bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) { player->PlayerTalkClass->ClearMenus(); Item * item; switch (action) { case 15: { player->PlayerTalkClass->SendCloseGossip(); break; } case 1: // Enchant Weapon player->ADD_GOSSIP_ITEM(5, "Bloody Dancing Steel", GOSSIP_SENDER_MAIN, 5000); player->ADD_GOSSIP_ITEM(5, "Power Torrent - 500 int Proc", GOSSIP_SENDER_MAIN, 100); player->ADD_GOSSIP_ITEM(5, "Hurricane - 450 Haste Proc", GOSSIP_SENDER_MAIN, 103); player->ADD_GOSSIP_ITEM(5, "Pyrium Weapon Chain 50% reduc on disarm/40 hit Proc", GOSSIP_SENDER_MAIN, 104); player->ADD_GOSSIP_ITEM(5, "Landslide - 1000 AP Proc", GOSSIP_SENDER_MAIN, 105); player->ADD_GOSSIP_ITEM(5, "Avalanch - 463 - 537 Nature Damage", GOSSIP_SENDER_MAIN, 106); player->ADD_GOSSIP_ITEM(5, "Heartsong 200 Spirit Proc", GOSSIP_SENDER_MAIN, 107); player->ADD_GOSSIP_ITEM(5, "Mending - Heals player upon melee", GOSSIP_SENDER_MAIN, 108); player->ADD_GOSSIP_ITEM(5, "Windwalk - 600 Dodge/15% speed Proc", GOSSIP_SENDER_MAIN, 109); player->ADD_GOSSIP_ITEM(5, "Blade Ward - +200 Parry 600-800 Dmg Parry Proc", GOSSIP_SENDER_MAIN, 914); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100002, creature->GetGUID()); break; case 2: // Enchant Off-Hand if (item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) { if (ItemTemplate const* iInfo = item->GetTemplate()) { if ((iInfo->SubClass == ITEM_SUBCLASS_WEAPON_AXE || iInfo->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER || ITEM_SUBCLASS_WEAPON_WAND || iInfo->SubClass == ITEM_SUBCLASS_WEAPON_MACE || iInfo->SubClass == ITEM_SUBCLASS_WEAPON_SWORD) && iInfo->Class == ITEM_CLASS_WEAPON) { player->ADD_GOSSIP_ITEM(5, "Heartsong - 200 Spirit Proc", GOSSIP_SENDER_MAIN, 1341); player->ADD_GOSSIP_ITEM(5, "Mending Heals player upon melee", GOSSIP_SENDER_MAIN, 1084); player->ADD_GOSSIP_ITEM(5, "Windwalk - 600 Dodge/15% speed Proc", GOSSIP_SENDER_MAIN, 1094); player->ADD_GOSSIP_ITEM(5, "Pyrium Weapon Chain 50% reduc on disarm/40 hit Proc", GOSSIP_SENDER_MAIN, 1238); player->ADD_GOSSIP_ITEM(5, "Hurricane - 450 Haste Proc", GOSSIP_SENDER_MAIN, 1233); player->ADD_GOSSIP_ITEM(5, "Avalanch - 463 - 537 Nature Damage", GOSSIP_SENDER_MAIN, 1789); player->ADD_GOSSIP_ITEM(5, "Power Torrent - 500 int Proc", GOSSIP_SENDER_MAIN, 1743); player->ADD_GOSSIP_ITEM(5, "Landslide - 1000 AP Proc", GOSSIP_SENDER_MAIN, 1333); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->SEND_GOSSIP_MENU(100002, creature->GetGUID()); } else { ChatHandler(player->GetSession()).PSendSysMessage("Your off-hand cannot be enchanted"); OnGossipHello(player, creature); } } } else { ChatHandler(player->GetSession()).PSendSysMessage("You don't have an offhand!"); OnGossipHello(player, creature); } break; case 3: // Enchant Caster Off-Hand player->ADD_GOSSIP_ITEM(5, "Intellect - +40", GOSSIP_SENDER_MAIN, 543); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100003, creature->GetGUID()); break; case 4: // Enchant Shield player->ADD_GOSSIP_ITEM(5, "+160 Armor", GOSSIP_SENDER_MAIN, 110); player->ADD_GOSSIP_ITEM(5, "+12 PvP Resilience", GOSSIP_SENDER_MAIN, 111); player->ADD_GOSSIP_ITEM(5, "Mastery - +50", GOSSIP_SENDER_MAIN, 915); player->ADD_GOSSIP_ITEM(5, "Stamina - +18", GOSSIP_SENDER_MAIN, 916); player->ADD_GOSSIP_ITEM(5, "Intellect - +40", GOSSIP_SENDER_MAIN, 946); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100004, creature->GetGUID()); break; case 6: // Enchant Cloak player->ADD_GOSSIP_ITEM(5, "Intellect +50", GOSSIP_SENDER_MAIN, 142); player->ADD_GOSSIP_ITEM(5, "+250 Armor", GOSSIP_SENDER_MAIN, 114); player->ADD_GOSSIP_ITEM(5, "+65 Critical Strike", GOSSIP_SENDER_MAIN, 115); player->ADD_GOSSIP_ITEM(5, "Haste - +23", GOSSIP_SENDER_MAIN, 136); player->ADD_GOSSIP_ITEM(5, "Spell Penetration - +70", GOSSIP_SENDER_MAIN, 139); player->ADD_GOSSIP_ITEM(5, "Defense Rating - +16", GOSSIP_SENDER_MAIN, 137); player->ADD_GOSSIP_ITEM(5, "Spirit - +10", GOSSIP_SENDER_MAIN, 138); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100007, creature->GetGUID()); break; case 7: //Enchant chest player->ADD_GOSSIP_ITEM(5, "+75 Stamina", GOSSIP_SENDER_MAIN, 116); player->ADD_GOSSIP_ITEM(5, "Resil +40", GOSSIP_SENDER_MAIN, 117); player->ADD_GOSSIP_ITEM(5, "All stats - +20", GOSSIP_SENDER_MAIN, 118); player->ADD_GOSSIP_ITEM(5, "Spirit - +40", GOSSIP_SENDER_MAIN, 451); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100008, creature->GetGUID()); break; case 8: //Enchant Bracers player->ADD_GOSSIP_ITEM(5, "Intellect +50", GOSSIP_SENDER_MAIN, 119); player->ADD_GOSSIP_ITEM(5, "Spirit - +50", GOSSIP_SENDER_MAIN, 120); player->ADD_GOSSIP_ITEM(5, "Strength - +50", GOSSIP_SENDER_MAIN, 121); player->ADD_GOSSIP_ITEM(5, "Agility - +50", GOSSIP_SENDER_MAIN, 122); player->ADD_GOSSIP_ITEM(5, "Haste - +65", GOSSIP_SENDER_MAIN, 900); player->ADD_GOSSIP_ITEM(5, "Expertise - +50", GOSSIP_SENDER_MAIN, 901); player->ADD_GOSSIP_ITEM(5, "Hit Rating - +50", GOSSIP_SENDER_MAIN, 