-- This is the main talkdialog the NPC shows when right-clicked. yl_speak_up.input_talk = function(player, formname, fields) if formname ~= "yl_speak_up:talk" then return end local pname = player:get_player_name() local o = "" -- error: not talking? if(not(yl_speak_up.speak_to[pname])) then return end local n_id = yl_speak_up.speak_to[pname].n_id -- the NPC needs to be configured first; route input to the configuration dialog if(not(yl_speak_up.speak_to[pname].dialog) or not(yl_speak_up.speak_to[pname].dialog.n_npc) or not(yl_speak_up.speak_to[pname].d_id)) then yl_speak_up.input_fs_initial_config(player, formname, fields) return end -- Is the player working on this particular npc? local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) -- if in edit mode: detect if something was changed; if(edit_mode or fields.button_edit_name_and_description) then local result = yl_speak_up.edit_mode_apply_changes(pname, fields) end -- show which dialogs point to this one if(edit_mode and fields.show_what_points_to_this_dialog) then local dialog = yl_speak_up.speak_to[pname].dialog local d_id = yl_speak_up.speak_to[pname].d_id yl_speak_up.show_fs(player, "show_what_points_to_this_dialog", yl_speak_up.speak_to[pname].d_id) return end -- the player wants to change name and description; show the formspec if(edit_mode and fields.button_edit_name_and_description) then -- this is not the initial config - but the same formspec can be used yl_speak_up.show_fs(player, "initial_config", {n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, false}) return end -- the player wants to access the inventory of the NPC if(edit_mode and fields.show_inventory) then -- the inventory is just an inventory with a back button; come back to this dialog here yl_speak_up.show_fs(player, "inventory") return end -- change skin, cape and wielded items if(edit_mode and fields.edit_skin) then local dialog = yl_speak_up.speak_to[pname].dialog -- necessary so that the fashin formspec can be created yl_speak_up.speak_to[pname].n_npc = dialog.n_npc yl_speak_up.show_fs(player, "fashion") return end if(edit_mode and fields.button_save_dialog) then yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = yl_speak_up.speak_to[pname].d_id, do_save = true}) return end -- start edit mode (requires npc_talk_owner) if fields.button_start_edit_mode then -- check if this particular NPC is really owned by this player or if the player has global privs if(not(yl_speak_up.may_edit_npc(player, n_id))) then minetest.chat_send_player(pname, "Sorry. You do not have the npc_talk_owner or npc_master priv.") return end -- the staff allows to create multiple target dialogs as result; this makes no sense -- and is too disambigous if(yl_speak_up.check_for_disambigous_results(n_id, pname)) then -- this needs to be fixed by someone with a staff; we don't know which dialog is the right -- result return end -- for older formspec versions: reset scroll counter yl_speak_up.speak_to[pname].counter = 1 yl_speak_up.speak_to[pname].option_index = 1 -- enter edit mode with that particular NPC yl_speak_up.edit_mode[pname] = yl_speak_up.speak_to[pname].n_id -- load the NPC dialog anew - but only what the NPC itself has to say, no generic dialogs yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id, false) -- start a new chat - but this time in edit mode yl_speak_up.speak_to[pname].d_id = nil yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = nil}) return -- end edit mode (does not require the priv; will only switch back to normal behaviour) elseif fields.button_end_edit_mode then -- if there are any changes done: ask first and don't end edit mode yet yl_speak_up.show_fs(player, "quit", nil) return end if fields.quit or fields.button_exit then -- if there are any changes done: ask first and don't quit yet yl_speak_up.show_fs(player, "quit", nil) return end -- allow the player to take the item back if(fields.show_player_offers_item and fields.show_player_offers_item ~= "") then yl_speak_up.show_fs(player, "player_offers_item", nil) return end if