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T端音乐盒子-NPC脚本

为什么叫音乐盒子呢??这个说简单点,其实就是制作一个NPC,然后让玩家可以在游戏中有选则性的播放游戏音乐!有趣吧?

其实主要用到了PlayDirectSound函数和SendPlaySound函数。
这两个函数都是用来播放声音的。。声音当然是在每个玩家的客户端存储着呢!

这个就是Trinity-Core 端3.3.5怀旧魔兽世界私服中能用到的播放音乐的NPC脚本,大家可以试试


// By Asbert75 (Help from Jameyboor) //
// Jukebox //
 
#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "ScriptedGossip.h"
#include "Player.h"
#include <cstring>
 
enum Sounds 
{
    one = 11803, // Power of the Horde
    two = 9801, // Silvermoon City
    three = 5234, // Horde Tavern
 
    four = 11810, // Dwarf Music
    five = 2532, // Stormwind City
    six = 4516 // Alliance Tavern
};
 
#define GOSSIP_ITEM_1      "I would like to play a song server-wide!" // Gamemasters only option
#define GOSSIP_ITEM_2      "I would like to play a song."
#define GOSSIP_ITEM_3      "I‘m not interested"
 
class Jukebox : public CreatureScript
{
    public:
 
        Jukebox()
            : CreatureScript("Jukebox")
        {
        }
 
        bool OnGossipHello(Player* player, Creature* creature)
        {
 
            uint32 security = player->GetSession()->GetSecurity();
 
            if (security > SEC_PLAYER) // Checks to see if player is GM or not, if he is, below option is added.
            player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, GOSSIP_ITEM_1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);
            
            player->ADD_GOSSIP_ITEM(GOSSIP_ICON_TALK, GOSSIP_ITEM_2, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+2);
            player->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_3, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+3);
            
            player->PlayerTalkClass->SendGossipMenu(31023, creature->GetGUID());
 
            return true;
        }
        
 
        bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action)
        {
            player->PlayerTalkClass->ClearMenus();
           
 
         switch (action)
         {
         case GOSSIP_ACTION_INFO_DEF+3 :
                player->CLOSE_GOSSIP_MENU(); // Nevermind option, closes menu.
            break;
            
      // Below options is GM options only.
            case GOSSIP_ACTION_INFO_DEF+1 :
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Power of the Horde\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+4);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Silvermoon City\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+5);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Horde Tavern\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+6);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Dwarf Music\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+7);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Stormwind City\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+8);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Alliance Tavern\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+9);
                player->PlayerTalkClass->SendGossipMenu(3, creature->GetGUID());
            break;
 
      // Below options is player & GM options.
            case GOSSIP_ACTION_INFO_DEF+2 :
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Power of the Horde\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+10);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Silvermoon City\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+11);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Horde Tavern\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+12);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Dwarf Music\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+13);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Stormwind City\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+14);
                player->ADD_GOSSIP_ITEM(GOSSIP_ICON_INTERACT_1, "Play \"Alliance Tavern\"", GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+15);
                player->PlayerTalkClass->SendGossipMenu(3, creature->GetGUID());
            break;
 
            case GOSSIP_ACTION_INFO_DEF+4 :
                      player->SendPlaySound(one, false);
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+5 :
                      player->SendPlaySound(two, false);
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+6 :
                      player->SendPlaySound(three, false);
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+7 :
                      player->SendPlaySound(four, false);
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+8 :
                     player->SendPlaySound(five, false);
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+9 :
                      player->SendPlaySound(six, false);
                      break;
                     
            case GOSSIP_ACTION_INFO_DEF+10 :
                      player->PlayDirectSound(one, player->GetSession()->GetPlayer());
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+11 :
                      player->PlayDirectSound(two, player->GetSession()->GetPlayer());
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+12 :
                      player->PlayDirectSound(three, player->GetSession()->GetPlayer());
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+13 :
                      player->PlayDirectSound(four, player->GetSession()->GetPlayer());
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+14 :
                      player->PlayDirectSound(five, player->GetSession()->GetPlayer());
                      break;
 
            case GOSSIP_ACTION_INFO_DEF+15 :
                      player->PlayDirectSound(six, player->GetSession()->GetPlayer());
                      break;
            }
            return true;
        }
 
};
 
void AddSC_Jukebox()
{
    new Jukebox();
}
 

下面是SQL的代码。记得是3.3.5版本的哦

INSERT INTO `npc_text` (`ID`, `text0_0`, `text0_1`, `lang0`, `prob0`, `em0_0`, `em0_1`, `em0_2`, `em0_3`, `em0_4`, `em0_5`, `text1_0`, `text1_1`, `lang1`, `prob1`, `em1_0`, `em1_1`, `em1_2`, `em1_3`, `em1_4`, `em1_5`, `text2_0`, `text2_1`, `lang2`, `prob2`, `em2_0`, `em2_1`, `em2_2`, `em2_3`, `em2_4`, `em2_5`, `text3_0`, `text3_1`, `lang3`, `prob3`, `em3_0`, `em3_1`, `em3_2`, `em3_3`, `em3_4`, `em3_5`, `text4_0`, `text4_1`, `lang4`, `prob4`, `em4_0`, `em4_1`, `em4_2`, `em4_3`, `em4_4`, `em4_5`, `text5_0`, `text5_1`, `lang5`, `prob5`, `em5_0`, `em5_1`, `em5_2`, `em5_3`, `em5_4`, `em5_5`, `text6_0`, `text6_1`, `lang6`, `prob6`, `em6_0`, `em6_1`, `em6_2`, `em6_3`, `em6_4`, `em6_5`, `text7_0`, `text7_1`, `lang7`, `prob7`, `em7_0`, `em7_1`, `em7_2`, `em7_3`, `em7_4`, `em7_5`, `WDBVerified`) VALUES (3, What song would you like to play?, What song would you like to play?, 0, 0, 0, 0, 0, 0, 0, 0, What song would you like to play?, What song would you like to play?, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, NULL, NULL, 0, 0, 0, 0, 0, 0, 0, 0, 1);

OK,代码就这些,至于如何把代码加到Trinity内核中去,你就需要参考其他的资料了。这里就不说了!