forked from Sokomine/yl_speak_up
566 lines
19 KiB
Lua
566 lines
19 KiB
Lua
-- ###
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-- Fashion
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-- ###
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-- some meshes use more than one texture, and which texture is the main skin
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-- texture can only be derived from the name of the mesh
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yl_speak_up.get_mesh = function(pname)
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if(not(pname)) then
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return "error"
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end
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local obj = yl_speak_up.speak_to[pname].obj
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if(not(obj)) then
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return "error"
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end
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local entity = obj:get_luaentity()
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if(not(entity)) then
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return "error"
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end
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return entity.mesh
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end
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-- diffrent mobs (distinguished by self.name) may want to wear diffrent skins
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-- even if they share the same model; find out which mob we're dealing with
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yl_speak_up.get_mob_type = function(pname)
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if(not(pname)) then
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return "error"
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end
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local obj = yl_speak_up.speak_to[pname].obj
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if(not(obj)) then
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return "error"
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end
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local entity = obj:get_luaentity()
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if(not(entity)) then
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return "error"
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end
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return entity.name
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end
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-- this makes use of the "model" option of formspecs
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yl_speak_up.skin_preview_3d = function(mesh, textures, where_front, where_back)
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local tstr = ""
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for i, t in ipairs(textures) do
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tstr = tstr..minetest.formspec_escape(t)..","
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end
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local backside = ""
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if(where_back) then
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backside = ""..
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"model["..where_back..";skin_show_back;"..mesh..";"..tstr..";0,0;false;true;;]"
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end
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return "model["..where_front..";skin_show_front;"..mesh..";"..tstr..";0,180;false;true;;]"..
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backside
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end
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-- this is a suitable version for most models/meshes that use normal player skins
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-- (i.e. mobs_redo) with skins in either 64 x 32 or 64 x 64 MC skin format
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yl_speak_up.skin_preview_normal = function(skin, with_backside)
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local backside = ""
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if(with_backside) then
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backside = ""..
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"image[8,0.7;2,2;[combine:8x8:-24,-8="..skin.."]".. -- back head
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"image[7.85,0.55;2.3,2.3;[combine:8x8:-56,-8="..skin.."]".. -- head, beard
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"image[8,2.75;2,3;[combine:8x12:-32,-20="..skin..":-32,-36="..skin.."]".. -- body back
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"image[8,5.75;1,3;[combine:4x12:-12,-20="..skin.."]".. -- left leg back
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"image[8,5.75;1,3;[combine:4x12:-28,-52="..skin..":-12,-52="..skin.."]".. -- r. leg back ov
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"image[9,5.75;1,3;[combine:4x12:-12,-20="..skin.."^[transformFX]".. -- right leg back
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"image[9,5.75;1,3;[combine:4x12:-12,-36="..skin.."]".. -- right leg back ov
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"image[7,2.75;1,3;[combine:4x12:-52,-20="..skin..":-40,-52="..skin..":-60,-52="..skin.."]".. -- l. hand back ov
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"image[10,2.75;1,3;[combine:4x12:-52,-20="..skin.."^[transformFX]".. -- right hand back
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"image[10,2.75;1,3;[combine:4x12:-52,-20="..skin..":-52,-36="..skin.."]" -- left hand back
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end
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return "image[3,0.7;2,2;[combine:8x8:-8,-8="..skin.."]"..
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"image[2.85,0.55;2.3,2.3;[combine:8x8:-40,-8="..skin.."]".. -- head, beard
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"image[3,2.75;2,3;[combine:8x12:-20,-20="..skin..":-20,-36="..skin.."]".. -- body
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"image[3,5.75;1,3;[combine:4x12:-4,-20="..skin..":-4,-36="..skin.."]".. -- left leg + ov
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"image[4,5.75;1,3;[combine:4x12:-4,-20="..skin.."^[transformFX]".. -- right leg
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"image[4,5.75;1,3;[combine:4x12:-20,-52="..skin..":-4,-52="..skin.."]".. -- right leg ov
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"image[2.0,2.75;1,3;[combine:4x12:-44,-20="..skin..":-44,-36="..skin.."]".. -- left hand
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"image[5.0,2.75;1,3;[combine:4x12:-44,-20="..skin.."^[transformFX]".. -- right hand
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"image[5.0,2.75;1,3;[combine:4x12:-36,-52="..skin..":-52,-52="..skin.."]".. -- right hand ov
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backside
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--local legs_back = "[combine:4x12:-12,-20="..skins.skins[name]..".png"
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end
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local function cape2texture(t)
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return "yl_speak_up_mask_cape.png^[combine:32x64:56,20=" .. t
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end
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local function shield2texture(t)
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return "yl_speak_up_mask_shield.png^[combine:32x64:0,0=(" .. t .. ")"
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end
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local function textures2skin(textures)
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local temp = {}
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-- Cape
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local cape = cape2texture(textures[1])
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-- Main
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local main = textures[2]
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-- left (Shield)
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local left = shield2texture(textures[3])
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-- right (Sword)
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local right = textures[4]
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temp = {cape, main, left, right}
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return temp
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end
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yl_speak_up.mesh_update_textures = function(pname, textures)
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-- actually make sure that the NPC updates its texture
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local obj = yl_speak_up.speak_to[pname].obj
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if(not(obj) or not(textures)) then
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return
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end
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-- the skins with wielded items need some conversion,
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-- while simpler models may just apply the texture
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local mesh = yl_speak_up.get_mesh(pname)
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if(mesh and yl_speak_up.mesh_data[mesh].textures_to_skin) then
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textures = textures2skin(textures)
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end
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obj:set_properties({ textures = textures })
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yl_speak_up.speak_to[pname].skins = textures
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-- scrolling through the diffrent skins updates the skin; avoid spam in the log
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-- yl_speak_up.log_change(pname, n_id,
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-- "(fashion) skin changed to "..tostring(new_skin)..".")
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end
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yl_speak_up.get_fs_fashion_extended = function(pname)
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-- which texture from the textures list are we talking about?
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-- this depends on the model!
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local mesh = yl_speak_up.get_mesh(pname)
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local texture_index = yl_speak_up.mesh_data[mesh].texture_index
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if(not(texture_index)) then
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texture_index = 1
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end
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local textures = yl_speak_up.speak_to[pname].textures
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local skin = (textures[texture_index] or "")
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-- which skins are available? this depends on mob_type
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local mob_type = yl_speak_up.get_mob_type(pname)
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local skins = yl_speak_up.mob_skins[mob_type] or {skin}
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local capes = yl_speak_up.mob_capes[mob_type] or {}
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local cape = "" -- TODO
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-- is this player editing this particular NPC? then rename the button
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if(not(yl_speak_up.edit_mode[pname])
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or yl_speak_up.edit_mode[pname] ~= yl_speak_up.speak_to[pname].n_id) then
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return "label[Error. Not in Edit mode!]"
