yl_speak_up = {} local modpath = minetest.get_modpath("yl_speak_up")..DIR_DELIM yl_speak_up.worldpath = minetest.get_worldpath()..DIR_DELIM yl_speak_up.modpath = modpath yl_speak_up.modstorage = minetest.get_mod_storage() -- status -- 0: NPCs may speak -- 1: NPCs may not speak -- 2: NPCs must selfdestruct on load. Their dialogs remain safed yl_speak_up.status = yl_speak_up.modstorage:get_int("status") or 0 yl_speak_up.number_of_npcs = yl_speak_up.modstorage:get_int("amount") or 0 yl_speak_up.speak_to = {} dofile(modpath .. "config.lua") dofile(modpath .. "privs.lua") -- handle on_player_receive_fields and showing of formspecs dofile(modpath .. "show_fs.lua") -- ask if the player wants to save, discard or go back in edit mode dofile(modpath .. "fs_save_or_discard_or_back.lua") -- as the name says: a collection of custom functions that you can -- override on your server or in your game to suit your needs; -- Note: No special privs are needed to call custom functions. But... -- of course you can change them only if you have access to -- the server's file system or can execute lua code. dofile(modpath .. "custrom_functions_you_can_override.lua") -- handle alternate text for dialogs dofile(modpath .. "fs_alternate_text.lua") -- common functions for editing preconditions and effects dofile(modpath .. "fs_edit_general.lua") -- edit preconditions (can be reached through edit options dialog) dofile(modpath .. "fs_edit_preconditions.lua") -- edit actions (can be reached through edit options dialog) dofile(modpath .. "fs_edit_actions.lua") -- edit effects (can be reached through edit options dialog) dofile(modpath .. "fs_edit_effects.lua") -- edit options dialog (detailed configuration of options in edit mode) dofile(modpath .. "fs_edit_options_dialog.lua") -- set name, description and owner (owner only with npc_talk_master priv) dofile(modpath .. "fs_initial_config.lua") -- inventory management, trading and handling of quest items: dofile(modpath .. "inventory.lua") -- trade one item(stack) against one other item(stack) dofile(modpath .. "trade_simple.lua") -- easily accessible list of all trades the NPC offers dofile(modpath .. "trade_list.lua") -- handle variables for quests for player-owned NPC dofile(modpath .. "quest_api.lua") -- the main functionality of the mod dofile(modpath .. "functions.lua") -- a way of determining a node position dofile(modpath .. "register_node_punch.lua") -- the staffs (requires npc_master priv) dofile(modpath .. "tools.lua") -- the actual mobs, using mobs_redo dofile(modpath .. "mobs.lua") --dofile(modpath .. "debug.lua") minetest.mkdir(yl_speak_up.worldpath..yl_speak_up.path) minetest.mkdir(yl_speak_up.worldpath..yl_speak_up.inventory_path) yl_speak_up.mob_table = yl_speak_up.init_mob_table() or {} minetest.log("action","[MOD] yl_speak_up loaded")