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196 lines
8.5 KiB
Lua
196 lines
8.5 KiB
Lua
-- Note: This config file is not intended to be edited directly.
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-- Like all my mods, it foremost provides an interface/api so
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-- that another mod (i.e. a server specific one written by you)
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-- can call functions here and do the settings.
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--
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-- That way you can update this mod easily and keep your settings
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-- in a seperate mod and even override functions there if you
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-- want.
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--
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-- So please use a seperate config mod!
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-- enable/disable the original staff-based editing
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-- Note: The staffs can only edit part of what the NPC can do. They can even break the NPC.
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-- Set this only if you need to force-mute an NPC or something like that.
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yl_speak_up.enable_staff_based_editing = true
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-- enable/disable special mobs in the yl_speak_up-namespace (mobs_redo based)
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yl_speak_up.enable_yl_mobs = true
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-- Do the NPCs talk right after they spawned?
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yl_speak_up.talk_after_spawn = true
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-- diffrent NPC may use diffrent models
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-- IMPORTANT: If you want to support an NPC with a diffrent model, provide
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-- an entry in this array! Else setting its skin will fail horribly.
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yl_speak_up.mesh_data = {}
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yl_speak_up.mesh_data["error"] = {
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texture_index = 1,
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can_show_wielded_items = false,
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}
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-- this model is used by mobs_npc
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yl_speak_up.mesh_data["mobs_character.b3d"] = {
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-- the first texture is the skin
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texture_index = 1,
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-- there is no support for capes or wielded items
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can_show_wielded_items = false,
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-- textures are applied directly
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textures_to_skin = false,
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}
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yl_speak_up.mesh_data["skinsdb_3d_armor_character_5.b3d"] = {
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-- the second texture is the skin
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texture_index = 2,
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-- they can wear and show capes and wield items
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can_show_wielded_items = true,
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-- call textures2skin in order to convert the textures (wielded items)
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textures_to_skin = true,
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}
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yl_speak_up.mesh_data["mobs_sheep.b3d"] = {
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texture_index = 1,
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}
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yl_speak_up.mesh_data["mobs_cow.b3d"] = {
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texture_index = 1,
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}
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-- diffrent mob types may want to wear diffrent skins - even if they share the
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-- same model/mesh
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yl_speak_up.mob_skins = {}
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-- some models support capes
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yl_speak_up.mob_capes = {}
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-- mobs_redo usually uses 64 x 32 textures:
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yl_speak_up.mob_skins["mobs_npc:npc"] = {
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"mobs_npc.png", "mobs_npc2.png", "mobs_npc3.png", "mobs_npc4.png", "mobs_npc_baby.png"}
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yl_speak_up.mob_skins["mobs_npc:igor"] = {
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"mobs_igor.png", "mobs_igor2.png", "mobs_igor3.png", "mobs_igor4.png",
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"mobs_igor5.png", "mobs_igor6.png", "mobs_igor7.png", "mobs_igor8.png"}
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yl_speak_up.mob_skins["mobs_npc:trader"] = {
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"mobs_trader.png", "mobs_trader2.png", "mobs_trader3.png"}
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yl_speak_up.mob_skins["mobs_animal:sheep_white"] = {
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"mobs_sheep_base.png^(mobs_sheep_wool.png^[colorize:#abababc0)"}
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yl_speak_up.mob_skins["mobs_animal:sheep_red"] = {
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"mobs_sheep_base.png^(mobs_sheep_wool.png^[colorize:#ff0000a0)"}
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yl_speak_up.mob_skins["mobs_animal:cow"] = {
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"mobs_cow.png", "mobs_cow2.png"}
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-- this here uses 64 x 64 textures:
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yl_speak_up.mob_skins["yl_speak_up:human"] = {
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"yl_speak_up_main_default.png"}
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-- which capes can an NPC wear?
