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synced 2025-06-23 23:58:03 +02:00
prepared buttons for muting/unmuting npc
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0c7f4a4db9
commit
ab1c8de031
@ -1484,6 +1484,31 @@ local function get_fs_talkdialog(player, n_id, d_id)
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"a conversation is started.]")
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end
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-- chat option: Mute/Unmute NPC
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h = h + 1
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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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local luaentity = nil
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if(obj) then
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luaentity = obj:get_luaentity()
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end
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if(luaentity and luaentity.yl_speak_up.talk) then
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table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;mute_npc;]")
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table.insert(formspec, "tooltip[mute_npc;The NPC will no longer show his dialogs "..
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"when he is right-clicked. This is useful while you edit the NPC and don't "..
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"want players to see unfinished entries and/or quests.]")
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table.insert(formspec, "label[0.7,"..(h+0.45)..";Stop talking to other players while "..
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"I give you new orders.]")
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elseif(luaentity) then
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-- unmute the NPC
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table.insert(formspec, "button[0.5," .. h .. ";53.8,0.9;un_mute_npc;]")
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table.insert(formspec, "tooltip[un_mute_npc;The NPC will show his dialogs to other "..
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"players when he is right-clicked. This is the normal mode of operation. Choose "..
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"this when you are finished editing.]")
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table.insert(formspec, "label[0.7,"..(h+0.45)..";Talk to anyone who wants to talk to "..
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"you.]")
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end
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-- chat option: "That was all. I'm finished with giving you new orders. Remember them!"
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h = h + 1
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table.insert(formspec, "button_exit[0.5," .. h .. ";53.8,0.9;button_end_edit_mode;]")
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@ -3079,6 +3104,8 @@ function yl_speak_up.talk(self, clicker)
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end
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if not self.yl_speak_up or not self.yl_speak_up.talk or self.yl_speak_up.talk~=true then
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-- TODO: allow to enter edit mode; show a small formspec that this npc is busy
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return
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end
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