902); player->ADD_GOSSIP_ITEM(5, "Crit - +65", GOSSIP_SENDER_MAIN, 903); player->ADD_GOSSIP_ITEM(5, "Dodge - +50", GOSSIP_SENDER_MAIN, 904); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100009, creature->GetGUID()); break; case 9: //Enchant Gloves player->ADD_GOSSIP_ITEM(5, "Major Agility - +20", GOSSIP_SENDER_MAIN, 123); player->ADD_GOSSIP_ITEM(5, "Attack Power - +44", GOSSIP_SENDER_MAIN, 124); player->ADD_GOSSIP_ITEM(5, "Hit Rating - +20", GOSSIP_SENDER_MAIN, 125); player->ADD_GOSSIP_ITEM(5, "Haste +50", GOSSIP_SENDER_MAIN, 126); player->ADD_GOSSIP_ITEM(5, "Spellpower - +28", GOSSIP_SENDER_MAIN, 127); player->ADD_GOSSIP_ITEM(5, "Expertise Rating - +50", GOSSIP_SENDER_MAIN, 128); player->ADD_GOSSIP_ITEM(5, "Mastery +65", GOSSIP_SENDER_MAIN, 129); player->ADD_GOSSIP_ITEM(5, "Strength +50", GOSSIP_SENDER_MAIN, 141); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100010, creature->GetGUID()); break; case 11: //Enchant feet player->ADD_GOSSIP_ITEM(5, "+25 Agility and Minor Movement Speed", GOSSIP_SENDER_MAIN, 130); player->ADD_GOSSIP_ITEM(5, "+50 Hit", GOSSIP_SENDER_MAIN, 131); player->ADD_GOSSIP_ITEM(5, "+35 Mastery and Minor Movement ", GOSSIP_SENDER_MAIN, 132); player->ADD_GOSSIP_ITEM(5, "+50 Mastery", GOSSIP_SENDER_MAIN, 133); player->ADD_GOSSIP_ITEM(5, "+30 Stamina and Minor Movement Speed", GOSSIP_SENDER_MAIN, 134); player->ADD_GOSSIP_ITEM(5, "Agility +35", GOSSIP_SENDER_MAIN, 917); player->ADD_GOSSIP_ITEM(5, "Haste +50", GOSSIP_SENDER_MAIN, 918); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100012, creature->GetGUID()); break; case 100: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_POWER); player->PlayerTalkClass->SendCloseGossip(); break; case 1743: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_POWER); player->PlayerTalkClass->SendCloseGossip(); break; case 102: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { Enchant(player, item, ENCHANT_WEP_AGILITY); player->PlayerTalkClass->SendCloseGossip(); break; } ChatHandler(player->GetSession()).PSendSysMessage("You do not have a 2H weapon equipped!"); break; case 103: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_HURRICANE); player->PlayerTalkClass->SendCloseGossip(); break; case 1233: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_HURRICANE); player->PlayerTalkClass->SendCloseGossip(); break; case 104: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_PYRIUM); player->PlayerTalkClass->SendCloseGossip(); break; case 1238: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_PYRIUM); player->PlayerTalkClass->SendCloseGossip(); break; case 105: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_MAJOR_LAND); player->PlayerTalkClass->SendCloseGossip(); break; case 1333: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_MAJOR_LAND); player->PlayerTalkClass->SendCloseGossip(); break; case 106: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_AVALANCH); player->PlayerTalkClass->SendCloseGossip(); break; case 1789: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_AVALANCH); player->PlayerTalkClass->SendCloseGossip(); break; case 107: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_HEARTSON); player->PlayerTalkClass->SendCloseGossip(); break; case 1341: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_HEARTSON); player->PlayerTalkClass->SendCloseGossip(); break; case 108: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_MENDING); player->PlayerTalkClass->SendCloseGossip(); break; case 1084: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_MENDING); player->PlayerTalkClass->SendCloseGossip(); break; case 109: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_WINDWALK); player->PlayerTalkClass->SendCloseGossip(); break; case 1094: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_WINDWALK); player->PlayerTalkClass->SendCloseGossip(); break; case 914: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BLADE); player->PlayerTalkClass->SendCloseGossip(); break; case 119: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_SPELL_INTELLECT); player->PlayerTalkClass->SendCloseGossip(); break; case 120: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_SPIRIT); player->PlayerTalkClass->SendCloseGossip(); break; case 121: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_STRENGTH); player->PlayerTalkClass->SendCloseGossip(); break; case 122: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_AGILITY); player->PlayerTalkClass->SendCloseGossip(); break; case 900: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_SPEED); player->PlayerTalkClass->SendCloseGossip(); break; case 901: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_EXPERTISE); player->PlayerTalkClass->SendCloseGossip(); break; case 902: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_PRECISION); player->PlayerTalkClass->SendCloseGossip(); break; case 