added some checks to fs_fashion.lua
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@ -327,6 +327,9 @@ yl_speak_up.input_fashion = function(player, formname, fields)
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-- this depends on the model!
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local mesh = yl_speak_up.get_mesh(pname)
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local texture_index = yl_speak_up.mesh_data[mesh].texture_index
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if(not(texture_index)) then
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texture_index = 1
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end
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-- show extra formspec with wielded item configuration and cape setup
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if(fields.button_config_wielded_items
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@ -341,17 +344,18 @@ yl_speak_up.input_fashion = function(player, formname, fields)
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local textures = yl_speak_up.speak_to[pname].textures
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-- fallback if something went wrong (i.e. unkown NPC)
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if(not(skins)) then
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skins = {textures[texture_index]}
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end
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local skin = (textures[texture_index] or "")
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if(not(skins)) then
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skins = {skin}
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end
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local skin_index = table.indexof(skins, skin)
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if(skin_index == -1) then
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skin_index = 1
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end
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local new_skin = skin
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-- swithc back to the stored old skin
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-- switch back to the stored old skin
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if(fields.button_old_skin) then
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local old_texture = yl_speak_up.speak_to[pname].old_texture
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if(old_texture) then
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@ -547,6 +551,9 @@ yl_speak_up.get_fs_fashion = function(pname)
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-- this depends on the model!
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local mesh = yl_speak_up.get_mesh(pname)
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local texture_index = yl_speak_up.mesh_data[mesh].texture_index
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if(not(texture_index)) then
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texture_index = 1
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end
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-- which skins are available? this depends on mob_type
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local mob_type = yl_speak_up.get_mob_type(pname)
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