You notice how you can be walking around in a city and the Npcs say stuff like "Fresh bread for sale!"? Well I just recently figured out how to do this. In this guide I will show you how you can do this as well.
Everything that is is different color will be the things you have to change.
Making The Script:
First off, every script starts out with a function. Here's an example
Name is the name of your Npc. Now, we're going to register a new function for the Npc.Code:function Name(Unit, Event)
Name_Say is what the new function is going to be named.Code:Unit:RegisterEvent("Name_Say", 40000, 0)
40000 is the time in miliseconds (which this one happens to be 40, so every 40 seconds, the Npc will say something).
0 is how many times it will be said. Here we are using 0, for saying things forever.
Don't forget the end at the end of the function. Now this is what we should have so far.
Onto the new function. This function is going to be named what the register was in the first function. This is what it should look like.Code:function Name(Unit, Event) Unit:RegisterEvent("Name_Say", 40000, 0) end
Now, what we are going to do next, is make it so the Npc can say different things, rather than just the same thing each time. Sounds a little tricky, but it's really simpleCode:function Name_Say(Unit, Event)
This is what will be going right under the new function.Code:local chance = math.random(1,3)
1 is the first ID of what will be said.
3 is the last ID. This can also be classified as how many different things will be said, seeing as we are using a 3 (the last ID), only 3 different possible things will be said. I've tested so far up to 6, but I'm sure you could have more.
Lets keep going. Now we will input different things that the Npc will say.
Let me explain. The 'if(chance == 1) then' basically means, if it chooses ID 1, it will say this.Code:if(chance == 1) then Unit:SendChatMessage(12, 0, "Fresh bread, baked this very morning!")
12 is how he will say it (say, yell, etc.) we are using say in this example.
0 is the type of language (0 being universal).
Fresh bread, baked this very morning! is what the Npc will actually say. Given in this example, he is a baker. (Make sure it is in quotations!)
Even though this isn't the entire end of the function, we will have to put an end after each choice, so he only says one thing.
Just to recap, this is what we should have so far.
Seeing how we are using 3 different possibilities, we are going to put in more things for him to say. This is just like the first, but instead of the ID being 1, it will be 2.Code:function Name_Say(Unit, Event) local chance = math.random(1,3) if(chance == 1) then Unit:SendChatMessage(12, 0, "Fresh bread, baked this very morning!") end
And we keep going, to make the last thing he can say.Code:if(chance == 2) then Unit:SendChatMessage(12, 0, "Come get yer fresh bread!") end
Since this is the third ID (the last one) it is the end of this function, so we are going to put another end after it. Here's what the entire function should look like all put together.Code:if(chance == 3) then Unit:SendChatMessage(12, 0, "Fresh bread for sale!") end
Now that we have what the Npc will be saying, we should make a death function, so that if the Npc happens to die, it will stop talking.Code:function Name_Say(Unit, Event) local chance = math.random(1,3) if(chance == 1) then Unit:SendChatMessage(12, 0, "Fresh bread, baked this very morning!") end if(chance == 2) then Unit:SendChatMessage(12, 0, "Come get yer fresh bread!") end if(chance == 3) then Unit:SendChatMessage(12, 0, "Fresh bread for sale!") end end
Change the Name to the name of your Npc.Code:function Name_Died(Unit, Event) Unit:RemoveEvents() end
The Unit:RemoveEvents() means that all events placed on this Npc will stop when dead.
Here's is the final product of the script, what it should look like.
Code:function Name(Unit, Event) Unit:RegisterEvent("Name_Say", 40000, 0) end function Name_Say(Unit, Event) local chance = math.random(1,3) if(chance == 1) then Unit:SendChatMessage(12, 0, "Fresh bread, baked this very morning!") end if(chance == 2) then Unit:SendChatMessage(12, 0, "Come get yer fresh bread!") end if(chance == 3) then Unit:SendChatMessage(12, 0, "Fresh bread for sale!") end end function Name_Died(Unit, Event) Unit:RemoveEvents() end
Registering The Events:
Now that that script is done, we need to register it. The easiest part, but it very important as well. Lets register the talking of the Npc.
ID of the Npc, well it's pretty self explanitory.Code:RegisterUnitEvent(ID of the Npc, 18, "Name")
Name is the name of your Npc, and the name of your first function. They should all be the same.
DO NOT change the 18! It's the code of what the Npc is doing, for this guide, it is saying random things.
Now to register the death.
Same thing here, the ENTRY, gotta make sure it's the entry ID (the spawn ID) of the Npc, and the name of your death function.Code:RegisterUnitEvent(ID of the Npc, 4, "Name_Died")
So the entire script should look like this when it is done. I'm not going to color it this time ><
Thanks for checking out this guide, I hope it helped you guys.Code:function Name(Unit, Event) Unit:RegisterEvent("Name_Say", 40000, 0) end function Name_Say(Unit, Event) local chance = math.random(1,3) if(chance == 1) then Unit:SendChatMessage(12, 0, "Fresh bread, baked this very morning!") end if(chance == 2) then Unit:SendChatMessage(12, 0, "Come get yer fresh bread!") end if(chance == 3) then Unit:SendChatMessage(12, 0, "Fresh bread for sale!") end end function Name_Died(Unit, Event) Unit:RemoveEvents() end RegisterUnitEvent(ID of the Npc, 18, "Name") RegisterUnitEvent(ID of the Npc, 4, "Name_Died")
Any questions, comments, or anything else, post them in this thread.