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Once you talk to the creature, gameobject or whatsoever you assigned it too; Well if you leave the gossip and talk to the assigned thing to the script, it will choose a random number like 1, 2, 3 out of 10 instead of showing the dot. I'll provide screenshot's/video for an proof and more detail of what i mean soon.
The text was updated successfully, but these errors were encountered:
function spellst_submenus(Unit, event, player, id, intid, code, pMisc)
if(intid == 1) then
player:GossipComplete()
elseif(intid == 10) then
Unit:SendChatMessage(14, 0, "Y U NO HELP ME")
player:GossipComplete()
else
player:GossipComplete()
end
end
:GossipMenuAddItem(10, "Example", 0)
10 = a Dot as what the wiki says.
Once you talk to the creature, gameobject or whatsoever you assigned it too; Well if you leave the gossip and talk to the assigned thing to the script, it will choose a random number like 1, 2, 3 out of 10 instead of showing the dot. I'll provide screenshot's/video for an proof and more detail of what i mean soon.
The text was updated successfully, but these errors were encountered: