yl_speak_up/fs_alternate_text.lua
2022-11-12 17:37:13 +01:00

680 lines
26 KiB
Lua

-- helper function for yl_speak_up.input_fs_edit_option_related
-- (handle editing of alternate texts that are shown instead of the normal dialog)
yl_speak_up.handle_edit_actions_alternate_text = function(
player, pname, n_id, d_id, o_id, x_id, id_prefix,
formspec_input_to, data, fields, tmp_data_cache)
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog)
or not(dialog.n_dialogs)
or not(dialog.n_dialogs[ d_id ])
or not(dialog.n_dialogs[ d_id ].d_options)
or not(dialog.n_dialogs[ d_id ].d_options[ o_id ])) then
return
end
-- edit_dialog_options: these first two buttons can only be pressed in this dialog
-- action failed: want to edit the text that is shown when switching to the next dialog?
if(fields.button_edit_action_failed_dialog) then
-- the target effect is the (failed) action
local target_action = {}
local actions = dialog.n_dialogs[ d_id ].d_options[ o_id ].actions
if(actions) then
for a_id, a in pairs(actions) do
if(a and a.a_id) then
target_action = a
end
end
end
if(not(target_action)) then
return
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = target_action
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.get_fs_edit_dialog_modification(
dialog, target_action.a_on_failure, target_action.alternate_text,
"if the action \""..tostring(target_action.a_id)..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" failed because the player did something wrong")
})
-- showing new formspec - the calling function shall return as well
return true
-- action was successful: want to edit the text that is shown when switching to the next dialog?
elseif(fields.button_edit_action_success_dialog) then
-- the target effect is the "dialog" effect
local target_effect = {}
local results = dialog.n_dialogs[ d_id ].d_options[ o_id ].o_results
if(results) then
for r_id, r in pairs(results) do
if(r and r.r_type and r.r_type == "dialog") then
target_effect = r
end
end
end
if(not(target_effect)) then
return
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = target_effect
-- this only happens in edit_options_dialog; log it directly
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.get_fs_edit_dialog_modification(
dialog, target_effect.r_value, target_effect.alternate_text,
"if the action "..
"of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" was successful - or if there was no action")
})
-- showing new formspec - the calling function shall return as well
return true
-- in edit action dialog: edit alternate text for a failed action
elseif(fields.button_edit_action_on_failure_text_change) then
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
local failure_id = ""
-- action is beeing edited; data.action_failure_dialog points to an index
if(data and data.action_failure_dialog) then
failure_id = sorted_dialog_list[ data.action_failure_dialog ]
end
-- remember what we edit
data.x_id = x_id
data.id_prefix = id_prefix
yl_speak_up.speak_to[pname].edit_alternate_text_for = data
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.get_fs_edit_dialog_modification(
dialog, failure_id, data.alternate_text,
"if the action \""..tostring(x_id)..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" failed because the player did something wrong")
})
-- showing new formspec - the calling function shall return as well
return true
-- edit alternate text for an on_failure effect
elseif(fields.button_edit_effect_on_failure_text_change) then
-- remember what we edit
data.x_id = x_id
data.id_prefix = id_prefix
yl_speak_up.speak_to[pname].edit_alternate_text_for = data
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.get_fs_edit_dialog_modification(
dialog, data.on_failure, data.alternate_text,
"if the effect \""..tostring(x_id)..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" failed to execute correctly")
})
-- showing new formspec - the calling function shall return as well
return true
-- edit alternate text for when the player has failed to do the action too many times
elseif(fields.button_edit_limit_action_failed_repeat) then
local timer_name = "timer_on_failure_"..tostring(d_id).."_"..tostring(o_id)
local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
local alternate_text = yl_speak_up.standard_text_if_action_failed_too_often
if(timer_data and timer_data["alternate_text"]) then
alternate_text = timer_data["alternate_text"]
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = "timer_on_failure"
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.get_fs_edit_dialog_modification(
dialog, d_id, alternate_text,
"if the player failed to complete the action "..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" too many times",
true) -- forbid_turn_into_new_dialog
})
-- showing new formspec - the calling function shall return as well
return true
-- edit alternate text whent he player has to wait a bit until he's allowed to repeat the
-- action (to avoid i.e. unlimited quest item handout)
elseif(fields.button_edit_limit_action_success_repeat) then
local timer_name = "timer_on_success_"..tostring(d_id).."_"..tostring(o_id)
local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
local alternate_text = yl_speak_up.standard_text_if_action_repeated_too_soon
if(timer_data and timer_data["alternate_text"]) then
alternate_text = timer_data["alternate_text"]
end
-- remember what we're working at
yl_speak_up.speak_to[pname].edit_alternate_text_for = "timer_on_success"
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:"..formspec_input_to,
formspec = yl_speak_up.get_fs_edit_dialog_modification(
dialog, d_id, alternate_text,
"if the player has complete the action "..
