made save_dialog accessible
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@ -147,7 +147,7 @@ end
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--###
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-- we can't really log changes here in this function because we don't know *what* has been changed
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local function save_dialog(n_id, dialog)
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yl_speak_up.save_dialog = function(n_id, dialog)
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if type(n_id) ~= "string" or type(dialog) ~= "table" then
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return false
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end
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@ -329,7 +329,7 @@ local function delete_dialog(n_id, d_id)
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dialog.n_dialogs[d_id] = nil
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save_dialog(n_id, dialog)
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yl_speak_up.save_dialog(n_id, dialog)
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end
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local function delete_option(n_id, d_id, o_id)
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@ -344,7 +344,7 @@ local function delete_option(n_id, d_id, o_id)
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dialog.n_dialogs[d_id].d_options[o_id] = nil
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save_dialog(n_id, dialog)
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yl_speak_up.save_dialog(n_id, dialog)
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end
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@ -1938,7 +1938,7 @@ yl_speak_up.input_optiondialog = function(player, formname, fields)
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if fields and fields.button_save and fields.n_id and fields.d_id then
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local temp_dialog = options_to_dialog(pname)
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save_dialog(n_id, temp_dialog)
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yl_speak_up.save_dialog(n_id, temp_dialog)
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-- TODO: a better change detection would be good - because name, description and owner can change here
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yl_speak_up.log_change(pname, n_id,
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"(staff) Saved dialog "..tostring(fields.d_id)..".")
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@ -2008,7 +2008,7 @@ yl_speak_up.input_setdialog = function(player, formname, fields)
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-- Button Save: Save the settings, but do not exit
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if fields.button_save and fields.d_id then
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local dialog = fields_to_dialog(pname, fields)
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save_dialog(n_id, dialog)
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yl_speak_up.save_dialog(n_id, dialog)
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-- TODO: a better change detection would be great (name, description, owner can be changed as well)
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yl_speak_up.log_change(pname, n_id,
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"(staff) Saved dialog "..tostring(fields.d_id)..".")
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@ -2143,7 +2143,7 @@ yl_speak_up.save_changes_and_switch_to_other_dialog = function(player, fields, t
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-- save changes and continue on to the next dialog
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elseif(edit_mode and fields.save_dialog_changes) then
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-- actually save the dialog (the one the NPC currently has)
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save_dialog(n_id, yl_speak_up.speak_to[pname].dialog)
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yl_speak_up.save_dialog(n_id, yl_speak_up.speak_to[pname].dialog)
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-- log all the changes
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for i, c in ipairs(yl_speak_up.npc_was_changed[ n_id ]) do
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yl_speak_up.log_change(pname, n_id, c)
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@ -2180,7 +2180,7 @@ yl_speak_up.save_changes_and_switch_to_other_dialog = function(player, fields, t
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need_to_save = true
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end
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if(need_to_save) then
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save_dialog(n_id, dialog)
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yl_speak_up.save_dialog(n_id, dialog)
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end
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end
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@ -2867,7 +2867,7 @@ yl_speak_up.input_talk = function(player, formname, fields)
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f.npc_owner = yl_speak_up.npc_owner[ n_id ]
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-- create and save the first dialog for this npc
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local dialog = fields_to_dialog(pname, f)
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save_dialog(n_id, dialog)
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.speak_to[pname].dialog = dialog
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yl_speak_up.log_change(pname, n_id,
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@ -2879,7 +2879,7 @@ yl_speak_up.input_talk = function(player, formname, fields)
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dialog = yl_speak_up.speak_to[pname].dialog
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dialog.n_npc = fields.n_npc
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dialog.n_description = fields.n_description
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save_dialog(n_id, dialog)
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yl_speak_up.save_dialog(n_id, dialog)
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yl_speak_up.log_change(pname, n_id,
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"Name and/or description changed. "..
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