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end
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local cape_list = table.concat(capes, ",")
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local cape_index = table.indexof(capes, cape)
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if(cape_index == -1) then
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cape_index = ""
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end
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local tmp_textures = textures
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if(texture_index ~= 1) then
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tmp_textures = textures2skin(textures)
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end
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local preview = yl_speak_up.skin_preview_3d(mesh, tmp_textures, "4.7,0.5;5,10", nil)
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local button_cancel = "Cancel"
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-- is this player editing this particular NPC? then rename the button
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if( yl_speak_up.edit_mode[pname]
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and yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) then
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button_cancel = "Back"
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end
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local formspec = {
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"size[13.4,15]",
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"label[0.3,0.2;Skin: ",
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minetest.formspec_escape(skin),
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"]",
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"label[4.6,0.65;",
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yl_speak_up.speak_to[pname].n_id,
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"]",
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"label[6,0.65;",
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(yl_speak_up.speak_to[pname].n_npc or "- nameless -"),
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"]",
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"dropdown[9.1,0.2;4,0.75;set_cape;",
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cape_list, ";", cape_index, "]",
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"label[0.3,4.2;Left:]",
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"label[9.1,4.2;Right:]",
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"field_close_on_enter[set_sword;false]",
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"field_close_on_enter[set_shield;false]",
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"image[9.1,1;4,2;",
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textures[1] or "",
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"]", -- Cape
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"image[0.3,4.2;4,4;",
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textures[4] or "",
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"]", -- Sword
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"image[9.1,4.2;4,4;",
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textures[3] or "",
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"]", --textures[3],"]", -- Shield
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"tooltip[0.3,4.2;4,4;This is: ",
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minetest.formspec_escape(textures[4]),
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"]",
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"tooltip[9.1,4.2;4,4;This is: ",
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minetest.formspec_escape(textures[3]),
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"]",
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preview or "",
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"button[0.3,8.4;3,0.75;button_cancel;"..button_cancel.."]",
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"button[10.1,8.4;3,0.75;button_save;Save]",
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"list[current_player;main;1.8,10;8,4;]",
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-- set wielded items
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"label[0.3,9.7;Wield\nleft:]",
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"label[12.0,9.7;Wield\nright:]",
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"list[detached:yl_speak_up_player_"..tostring(pname)..";wield;0.3,10.5;1,1;]",
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"list[detached:yl_speak_up_player_"..tostring(pname)..";wield;12.0,10.5;1,1;1]",
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"button[0.3,11.7;1,0.6;button_wield_left;Set]",
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"button[12.0,11.7;1,0.6;button_wield_right;Set]",
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"tooltip[button_wield_left;Set and store what your NPC shall wield in its left hand.]",
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"tooltip[button_wield_right;Set and store what your NPC shall wield in its right hand.]",
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}
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return table.concat(formspec, "")
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end
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yl_speak_up.fashion_wield_give_items_back = function(player, pname)
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-- move the item back to the player's inventory (if possible)
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local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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local player_inv = player:get_inventory()
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local left_stack = trade_inv:get_stack("wield", 1)
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local right_stack = trade_inv:get_stack("wield", 2)
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if(left_stack and not(left_stack:is_empty())
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and player_inv:add_item("main", left_stack)) then
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trade_inv:set_stack("wield", 1, "")
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end
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if(right_stack and not(right_stack:is_empty())
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and player_inv:add_item("main", right_stack)) then
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trade_inv:set_stack("wield", 2, "")
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end
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end
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-- normal skins for NPC - without wielded items or capes etc.
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yl_speak_up.input_fashion = function(player, formname, fields)
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if formname ~= "yl_speak_up:fashion" then
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return
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end
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local pname = player:get_player_name()
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- is the player editing this npc? if not: abort
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if(not(yl_speak_up.edit_mode[pname])
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or (yl_speak_up.edit_mode[pname] ~= n_id)) then
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return ""
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end
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-- catch ESC as well
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if(not(fields) or (fields.quit or fields.button_cancel or fields.button_exit)) then
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yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = yl_speak_up.speak_to[pname].d_id})
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return
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end
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-- which texture from the textures list are we talking about?
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-- this depends on the model!