"\" of option \""..tostring(o_id)..
"\" of dialog \""..tostring(d_id)..
"\" just not long enough ago",
true) -- forbid_turn_into_new_dialog
})
-- showing new formspec - the calling function shall return as well
return true
-- save the changes
elseif(fields.save_dialog_modification) then
local old_text = "-none-"
local target_element = yl_speak_up.speak_to[pname].edit_alternate_text_for
if(target_element
and (target_element == "timer_on_failure" or target_element == "timer_on_success")) then
-- we're changing a timer (both can be handled the same way here)
local timer_name = target_element.."_"..tostring(d_id).."_"..tostring(o_id)
local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
local alternate_text = yl_speak_up.standard_text_if_action_failed_too_often
if(target_element == "timer_on_success") then
alternate_text = yl_speak_up.standard_text_if_action_repeated_too_soon
end
if(timer_data and timer_data["alternate_text"]) then
alternate_text = timer_data["alternate_text"]
end
-- store the modified alternate text
if(fields.d_text_new and fields.d_text_new ~= ""
and fields.d_text_new ~= alternate_text) then
-- make sure the variable exists
if(yl_speak_up.add_time_based_variable(timer_name)) then
yl_speak_up.set_variable_metadata(timer_name, nil, "parameter",
"alternate_text", fields.d_text_new)
-- log the change
yl_speak_up.log_change(pname, n_id,
"Dialog "..d_id..", option "..tostring(o_id)..
": The text displayed for "..tostring(target_element)..
" was changed from "..
"["..tostring(alternate_text).."] to ["..
tostring(fields.d_text_new).."].")
end
end
elseif(target_element) then
data = target_element
id_prefix = "a_"
if(target_element.r_id) then
id_prefix = "r_"
end
old_text = target_element.alternate_text
else
old_text = data.alternate_text
end
if(data and fields.d_text_new and fields.d_text_new ~= "$TEXT$"
and fields.d_text_new ~= data.alternate_text) then
-- store modification
-- not necessary for edit_option_dialog
if(tmp_data_cache) then
data.alternate_text = fields.d_text_new
yl_speak_up.speak_to[pname][ tmp_data_cache ] = data
else
target_element.alternate_text = fields.d_text_new
end
if(id_prefix == "r_") then
local failure_id = data.on_failure
-- effect is beeing edited; data.on_failure contains the dialog name
if(data and data.on_failure) then
failure_id = data.on_failure
-- edit_option_dialog: data.r_value contains the dialog name
elseif(target_element and target_element.r_value) then
failure_id = target_element.r_value
end
-- record the change
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The text displayed for dialog "..
tostring(failure_id).." when selecting option "..
tostring(o_id).." in dialog "..tostring( d_id )..
" and effect "..tostring(x_id).." failed "..
" was changed from "..
"["..tostring(old_text).."] to ["..tostring(fields.d_text_new).."].")
elseif(id_prefix == "a_") then
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
local failure_id = ""
-- action is beeing edited; data.action_failure_dialog points to an index
if(data and data.action_failure_dialog) then
failure_id = sorted_dialog_list[ data.action_failure_dialog ]
-- edit_option_dialog: data.a_on_failure contains the dialog name
elseif(target_element and target_element.a_on_failure) then
failure_id = target_element.a_on_failure
end
-- record the change
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The text displayed for dialog "..
tostring(failure_id).." when the action "..
tostring(x_id).." of option "..
tostring( o_id ).." in dialog "..tostring( d_id )..