fields.button_up then yl_speak_up.speak_to[pname].option_index = yl_speak_up.speak_to[pname].option_index + yl_speak_up.max_number_of_buttons yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = yl_speak_up.speak_to[pname].d_id}) return elseif fields.button_down then --and yl_speak_up.speak_to[pname].option_index > yl_speak_up.max_number_of_buttons then yl_speak_up.speak_to[pname].option_index = yl_speak_up.speak_to[pname].option_index - yl_speak_up.max_number_of_buttons if yl_speak_up.speak_to[pname].option_index < 0 then yl_speak_up.speak_to[pname].option_index = 1 end yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = yl_speak_up.speak_to[pname].d_id}) return else yl_speak_up.speak_to[pname].option_index = 1 end -- the player wants to see the trade list if(fields.show_trade_list) then yl_speak_up.show_fs(player, "trade_list", nil) return end -- the player wants to give something to the NPC if(fields.player_offers_item) then if(not(edit_mode)) then -- normal mode: take the item the player wants to offer yl_speak_up.show_fs(player, "player_offers_item", nil) else local dialog = yl_speak_up.speak_to[pname].dialog local future_d_id = "d_got_item" -- make sure this dialog exists; create if needed if(not(dialog.n_dialogs[ future_d_id ])) then dialog.n_dialogs[future_d_id] = { d_id = future_d_id, d_type = "text", d_text = "", d_sort = 9999 -- make this the last option } end -- in edit mode: allow to edit the options yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = future_d_id}) end return end for k, v in pairs(fields) do -- only split into 2 parts at max local s = string.split(k, "_", false, 2) if s[1] == "button" and s[2] ~= nil and s[2] ~= "" and s[2] ~= "exit" and s[2] ~= "back" and s[3] ~= nil and s[2] ~= "up" and s[2] ~= "down" then o = s[2] .. "_" .. s[3] end end if not(edit_mode) and o == "" then return end -- Let's check if the button was among the "allowed buttons". Only those may be executed if not(edit_mode) and (yl_speak_up.speak_to[pname].allowed and yl_speak_up.speak_to[pname].allowed[o] == false) then return end -- button was clicked, now let's execute the results local d_id = yl_speak_up.speak_to[pname].d_id local dialog = yl_speak_up.speak_to[pname].dialog -- we may soon need actions and o_results from the selected_option local selected_option = {} if(d_id and o and dialog and dialog.n_dialogs and dialog.n_dialogs[d_id] and dialog.n_dialogs[d_id].d_options and dialog.n_dialogs[d_id].d_options[o]) then selected_option = dialog.n_dialogs[d_id].d_options[o] end if(not(edit_mode)) then -- abort if the option does not exist if(not(selected_option)) then return end yl_speak_up.speak_to[pname].o_id = o -- start with executing the first action yl_speak_up.execute_next_action(player, nil, true) return end -- all three buttons (pre(C)onditions, (Ef)fects, edit option) lead to the same new formspec if( edit_mode ) then local n_dialog = dialog.n_dialogs[d_id] if(n_dialog and n_dialog.d_options) then for o_id,v in pairs(n_dialog.d_options) do if( fields["edit_option_"..o_id] or fields["conditions_"..o_id] or fields["actions_"..o_id] or fields["effects_"..o_id]) then -- store which option we want to edit yl_speak_up.speak_to[pname].o_id = o_id -- if something was changed: ask for confirmation yl_speak_up.show_fs(player, "edit_option_dialog", {n_id = yl_speak_up.speak_to[pname].n_id, d_id = d_id, o_id = o_id, caller="button"}) return end end end -- in edit mode: has another dialog been selected? -- if nothing better can be found: keep the old dialog local show_dialog = d_id -- an option button was selected; -- since we do not execute actions and effects in edit mode, we need to find out the -- right target dialog manually (and assume all went correct) if( o ~= "" ) then -- find out the normal target dialog of this option if(selected_option and selected_option.o_results) then for k, v in pairs(selected_option.o_results) do if(v and v.r_type == "dialog") then show_dialog = v.r_value end end end -- dropdown menu was used; provided the dialog exists (and it's not the "New dialog" option) -- (if a new dialog was added using the "+" button, fields.d_id gets set accordingly) elseif(fields.d_id and fields.d_id ~= show_dialog and dialog.n_dialogs[fields.d_id]) then show_dialog = fields.d_id -- in edit mode: prev_dialog_../next_dialog_.. was selected else for k,v in pairs(dialog.n_dialogs) do if(fields["prev_dialog_"..k]) then show_dialog = k elseif(fields["next_dialog_"..k]) then show_dialog = k end end end yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = show_dialog}) -- no option was selected - so we need to end this here return end end -- helper function for -- yl_speak_up.get_fs_talkdialog and -- yl_speak_up.check_and_add_as_generic_dialog -- find the dialog with d_sort == 0 or lowest number yl_speak_up.get_start_dialog_id = function(dialog) if(not(dialog) or not(dialog.n_dialogs)) then return nil end -- Find the dialog with d_sort = 0 or alternatively with the lowest number local lowest_sort = nil local d_id = nil for k, v in pairs(dialog.n_dialogs) do local nr = tonumber(v.d_sort) if(not(lowest_sort) or (nr and nr >= 0 and nr < lowest_sort)) then lowest_sort = nr d_id = k end end return d_id end -- recursion_depth is increased each time autoanswer is automaticly selected yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, recursion_depth) local pname = player:get_player_name() local dialog = yl_speak_up.speak_to[pname].dialog local context_d_id = yl_speak_up.speak_to[pname].d_id local active_dialog if not player and not player:is_player() then minetest.log( "action", "[MOD] yl_speak_up: User " .. pname .. " talked to unconfigured NPC with ID n_" .. n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0) ) return yl_speak_up.get_error_message() end -- currently no trade running (we're editing options) yl_speak_up.trade[pname] = nil yl_speak_up.speak_to[pname].trade_id = nil --[[ If we have an explicit call for a certain d_id, we grab it from parameters. If not, we grab in from context. When neither are present, we grab it from d_sort ]]-- local c_d_id -- the generic start dialog contains only those options that are generic; -- choose the right start dialog of the NPC if(d_id ~= nil and d_id ~= "d_generic_start_dialog") then active_dialog = dialog.n_dialogs[d_id] c_d_id = d_id elseif(d_id and d_id ~= "d_generic_start_dialog" and yl_speak_up.speak_to[pname].d_id ~= nil) then c_d_id = yl_speak_up.speak_to[pname].d_id active_dialog = dialog.n_dialogs[c_d_id] elseif dialog.n_dialogs ~= nil then -- Find the dialog with d_sort = 0 c_d_id = yl_speak_up.get_start_dialog_id(dialog) if(c_d_id) then active_dialog = dialog.n_dialogs[c_d_id] end else -- it may be possible that this player can initialize this npc minetest.log( "action", "[MOD] yl_speak_up: User " .. pname .. " talked to unconfigured NPC with ID n_" .. n_id .. ", position of user was " .. minetest.pos_to_string(player:get_pos(), 0) ) -- this is the initial config -- (input ends up at yl_speak_up.input_talk and needs to be rerouted) return yl_speak_up.get_fs_initial_config(player, n_id, d_id, true) end if c_d_id == nil then return yl_speak_up.get_error_message() end yl_speak_up.speak_to[pname].d_id = c_d_id -- Now we have a dialog to display to the user -- do not crash in case of error if(not(active_dialog)) then return "size[6,2]".. "label[0.2,0.5;Ups! Something went wrong. Please try again.]" end -- Is the player working on this particular npc? local edit_mode = (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) -- evaluate the preconditions of each option and check if the option can be offered local allowed = yl_speak_up.calculate_displayable_options(pname, active_dialog.d_options, edit_mode, -- avoid loops by limiting max recoursion depths for autoanswers (recursion_depth < yl_speak_up.max_allowed_recursion_depth)) -- abort here if needed - the autoanswer/autoselection did choose an option for us alread if(not(edit_mode) and allowed and allowed["autoanswer"] and allowed["autoanswer"] ~= "") then -- no actions shall be executed local o_id = allowed["autoanswer"] local