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一个单机的显示PVP排行的NPC脚本
2013-04-19 00:30:06 作者:网络 来源: 浏览次数:0
摘要:魔兽单机代码:一个单机的显示PVP排行的NPC脚本
1、需要给以个生物加一个脚本

      Update `creature_template` set `ScriptName`= "Top5_Killers" where `entry`= 你需要的怪物的ID; 


2、下面的脚本,编译到你的代码中。。


//Created By Philippovitch
//AC-Web 
//Script Complete 100 %
 
#include "ScriptPCH.h"
using namespace std;
/*Basic Menu*/
#define Menu_Whisp "NAME_SERVER Top Class killers"
#define Notification "YOUR SERVER MESSAGE/NOTIFICATION"
#define M_Whisper "YOUR SERVER MESSAGE/NOTIFICATION"
#define leave "Nevermind"
    /*Class E_Menu*/
#define E_Warrior "View top 5 Warrior Killers"
#define E_Paladin "View top 5 Paladin Killers"
#define E_Hunter "View top 5 Hunter Killers"
#define E_Rogue "View top 5 Rogue Killers"
#define E_Priest "View top 5 Priest Killers"
#define E_Shaman "View top 5 Shaman Killers"
#define E_Mage "View top 5 Mage Killers"
#define E_Warlock "View top 5 Warlock Killers"
#define E_Druid "View top 5 Druid Killers"
#define E_Death_knight "View top 5 Death knight Killers"
 /*Top 5 Message*/
#define M_Warrior "Here is the top 5 Warrior Killers"
#define M_Paladin "Here is the top 5 Paladin Killers"
#define M_Hunter "Here is the top 5 Hunter Killers"
#define M_Rogue "Here is the top 5 Rogue Killers"
#define M_Priest "Here is the top 5 Priest Killers"
#define M_Shaman "Here is the top 5 Shaman Killers"
#define M_Mage "Here is the top 5 Mage Killers"
#define M_Warlock "Here is the top 5 Warlock Killers"
#define M_Druid "Here is the top 5 Druid Killers"
#define M_Death_knight "Here is the top 5 Death knight Killers"
 
class Top5_Killers : public CreatureScript
{
public:
        Top5_Killers() : CreatureScript("Top5_Killers") { }
 
        bool OnGossipHello(Player* player, Creature* creature)
{
player->ADD_GOSSIP_ITEM(0, Menu_Whisp, GOSSIP_SENDER_MAIN, 0);
player->ADD_GOSSIP_ITEM(1, E_Warrior, GOSSIP_SENDER_MAIN, 1);
player->ADD_GOSSIP_ITEM(1, E_Paladin, GOSSIP_SENDER_MAIN, 2);
player->ADD_GOSSIP_ITEM(1, E_Hunter, GOSSIP_SENDER_MAIN, 3);
player->ADD_GOSSIP_ITEM(1, E_Rogue, GOSSIP_SENDER_MAIN, 4);
player->ADD_GOSSIP_ITEM(1, E_Priest, GOSSIP_SENDER_MAIN, 5);
player->ADD_GOSSIP_ITEM(1, E_Shaman, GOSSIP_SENDER_MAIN, 6);
player->ADD_GOSSIP_ITEM(1, E_Mage, GOSSIP_SENDER_MAIN, 7);
player->ADD_GOSSIP_ITEM(1, E_Warlock, GOSSIP_SENDER_MAIN, 8);
player->ADD_GOSSIP_ITEM(1, E_Druid, GOSSIP_SENDER_MAIN, 9);
player->ADD_GOSSIP_ITEM(1, E_Death_knight, GOSSIP_SENDER_MAIN, 10);
player->ADD_GOSSIP_ITEM(1, leave, GOSSIP_SENDER_MAIN, 11);
player->SEND_GOSSIP_MENU(1, creature->GetGUID());
return true;
}
 
bool OnGossipSelect(Player* player, Creature* creature, uint32 sender, uint32 action)
{
        if (sender == GOSSIP_SENDER_MAIN)
        {
player->PlayerTalkClass->ClearMenus();
switch(action)
{
case 12:
player->ADD_GOSSIP_ITEM(0, Menu_Whisp, GOSSIP_SENDER_MAIN, 0);
player->ADD_GOSSIP_ITEM(1, E_Warrior, GOSSIP_SENDER_MAIN, 1);
player->ADD_GOSSIP_ITEM(1, E_Paladin, GOSSIP_SENDER_MAIN, 2);
player->ADD_GOSSIP_ITEM(1, E_Hunter, GOSSIP_SENDER_MAIN, 3);
player->ADD_GOSSIP_ITEM(1, E_Rogue, GOSSIP_SENDER_MAIN, 4);
player->ADD_GOSSIP_ITEM(1, E_Priest, GOSSIP_SENDER_MAIN, 5);
player->ADD_GOSSIP_ITEM(1, E_Shaman, GOSSIP_SENDER_MAIN, 6);
player->ADD_GOSSIP_ITEM(1, E_Mage, GOSSIP_SENDER_MAIN, 7);
player->ADD_GOSSIP_ITEM(1, E_Warlock, GOSSIP_SENDER_MAIN, 8);
player->ADD_GOSSIP_ITEM(1, E_Druid, GOSSIP_SENDER_MAIN, 9);
player->ADD_GOSSIP_ITEM(1, E_Death_knight, GOSSIP_SENDER_MAIN, 10);
player->ADD_GOSSIP_ITEM(1, leave, GOSSIP_SENDER_MAIN, 11);
player->SEND_GOSSIP_MENU(1, creature->GetGUID());
break;
case 11:
player->PlayerTalkClass->SendCloseGossip();
break; 
case 0:
player->GetSession()->SendNotification(Notification);
ChatHandler(player->GetSession()).PSendSysMessage(M_Whisper);
player->PlayerTalkClass->SendGossipMenu(12, creature->GetGUID());
break;
case 1: //Warrior
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='1' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Warrior);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 2: //Paladin
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='2' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Paladin);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 3: //Hunter
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='3' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Hunter);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 4: //Rogue
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='4' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Rogue);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 5: //Priest
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='5' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Priest);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 6: //Shaman
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='7' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Shaman);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 7: //Mage
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='8' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Mage);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 8: //warlock 
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='9' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Warlock);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 9: //Druid 
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='11' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Druid);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
case 10: //Death knight 
{
QueryResult result = CharacterDatabase.Query("SELECT name,totalKills FROM characters WHERE class='6' ORDER BY totalKills DESC LIMIT 5");
   if(!result)
 return false;
 
Field * fields = NULL;
ChatHandler(player->GetSession()).PSendSysMessage(M_Death_knight);
do
{
fields = result->Fetch();
string name = fields[0].GetString();
uint32 totalKills = fields[1].GetUInt32();
char msg[250];
snprintf(msg, 250, "Name: %s, With Total Kills : %u", name.c_str(), totalKills);
ChatHandler(player->GetSession()).PSendSysMessage(msg);
while(result->NextRow());
player->SaveToDB();
player->PlayerTalkClass->SendCloseGossip();
}
break;
}
}
   return true;
 }
};
 
 
void AddSC_Top5_Killers()
{
    new Top5_Killers();
}




3、运行你的服务端,然后看看效果


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