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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Game.AI;
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using Game.Entities;
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using Game.Scripting;
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namespace Scripts.World
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{
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enum GossipOptionIds
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{
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Alchemy = 0,
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Blacksmithing = 1,
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Enchanting = 2,
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Engineering = 3,
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Herbalism = 4,
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Inscription = 5,
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Jewelcrafting = 6,
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Leatherworking = 7,
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Mining = 8,
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Skinning = 9,
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Tailoring = 10,
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Multi = 11,
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}
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enum GossipMenuIds
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{
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Herbalism = 12188,
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Mining = 12189,
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Skinning = 12190,
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Alchemy = 12191,
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Blacksmithing = 12192,
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Enchanting = 12193,
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Engineering = 12195,
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Inscription = 12196,
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Jewelcrafting = 12197,
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Leatherworking = 12198,
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Tailoring = 12199,
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}
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[Script] //start menu multi profession trainer
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class npc_multi_profession_trainer : CreatureScript
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{
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public npc_multi_profession_trainer() : base("npc_multi_profession_trainer") { }
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class npc_multi_profession_trainerAI : ScriptedAI
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{
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public npc_multi_profession_trainerAI(Creature creature) : base(creature) { }
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public override void sGossipSelect(Player player, uint menuId, uint gossipListId)
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{
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switch ((GossipOptionIds)gossipListId)
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{
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case GossipOptionIds.Alchemy:
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case GossipOptionIds.Blacksmithing:
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case GossipOptionIds.Enchanting:
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case GossipOptionIds.Engineering:
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case GossipOptionIds.Herbalism:
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case GossipOptionIds.Inscription:
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case GossipOptionIds.Jewelcrafting:
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case GossipOptionIds.Leatherworking:
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case GossipOptionIds.Mining:
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case GossipOptionIds.Skinning:
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case GossipOptionIds.Tailoring:
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SendTrainerList(player, (GossipOptionIds)gossipListId);
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break;
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case GossipOptionIds.Multi:
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{
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switch ((GossipMenuIds)menuId)
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{
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case GossipMenuIds.Herbalism:
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SendTrainerList(player, GossipOptionIds.Herbalism);
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break;
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case GossipMenuIds.Mining:
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SendTrainerList(player, GossipOptionIds.Mining);
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break;
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case GossipMenuIds.Skinning:
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SendTrainerList(player, GossipOptionIds.Skinning);
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break;
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case GossipMenuIds.Alchemy:
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SendTrainerList(player, GossipOptionIds.Alchemy);
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break;
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case GossipMenuIds.Blacksmithing:
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SendTrainerList(player, GossipOptionIds.Blacksmithing);
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break;
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case GossipMenuIds.Enchanting:
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SendTrainerList(player, GossipOptionIds.Enchanting);
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break;
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case GossipMenuIds.Engineering:
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SendTrainerList(player, GossipOptionIds.Engineering);
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break;
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case GossipMenuIds.Inscription:
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SendTrainerList(player, GossipOptionIds.Inscription);
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break;
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case GossipMenuIds.Jewelcrafting:
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SendTrainerList(player, GossipOptionIds.Jewelcrafting);
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break;
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case GossipMenuIds.Leatherworking:
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SendTrainerList(player, GossipOptionIds.Leatherworking);
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break;
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case GossipMenuIds.Tailoring:
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SendTrainerList(player, GossipOptionIds.Tailoring);
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break;
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default:
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break;
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}
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}
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break;
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default:
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break;
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}
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}
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void SendTrainerList(Player player, GossipOptionIds Index)
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{
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player.GetSession().SendTrainerList(me.GetGUID(), (uint)Index + 1);
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}
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}
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public override CreatureAI GetAI(Creature creature)
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{
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return new npc_multi_profession_trainerAI(creature);
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}
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}
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}
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