-- 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! -- Do the NPCs talk right after they spawned? Change this only if you -- want to globally prevent NPC from talking. yl_speak_up.talk_after_spawn = true ------------------------------------------------------------------------------ -- Config values you can adjust ------------------------------------------------------------------------------ -- how many buttons will be shown simultaneously without having to scroll? -- Changing this value might not be a too good idea as it might break -- formspecs. 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 -- how many rows and cols shall be used for the trade overview list? yl_speak_up.trade_max_rows = 10 -- change the rows above as needed, but do not increase the cols -- above 12 (there is no room for more) yl_speak_up.trade_max_cols = 12 -- how many prerequirements can the player define per dialog option? yl_speak_up.max_prerequirements = 12 -- how many actions can there be per dialog option? -- for now, more than one doesn't make sense yl_speak_up.max_actions = 1 -- how many effects can the player define per dialog option? yl_speak_up.max_result_effects = 6 -- 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 -- nametag colors based on the NPC's health are a bit too colorful -- (and besides, NPC should not get hurt anyway) - so use fixed colors yl_speak_up.nametag_color_when_not_muted = "#00DDDD" yl_speak_up.nametag_color_when_muted = "#FF00FF" -- 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" ------------------------------------------------------------------------------ -- Skin and mesh definition - will be extended in i.e. npc_talk -- Don't edit here. ------------------------------------------------------------------------------ -- diffrent NPC may use diffrent models -- IMPORTANT: If you want to support an NPC with a diffrent model, provide -- an entry in this array! Else setting its skin will fail horribly. yl_speak_up.mesh_data = {} yl_speak_up.mesh_data["error"] = { texture_index = 1, can_show_wielded_items = false, } -- diffrent mob types may want to wear diffrent skins - even if they share the -- same model/mesh yl_speak_up.mob_skins = {} -- some models support capes yl_speak_up.mob_capes = {} -- some mobs (in particular from mobs_redo) can switch between follow (their owner), -- stand and walking when they're right-clicked; emulate this behaviour for NPC in -- this list yl_speak_up.emulate_orders_on_rightclick = {} -- add a special line for a particluar mob (i.e. picking mob up via menu entry -- instead of lasso) -- index: entity name; values: table with indices... -- condition a condition (i.e. a function) -- text_if_true text shown on button if the condition is true -- text_if_false text shown on button if the condition is false -- execute_function function to call when this button is selected yl_speak_up.add_on_rightclick_entry = {} ------------------------------------------------------------------------------ -- Extend this in your own mod or i.e. in npc_talk ------------------------------------------------------------------------------ -- some properties from external NPC can be edited and changed (they have the self. prefix), -- and it is possible to react to property changes with handlers; -- key: name of the property (i.e. self.order); -- value: function that reacts to attempts to change the property -- For an example, see custom_functions_you_can_override.lua yl_speak_up.custom_property_handler = {} ------------------------------------------------------------------------------ -- Path definitions (usually there is no need to change this) ------------------------------------------------------------------------------ -- What shall we call the folder all the dialogs will reside in? yl_speak_up.path = "yl_speak_up_dialogs" -- What shall we call the folder all the inventories of the NPC will reside in? yl_speak_up.inventory_path = "yl_speak_up_inventories" -- Where shall player-specific varialbes (usually quest states) be stored? yl_speak_up.player_vars_save_file = "yl_speak_up_player_vars" -- Where to store the logfiles for the individual NPC yl_speak_up.log_path = "yl_speak_up_log" -- Where shall information about the quests be stored? yl_speak_up.quest_path = "yl_speak_up_quests" -- 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 ------------------------------------------------------------------------------ -- Privs - usually no need to change ------------------------------------------------------------------------------ -- * set the name of the priv that allows to add, edit and change preconditions, actions and -- effects listed in yl_speak_up.npc_priv_names in npc_privs.lua -- * this also allows the player to use the "/npc_talk privs" command to assign these privs -- to NPC -- * it does *NOT* include the "precon_exec_lua" and "effect_exec_lua" priv - just -- "effect_give_item", "effect_take_item" and "effect_move_player" -- * default: "npc_talk_admin" (but can also be set to "npc_master" or "privs" if you want) yl_speak_up.npc_privs_priv = "npc_talk_admin" ------------------------------------------------------------------------------ -- Blacklists - not all blocks may be suitable for all effects NPC can do ------------------------------------------------------------------------------ -- 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 = {} -- blocks the NPC shall not be able to place: yl_speak_up.blacklist_effect_on_block_place = {} -- blocks the NPC shall not be able to dig: yl_speak_up.blacklist_effect_on_block_dig = {} -- blocks the NPC shall not be able to punch: yl_speak_up.blacklist_effect_on_block_punch = {} -- blocks the NPC shall not be able to right-click: yl_speak_up.blacklist_effect_on_block_right_click = {} -- 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 = {} -- tools the NPC shall not be able to use (covers both punching and right-click): yl_speak_up.blacklist_effect_tool_use = {} -- 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 = {} ------------------------------------------------------------------------------ -- 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!\nI will have a hard time talking to you properly, but I will try my best.\nYou can help me by upgrading to at least 5.3.0!\nGet it at https://minetest.net/downloads" yl_speak_up.infotext = "Rightclick to talk" -- 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! ".. "Come back when you really know the answer - but not too soon.\n $TEXT$" -- 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 ".. "something I gave you - come back later and we may talk again.\n$TEXT$" ------------------------------------------------------------------------------ -- End of config.lua ------------------------------------------------------------------------------