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local mesh = yl_speak_up.get_mesh(pname)
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local texture_index = yl_speak_up.mesh_data[mesh].texture_index
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if(not(texture_index)) then
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texture_index = 1
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end
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-- show extra formspec with wielded item configuration and cape setup
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if(fields.button_config_wielded_items
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and yl_speak_up.mesh_data[mesh].can_show_wielded_items) then
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yl_speak_up.show_fs(player, "fashion_extended")
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return
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end
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-- which skins are available? this depends on mob_type
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local mob_type = yl_speak_up.get_mob_type(pname)
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local skins = yl_speak_up.mob_skins[mob_type]
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local textures = yl_speak_up.speak_to[pname].textures
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-- fallback if something went wrong (i.e. unkown NPC)
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local skin = (textures[texture_index] or "")
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if(not(skins)) then
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skins = {skin}
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end
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local skin_index = table.indexof(skins, skin)
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if(skin_index == -1) then
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skin_index = 1
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end
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local new_skin = skin
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-- switch back to the stored old skin
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if(fields.button_old_skin) then
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local old_texture = yl_speak_up.speak_to[pname].old_texture
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if(old_texture) then
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new_skin = old_texture
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end
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-- store the new skin
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elseif(fields.button_store_new_skin) then
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yl_speak_up.speak_to[pname].old_texture = skin
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-- show previous skin
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elseif(fields.button_prev_skin) then
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if(skin_index > 1) then
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new_skin = skins[skin_index - 1]
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else
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new_skin = skins[#skins]
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end
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-- show next skin
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elseif(fields.button_next_skin) then
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if(skin_index < #skins) then
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new_skin = skins[skin_index + 1]
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else
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new_skin = skins[1]
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end
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-- set directly via list
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elseif(fields.set_skin_normal) then
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local new_index = table.indexof(skins, fields.set_skin_normal)
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if(new_index ~= -1) then
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new_skin = skins[new_index]
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end
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end
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-- if there is a new skin to consider
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if(textures[texture_index] ~= new_skin) then
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textures[texture_index] = new_skin
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yl_speak_up.mesh_update_textures(pname, textures)
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end
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if(fields.button_old_skin or fields.button_store_new_skin) then
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yl_speak_up.speak_to[pname].old_texture = nil
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yl_speak_up.show_fs(player, "talk", {n_id = yl_speak_up.speak_to[pname].n_id,
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d_id = yl_speak_up.speak_to[pname].d_id})
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return
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end
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yl_speak_up.show_fs(player, "fashion")
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end
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-- set what the NPC shall wield and which cape to wear
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yl_speak_up.input_fashion_extended = function(player, formname, fields)
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if formname ~= "yl_speak_up:fashion_extended" then
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return
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end
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local pname = player:get_player_name()
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local textures = yl_speak_up.speak_to[pname].textures
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local n_id = yl_speak_up.speak_to[pname].n_id
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-- is the player editing this npc? if not: abort
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if(not(yl_speak_up.edit_mode[pname])
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or (yl_speak_up.edit_mode[pname] ~= n_id)) then
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return ""
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end
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-- catch ESC as well
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if(not(fields)
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or (fields.quit or fields.button_cancel or fields.button_exit or fields.button_save)) then
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yl_speak_up.fashion_wield_give_items_back(player, pname)
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yl_speak_up.show_fs(player, "fashion")
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return
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elseif(fields.button_wield_left
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or fields.button_wield_right) then
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local trade_inv = minetest.get_inventory({type="detached", name="yl_speak_up_player_"..pname})
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local player_inv = player:get_inventory()
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local left_stack = trade_inv:get_stack("wield", 1)
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local right_stack = trade_inv:get_stack("wield", 2)
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if(left_stack and left_stack:get_name() and fields.button_wield_left) then
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textures[4] = yl_speak_up.get_wield_texture(left_stack:get_name())
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yl_speak_up.log_change(pname, n_id,
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"(fashion) sword changed to "..tostring(fields.set_sword)..".")
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end
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if(right_stack and right_stack:get_name() and fields.button_wield_right) then
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textures[3] = yl_speak_up.get_wield_texture(right_stack:get_name())
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yl_speak_up.log_change(pname, n_id,
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"(fashion) shield changed to "..tostring(fields.set_shield)..".")
