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-- Note: This config file is not intended to be edited directly.
-- Like all my mods, it foremost provides an interface/api so
-- that another mod (i.e. a server specific one written by you)
-- can call functions here and do the settings.
--
-- That way you can update this mod easily and keep your settings
-- in a seperate mod and even override functions there if you
-- want.
--
-- So please use a seperate config mod!
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-- enable/disable the original staff-based editing
-- Note: The staffs can only edit part of what the NPC can do. They can even break the NPC.
-- Set this only if you need to force-mute an NPC or something like that.
yl_speak_up.enable_staff_based_editing = true
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-- enable/disable special mobs in the yl_speak_up-namespace (mobs_redo based)
yl_speak_up.enable_yl_mobs = true
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-- Do the NPCs talk right after they spawned?
yl_speak_up.talk_after_spawn = true
-- What shall we call the folder all the dialogs will reside in?
yl_speak_up.path = " yl_speak_up_dialogs "
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-- What shall we call the folder all the inventories of the NPC will reside in?
yl_speak_up.inventory_path = " yl_speak_up_inventories "
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-- Where shall player-specific varialbes (usually quest states) be stored?
yl_speak_up.player_vars_save_file = " yl_speak_up_player_vars "
-- amount of time in seconds that has to have passed before the above file will be saved again
-- (more time can pass if no variable is changed)
yl_speak_up.player_vars_min_save_time = 60
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-- An option may be choosen automaticly without the player having to click if all of its
-- preconditions are true and the mode is set to automatic. Now, if the choosen target
-- dialog has an option that also uses this automatic mode, infinite loops might be
-- created. This option exists to avoid them. Any small value will do.
yl_speak_up.max_allowed_recursion_depth = 5
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-- Texts
yl_speak_up.message_button_option_exit = " Farewell! "
yl_speak_up.message_button_option_prerequisites_not_met_default = " Locked answer "
yl_speak_up.message_tool_taken_because_of_lacking_priv = " We took the tool from you and logged this event. You used an admin item while lacking the neccessary priv npc_master "
yl_speak_up.text_new_dialog_id = " New dialog "
yl_speak_up.text_new_option_id = " New option "
yl_speak_up.text_new_prerequisite_id = " New prerequisite "
yl_speak_up.text_new_result_id = " New result "
yl_speak_up.text_version_warning = " You are using an outdated Minetest version! \n I will have a hard time talking to you properly, but I will try my best. \n You can help me by upgrading to at least 5.3.0! \n Get it at https://minetest.net/downloads "
yl_speak_up.infotext = " Rightclick to talk "
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-- how many buttons will be shown simultaneously without having to scroll?
yl_speak_up.max_number_of_buttons = 7
-- how many buttons can be added to one dialog?
yl_speak_up.max_number_of_options_per_dialog = 15
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-- how many rows and cols shall be used for the trade overview list?
yl_speak_up.trade_max_rows = 10
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yl_speak_up.trade_max_cols = 12
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-- how many prerequirements can the player define per dialog option?
yl_speak_up.max_prerequirements = 12
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-- how many actions can there be per dialog option?
-- for now, more than one doesn't make sense
yl_speak_up.max_actions = 1
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-- how many effects can the player define per dialog option?
yl_speak_up.max_result_effects = 6
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-- these blacklists forbid NPC to use effects on blocks; format:
-- yl_speak_up.blacklist_effect_on_block_interact[ node_name ] = true
-- forbids all interactions;
-- use this if a node isn't prepared for a type of interaction with
-- an NPC and cannot be changed easily;
-- Example: yl_speak_up.blacklist_effect_on_block_right_click["default:chest"] = true
yl_speak_up.blacklist_effect_on_block_interact = { }
yl_speak_up.blacklist_effect_on_block_place = { }
yl_speak_up.blacklist_effect_on_block_dig = { }
yl_speak_up.blacklist_effect_on_block_punch = { }
yl_speak_up.blacklist_effect_on_block_right_click = { }
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-- taking something out of the inventory of a block or putting something in
yl_speak_up.blacklist_effect_on_block_put = { }
yl_speak_up.blacklist_effect_on_block_take = { }
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-- If some items are for some reasons not at all acceptable as quest items,
-- blacklist them here. The data structure is the same as for the tables above.
yl_speak_up.blacklist_action_quest_item = { }
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-- NPC can send a message to all players as an effect;
-- this text will be put in front of this message so that you and your players
-- know that it originated from an NPC (just make sure this returns a string)
yl_speak_up.chat_all_prefix = minetest.colorize ( " #0000FF " , " [NPC] " )
-- the NPC will use this color when sending a chat message
yl_speak_up.chat_all_color = " #AAAAFF "
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-- it's possible to prevent players from trying actions (i.e. npc_gives, text_input, ..) too often;
-- if no special text is set, this one will be shown (tab "Limit guessing:" in edit options menu)
yl_speak_up.standard_text_if_action_failed_too_often = " You have tried so many times. I'm tired! " ..
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" Come back when you really know the answer - but not too soon. \n $TEXT$ "
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-- it's also possible to prevent players from successfully executing actions too often (after all the
-- quest items are created from the finite NPC's inventory); this is the standard text that will be
-- shown by default (tab "Limit repeating:" in edit options menu)
yl_speak_up.standard_text_if_action_repeated_too_soon = " I don't have infinite ressources. If you lost " ..
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" something I gave you - come back later and we may talk again. \n $TEXT$ "
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