effects = active_dialog.d_options[o_id].o_results -- execute all effects/results local res = yl_speak_up.execute_all_relevant_effects(player, effects, o_id, true) local target_dialog = res.next_dialog yl_speak_up.speak_to[pname].o_id = nil yl_speak_up.speak_to[pname].a_id = nil if(not(target_dialog) or target_dialog == "" or not(dialog.n_dialogs[target_dialog])) then target_dialog = yl_speak_up.speak_to[pname].d_id end -- show the new target dialog and exit -- the recursion_depth will be increased by one (we did autoselect here and need to -- avoid infinite loops) return yl_speak_up.get_fs_talkdialog(player, n_id, target_dialog, res.alternate_text, recursion_depth + 1) end -- is the player comming back from trying to offer something to the NPC? -- And is the NPC trying to return the item? if(not(edit_mode) and d_id == "d_got_item") then local pname = player:get_player_name() local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname}) if(not(trade_inv:is_empty("npc_wants"))) then return "formspec_version[1]".. yl_speak_up.show_fs_simple_deco(8, 2.5).. "label[0.5,0.5;".. minetest.formspec_escape(dialog.n_npc or "- ? -").. " does not seem to be intrested in that.\n".. "Please take your item back and try something else.]".. "button[3.5,1.5;1.5,1.0;show_player_offers_item;Ok]" end end yl_speak_up.speak_to[pname].allowed = allowed local pname_for_old_fs = yl_speak_up.get_pname_for_old_fs(pname) local fs_version = yl_speak_up.fs_version[pname] local formspec = {} local h -- this is used to build a list of all available dialogs for a dropdown menu in edit mode -- (only relevant in edit mode) local dialog_list = yl_speak_up.text_new_dialog_id -- find the right index for the dialog_list dropdown above local d_id_to_dropdown_index = {} -- allow to change skin, wielded items etc. if(edit_mode) then table.insert(formspec, "button[15.75,3.5;3.5,0.9;edit_skin;Edit Skin]") end -- display the window with the text the NPC is saying if(edit_mode and dialog and dialog.n_dialogs) then -- sort all dialogs by d_sort local sorted_list = yl_speak_up.get_sorted_options(dialog.n_dialogs, "d_sort") -- add buttons for previous/next dialog for i, d in ipairs(sorted_list) do -- build the list of available dialogs for the dropdown list(s) dialog_list = dialog_list..","..minetest.formspec_escape(d) if(d == c_d_id) then local prev_dialog = tostring(minetest.formspec_escape(sorted_list[i-1])) yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", "8.5,4.0;2,0.9", "prev_dialog_"..prev_dialog, "<", "Go to previous dialog "..prev_dialog..".", (sorted_list[ i-1 ])) local next_dialog = tostring(minetest.formspec_escape(sorted_list[i+1])) yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", "11,4.0;2,0.9", "next_dialog_"..next_dialog, ">", "Go to next dialog "..next_dialog..".", (sorted_list[ i+1 ])) end d_id_to_dropdown_index[d] = i + 1 end table.insert(formspec, "label[0.2,4.6;Dialog:]") -- "..minetest.formspec_escape(c_d_id)..":]") table.insert(formspec, "dropdown[3.0,4.0;5,1;d_id;"..dialog_list..";".. d_id_to_dropdown_index[c_d_id]..",]") table.insert(formspec, "tooltip[3.0,4.0;5,1;".. "Select the dialog you want to edit. Currently, dialog "..c_d_id.. " is beeing displayed.;#FFFFFF;#000000]") yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", "13.9,4.0;1,0.9", "show_new_dialog", "+", "Create a new dialog.", true) yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", "13.4,0.3;2,0.9", "button_edit_name_and_description", "Edit", "Edit name and description of your NPC.", true) yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", "15.7,0.3;2,0.9", "button_save_dialog", "Save", "Save this dialog.", true) table.insert(formspec, "textarea[0.2,5;19.6,17.8;d_text;;".. minetest.formspec_escape(active_dialog.d_text).. "]") end -- we are finished with adding buttons and text etc. to the left side of the formspec local left_window_fs = table.concat(formspec, "\n") -- empty formspec for the bottom part formspec = {} h = -0.8 -- allow to delete entries that have no options later on local anz_options = 0 -- Let#s sort the options by o_sort if active_dialog ~= nil and active_dialog.d_options ~= nil then local sorted_o_list = yl_speak_up.get_sorted_options(active_dialog.d_options, "o_sort") for _, sb_v in ipairs(sorted_o_list) do anz_options = anz_options + 1 end for _, s_o_id in ipairs(sorted_o_list) do local sb_v = active_dialog.d_options[s_o_id] local oid = minetest.formspec_escape(sb_v.o_id) -- in edit_mode: show all options if(edit_mode and yl_speak_up.old_fs_version_show_line(pname_for_old_fs)) then local offset = 0.0 local field_length = 44.4 if(pname_for_old_fs) then offset = 0.7 field_length = 42.4 end h = h + 1 -- add a button "o_:" that leads to an edit formspec for this option yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", tostring(2.3+offset).."," .. h .. ";2,0.9", "edit_option_" .. oid, oid, "Edit target dialog, pre(C)onditions and (Ef)fects for option "..oid..".", true) -- find the right target dialog for this option (if it exists): local target_dialog = nil local results = active_dialog.d_options[sb_v.o_id].o_results -- has this option more results/effects than just switching to another dialog? local has_other_results = false if(results ~= nil) then for k, v in pairs(results) do if v.r_type == "dialog" and dialog.n_dialogs[v.r_value] ~= nil then -- there may be more than one in the data structure target_dialog = v.r_value elseif v.r_type ~= "dialog" then has_other_results = true end end end -- add a button "-> d_" that leads to the target dialog (if one is set) -- selecting an option this way MUST NOT execute the pre(C)onditions or (Ef)fects! yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", tostring(9.0+offset).."," .. h .. ";1,0.9", "button_" .. oid, "->", "Go to target dialog "..minetest.formspec_escape(target_dialog or "").. " that will be shown when this option ("..oid..") is selected.", (target_dialog)) -- allow to set a new target dialog table.insert(formspec, "dropdown["..tostring(4.4+offset)..","..h..";4.7,1;d_id_".. oid..";".. dialog_list..";".. minetest.formspec_escape(d_id_to_dropdown_index[(target_dialog or "?")] or "0")..",]") -- add a tooltip "Change target dialog" table.insert(formspec, "tooltip[4.4,"..h..";4.7,1;".. "Change target dialog for option "..oid..".;#FFFFFF;#000000]") -- are there any prerequirements? local prereq = active_dialog.d_options[sb_v.o_id].o_prerequisites yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", tostring(0.5+offset).."," .. h .. ";0.5,0.9", "conditions_"..oid, "C", "There are pre(C)onditions required for showing this option. Display them.", (prereq and next(prereq))) yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", tostring(1.6+offset).."," .. h .. ";0.6,0.9", "effects_"..oid, "Ef", "There are further (Ef)fects (apart from switching\n".. "to a new dialog) set for this option. Display them.", (has_other_results)) -- are there any actions defined? local actions = active_dialog.d_options[sb_v.o_id].actions yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "button", tostring(1.1+offset).."," .. h .. ";0.5,0.9", "actions_"..oid, "A", "There is an (A)ction (i.e. a trade) that will happen\n".. "when switching to a new dialog. Display actions and\n".. "trade of this option.", (actions and next(actions))) -- show the actual text for the option yl_speak_up.add_formspec_element_with_tooltip_if(formspec, "field", tostring(9.9+offset).."," .. h .. ";".. tostring(field_length)..",0.9", "text_option_" .. oid, ";"..minetest.formspec_escape(sb_v.o_text_when_prerequisites_met), "Edit the text that is displayed on button "..oid..".", true) -- normal mode: show an option if the prerequirements (if any are defined) are met elseif(not(edit_mode)) then local t = "- no text given -" local t_alt = nil -- the preconditions are fulfilled; showe the option if(allowed[sb_v.o_id] == true) then -- replace $NPC_NAME$ etc. t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( sb_v.o_text_when_prerequisites_met, dialog, pname)) -- precondition not fulfilled? the option shall be hidden