903: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_CRIT); player->PlayerTalkClass->SendCloseGossip(); break; case 904: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_WRIST_DODGE); player->PlayerTalkClass->SendCloseGossip(); break; case 110: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_ARMOR); player->PlayerTalkClass->SendCloseGossip(); break; } case 946: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_INT); player->PlayerTalkClass->SendCloseGossip(); break; } case 111: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_RESILIENCE); player->PlayerTalkClass->SendCloseGossip(); break; } case 915: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_MASTERY); player->PlayerTalkClass->SendCloseGossip(); break; } case 543: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_HOLDABLE) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_INTELLECT); player->PlayerTalkClass->SendCloseGossip(); break; } case 916: item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) break; if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_STAM); player->PlayerTalkClass->SendCloseGossip(); break; } case 142: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_INTELLECT); player->PlayerTalkClass->SendCloseGossip(); break; case 114: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_STAMINA); player->PlayerTalkClass->SendCloseGossip(); break; case 115: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_STRIKE); player->PlayerTalkClass->SendCloseGossip(); break; case 136: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_HASTE); player->PlayerTalkClass->SendCloseGossip(); break; case 139: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SPELL_PEN); player->PlayerTalkClass->SendCloseGossip(); break; case 137: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_DEF); player->PlayerTalkClass->SendCloseGossip(); break; case 138: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SPIRIT); player->PlayerTalkClass->SendCloseGossip(); break; case 116: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_HEALTH); player->PlayerTalkClass->SendCloseGossip(); break; case 117: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_RESILIENCE); player->PlayerTalkClass->SendCloseGossip(); break; case 118: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_STATS); player->PlayerTalkClass->SendCloseGossip(); break; case 451: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_SPIRIT); player->PlayerTalkClass->SendCloseGossip(); break; case 130: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_AGISPEED); player->PlayerTalkClass->SendCloseGossip(); break; case 131: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_HIT); player->PlayerTalkClass->SendCloseGossip(); break; case 132: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_MASPEED); player->PlayerTalkClass->SendCloseGossip(); break; case 133: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_MASTERY); player->PlayerTalkClass->SendCloseGossip(); break; case 134: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_STAMSPEED); player->PlayerTalkClass->SendCloseGossip(); break; case 917: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_AGI); player->PlayerTalkClass->SendCloseGossip(); break; case 918: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_HASTE); player->PlayerTalkClass->SendCloseGossip(); break; case 123: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_AGILITY); player->PlayerTalkClass->SendCloseGossip(); break; case 124: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_ATTACK); player->PlayerTalkClass->SendCloseGossip(); break; case 125: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_HIT); player->PlayerTalkClass->SendCloseGossip(); break; case 126: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_HASTE); player->PlayerTalkClass->SendCloseGossip(); break; case 127: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_SPELLPOWER); player->PlayerTalkClass->SendCloseGossip(); break; case 128: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_EXPERTISE); player->PlayerTalkClass->SendCloseGossip(); break; case 129: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_MASTERY); player->PlayerTalkClass->SendCloseGossip(); break; case 141: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_STRENGTH); player->PlayerTalkClass->SendCloseGossip(); break; case 300: //<-Back menu { player->ADD_GOSSIP_ITEM(1, "Enchant Weapon", GOSSIP_SENDER_MAIN, 1); player->ADD_GOSSIP_ITEM(1, "Enchant Off-Hand Weapon", GOSSIP_SENDER_MAIN, 13); player->ADD_GOSSIP_ITEM(1, "Enchant 2H Weapon", GOSSIP_SENDER_MAIN, 2); player->ADD_GOSSIP_ITEM(1, "Enchant Shield", GOSSIP_SENDER_MAIN, 3); player->ADD_GOSSIP_ITEM(1, "Enchant Head", GOSSIP_SENDER_MAIN, 4); player->ADD_GOSSIP_ITEM(1, "Enchant Shoulders", GOSSIP_SENDER_MAIN, 5); player->ADD_GOSSIP_ITEM(1, "Enchant Cloak", GOSSIP_SENDER_MAIN, 6); player->ADD_GOSSIP_ITEM(1, "Enchant Chest", GOSSIP_SENDER_MAIN, 