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yl_speak_up.mob_capes["yl_speak_up:human"] = {
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"yl_npc_cape_default.png"}
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-- some mobs (in particular from mobs_redo) can switch between follow (their owner),
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-- stand and walking when they're right-clicked; emulate this behaviour for NPC in
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-- this list
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yl_speak_up.emulate_orders_on_rightclick = {
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"mobs_npc:npc", "mobs_npc:igor", "mobs_npc:trader",
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"mobs_animal:sheep_white", "mobs_animal:sheep_red", "mobs_animal:cow"}
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-- some properties from external NPC can be edited and changed (they have the self. prefix),
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-- and it is possible to react to property changes with handlers;
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-- key: name of the property (i.e. self.order);
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-- value: function that reacts to attempts to change the property
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-- For an example, see custom_functions_you_can_override.lua
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yl_speak_up.custom_property_handler = {}
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-- What shall we call the folder all the dialogs will reside in?
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yl_speak_up.path = "yl_speak_up_dialogs"
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-- What shall we call the folder all the inventories of the NPC will reside in?
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yl_speak_up.inventory_path = "yl_speak_up_inventories"
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-- Where shall player-specific varialbes (usually quest states) be stored?
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yl_speak_up.player_vars_save_file = "yl_speak_up_player_vars"
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-- Where to store the logfiles for the individual NPC
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yl_speak_up.log_path = "yl_speak_up_log"
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-- Where shall information about the quests be stored?
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yl_speak_up.quest_path = "yl_speak_up_quests"
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-- amount of time in seconds that has to have passed before the above file will be saved again
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-- (more time can pass if no variable is changed)
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yl_speak_up.player_vars_min_save_time = 60
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-- An option may be choosen automaticly without the player having to click if all of its
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-- preconditions are true and the mode is set to automatic. Now, if the choosen target
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-- dialog has an option that also uses this automatic mode, infinite loops might be
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-- created. This option exists to avoid them. Any small value will do.
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yl_speak_up.max_allowed_recursion_depth = 5
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-- Texts
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yl_speak_up.message_button_option_exit = "Farewell!"
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yl_speak_up.message_button_option_prerequisites_not_met_default = "Locked answer"
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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"
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yl_speak_up.text_new_dialog_id = "New dialog"
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yl_speak_up.text_new_option_id = "New option"
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yl_speak_up.text_new_prerequisite_id = "New prerequisite"
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yl_speak_up.text_new_result_id = "New result"
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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"
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yl_speak_up.infotext = "Rightclick to talk"
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-- how many buttons will be shown simultaneously without having to scroll?
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yl_speak_up.max_number_of_buttons = 7
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-- how many buttons can be added to one dialog?
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yl_speak_up.max_number_of_options_per_dialog = 15
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-- how many rows and cols shall be used for the trade overview list?
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yl_speak_up.trade_max_rows = 10
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yl_speak_up.trade_max_cols = 12
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-- how many prerequirements can the player define per dialog option?
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yl_speak_up.max_prerequirements = 12
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-- how many actions can there be per dialog option?
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-- for now, more than one doesn't make sense
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yl_speak_up.max_actions = 1
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-- how many effects can the player define per dialog option?
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yl_speak_up.max_result_effects = 6
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-- these blacklists forbid NPC to use effects on blocks; format:
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-- yl_speak_up.blacklist_effect_on_block_interact[ node_name ] = true
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-- forbids all interactions;
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-- use this if a node isn't prepared for a type of interaction with
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-- an NPC and cannot be changed easily;
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-- Example: yl_speak_up.blacklist_effect_on_block_right_click["default:chest"] = true
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yl_speak_up.blacklist_effect_on_block_interact = {}
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yl_speak_up.blacklist_effect_on_block_place = {}
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yl_speak_up.blacklist_effect_on_block_dig = {}
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yl_speak_up.blacklist_effect_on_block_punch = {}
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yl_speak_up.blacklist_effect_on_block_right_click = {}
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-- taking something out of the inventory of a block or putting something in
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yl_speak_up.blacklist_effect_on_block_put = {}
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yl_speak_up.blacklist_effect_on_block_take = {}
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-- If some items are for some reasons not at all acceptable as quest items,
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-- blacklist them here. The data structure is the same as for the tables above.
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yl_speak_up.blacklist_action_quest_item = {}
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-- NPC can send a message to all players as an effect;
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-- this text will be put in front of this message so that you and your players
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-- know that it originated from an NPC (just make sure this returns a string)
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yl_speak_up.chat_all_prefix = minetest.colorize("#0000FF", "[NPC] ")
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-- the NPC will use this color when sending a chat message
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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 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 later and we may talk again.\n$TEXT$"
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