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end
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yl_speak_up.fashion_wield_give_items_back(player, pname)
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-- only change cape if there really is a diffrent one selected
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elseif(fields.set_cape and fields.set_cape ~= textures[1]) then
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local mob_type = yl_speak_up.get_mob_type(pname)
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local capes = yl_speak_up.mob_capes[mob_type] or {}
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-- only set the cape if it is part of the list of allowed capes
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if(table.indexof(capes, fields.set_cape) ~= -1) then
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textures[1] = fields.set_cape
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yl_speak_up.log_change(pname, n_id,
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"(fashion) cape changed to "..tostring(fields.set_cape)..".")
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end
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end
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if(fields.button_wield_left or fields.button_wield_right or fields.set_cape or fields.button_sve) then
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yl_speak_up.fashion_wield_give_items_back(player, pname)
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yl_speak_up.mesh_update_textures(pname, textures)
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yl_speak_up.show_fs(player, "fashion_extended")
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return
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end
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yl_speak_up.show_fs(player, "fashion")
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end
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function yl_speak_up.fashion(player, obj)
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local luaentity = obj:get_luaentity()
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local pname = player:get_player_name()
|
|
local npc_id = luaentity.yl_speak_up.id
|
|
local skins = luaentity.yl_speak_up.skins
|
|
local n_id = "n_" .. npc_id
|
|
local t = luaentity.textures
|
|
|
|
yl_speak_up.speak_to[pname] = {}
|
|
yl_speak_up.speak_to[pname].n_id = n_id
|
|
yl_speak_up.speak_to[pname].obj = obj
|
|
yl_speak_up.speak_to[pname].textures = t
|
|
yl_speak_up.speak_to[pname].skins = textures2skin(t)
|
|
|
|
local dialog = yl_speak_up.load_dialog(n_id, false)
|
|
if next(dialog) then
|
|
yl_speak_up.speak_to[pname].n_npc = dialog.n_npc
|
|
else
|
|
yl_speak_up.speak_to[pname].n_npc = "Unknown"
|
|
end
|
|
|
|
yl_speak_up.show_fs(player, "fashion")
|
|
end
|
|
|
|
|
|
|
|
yl_speak_up.update_nametag = function(self)
|
|
if self.yl_speak_up.npc_name then
|
|
-- the nametag is normal (green)
|
|
if(self.yl_speak_up.talk) then
|
|
self.object:set_nametag_attributes({color="#00ff00", text=self.yl_speak_up.npc_name})
|
|
-- the nametag has the addition "[muted]" and is magenta when muted
|
|
else
|
|
self.object:set_nametag_attributes({color="#ff00ff", text=self.yl_speak_up.npc_name.." [muted]"})
|
|
end
|
|
end
|
|
end
|
|
|
|
-- inspired/derived from the wieldview mod in 3darmor
|
|
yl_speak_up.get_wield_texture = function(item)
|
|
if(not(item) or not(minetest.registered_items[ item ])) then
|
|
return "3d_armor_trans.png"
|
|
end
|
|
local def = minetest.registered_items[ item ]
|
|
if(def.inventory_image ~= "") then
|
|
return def.inventory_image
|
|
elseif(def.tiles and type(def.tiles[1]) == "string" and def.tiles[1] ~= "") then
|
|
return minetest.inventorycube(def.tiles[1])
|
|
end
|
|
return "3d_armor_trans.png"
|
|
end
|
|
|
|
|
|
-- this only sets the *skin*, depending on the mesh of the NPC;
|
|
-- capes and wielded items are supported by an extended formspec for those
|
|
-- NPC that can handle them
|
|
yl_speak_up.get_fs_fashion = function(pname)
|
|
-- which texture from the textures list are we talking about?
|
|
-- this depends on the model!
