forked from Sokomine/yl_speak_up
make editing alternate_text for timer/limitation failure possible
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1b480edfb7
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@ -72,10 +72,10 @@ yl_speak_up.chat_all_color = "#AAAAFF"
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-- it's possible to prevent players from trying actions (i.e. npc_gives, text_input, ..) too often;
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-- if no special text is set, this one will be shown (tab "Limit guessing:" in edit options menu)
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yl_speak_up.standard_text_if_action_failed_too_often = "You have tried so many times. I'm tired! "..
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"Come back when you know the answer - but not before tomorrow."
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"Come back when you really know the answer - but not too soon.\n $TEXT$"
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-- it's also possible to prevent players from successfully executing actions too often (after all the
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-- quest items are created from the finite NPC's inventory); this is the standard text that will be
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-- shown by default (tab "Limit repeating:" in edit options menu)
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yl_speak_up.standard_text_if_action_repeated_too_soon = "I don't have infinite ressources. If you lost "..
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"something I gave you - come back tomorrow and we may talk again."
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"something I gave you - come back later and we may talk again.\n$TEXT$"
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@ -112,11 +112,86 @@ yl_speak_up.handle_edit_actions_alternate_text = function(
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})
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-- showing new formspec - the calling function shall return as well
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return true
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-- edit alternate text for when the player has failed to do the action too many times
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elseif(fields.button_edit_limit_action_failed_repeat) then
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local timer_name = "timer_on_failure_"..tostring(d_id).."_"..tostring(o_id)
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local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
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local alternate_text = yl_speak_up.standard_text_if_action_failed_too_often
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if(timer_data and timer_data["alternate_text"]) then
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alternate_text = timer_data["alternate_text"]
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end
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-- remember what we're working at
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yl_speak_up.speak_to[pname].edit_alternate_text_for = "timer_on_failure"
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:"..formspec_input_to,
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formspec = yl_speak_up.get_fs_edit_dialog_modification(
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dialog, d_id, alternate_text,
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"if the player failed to complete the action "..
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"\" of option \""..tostring(o_id)..
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"\" of dialog \""..tostring(d_id)..
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"\" too many times",
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true) -- forbid_turn_into_new_dialog
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})
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-- showing new formspec - the calling function shall return as well
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return true
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-- edit alternate text whent he player has to wait a bit until he's allowed to repeat the
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-- action (to avoid i.e. unlimited quest item handout)
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elseif(fields.button_edit_limit_action_success_repeat) then
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local timer_name = "timer_on_success_"..tostring(d_id).."_"..tostring(o_id)
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local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
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local alternate_text = yl_speak_up.standard_text_if_action_repeated_too_soon
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if(timer_data and timer_data["alternate_text"]) then
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alternate_text = timer_data["alternate_text"]
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end
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-- remember what we're working at
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yl_speak_up.speak_to[pname].edit_alternate_text_for = "timer_on_success"
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yl_speak_up.show_fs(player, "msg", {
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input_to = "yl_speak_up:"..formspec_input_to,
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formspec = yl_speak_up.get_fs_edit_dialog_modification(
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dialog, d_id, alternate_text,
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"if the player has complete the action "..
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"\" of option \""..tostring(o_id)..
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"\" of dialog \""..tostring(d_id)..
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"\" just not long enough ago",
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true) -- forbid_turn_into_new_dialog
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})
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-- showing new formspec - the calling function shall return as well
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return true
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-- save the changes
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elseif(fields.save_dialog_modification) then
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local old_text = "-none-"
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local target_element = yl_speak_up.speak_to[pname].edit_alternate_text_for
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if(target_element) then
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if(target_element
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and (target_element == "timer_on_failure" or target_element == "timer_on_success")) then
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-- we're changing a timer (both can be handled the same way here)
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local timer_name = target_element.."_"..tostring(d_id).."_"..tostring(o_id)
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local timer_data = yl_speak_up.get_variable_metadata( timer_name, "parameter", true)
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local alternate_text = yl_speak_up.standard_text_if_action_failed_too_often
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if(target_element == "timer_on_success") then
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alternate_text = yl_speak_up.standard_text_if_action_repeated_too_soon
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end
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if(timer_data and timer_data["alternate_text"]) then
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alternate_text = timer_data["alternate_text"]
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end
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-- store the modified alternate text
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if(fields.d_text_new and fields.d_text_new ~= ""
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and fields.d_text_new ~= alternate_text) then
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-- make sure the variable exists
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if(yl_speak_up.add_time_based_variable(timer_name)) then
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yl_speak_up.set_variable_metadata(timer_name, nil, "parameter",
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"alternate_text", fields.d_text_new)
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-- log the change
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yl_speak_up.log_change(pname, n_id,
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"Dialog "..d_id..", option "..tostring(o_id)..
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": The text displayed for "..tostring(target_element)..
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" was changed from "..
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"["..tostring(alternate_text).."] to ["..
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tostring(fields.d_text_new).."].")
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end
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end
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elseif(target_element) then
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data = target_element
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id_prefix = "a_"
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if(target_element.r_id) then
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@ -314,7 +389,13 @@ end
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-- this allows to edit modifications of a dialog that are applied when a given option
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-- is choosen - i.e. when the NPC wants to answer some questions - but those answers
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-- do not warrant their own dialog
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yl_speak_up.get_fs_edit_dialog_modification = function(dialog, d_id, alternate_dialog_text, explanation)
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yl_speak_up.get_fs_edit_dialog_modification = function(dialog, d_id, alternate_dialog_text, explanation,
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forbid_turn_into_new_dialog)
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local nd = "button[9.0,12.3;6,0.7;turn_alternate_text_into_new_dialog;Turn this into a new dialog]"
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if(forbid_turn_into_new_dialog) then
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nd = ""
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end
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return "formspec_version[3]"..
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"size[20,13.5]"..
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"label[6.0,0.5;Edit alternate text]"..
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@ -337,7 +418,7 @@ yl_speak_up.get_fs_edit_dialog_modification = function(dialog, d_id, alternate_d
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minetest.formspec_escape(alternate_dialog_text or "$TEXT$").."]"..
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"button[3.0,12.3;1,0.7;back_from_edit_dialog_modification;Abort]"..
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"button[6.0,12.3;1,0.7;save_dialog_modification;Save]"..
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"button[9.0,12.3;6,0.7;turn_alternate_text_into_new_dialog;Turn this into a new dialog]"
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nd
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end
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@ -71,6 +71,8 @@ yl_speak_up.input_edit_option_dialog = function(player, formname, fields)
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if(fields.button_edit_action_failed_dialog
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or fields.button_edit_action_success_dialog
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or fields.save_dialog_modification
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or fields.button_edit_limit_action_failed_repeat
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or fields.button_edit_limit_action_success_repeat
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or fields.turn_alternate_text_into_new_dialog) then
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if( yl_speak_up.handle_edit_actions_alternate_text(
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-- x_id, id_prefix, target_element and tmp_data_cache are nil here
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