function yl_speak_up.fashion(player, obj) local luaentity = obj:get_luaentity() local pname = player:get_player_name() local npc_id = luaentity.yl_speak_up.id local skins = luaentity.yl_speak_up.skins local n_id = "n_" .. npc_id local t = luaentity.textures yl_speak_up.speak_to[pname] = {} yl_speak_up.speak_to[pname].n_id = n_id yl_speak_up.speak_to[pname].obj = obj yl_speak_up.speak_to[pname].textures = t yl_speak_up.speak_to[pname].skins = yl_speak_up.textures2skin(t) local dialog = yl_speak_up.load_dialog(n_id, false) if next(dialog) then yl_speak_up.speak_to[pname].n_npc = dialog.n_npc else yl_speak_up.speak_to[pname].n_npc = "Unknown" end yl_speak_up.show_fs(player, "fashion") end