|
|
local mesh = yl_speak_up.get_mesh(pname)
|
|
local texture_index = yl_speak_up.mesh_data[mesh].texture_index
|
|
if(not(texture_index)) then
|
|
texture_index = 1
|
|
end
|
|
|
|
-- which skins are available? this depends on mob_type
|
|
local mob_type = yl_speak_up.get_mob_type(pname)
|
|
local skins = yl_speak_up.mob_skins[mob_type]
|
|
|
|
local textures = yl_speak_up.speak_to[pname].textures
|
|
local skin = (textures[texture_index] or "")
|
|
-- store the old texture so that we can go back to it
|
|
local old_texture = yl_speak_up.speak_to[pname].old_texture
|
|
if(not(old_texture)) then
|
|
yl_speak_up.speak_to[pname].old_texture = skin
|
|
old_texture = skin
|
|
end
|
|
-- fallback if something went wrong
|
|
if(not(skins)) then
|
|
skins = {old_texture}
|
|
end
|
|
|
|
local button_cancel = "Cancel"
|
|
-- is this player editing this particular NPC? then rename the button
|
|
if( yl_speak_up.edit_mode[pname]
|
|
and yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) then
|
|
button_cancel = "Back"
|
|
end
|
|
|
|
local skin_list = table.concat(skins, ",")
|
|
local skin_index = table.indexof(skins, skin)
|
|
if(skin_index == -1) then
|
|
skin_index = ""
|
|
end
|
|
|
|
local tmp_textures = textures
|
|
if(texture_index ~= 1) then
|
|
tmp_textures = textures2skin(textures)
|
|
end
|
|
local preview = yl_speak_up.skin_preview_3d(mesh, tmp_textures, "2,1;6,12", "8,1;6,12")
|
|
-- local preview = yl_speak_up.mesh_data[mesh].skin_preview(skin)
|
|
|
|
local formspec = {
|
|
"container[0.5,4.0]",
|
|
"dropdown[0.75,14.1;16.25,1.5;set_skin_normal;",
|
|
skin_list or "",
|
|
";",
|
|
tostring(skin_index) or "",
|
|
"]",
|
|
"label[0.75,13.6;The name of this skin is:]",
|
|
|
|
"button[0.75,0.75;1.2,12;button_prev_skin;<]",
|
|
"button[15.75,0.75;1.2,12;button_next_skin;>]",
|
|
"tooltip[button_prev_skin;Select previous skin in list.]",
|
|
"tooltip[button_next_skin;Select next skin in list.]",
|
|
"tooltip[set_skin_normal;Select a skin from the list.]",
|
|
preview,
|
|
-- we add a special button for setting the skin in the player answer/reply window
|
|
"container_end[]",
|
|
}
|
|
local left_window = table.concat(formspec, "")
|
|
formspec = {}
|
|
local h = -0.8
|
|
local button_text = "This shall be your new skin. Wear it proudly!"
|
|
if(skin == old_texture) then
|
|
button_text = "This is your old skin. It is fine. Keep it!"
|
|
end
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"button_store_new_skin",
|
|
"The NPC will wear the currently selected skin.",
|
|
button_text,
|
|
true, nil, nil, nil)
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"button_old_skin",
|
|
"The NPC will wear the skin he wore before you started changing it.",
|
|
"On a second throught - Keep your old skin. It was fine.",
|
|
(skin ~= old_texture), nil, nil, nil)
|
|
h = yl_speak_up.add_edit_button_fs_talkdialog(formspec, h,
|
|
"button_config_wielded_items",
|
|
"What shall the NPC wield, and which cape shall he wear?",
|
|
"I'll tell you what you shall wield.",
|
|
(yl_speak_up.mesh_data[mesh].can_show_wielded_items),
|
|
"You don't know how to show wielded items. Thus, we can't configure them.",
|
|
nil, nil)
|
|
return yl_speak_up.show_fs_decorated(pname, true, h,
|
|
"",
|
|
left_window,
|
|
table.concat(formspec, ""),
|
|
nil,
|
|
h)
|
|
end
|