7); player->ADD_GOSSIP_ITEM(1, "Enchant Bracers", GOSSIP_SENDER_MAIN, 8); player->ADD_GOSSIP_ITEM(1, "Enchant Gloves", GOSSIP_SENDER_MAIN, 9); player->ADD_GOSSIP_ITEM(1, "Enchant Legs", GOSSIP_SENDER_MAIN, 10); player->ADD_GOSSIP_ITEM(1, "Enchant Feet", GOSSIP_SENDER_MAIN, 11); if (player->HasSkill(SKILL_ENCHANTING) && player->GetSkillValue(SKILL_ENCHANTING) == 450) { player->ADD_GOSSIP_ITEM(1, "Enchant Rings", GOSSIP_SENDER_MAIN, 12); } player->PlayerTalkClass->SendGossipMenu(100001, creature->GetGUID()); return true; } break; case 400: //Remove enchant for mainhand RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)); player->PlayerTalkClass->SendCloseGossip(); break; case 401: //Remove enchant for offhand RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)); player->PlayerTalkClass->SendCloseGossip(); break; case 402: //Remove enchant for head RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HEAD)); player->PlayerTalkClass->SendCloseGossip(); break; case 403: //Remove enchant for shoulders RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_SHOULDERS)); player->PlayerTalkClass->SendCloseGossip(); break; case 404: //remove enchant for cloak RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK)); player->PlayerTalkClass->SendCloseGossip(); break; case 405: //remove enchant for chest RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST)); player->PlayerTalkClass->SendCloseGossip(); break; case 406: //remove enchant for bracers RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS)); player->PlayerTalkClass->SendCloseGossip(); break; case 407: //remove enchant for gloves RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS)); player->PlayerTalkClass->SendCloseGossip(); break; case 408: //remove enchant for legs RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS)); player->PlayerTalkClass->SendCloseGossip(); break; case 409: //remove enchant for feet RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET)); player->PlayerTalkClass->SendCloseGossip(); break; case 410: RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER1)); RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FINGER2)); player->PlayerTalkClass->SendCloseGossip(); break; case 5000: // Bloody Dancing Steel Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_BLOODY_DANCING_STEEL); player->PlayerTalkClass->SendCloseGossip(); break; } return true; }
bool OnGossipSelect(Player* player, Creature* creature, uint32 /*sender*/, uint32 action) { player->PlayerTalkClass->ClearMenus(); Item * item; switch (action) { case 1: // Enchant Weapon player->PlayerTalkClass->ClearMenus(); player->ADD_GOSSIP_ITEM(1, "2H: +25 Agility", GOSSIP_SENDER_MAIN, 115); player->ADD_GOSSIP_ITEM(1, "2H: +9 Damage", GOSSIP_SENDER_MAIN, 212); player->ADD_GOSSIP_ITEM(1, "2H: Iron Counterweight", GOSSIP_SENDER_MAIN, 214); player->ADD_GOSSIP_ITEM(1, "+15 Agility", GOSSIP_SENDER_MAIN, 108); player->ADD_GOSSIP_ITEM(1, "+15 Strength", GOSSIP_SENDER_MAIN, 109); player->ADD_GOSSIP_ITEM(1, "+30 Spell Power", GOSSIP_SENDER_MAIN, 106); player->ADD_GOSSIP_ITEM(1, "+22 Intellect", GOSSIP_SENDER_MAIN, 110); player->ADD_GOSSIP_ITEM(1, "+20 Spirit", GOSSIP_SENDER_MAIN, 101); player->ADD_GOSSIP_ITEM(1, "Crusader", GOSSIP_SENDER_MAIN, 105); player->ADD_GOSSIP_ITEM(1, "Icy Weapon", GOSSIP_SENDER_MAIN, 100); player->ADD_GOSSIP_ITEM(1, "Lifestealing", GOSSIP_SENDER_MAIN, 107); player->ADD_GOSSIP_ITEM(1, "Fiery Weapon", GOSSIP_SENDER_MAIN, 104); player->ADD_GOSSIP_ITEM(1, "+5 Weapon Damage", GOSSIP_SENDER_MAIN, 213); player->ADD_GOSSIP_ITEM(1, "Steel Weapon Chain", GOSSIP_SENDER_MAIN, 227); //player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100002, creature->GetGUID()); break; case 2: // Enchant 2H Weapon { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendNotification("You must equip a Two-Handed weapon first."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { player->ADD_GOSSIP_ITEM(1, "Crusader", GOSSIP_SENDER_MAIN, 105); player->ADD_GOSSIP_ITEM(1, "2H Agility (+25 Agility)", GOSSIP_SENDER_MAIN, 115); player->ADD_GOSSIP_ITEM(1, "Fiery Weapon", GOSSIP_SENDER_MAIN, 116); player->ADD_GOSSIP_ITEM(1, "Icy Weapon", GOSSIP_SENDER_MAIN, 117); player->ADD_GOSSIP_ITEM(1, "Spell power (+30 Spell Power)", GOSSIP_SENDER_MAIN, 106); player->ADD_GOSSIP_ITEM(1, "Lifestealing", GOSSIP_SENDER_MAIN, 107); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100003, creature->GetGUID()); return true; } else { player->GetSession()->SendNotification("You don't have a Two-Handed weapon equipped."); MainMenu(player, creature); } } break; case 3: // Enchant Shield { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendNotification("You must equip a shield first."