elseif(sb_v.o_hide_when_prerequisites_not_met == "true") then -- show nothing; t_alt remains nil t = nil -- precondition not fulfilled? the option shall be greyed out -- default to greyed out (this option cannot be selected) elseif(sb_v.o_grey_when_prerequisites_not_met == "true") then local text = sb_v.o_text_when_prerequisites_not_met if(not(text) or text == "") then text = t or yl_speak_up.message_button_option_prerequisites_not_met_default end t = nil -- replace $NPC_NAME$ etc. t_alt = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( text, dialog, pname)) elseif(sb_v.o_grey_when_prerequisites_not_met == "false" and sb_v.o_text_when_prerequisites_not_met ~= "") then -- show in normal coor t = minetest.formspec_escape(yl_speak_up.replace_vars_in_text( sb_v.o_text_when_prerequisites_not_met, dialog, pname)) end if(t or t_alt) then -- actually show the button h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "button_" .. oid, t, t, (t and not(t_alt)), t_alt, nil, pname_for_old_fs) end end end end -- with automatic selection from the start dialog, it is possible that the -- real start dialog is never shown; thus, add those buttons which need to -- be shown just once to all dialogs with is_a_start_dialog set local is_a_start_dialog = (active_dialog and active_dialog.d_sort and (tonumber(active_dialog.d_sort) == 0 or active_dialog.is_a_start_dialog)) -- add a "I want to give you something" button to the first dialog if the NPC accepts items if(is_a_start_dialog) then local offer_item_add_text = "" if(edit_mode) then offer_item_add_text = minetest.formspec_escape("[dialog d_got_item] -> ") end h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "player_offers_item", "If you want to give something (items) to this NPC\n".. "- either because he requested it or as a present -\n".. "click here. The NPC will return items he doesn't want.", offer_item_add_text.."I want to give you something.", -- show this in edit mode and when the NPC actually accepts items (edit_mode or dialog.n_dialogs["d_got_item"]), nil, nil, pname_for_old_fs) end -- If in edit mode, add new menu entries: "add new options", "end edit mode" and what else is needed. if(edit_mode) then h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "add_option", -- chat option: "Add a new answer/option to this dialog." "Adds a new option to this dialog. You can delete options via the option edit menu.", "Add a new option/answer to this dialog. You can delete options via the option ".. "edit menu.", -- the amount of allowed options/answers has been reached (anz_options < yl_speak_up.max_number_of_options_per_dialog), "Maximum number of allowed answers/options reached. No further options/answers ".. "can be added.", nil, pname_for_old_fs) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "delete_this_empty_dialog", -- chat option: "Delete this dialog." "Dialogs can only be deleted when they are empty and have no more ".. "options/answers. This is the case here, so the dialog can be deleted.", "Delete this empty dialog.", (active_dialog and active_dialog.d_text == "" and anz_options == 0), -- (but only show this option if the dialog is empty) "If you want to delete this dialog, you need to delete all options and its ".. "text first.", nil, pname_for_old_fs) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "show_what_points_to_this_dialog", -- chat option: "Show what points to this dialog." "Show which other dialog options or failed actions\n".. "or effects lead the player to this dialog here.", "Show what points to this dialog.", -- there is no alternate text to show true, nil, nil, pname_for_old_fs) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "make_first_option", -- chat option: "Make this dialog the first one shown when starting to talk." "The NPC has to start with one dialog when he is right-clicked. ".. "Make this dialog the one shown.", "Make this dialog the first one shown when starting a conversation.", (active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) ~= 0), -- (but only show this option if it's not already