yl_speak_up/config.lua

222 lines
10 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
yl_speak_up.nametag_color_when_not_muted = "#00DDDD"
yl_speak_up.nametag_color_when_muted = "#FF00FF"
-- diffrent NPC may use diffrent models
-- IMPORTANT: If you want to support an NPC with a diffrent model, provide
-- an entry in this array! Else setting its skin will fail horribly.
yl_speak_up.mesh_data = {}
yl_speak_up.mesh_data["error"] = {
texture_index = 1,
can_show_wielded_items = false,
}
-- this model is used by mobs_npc
yl_speak_up.mesh_data["mobs_character.b3d"] = {
-- the first texture is the skin
texture_index = 1,
-- there is no support for capes or wielded items
can_show_wielded_items = false,
-- textures are applied directly
textures_to_skin = false,
animation = {
-- {x = start_frame, y = end_frame, collisionbox}
stand_still = {x = 0, y = 0, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
stand = {x = 0, y = 79, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
sit = {x = 81, y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}},
lay = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
walk = {x = 168, y = 187, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
mine = {x = 189, y = 198, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
walk_mine = {x = 200, y = 219, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
},
}
yl_speak_up.mesh_data["skinsdb_3d_armor_character_5.b3d"] = {
-- the second texture is the skin
texture_index = 2,
-- they can wear and show capes and wield items
can_show_wielded_items = true,
-- call textures2skin in order to convert the textures (wielded items)
textures_to_skin = true,
animation = {
-- {x = start_frame, y = end_frame, collisionbox}
stand_still = {x = 0, y = 0, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
stand = {x = 0, y = 79, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
sit = {x = 81, y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}},
lay = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
walk = {x = 168, y = 187, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
mine = {x = 189, y = 198, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
walk_mine = {x = 200, y = 219, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}},
},
}
yl_speak_up.mesh_data["mobs_sheep.b3d"] = {
texture_index = 1,
}
yl_speak_up.mesh_data["mobs_cow.b3d"] = {
texture_index = 1,
}
-- diffrent mob types may want to wear diffrent skins - even if they share the
-- same model/mesh
yl_speak_up.mob_skins = {}
-- some models support capes
yl_speak_up.mob_capes = {}
-- mobs_redo usually uses 64 x 32 textures:
yl_speak_up.mob_skins["mobs_npc:npc"] = {
"mobs_npc.png", "mobs_npc2.png", "mobs_npc3.png", "mobs_npc4.png", "mobs_npc_baby.png"}
yl_speak_up.mob_skins["mobs_npc:igor"] = {
"mobs_igor.png", "mobs_igor2.png", "mobs_igor3.png", "mobs_igor4.png",
"mobs_igor5.png", "mobs_igor6.png", "mobs_igor7.png", "mobs_igor8.png"}
yl_speak_up.mob_skins["mobs_npc:trader"] = {
"mobs_trader.png", "mobs_trader2.png", "mobs_trader3.png"}
yl_speak_up.mob_skins["mobs_animal:sheep_white"] = {
"mobs_sheep_base.png^(mobs_sheep_wool.png^[colorize:#abababc0)"}
yl_speak_up.mob_skins["mobs_animal:sheep_red"] = {
"mobs_sheep_base.png^(mobs_sheep_wool.png^[colorize:#ff0000a0)"}
yl_speak_up.mob_skins["mobs_animal:cow"] = {
"mobs_cow.png", "mobs_cow2.png"}
-- this here uses 64 x 64 textures:
yl_speak_up.mob_skins["yl_speak_up:human"] = {
"yl_speak_up_main_default.png"}
-- which capes can an NPC wear?
yl_speak_up.mob_capes["yl_speak_up:human"] = {
"yl_npc_cape_default.png"}
-- some mobs (in particular from mobs_redo) can switch between follow (their owner),
-- stand and walking when they're right-clicked; emulate this behaviour for NPC in
-- this list
yl_speak_up.emulate_orders_on_rightclick = {
"mobs_npc:npc", "mobs_npc:igor", "mobs_npc:trader",
"mobs_animal:sheep_white", "mobs_animal:sheep_red", "mobs_animal:cow"}
-- some properties from external NPC can be edited and changed (they have the self. prefix),
-- and it is possible to react to property changes with handlers;
-- key: name of the property (i.e. self.order);
-- value: function that reacts to attempts to change the property
-- For an example, see custom_functions_you_can_override.lua
yl_speak_up.custom_property_handler = {}
-- 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"
-- Where to store the logfiles for the individual NPC
yl_speak_up.log_path = "yl_speak_up_log"
-- Where shall information about the quests be stored?
yl_speak_up.quest_path = "yl_speak_up_quests"
-- 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
-- * set the name of the priv that allows to add, edit and change preconditions, actions and
-- effects listed in yl_speak_up.npc_priv_names in npc_privs.lua
-- * this also allows the player to use the "/npc_talk privs" command to assign these privs
-- to NPC
-- * it does *NOT* include the "precon_exec_lua" and "effect_exec_lua" priv - just
-- "effect_give_item", "effect_take_item" and "effect_move_player"
-- * default: "npc_talk_admin" (but can also be set to "npc_master" or "privs" if you want)
yl_speak_up.npc_privs_priv = "npc_talk_admin"
-- 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$TEXT$"