diff --git a/functions.lua b/functions.lua index 369dccb..07a912d 100644 --- a/functions.lua +++ b/functions.lua @@ -157,7 +157,7 @@ yl_speak_up.save_dialog = function(n_id, dialog) end -local function load_dialog(n_id) -- returns the saved dialog +yl_speak_up.load_dialog = function(n_id) -- returns the saved dialog local p = save_path(n_id) local file, err = io.open(p, "r") @@ -179,7 +179,7 @@ end -- used by staff and input_inital_config yl_speak_up.fields_to_dialog = function(pname, fields) local n_id = yl_speak_up.speak_to[pname].n_id - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) local save_d_id = "" if next(dialog) == nil then -- No file found. Let's create the basic values @@ -326,7 +326,7 @@ local function delete_dialog(n_id, d_id) return false end -- We don't delete "New dialog" - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) dialog.n_dialogs[d_id] = nil @@ -341,7 +341,7 @@ local function delete_option(n_id, d_id, o_id) return false end -- We don't delete "New option" - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) dialog.n_dialogs[d_id].d_options[o_id] = nil @@ -387,7 +387,7 @@ end -- dialog yl_speak_up.get_fs_setdialog = function(clicker, n_id, d_id) - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) local items = yl_speak_up.text_new_dialog_id local count = 1 @@ -465,7 +465,7 @@ end -- options yl_speak_up.get_fs_optiondialog = function(player, n_id, d_id, o_id, p_id, r_id) - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) local pname = player:get_player_name() if next(dialog) == nil or d_id == yl_speak_up.text_new_dialog_id or dialog.n_dialogs == nil then -- file does not exist or the user sent the New dialog @@ -1766,7 +1766,7 @@ yl_speak_up.save_changes_and_switch_to_other_dialog = function(player, fields, t -- if we just reload the old state, they would both get lost local target_dialog_data = yl_speak_up.speak_to[pname].dialog.n_dialogs[ target_dialog ] -- actually restore the old state and discard the changes by loading the dialog anew - yl_speak_up.speak_to[pname].dialog = load_dialog(n_id) + yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id) -- clear list of changes yl_speak_up.npc_was_changed[ n_id ] = {} local dialog = yl_speak_up.speak_to[pname].dialog @@ -2291,7 +2291,7 @@ end -- identify multiple results that lead to target dialogs yl_speak_up.check_for_disambigous_results = function(n_id, pname) local errors_found = false - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) -- nothing defined yet - nothing to repair if(not(dialog.n_dialogs)) then return @@ -2564,7 +2564,7 @@ function yl_speak_up.config(clicker, npc) yl_speak_up.speak_to[pname] = {} yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC yl_speak_up.speak_to[pname].d_id = yl_speak_up.text_new_dialog_id -- The only d_id we can rely on existing - yl_speak_up.speak_to[pname].dialog = load_dialog(n_id) -- Load the dialog and see what we can do with it + yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id) -- Load the dialog and see what we can do with it yl_speak_up.speak_to[pname].obj = npc -- find out who owns the npc while we still have easy access to the luaentity @@ -2706,7 +2706,7 @@ function yl_speak_up.talk(self, clicker) yl_speak_up.speak_to[pname] = {} yl_speak_up.speak_to[pname].n_id = n_id -- Memorize which player talks to which NPC - yl_speak_up.speak_to[pname].dialog = load_dialog(n_id) -- Load the dialog and see what we can do with it + yl_speak_up.speak_to[pname].dialog = yl_speak_up.load_dialog(n_id) -- Load the dialog and see what we can do with it yl_speak_up.speak_to[pname].textures = self.yl_speak_up.textures yl_speak_up.speak_to[pname].option_index = 1 yl_speak_up.speak_to[pname].obj = self.object @@ -3048,7 +3048,7 @@ function yl_speak_up.fashion(player, obj) yl_speak_up.speak_to[pname].textures = t yl_speak_up.speak_to[pname].skins = textures2skin(t) - local dialog = load_dialog(n_id) + local dialog = yl_speak_up.load_dialog(n_id) if next(dialog) then yl_speak_up.speak_to[pname].n_npc = dialog.n_npc else