the first one) "This dialog will be shown whenever a conversation is started.", nil,pname_for_old_fs) local b_text = "Turn this into" if(is_a_start_dialog) then b_text = "This shall no longer be" end h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "turn_into_a_start_dialog", "With automatic selection of options, it is possible that the real\n".. "start dialog will never be shown to the player. However, we need\n".. "to add some buttons to that start dialog for i.e. giving items\n".. "to the NPC and for trading. Therefore, dialogs can be marked as\n".. "*a* start dialog so that these buttons will be added to those dialogs.", b_text.." *a* start dialog where buttons for trade etc. are shown.", not(active_dialog and active_dialog.d_sort and tonumber(active_dialog.d_sort) == 0), "The start dialog automaticly counts as *a* start dialog where buttons for ".. "trade etc. are shown.", nil, pname_for_old_fs) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "show_inventory", "Access and manage the inventory of the NPC. This is used for adding trade ".. "items, getting collected payments and managing quest items.", "Show your inventory (only accessible to owner)!", true, nil, nil, pname_for_old_fs) -- chat option: Mute/Unmute NPC local obj = yl_speak_up.speak_to[pname].obj -- some precautions - someone else might have eliminated the NPC in the meantime local luaentity = nil if(obj) then luaentity = obj:get_luaentity() end h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "mute_npc", -- chat option: mute the NPC "The NPC will no longer show his dialogs when he is right-clicked. This is ".. "useful while you edit the NPC and don't want players to see ".. "unfinished entries and/or quests.", "State: Not muted. Stop talking to other players while I give you new orders.", (luaentity and luaentity.yl_speak_up.talk), nil, nil, pname_for_old_fs) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "un_mute_npc", -- unmute the NPC "The NPC will show his dialogs to other players when he is right-clicked. ".. "This is the normal mode of operation. Choose this when you are ".. "finished editing.", "State: You are currently muted. Talk to anyone again who wants to talk to you.", -- the NPC has to be there (luaentity and not(luaentity.yl_speak_up.talk)), nil, nil, pname_for_old_fs) h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "button_end_edit_mode", "Ends edit mode. From now on, your NPC will talk to you like he talks to other ".. "players. You can always give him new orders by entering edit mode again.", -- chat option:"That was all. I'm finished with giving you new orders. Remember them!" "That was all. I'm finished with giving you new orders. Remember them!", true, nil, true, pname_for_old_fs) -- is button_exit -- Offer to enter edit mode if the player has the npc_talk_owner priv AND owns the npc. -- The npc_master priv allows to edit all NPC. elseif(yl_speak_up.may_edit_npc(player, n_id)) then h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "button_start_edit_mode", "Enters edit mode. In this mode, you can edit the texts the NPC says and the ".. "answers that can be given.", -- chat option: "I am your owner. I have new orders for you. "I am your owner. I have new orders for you.", true, nil, true, pname_for_old_fs) -- is button_exit end -- add a Let's trade button to the first dialog if the NPC has trades if(is_a_start_dialog and dialog.trades) then local has_trades = nil for k, v in pairs(dialog.trades) do -- has the NPC any *public* trades that are not effects/results? if(not(v.hide) and not(v.d_id)) then has_trades = true break end end h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h, "show_trade_list", "Show a list of trades the NPC has to offer.", "Let's trade!", (has_trades), nil, nil, pname_for_old_fs) end -- we are finished with adding buttons to the bottom of the formspec local bottom_window_fs = table.concat(formspec, "\n") return yl_speak_up.show_fs_decorated(pname, edit_mode, h, alternate_text, left_window_fs, bottom_window_fs, active_dialog, h) end