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { //player->ADD_GOSSIP_ITEM(1, "+30 Armor", GOSSIP_SENDER_MAIN, 118); player->ADD_GOSSIP_ITEM(1, "+4 Mana and Health Per 5", GOSSIP_SENDER_MAIN, 119); player->ADD_GOSSIP_ITEM(1, "+10 Block Rating", GOSSIP_SENDER_MAIN, 120); player->ADD_GOSSIP_ITEM(1, "26-38 Damage on Block", GOSSIP_SENDER_MAIN, 121); player->ADD_GOSSIP_ITEM(1, "+7 Spirit", GOSSIP_SENDER_MAIN, 122); player->ADD_GOSSIP_ITEM(1, "+7 Stamina", GOSSIP_SENDER_MAIN, 123); //player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100004, creature->GetGUID()); return true; } else { player->GetSession()->SendNotification("You do not have a shield equipped."); MainMenu(player, creature); } } break; case 6: // Enchant Cloak player->ADD_GOSSIP_ITEM(1, "+10 Shadow Resistance", GOSSIP_SENDER_MAIN, 155); player->ADD_GOSSIP_ITEM(1, "+15 Fire Resistance", GOSSIP_SENDER_MAIN, 150); player->ADD_GOSSIP_ITEM(1, "+15 Nature Resistance", GOSSIP_SENDER_MAIN, 153); player->ADD_GOSSIP_ITEM(1, "+5 All Resistances", GOSSIP_SENDER_MAIN, 154); player->ADD_GOSSIP_ITEM(1, "+12 Dodge Rating", GOSSIP_SENDER_MAIN, 147); player->ADD_GOSSIP_ITEM(1, "+70 Armor", GOSSIP_SENDER_MAIN, 148); player->ADD_GOSSIP_ITEM(1, "+3 Agility", GOSSIP_SENDER_MAIN, 151); player->ADD_GOSSIP_ITEM(1, "Increased Stealth", GOSSIP_SENDER_MAIN, 152); //player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100007, creature->GetGUID()); return true; break; case 7: //Enchant chest //player->ADD_GOSSIP_ITEM(1, "Lesser Absorption", GOSSIP_SENDER_MAIN, 158); player->ADD_GOSSIP_ITEM(1, "+4 All Stats", GOSSIP_SENDER_MAIN, 161); player->ADD_GOSSIP_ITEM(1, "+100 Health", GOSSIP_SENDER_MAIN, 160); player->ADD_GOSSIP_ITEM(1, "+100 Mana", GOSSIP_SENDER_MAIN, 159); player->ADD_GOSSIP_ITEM(1, "+6 All Stats", GOSSIP_SENDER_MAIN, 211); player->ADD_GOSSIP_ITEM(1, "+150 Health", GOSSIP_SENDER_MAIN, 162); player->ADD_GOSSIP_ITEM(1, "+150 Mana", GOSSIP_SENDER_MAIN, 209); player->ADD_GOSSIP_ITEM(1, "7 Mana Per 5", GOSSIP_SENDER_MAIN, 210); //player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100008, creature->GetGUID()); return true; break; case 8: //Enchant Bracers player->ADD_GOSSIP_ITEM(1, "+9 Stamina", GOSSIP_SENDER_MAIN, 165); player->ADD_GOSSIP_ITEM(1, "+9 Strength", GOSSIP_SENDER_MAIN, 164); player->ADD_GOSSIP_ITEM(1, "+7 Intellect", GOSSIP_SENDER_MAIN, 163); player->ADD_GOSSIP_ITEM(1, "+5 Mana Per 5", GOSSIP_SENDER_MAIN, 166); //player->ADD_GOSSIP_ITEM(1, "Deflection", GOSSIP_SENDER_MAIN, 167); player->ADD_GOSSIP_ITEM(1, "+15 Spell Power", GOSSIP_SENDER_MAIN, 168); //player->ADD_GOSSIP_ITEM(1, "Minor Agility", GOSSIP_SENDER_MAIN, 169); //player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100009, creature->GetGUID()); return true; break; case 9: //Enchant Gloves player->ADD_GOSSIP_ITEM(1, "+10 Haste", GOSSIP_SENDER_MAIN, 185); player->ADD_GOSSIP_ITEM(1, "+20 Fire Power", GOSSIP_SENDER_MAIN, 183); player->ADD_GOSSIP_ITEM(1, "+20 Frost Power", GOSSIP_SENDER_MAIN, 184); player->ADD_GOSSIP_ITEM(1, "+20 Shadow Power", GOSSIP_SENDER_MAIN, 180); player->ADD_GOSSIP_ITEM(1, "+16 Spell Power", GOSSIP_SENDER_MAIN, 181); player->ADD_GOSSIP_ITEM(1, "+15 Agility", GOSSIP_SENDER_MAIN, 182); player->ADD_GOSSIP_ITEM(1, "+7 Strength", GOSSIP_SENDER_MAIN, 178); //player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100010, creature->GetGUID()); return true; break; case 11: //Enchant feet player->ADD_GOSSIP_ITEM(1, "Minor Speed", GOSSIP_SENDER_MAIN, 191); player->ADD_GOSSIP_ITEM(1, "+7 Stamina", GOSSIP_SENDER_MAIN, 195); player->ADD_GOSSIP_ITEM(1, "+7 Agility", GOSSIP_SENDER_MAIN, 193); player->ADD_GOSSIP_ITEM(1, "+5 Hit Rating", GOSSIP_SENDER_MAIN, 194); // player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100012, creature->GetGUID()); return true; break; case 13: //Enchant Off-Hand weapons { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendNotification("You must equip a weapon in your Off-hand"); MainMenu(player, creature); return false; } else if (item->GetTemplate()->InventoryType == INVTYPE_WEAPONOFFHAND || INVTYPE_WEAPONMAINHAND) { player->ADD_GOSSIP_ITEM(1, "+15 Agility", GOSSIP_SENDER_MAIN, 221); player->ADD_GOSSIP_ITEM(1, "+15 Strength", GOSSIP_SENDER_MAIN, 222); player->ADD_GOSSIP_ITEM(1, "+30 Spell Power", GOSSIP_SENDER_MAIN, 219); player->ADD_GOSSIP_ITEM(1, "+22 Intellect", GOSSIP_SENDER_MAIN, 223); player->ADD_GOSSIP_ITEM(1, "+20 Spirit", GOSSIP_SENDER_MAIN, 216); player->ADD_GOSSIP_ITEM(1, "Crusader", GOSSIP_SENDER_MAIN, 218); player->ADD_GOSSIP_ITEM(1, "Icy Weapon", GOSSIP_SENDER_MAIN, 224); player->ADD_GOSSIP_ITEM(1, "Lifestealing", GOSSIP_SENDER_MAIN, 220); player->ADD_GOSSIP_ITEM(1, "Fiery Weapon", GOSSIP_SENDER_MAIN, 217); player->ADD_GOSSIP_ITEM(1, "+5 Weapon Damage", GOSSIP_SENDER_MAIN, 225); player->ADD_GOSSIP_ITEM(1, "Steel Weapon Chain", GOSSIP_SENDER_MAIN, 228); player->PlayerTalkClass->SendGossipMenu(100002, creature->GetGUID()); return true; } else { player->GetSession()->SendNotification("Your Off-Hand is not a weapon."); MainMenu(player, creature); } } break; case 14: //Remove enchant menu