" failed, was changed from "..
"["..tostring(old_text).."] to ["..tostring(fields.d_text_new).."].")
end
-- saved; finished editing
yl_speak_up.speak_to[pname].edit_alternate_text_for = nil
end
-- turn this alternate answer into a new dialog
elseif(fields.turn_alternate_text_into_new_dialog) then
local target_element = yl_speak_up.speak_to[pname].edit_alternate_text_for
if(target_element) then
data = target_element
if(data.id_prefix and data.x_id) then
id_prefix = data.id_prefix
x_id = data.x_id
else
id_prefix = "a_"
x_id = target_element.a_id
if(target_element.r_id) then
id_prefix = "r_"
x_id = target_element.r_id
end
end
end
-- create the new dialog
local new_dialog_id = yl_speak_up.add_new_dialog(dialog, pname, nil)
-- set the text (the previous alternate text)
dialog.n_dialogs[ new_dialog_id ].d_text = data.alternate_text
-- edit option: effect dialog - this is the normal progression from this dialog to the next
if( data.r_id and data.r_type and data.r_type == "dialog") then
data.r_value = new_dialog_id
data.alternate_text = nil
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for effect "..tostring(x_id)..
" (dialog) of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit option).")
-- edit option: the action failed
elseif(data.a_id and data.a_on_failure) then
data.a_on_failure = new_dialog_id
data.alternate_text = nil
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for action "..tostring(data.a_id)..
" of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit option).")
-- edit action: the action failed
elseif(data.what and data.what == 6 and data.action_failure_dialog) then
local sorted_dialog_list = yl_speak_up.sort_keys(dialog.n_dialogs)
data.action_failure_dialog = math.max(1,
table.indexof(sorted_dialog_list, new_dialog_id))
data.a_on_failure = new_dialog_id
data.alternate_text = nil
-- make sure its stored correctly
dialog.n_dialogs[d_id].d_options[o_id].actions[x_id].a_on_failure = new_dialog_id
dialog.n_dialogs[d_id].d_options[o_id].actions[x_id].alternate_text = nil
yl_speak_up.speak_to[pname][ tmp_data_cache ] = data
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for action "..tostring(x_id)..
" of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit action).")
-- edit effect: on_failure - the previous effect failed
elseif(data.what and data.what == 5 and data.on_failure) then
data.on_failure = new_dialog_id
data.alternate_text = nil
-- make sure its stored correctly
dialog.n_dialogs[d_id].d_options[o_id].o_results[x_id].on_failure = new_dialog_id
dialog.n_dialogs[d_id].d_options[o_id].o_results[x_id].alternate_text = nil
yl_speak_up.speak_to[pname][ tmp_data_cache ] = data
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..d_id..": The alternate text for effect "..tostring(x_id)..
" of option "..tostring(o_id).." was turned into the new dialog "..
tostring(new_dialog_id).." (edit effect).")
end
end
end
yl_speak_up.show_colored_dialog_text = function(dialog, data, d_id, hypertext_pos,
alternate_label_text, postfix, button_name)
if(not(data)) then
return ""
end
-- if(math.random(1,2)==1) then data.alternate_text = "This is an alternate text.\n$TEXT$" end
-- slightly red in order to indicate that this is an on_failure dialog
local color = "776666"
-- ..except for normal redirecting to the next dialog with the dialog effect
-- (slightly yellow there)
if(data.r_id and data.r_type and data.r_type == "dialog") then
color = "777766"
end
local add_info_alternate_text = ""
local text = ""
if(dialog and dialog.n_dialogs and dialog.n_dialogs[ d_id ]) then
text = dialog.n_dialogs[ d_id ].d_text
end
if(d_id == "d_got_item") then
color = "777777"
text = "[This dialog shall only have automatic options. The text is therefore irrelevant.]"
end
if(d_id == "d_end") then
color = "777777"
text = "[The NPC will end this conversation.]"
end
if(not(text)) then
text = "[ERROR: No text!]"
end
if(data and data.alternate_text and data.alternate_text ~= "") then
add_info_alternate_text = alternate_label_text
-- replace $TEXT$ with the normal dialog text and make the new text yellow
text = "<style color=#FFFF00>"..
string.gsub(
data.alternate_text,
"%$TEXT%$",
"<style color=#FFFFFF>"..text.."</style>")..
