forked from Sokomine/yl_speak_up
added property server_nolog_effects
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@ -274,6 +274,11 @@ NPC, inventory movements and purchases are logged.
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The log shows the date but not the time of the action. Players can view the
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logs of their own NPC.
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If you want to keep an NPC from logging, set the property
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server_nolog_effects to i.e "true"
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That way, the NPC will no longer log or send debug messages when executing
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effects.
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### 13. Quest items
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<a name="quest-items"></a>
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@ -70,16 +70,24 @@ yl_speak_up.execute_all_relevant_effects = function(player, effects, o_id, actio
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local last_result = action_was_successful
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local res = true
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local refuse_items = true
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local properties = yl_speak_up.get_npc_properties(pname)
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local no_log = properties["server_nolog_effects"]
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for i, k in ipairs(sorted_key_list) do
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local r = effects[ k ]
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yl_speak_up.debug_msg(player, n_id, o_id, "..executing "..
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tostring(r.r_id)..": "..yl_speak_up.show_effect(r, pname))
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-- do not execute effects in edit mode
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if(not(edit_mode)) then
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yl_speak_up.debug_msg(player, n_id, o_id,
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"Executing effect "..tostring(r.r_id)..".")
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if(not(no_log)) then
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yl_speak_up.debug_msg(player, n_id, o_id,
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"Executing effect "..tostring(r.r_id)..".")
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end
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res = yl_speak_up.execute_effect(player, n_id, o_id, r)
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if(not(res)) then
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if(no_log) then
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if(not(res)) then
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alternate_text = r.alternate_text
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end
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elseif(not(res)) then
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yl_speak_up.debug_msg(player, n_id, o_id, tostring(r.r_id)..
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" -> Effect failed to execute.")
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if(r.r_type ~= "dialog") then
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