player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Main-hand", GOSSIP_SENDER_MAIN, 400); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Off-hand", GOSSIP_SENDER_MAIN, 401); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Cloak", GOSSIP_SENDER_MAIN, 404); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Chest", GOSSIP_SENDER_MAIN, 405); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Bracers", GOSSIP_SENDER_MAIN, 406); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Gloves", GOSSIP_SENDER_MAIN, 407); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Feet", GOSSIP_SENDER_MAIN, 409); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Legs", GOSSIP_SENDER_MAIN, 411); player->ADD_GOSSIP_ITEM(1, "Remove the enchantment on my Helm.", GOSSIP_SENDER_MAIN, 412); player->ADD_GOSSIP_ITEM(1, "<-Back", GOSSIP_SENDER_MAIN, 300); player->PlayerTalkClass->SendGossipMenu(100014, creature->GetGUID()); return true; break; case 100: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_ICEY); MainMenu(player, creature); break; case 101: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_SPIRIT); MainMenu(player, creature); break; case 104: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_FIERY); MainMenu(player, creature); break; case 105: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_CRUSADER); MainMenu(player, creature); break; case 106: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_SPELLPOWER); MainMenu(player, creature); break; case 107: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_LIFESTEALING); MainMenu(player, creature); break; case 108: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_AGILITY1H); MainMenu(player, creature); break; case 109: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_STRENGTH); MainMenu(player, creature); break; case 110: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_INTELLECT); MainMenu(player, creature); break; case 113: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); MainMenu(player, creature); return false; } if (item) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_CRUSADER); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); MainMenu(player, creature); } } break; case 115: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_AGILITY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); MainMenu(player, creature); } } break; case 116: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); MainMenu(player, creature); return false; } if (item) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_FIERY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); MainMenu(player, creature); } } break; case 117: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a 2H weapon equipped."); MainMenu(player, creature); return false; } if (item) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_ICEY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a Two-Handed weapon equipped."); MainMenu(player, creature); } } break; case 118: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_PROTECTION); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); MainMenu(player, creature); } } break; case 119: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_VITALITY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); MainMenu(player, creature); } } break; case 120: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_BLOCK); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); MainMenu(player, creature); } } break; case 121: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_SPIKE); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); MainMenu(player, creature); } } break; case 122: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_SPIRIT); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); MainMenu(player, creature); } } break; case 123: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a shield equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_SHIELD) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_SHIELD_STAM); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You don't have a shield equipped."); MainMenu(player, creature); } } break; case 147: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_DODGE); MainMenu(player, creature); break; case 148: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_ARMOR); MainMenu(player, creature); break; case 149: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SUBLETY); MainMenu(player, creature); break; case 150: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_FIRE); MainMenu(player, creature); break; case 151: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_AGILITY); MainMenu(player, creature); break; case 152: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_STEALTH); MainMenu(player, creature); break; case 153: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_NATURE); MainMenu(player, creature); break; case 