forked from Sokomine/yl_speak_up
always show show-me-your-inventory to owner
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@ -54,7 +54,8 @@ yl_speak_up.input_talk = function(player, formname, fields)
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end
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-- the player wants to access the inventory of the NPC
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if(edit_mode and fields.show_inventory) then
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if((edit_mode and fields.show_inventory)
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or (fields.show_inventory and yl_speak_up.may_edit_npc(player, n_id))) then
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-- the inventory is just an inventory with a back button; come back to this dialog here
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yl_speak_up.show_fs(player, "inventory")
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return
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@ -661,7 +662,7 @@ yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, rec
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(edit_mode or dialog.n_dialogs["d_got_item"]), nil, nil, pname_for_old_fs)
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end
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local may_edit_npc = yl_speak_up.may_edit_npc(player, n_id)
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-- If in edit mode, add new menu entries: "add new options", "end edit mode" and what else is needed.
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if(edit_mode) then
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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@ -721,14 +722,6 @@ yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, rec
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"The start dialog automaticly counts as *a* start dialog where buttons for "..
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"trade etc. are shown.", nil, pname_for_old_fs)
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"show_inventory",
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"Access and manage the inventory of the NPC. This is used for adding trade "..
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"items, getting collected payments and managing quest items.",
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"Show your inventory (only accessible to owner)!",
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true, nil, nil, pname_for_old_fs)
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-- chat option: Mute/Unmute NPC
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local obj = yl_speak_up.speak_to[pname].obj
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-- some precautions - someone else might have eliminated the NPC in the meantime
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@ -765,7 +758,7 @@ yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, rec
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-- Offer to enter edit mode if the player has the npc_talk_owner priv AND owns the npc.
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-- The npc_master priv allows to edit all NPC.
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elseif(yl_speak_up.may_edit_npc(player, n_id)) then
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elseif(may_edit_npc) then
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"button_start_edit_mode",
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"Enters edit mode. In this mode, you can edit the texts the NPC says and the "..
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@ -790,6 +783,15 @@ yl_speak_up.get_fs_talkdialog = function(player, n_id, d_id, alternate_text, rec
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"Show a list of trades the NPC has to offer.",
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"Let's trade!",
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(has_trades), nil, nil, pname_for_old_fs)
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elseif(is_a_start_dialog and may_edit_npc) then
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-- show the "show your inventory"-button even when not in edit mode
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h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
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"show_inventory",
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"Access and manage the inventory of the NPC. This is used for adding trade "..
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"items, getting collected payments and managing quest items.",
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"Show your inventory (only accessible to owner)!",
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true, nil, nil, pname_for_old_fs)
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end
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-- we are finished with adding buttons to the bottom of the formspec
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