thanks !
I am trying to make a gossip npc which would Yell a text when I click on the gossip button, but ingame the npc doesn’t show the yell text.
My code:
#include "ScriptMgr.h"
class GossipTest : public CreatureScript
{
public:
GossipTest() : CreatureScript("GossipTest") {}
bool OnGossipHello(Player* player, Creature* npc)
{
AddGossipItemFor(player, 0, "say something", GOSSIP_SENDER_MAIN, 1);
SendGossipMenuFor(player, DEFAULT_GOSSIP_MESSAGE, npc);
return true;
}
bool OnGossipSelect(Player* player, Creature* npc, uint32 sender, uint32 uiAction)
{
if (!player)
return false;
switch (uiAction)
case 1:
{
npc->Yell("yell something", 0);
CloseGossipMenuFor(player);
}
return true;
}
};
void AddSC_GossipTest()
{
new GossipTest();
}
Anyone have some ideas what can be the problem ?
Edit: I found the problem: I used accents in the text.