"</style>"
-- slightly blue in order to indicate that this is a modified text
color = "333366"
end
-- fallback
if(not(text)) then
text = "ERROR: No dialog text found for dialog \""..tostring(d_id).."\"!"
end
-- display the variables in orange
text = yl_speak_up.replace_vars_in_text(text,
-- fake dialog; just adds the colors
-- also MY_NAME..but we can easily replace just one
{ n_npc = "<style color=#FF8800>$NPC_NAME$</style>",
npc_owner = "<style color=#FF8800>$OWNER_NAME$</style>"},
-- pname
"<style color=#FF8800>$PLAYER_NAME$</style>")
local edit_button = ""
-- if there is the possibility that an alternate text may be displayed: allow to edit it
-- and calculate the position of the button from the hypertext_pos position and size
if(button_name and button_name ~= "") then
local parts = string.split(hypertext_pos, ";")
local start = string.split(parts[1], ",")
local size = string.split(parts[2], ",")
edit_button = "button_exit["..
tostring(tonumber(start[1]) + tonumber(size[1]) - 3.5)..","..
tostring(tonumber(start[2]) + tonumber(size[2]) - 0.9)..";"..
"3.0,0.7;"..button_name..";Edit this text]"
end
return add_info_alternate_text..
postfix..
"hypertext["..hypertext_pos..";<global background=#"..color.."><normal>"..
minetest.formspec_escape(text or "?")..
"\n</normal>]"..
-- display the edit button *inside*/on top of the hypertext field
edit_button
end
-- this allows to edit modifications of a dialog that are applied when a given option
-- is choosen - i.e. when the NPC wants to answer some questions - but those answers
-- do not warrant their own dialog
yl_speak_up.get_fs_edit_dialog_modification = function(dialog, d_id, alternate_dialog_text, explanation,
forbid_turn_into_new_dialog)
local nd = "button[9.0,12.3;6,0.7;turn_alternate_text_into_new_dialog;Turn this into a new dialog]"
if(forbid_turn_into_new_dialog) then
nd = ""
end
return "size[20,13.5]"..
"label[6.0,0.5;Edit alternate text]"..
"label[0.2,1.0;The alternate text which you can edit here will be shown instead of "..
"the normal text of the dialog \""..tostring(d_id).."\" - but *only*\n"..
tostring(explanation or "- missing explanation -")..".]"..
"label[0.2,2.3;This is the normal text of dialog \""..
minetest.formspec_escape(tostring(d_id)).."\", shown for reference:]"..
yl_speak_up.show_colored_dialog_text(
dialog,
{r_id = "", r_type = "dialog"},
d_id,
"1.2,2.6;18.0,4.0;d_text_orig",
"", -- no modifications possible at this step
"",
"").. -- no edit button here as this text cannot be changed here
"label[0.2,7.3;Enter the alternate text here. $TEXT$ will be replaced with the normal "..
"dialog text above:]"..
"textarea[1.2,7.6;18.0,4.5;d_text_new;;"..
minetest.formspec_escape(alternate_dialog_text or "$TEXT$").."]"..
"button[3.0,12.3;1,0.7;back_from_edit_dialog_modification;Abort]"..
"button[6.0,12.3;1,0.7;save_dialog_modification;Save]"..
nd
end
-- show which dialogs point/lead to this_dialog
yl_speak_up.show_what_points_to_this_dialog = function(player, this_dialog)
local pname = player:get_player_name()
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog)
or not(dialog.n_dialogs)
or not(this_dialog)
or not(dialog.n_dialogs[ this_dialog ])) then
return ""
end
-- only show this information when editing this npc
if(yl_speak_up.edit_mode[pname] ~= yl_speak_up.speak_to[pname].n_id) then
return ""
end
local found = {}
-- colored lines for the table showing the results
local res = {}
-- iterate over all dialogs
for d_id, d in pairs(dialog.n_dialogs) do
-- the dialog itself may have options that point back to the dialog itself
if(d.d_options) then
-- iterate over all options
for o_id, o in pairs(d.d_options) do
local r_text = ""
local p_text = ""
local alternate_dialog = nil
local alternate_text = nil
-- preconditions are not relevant;
-- effects are (dialog and on_failure)
if(o.o_results) then
for r_id, r in pairs(o.o_results) do
if(r and r.r_type and r.r_type == "dialog"
and r.r_value == this_dialog) then
r_text = r_text..yl_speak_up.print_as_table_effect(
r, pname)
table.insert(found, {d_id, o_id, r_id,
"option was selected"})
alternate_dialog = r.r_value
if(r.alternate_text) then
alternate_text =
"Show alternate text: "..
tostring(r.alternate_text)
end
elseif(r and r.r_type and r.r_type == "on_failure"
and r.r_value == this_dialog) then
r_text = r_text..yl_speak_up.print_as_table_effect(
r, pname)
table.insert(found, {d_id, o_id, r_id,
"the previous effect failed"})
alternate_dialog = r.r_value
alternate_text = "The previous effect failed. "
if(r.alternate_text) then
alternate_text = alternate_text..
"Show alternate text: "..
tostring(r.alternate_text)
else
alternate_text = alternate_text..
"Show this dialog here."
end
end
end
end
-- actions may be relevant
if(o.actions) then
for a_id, a in pairs(o.actions) do
if(a and a.a_on_failure
and a.a_on_failure == this_dialog) then
p_text = p_text..yl_speak_up.print_as_table_action(
a, pname)
table.insert(found, {d_id, o_id, a_id,
"action failed"})
alternate_dialog = a.a_on_failure
alternate_text = "The action failed. "
if(a.alternate_text) then
alternate_text = alternate_text..
"Show this alternate text: "..
tostring(a.alternate_text)
else
alternate_text = alternate_text..
"Show this dialog here."
end
end
end
end
yl_speak_up.print_as_table_dialog(p_text, r_text, dialog,
dialog.n_id, d_id, o_id,
-- sort value: formed by dialog and option id (not perfect but
-- good enough)
res, o, tostring(d_id).." "..tostring(o_id),
alternate_dialog, alternate_text)
end
end
end
local d_id = this_dialog
local formspec = yl_speak_up.print_as_table_prepare_formspec(res, "table_of_dialog_uses",
"back_from_show_what_points_here", "Back to dialog \""..tostring(d_id).."\"")
table.insert(formspec,
"label[20.0,1.8;Dialog \""..minetest.formspec_escape(this_dialog)..
"\" is referenced here:]")
if(#found ~= 1) then
table.insert(formspec,
"label[16.0,31.0;"..
minetest.formspec_escape("This dialog \""..tostring(d_id)..
"\" can be reached from "..
minetest.colorize("#FFFF00", tostring(#found))..
" options/actions/results.").."]")
else
table.insert(formspec,
"button[0.2,30.6;56.6,1.2;turn_dialog_into_alternate_text;"..
minetest.formspec_escape("Turn this dialog \""..
tostring(d_id)).."\" into an alternate text.]")
end
return table.concat(formspec, "\n")
end
yl_speak_up.input_fs_show_what_points_to_this_dialog = function(player, formname, fields)
local pname = player:get_player_name()
if(fields.back_from_show_what_points_here
or not(fields.turn_dialog_into_alternate_text)) then
-- back to the dialog
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
end
-- fields.turn_dialog_into_alternate_text is set
local n_id = yl_speak_up.speak_to[pname].n_id
local this_dialog = yl_speak_up.speak_to[pname].d_id
local dialog = yl_speak_up.speak_to[pname].dialog
if(not(dialog)
or not(dialog.n_dialogs)
or not(this_dialog)
or not(dialog.n_dialogs[ this_dialog ])) then
return
end
-- only show this information when editing this npc
if(yl_speak_up.edit_mode[pname] ~= yl_speak_up.speak_to[pname].n_id) then
return
end
-- find out what needs to be turned into an alternate dialog
local found = {}
-- how many options does the current dialog have?
local count_options = 0
-- iterate over all dialogs
for d_id, d in pairs(dialog.n_dialogs) do
-- the dialog itself may have options that point back to the dialog itself
if(d.d_options) then
-- iterate over all options
for o_id, o in pairs(d.d_options) do
-- this is only possible if there are no options for this dialog
if(d_id == this_dialog) then
count_options = count_options + 1
end
-- preconditions are not relevant;
-- effects are (dialog and on_failure)
if(o.o_results) then
for r_id, r in pairs(o.o_results) do
if(r and r.r_type and r.r_type == "dialog"
and r.r_value == this_dialog) then
table.insert(found, {d_id=d_id, o_id=o_id, id=r_id,
element=r, text="option was selected"})
elseif(r and r.r_type and r.r_type == "on_failure"
and r.r_value == this_dialog) then
table.insert(found, {d_id=d_id, o_id=o_id, id=r_id,
element=r, text="the previous effect failed"})
end
end
end
-- actions may be relevant
if(o.actions) then
for a_id, a in pairs(o.actions) do
if(a and a.a_on_failure
and a.a_on_failure == this_dialog) then
table.insert(found, {d_id=d_id, o_id=o_id, id=a_id,
element=a, text="action failed"})
end
end
end
end
end
end
local error_msg = ""
if(count_options > 0) then
error_msg = "This dialog still has dialog options.\nConversion not possible."
elseif(#found < 1) then
error_msg = "Found no option, action or effect\nthat points to this dialog."
elseif(#found > 1) then
error_msg = "Found more than one option, action\nor effect that points to this dialog."
end
if(error_msg ~= "") then
yl_speak_up.show_fs(player, "msg", {
input_to = "yl_speak_up:show_what_points_to_this_dialog",
formspec = "size[8,2]"..
"label[0.2,0.5;Error: "..error_msg.."]"..
"button[1.5,1.5;2,0.9;back_from_error_msg;Back]"})
return
end
-- all fine so far; this is the text we want to set as alternate text
local d_text = dialog.n_dialogs[ this_dialog ].d_text
local f = found[1]
-- are we dealing with a result/effect or an action?
t = "o_results"
if(f.element.a_id) then
t = "actions"
end
-- there may already be an alternate text stored there
local alternate_text = dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].alternate_text
if(not(alternate_text)) then
-- no old text found
alternate_text = d_text
else
-- the old text may reference this d_text
alternate_text = string.gsub(alternate_text, "%$TEXT%$", d_text)
end
-- log the change
table.insert(yl_speak_up.npc_was_changed[ n_id ],
"Dialog "..tostring(this_dialog)..": Deleted this dialog and turned it into an "..
"alternate text for dialog \""..tostring(f.d_id).."\" option \""..tostring(f.o_id)..
"\" element \""..tostring(f.id).."\".")
-- actually set the new alternate_text
dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].alternate_text = alternate_text
-- delete this dialog
dialog.n_dialogs[ this_dialog ] = nil
-- we need to show a new/diffrent dialog to the player now - because the old one was deleted
yl_speak_up.speak_to[pname].d_id = f.d_id
yl_speak_up.speak_to[pname].o_id = f.o_id
if(t == "o_results") then
-- we can't really know where this ought to point to - the old dialog is gone, so
-- let's point to the current dialog to avoid errors
dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].r_value = f.d_id
-- dialog - normal switching to the next dialog or on_failure - the previous effect failed:
yl_speak_up.show_fs(player, "edit_effects", f.id)
else
-- the player may have to change this manually; we really can't know what would fit
-- (but the old dialog is gone)
dialog.n_dialogs[ f.d_id ].d_options[ f.o_id ][ t ][ f.id ].a_on_failure = f.d_id
-- an action failed:
yl_speak_up.show_fs(player, "edit_actions", f.id)
end
end