yl_speak_up/config.lua
2022-04-11 22:17:07 +02:00

103 lines
5.0 KiB
Lua

-- Note: This config file is not intended to be edited directly.
-- Like all my mods, it foremost provides an interface/api so
-- that another mod (i.e. a server specific one written by you)
-- can call functions here and do the settings.
--
-- That way you can update this mod easily and keep your settings
-- in a seperate mod and even override functions there if you
-- want.
--
-- So please use a seperate config mod!
-- Do the NPCs talk right after they spawned?
yl_speak_up.talk_after_spawn = true
-- What shall we call the folder all the dialogs will reside in?
yl_speak_up.path = "yl_speak_up_dialogs"
-- What shall we call the folder all the inventories of the NPC will reside in?
yl_speak_up.inventory_path = "yl_speak_up_inventories"
-- Where shall player-specific varialbes (usually quest states) be stored?
yl_speak_up.player_vars_save_file = "yl_speak_up_player_vars"
-- amount of time in seconds that has to have passed before the above file will be saved again
-- (more time can pass if no variable is changed)
yl_speak_up.player_vars_min_save_time = 60
-- An option may be choosen automaticly without the player having to click if all of its
-- preconditions are true and the mode is set to automatic. Now, if the choosen target
-- dialog has an option that also uses this automatic mode, infinite loops might be
-- created. This option exists to avoid them. Any small value will do.
yl_speak_up.max_allowed_recursion_depth = 5
-- Texts
yl_speak_up.message_button_option_exit = "Farewell!"
yl_speak_up.message_button_option_prerequisites_not_met_default = "Locked answer"
yl_speak_up.message_tool_taken_because_of_lacking_priv = "We took the tool from you and logged this event. You used an admin item while lacking the neccessary priv npc_master"
yl_speak_up.text_new_dialog_id = "New dialog"
yl_speak_up.text_new_option_id = "New option"
yl_speak_up.text_new_prerequisite_id = "New prerequisite"
yl_speak_up.text_new_result_id = "New result"
yl_speak_up.text_version_warning = "You are using an outdated Minetest version!\nI will have a hard time talking to you properly, but I will try my best.\nYou can help me by upgrading to at least 5.3.0!\nGet it at https://minetest.net/downloads"
yl_speak_up.infotext = "Rightclick to talk"
-- how many buttons will be shown simultaneously without having to scroll?
yl_speak_up.max_number_of_buttons = 7
-- how many buttons can be added to one dialog?
yl_speak_up.max_number_of_options_per_dialog = 15
-- how many rows and cols shall be used for the trade overview list?
yl_speak_up.trade_max_rows = 10
yl_speak_up.trade_max_cols = 12
-- how many prerequirements can the player define per dialog option?
yl_speak_up.max_prerequirements = 12
-- how many actions can there be per dialog option?
-- for now, more than one doesn't make sense
yl_speak_up.max_actions = 1
-- how many effects can the player define per dialog option?
yl_speak_up.max_result_effects = 6
-- these blacklists forbid NPC to use effects on blocks; format:
-- yl_speak_up.blacklist_effect_on_block_interact[ node_name ] = true
-- forbids all interactions;
-- use this if a node isn't prepared for a type of interaction with
-- an NPC and cannot be changed easily;
-- Example: yl_speak_up.blacklist_effect_on_block_right_click["default:chest"] = true
yl_speak_up.blacklist_effect_on_block_interact = {}
yl_speak_up.blacklist_effect_on_block_place = {}
yl_speak_up.blacklist_effect_on_block_dig = {}
yl_speak_up.blacklist_effect_on_block_punch = {}
yl_speak_up.blacklist_effect_on_block_right_click = {}
-- taking something out of the inventory of a block or putting something in
yl_speak_up.blacklist_effect_on_block_put = {}
yl_speak_up.blacklist_effect_on_block_take = {}
-- If some items are for some reasons not at all acceptable as quest items,
-- blacklist them here. The data structure is the same as for the tables above.
yl_speak_up.blacklist_action_quest_item = {}
-- NPC can send a message to all players as an effect;
-- this text will be put in front of this message so that you and your players
-- know that it originated from an NPC (just make sure this returns a string)
yl_speak_up.chat_all_prefix = minetest.colorize("#0000FF", "[NPC] ")
-- the NPC will use this color when sending a chat message
yl_speak_up.chat_all_color = "#AAAAFF"
-- it's possible to prevent players from trying actions (i.e. npc_gives, text_input, ..) too often;
-- if no special text is set, this one will be shown (tab "Limit guessing:" in edit options menu)
yl_speak_up.standard_text_if_action_failed_too_often = "You have tried so many times. I'm tired! "..
"Come back when you really know the answer - but not too soon.\n $TEXT$"
-- it's also possible to prevent players from successfully executing actions too often (after all the
-- quest items are created from the finite NPC's inventory); this is the standard text that will be
-- shown by default (tab "Limit repeating:" in edit options menu)
yl_speak_up.standard_text_if_action_repeated_too_soon = "I don't have infinite ressources. If you lost "..
"something I gave you - come back later and we may talk again.\n$TEXT$"