Lua SendChatMessage
Description
The NPC sends a message using the type and language given. (Doesn’t work for players)
Note: If your message uses special characters like öäü (German Umlaute) etc. you have to save your Lua script in UTF-8 without BOM.
Syntax
pUnit:SendChatMessage(Type, Language, string Message)
Type Values
(../src/world/Chat/ChatDefines.hpp)
| Value | Description | 
| 8 | CHAT_MSG_WHISPER_MOB | 
| 12 | CHAT_MSG_MONSTER_SAY | 
| 13 | CHAT_MSG_MONSTER_PARTY | 
| 14 | CHAT_MSG_MONSTER_YELL | 
| 15 | CHAT_MSG_MONSTER_WHISPER | 
| 16 | CHAT_MSG_MONSTER_EMOTE | 
Language Values
| Value | Description | 
| 0 | LANG_UNIVERSAL | 
| 1 | LANG_ORCISH | 
| 2 | LANG_DARNASSIAN | 
| 3 | LANG_TAURAHE | 
| 6 | LANG_DWARVISH | 
| 7 | LANG_COMMON | 
| 8 | LANG_DEMONIC | 
| 9 | LANG_TITAN | 
| 10 | LANG_THELASSIAN | 
| 11 | LANG_DRACONIC | 
| 12 | LANG_GNOMISH | 
| 13 | LANG_TROLL | 
| 14 | LANG_GUTTERSPEAK | 
| 33 | LANG_DRAENEI | 
Usage/Example
-- This is dummy code, just to get the idea!
 
-- Specify npc
local TalkToMe_ID = 6000051
 
-- Gossip
function TalkToMe(pUnit, event, pPlayer, id, intid, code, pMisc)
   	pUnit:SendChatMessage(12, 0, "You are not prepared!")
end
 
-- Register
RegisterUnitGossipEvent(TalkToMe_ID, 1, "TalkToMe")