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  #1  
Old 02-05-2009
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[Guide] How to get your Npc's to talk without combat

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

Code:
function Name(Unit, Event)
Name is the name of your Npc. Now, we're going to register a new function for the Npc.
Code:
Unit:RegisterEvent("Name_Say", 40000, 0)
Name_Say is what the new function is going to be named.
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.
Code:
function Name(Unit, Event)
Unit:RegisterEvent("Name_Say", 40000, 0)
end 
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_Say(Unit, Event)
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 simple
Code:
local chance = math.random(1,3)
This is what will be going right under the new function.
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.

Code:
if(chance == 1) then
Unit:SendChatMessage(12, 0, "Fresh bread, baked this very morning!")
Let me explain. The 'if(chance == 1) then' basically means, if it chooses ID 1, it will say this.
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.
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 
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:
if(chance == 2) then
Unit:SendChatMessage(12, 0, "Come get yer fresh bread!")
end 
And we keep going, to make the last thing he can say.
Code:
if(chance == 3) then
Unit:SendChatMessage(12, 0, "Fresh bread for sale!")
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:
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 
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_Died(Unit, Event)
Unit:RemoveEvents()
end 
Change the Name to the name of your Npc.
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.
Code:
RegisterUnitEvent(ID of the Npc, 18, "Name")
ID of the Npc, well it's pretty self explanitory.
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.
Code:
RegisterUnitEvent(ID of the Npc, 4, "Name_Died")
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.

So the entire script should look like this when it is done. I'm not going to color it this time ><

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")
Thanks for checking out this guide, I hope it helped you guys.
Any questions, comments, or anything else, post them in this thread.

Last edited by Zudrik; 02-16-2009 at 04:57 PM.
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  #2  
Old 02-05-2009
iday is offline.
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Names?

I donīt get the name_died function?
And the npc wont say anything:S

Last edited by iday; 02-05-2009 at 06:36 PM.
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  #3  
Old 02-05-2009
Zudrik's Avatar
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Well, without a death function, the Npc would still be talking while dead.

Lets say you made a script, and your mob is named Ralph, it would look like this.

Code:
function Ralph_Died(Unit, event, player)
Unit:RemoveEvents()
end
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  #4  
Old 02-06-2009
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TY

Thanks, but the npc still doesnt say anything:/
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  #5  
Old 02-06-2009
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Is your LUA enabled? also to you Zudrik.
Edit: Got to spread.
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  #6  
Old 02-06-2009
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Hmm, post your script here, iday.

And to enable Lua on your server, go into your world config and scroll down until you see something like this

Code:
<ScriptBackends LUA="0"
                AS="1">
Change the 0 to a 1, then save and exit.
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  #7  
Old 02-06-2009
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My NPC does not says anything too xP
I have Lua enabled, here is the script: (lol I made it with really nice battle quotes xD)

Quote:
function Hargoral(Unit, event, player)
RegisterUnitEvent("Hargoral_Say",80000, 0)
end
function Hargoral_Say(Unit, event, player)
local chance = math.random(1,7)
if(chance == 1) then
Unit:SendChatMessage(5, 1, "Leave no single creature alive! No single building standing! Slay every alliance dog you find in your way! This day will be remembered for generations, as the day of the Stormwind's fall! Lok'thar Ogar!")
end
if(chance == 2) then
Unit:SendChatMessage(5, 1, "Since the dawn of times; Since before the First War; The Horde has been superior than the Alliance. We have had many proofs of this fact all along history! But now, we will give them a finnal proof! Bring them down!")
end
if(chance == 3) then
Unit:SendChatMessage(5, 1, "Of all the great battles in which I had the honour of drawing my sword for the Warchief there was not one which was lost. They were going to look at war, the red animal-war, the blood-swollen god. The mighty HORDE!")
end
if(chance == 4) then
Unit:SendChatMessage(5, 1, "Forty years after a battle it is easy for a non-combatant to reason about how it ought to have been fought. It is another thing personally and under fire to direct the fighting while involved in the obscuring smoke of it.")
end
if(chance == 5) then
Unit:SendChatMessage(5, 1, "But let it be sword, lance, or bolt that strikes me down: for I should think it shame to die from an iron ball from the fire-crake or bombard or any such unsoldierly weapon, which is only fitted to scare babes with its foolish noise and smoke.")
end
if(chance == 6) then
Unit:SendChatMessage(5, 1, "The Aalliance have waged war for many centuries. Thus violent deeds live after men upon the earth, and traces of war and bloodshed will survive in mournful shapes long after those who worked the desolation are but atoms of earth themselves.)
end
if(chance == 7) then
Unit:SendChatMessage(5, 1, "Now order the ranks, and fling wide the banners, for our souls are God's and our bodies the king's, and our swords for the Warchief and for the Horde!")
end
end
function Hargoral_Died(Unit, event, player)
Unit:RemoveEvents()
end
RegisterUnitEvent(700001, 18, "Hargoral")
RegisterUnitEvent(700001, 4, "Hargoral_Died")
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  #8  
Old 02-06-2009
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Seems like you missed a " and on your second line it's suppose to be 'Unit:RegisterEvent' you used 'RegisterUnitEvent'. Try it like this.

Code:
function Hargoral(Unit, event, player)
Unit:RegisterEvent("Hargoral_Say", 80000, 0)
end

function Hargoral_Say(Unit, event, player)
local chance = math.random(1,7)
if(chance == 1) then
Unit:SendChatMessage(5, 1, "Leave no single creature alive! No single building standing! Slay every alliance dog you find in your way! This day will be remembered for generations, as the day of the Stormwind's fall! Lok'thar Ogar!")
end
if(chance == 2) then
Unit:SendChatMessage(5, 1, "Since the dawn of times; Since before the First War; The Horde has been superior than the Alliance. We have had many proofs of this fact all along history! But now, we will give them a finnal proof! Bring them down!")
end
if(chance == 3) then
Unit:SendChatMessage(5, 1, "Of all the great battles in which I had the honour of drawing my sword for the Warchief there was not one which was lost. They were going to look at war, the red animal-war, the blood-swollen god. The mighty HORDE!")
end
if(chance == 4) then
Unit:SendChatMessage(5, 1, "Forty years after a battle it is easy for a non-combatant to reason about how it ought to have been fought. It is another thing personally and under fire to direct the fighting while involved in the obscuring smoke of it.")
end
if(chance == 5) then
Unit:SendChatMessage(5, 1, "But let it be sword, lance, or bolt that strikes me down: for I should think it shame to die from an iron ball from the fire-crake or bombard or any such unsoldierly weapon, which is only fitted to scare babes with its foolish noise and smoke.")
end
if(chance == 6) then
Unit:SendChatMessage(5, 1, "The Alliance have waged war for many centuries. Thus violent deeds live after men upon the earth, and traces of war and bloodshed will survive in mournful shapes long after those who worked the desolation are but atoms of earth themselves.")
end
if(chance == 7) then
Unit:SendChatMessage(5, 1, "Now order the ranks, and fling wide the banners, for our souls are God's and our bodies the king's, and our swords for the Warchief and for the Horde!")
end
end

function Hargoral_Died(Unit, event, player)
Unit:RemoveEvents()
end 

RegisterUnitEvent(700001, 18, "Hargoral")
RegisterUnitEvent(700001, 4, "Hargoral_Died")
And remember you have it set for every 80 seconds.
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  #9  
Old 02-07-2009
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Sorry =P fixed as you said and still not working. Look just to check, what should I do with the .lua file? Put in Trunk/Scripts/Src/LuaScripting? Where there are others .lua scripts? That's where it is, and I recompiled scripts_bin after this =/ but still nothing
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  #10  
Old 02-08-2009
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The one I posted worked fine for me, excpet I changed the 5's to 14's. I don't know why, lol 5 is suppose to be yell, but 14 is called 'channel'? But the Npc yells >.>

But you put your Lua in your scripts folder, not the scripts_bin.
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  #11  
Old 02-10-2009
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o.0
Sorry but after I compile the core there is no "scripts" folder =/
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  #12  
Old 02-10-2009
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Then just make one xD
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  #13  
Old 02-10-2009
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Did .... arcemu-world crashes if I make a "scripts" folder in the C:\Core =P
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  #14  
Old 02-11-2009
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Balls.. lol. Umm, I never heard anyone have this problem before. Trying recompiling?
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  #15  
Old 02-12-2009
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Hum ok fixed it =] doesn't crashes anymore
...
but still not working xP loool
hehe
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