154: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_RESIST); MainMenu(player, creature); break; case 155: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK), ENCHANT_CLOAK_SHADOW); MainMenu(player, creature); break; case 158: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_ABSORB); MainMenu(player, creature); break; case 159: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_MANA); MainMenu(player, creature); break; case 160: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_HEALTH); MainMenu(player, creature); break; case 161: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_STATS); MainMenu(player, creature); break; case 162: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST); if (item) { if (item->GetTemplate()->ItemLevel == 40) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_EXC_HEALTH); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel for 35+!"); MainMenu(player, creature); } } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel at 35+!"); MainMenu(player, creature); } } break; case 163: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_INTELLECT); MainMenu(player, creature); break; case 164: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_STAM); MainMenu(player, creature); break; case 165: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_STRENGTH); MainMenu(player, creature); break; case 166: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_MP); MainMenu(player, creature); break; case 167: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_DEFLECTION); MainMenu(player, creature); break; case 168: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_HEALING); MainMenu(player, creature); break; case 169: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_WRISTS), ENCHANT_BRACERS_AGILITY); MainMenu(player, creature); break; case 178: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_STRENGTH); MainMenu(player, creature); break; case 179: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_HASTE); MainMenu(player, creature); break; case 180: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_SHADOW); MainMenu(player, creature); break; case 181: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_HEALING); MainMenu(player, creature); break; case 182: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_AGILITY); MainMenu(player, creature); break; case 183: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_FIRE); MainMenu(player, creature); break; case 184: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_FROST); MainMenu(player, creature); break; case 185: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_HANDS), ENCHANT_GLOVES_HASTE); MainMenu(player, creature); break; case 191: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_SPEED); MainMenu(player, creature); break; case 192: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_SPIRIT); MainMenu(player, creature); break; case 193: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_AGILITY); MainMenu(player, creature); break; case 194: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_ACCURACY); MainMenu(player, creature); break; case 195: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_FEET), ENCHANT_BOOTS_STAM); MainMenu(player, creature); break; case 205: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); return false; } if (item) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_FIERY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); } } break; case 206: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); return false; } if (item) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_ICEY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); } } break; case 207: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); return false; } if (item) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_CRUSADER); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); } } break; case 208: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); return false; } if (item) { player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_AGILITY1H); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); } } break; case 209: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST); if (item && item->GetTemplate()->ItemLevel == 40) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_EXC_MANA); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel for 35+!"); MainMenu(player, creature); } } break; case 210: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST); if (item) { if (item->GetTemplate()->ItemLevel == 40) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_MP); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel for 35+!"); MainMenu(player, creature); } } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel for 35+!"); MainMenu(player, creature); } } break; case 211: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST); if (item) { if (item->GetTemplate()->ItemLevel == 40) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_CHEST), ENCHANT_CHEST_GREATER_STATS); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel for 35+!"); MainMenu(player, creature); } } else { player->GetSession()->SendAreaTriggerMessage("You need a chest with an itemlevel for 35+!"); MainMenu(player, creature); } } break; case 212: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a Two-handed weapon equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_DAMAGE); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a two-hander."); MainMenu(player, creature); } } break; case 213: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_WEP_DAMAGE); MainMenu(player, creature); break; case 214: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!item) { player->GetSession()->SendAreaTriggerMessage("This enchant needs a Two-handed weapon equipped."); MainMenu(player, creature); return false; } if (item->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) { player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND), ENCHANT_2WEP_HASTE); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant needs a one-hand weapon equipped in the off-hand."); MainMenu(player, creature); } } break; case 215: Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_LEGS), ENCHANT_LEGARMOR); MainMenu(player, creature); break; case 224: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_ICEY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 216: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_SPIRIT); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 217: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_FIERY); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 218: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_CRUSADER); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 219: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_SPELLPOWER); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 220: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_LIFESTEALING); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 221: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_AGILITY1H); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 222: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_STRENGTH); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 223: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_INTELLECT); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a Weapon"); MainMenu(player, creature); } } break; case 225: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND), ENCHANT_WEP_DAMAGE); MainMenu(player, creature); } else { player->GetSession()->SendAreaTriggerMessage("This enchant requires a weapon"); MainMenu(player, creature); } } break; case 226: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); if (item && ((item->GetTemplate()->Class == 2 && item->GetTemplate()->SubClass == 2) || (item->GetTemplate()->Class == 2 && item->GetTemplate()->SubClass == 3))) { Enchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED), ENCHANT_SCOPE); } else { player->GetSession()->SendAreaTriggerMessage("You need a ranged weapon equipped!"); } MainMenu(player, creature); } break; case 227: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (item) { Enchant(player, item, ENCHANT_WEP_CHAIN); } else { player->GetSession()->SendAreaTriggerMessage("You need a weapon equipped!"); } MainMenu(player, creature); } break; case 228: { item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (item->GetTemplate()->InventoryType == INVTYPE_WEAPON) { Enchant(player, item, ENCHANT_WEP_CHAIN); } else { player->GetSession()->SendAreaTriggerMessage("You need a weapon equipped!"); } MainMenu(player, creature); } break; case 300: //<-Back menu player->ADD_GOSSIP_ITEM(1, "Weapon", GOSSIP_SENDER_MAIN, 1); player->ADD_GOSSIP_ITEM(1, "Off-Hand Weapon", GOSSIP_SENDER_MAIN, 13); player->ADD_GOSSIP_ITEM(1, "2H Weapon", GOSSIP_SENDER_MAIN, 2); player->ADD_GOSSIP_ITEM(1, "Shield", GOSSIP_SENDER_MAIN, 3); player->ADD_GOSSIP_ITEM(1, "Cloak", GOSSIP_SENDER_MAIN, 6); player->ADD_GOSSIP_ITEM(1, "Chest", GOSSIP_SENDER_MAIN, 7); player->ADD_GOSSIP_ITEM(1, "Bracers", GOSSIP_SENDER_MAIN, 8); player->ADD_GOSSIP_ITEM(1, "Gloves", GOSSIP_SENDER_MAIN, 9); player->ADD_GOSSIP_ITEM(1, "Feet", GOSSIP_SENDER_MAIN, 11); break; case 400: //Remove enchant for mainhand MainMenu(player, creature); break; case 401: //Remove enchant for offhand MainMenu(player, creature); break; case 404: //remove enchant for cloak RemoveEnchant(player, player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_BACK)); MainMenu(player, creature); break; case 405: //remove enchant for chest MainMenu(player, creature); break; case 406: //remove enchant for bracers MainMenu(player, creature); break; case 407: //remove enchant for gloves MainMenu(player, creature); break; case 409: //remove enchant for feet MainMenu(player, creature); break; } return true; }