-- if player has npc_talk_owner priv AND is owner of this particular npc: -- chat option: "I am your owner. I have new orders for you. -- -> enters edit mode -- when edit_mode has been enabled, the following chat options are added to the options: -- chat option: "Add new answer/option to this dialog." -- -> adds a new aswer/option -- chat option: "That was all. I'm finished with giving you new orders. Remember them!" -- -> ends edit mode -- (happens in fs/fs_talkdialog_in_edit_mode.lua) -- store if the player is editing a particular NPC; format: yl_speak_up.edit_mode[pname] = npc_id yl_speak_up.edit_mode = {} -- changes applied in edit_mode are applied immediately - but not immediately stored to disk -- (this gives the players a chance to back off in case of unwanted changes) yl_speak_up.npc_was_changed = {} -- is the player in edit mode? yl_speak_up.in_edit_mode = function(pname) return pname and yl_speak_up.edit_mode[pname] and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id) end -- reset edit_mode when stopping to talk to an NPC local old_reset_vars_for_player = yl_speak_up.reset_vars_for_player yl_speak_up.reset_vars_for_player = function(pname, reset_fs_version) yl_speak_up.edit_mode[pname] = nil old_reset_vars_for_player(pname, reset_fs_version) end -- make sure generic dialogs are never included in edit_mode (because in edit mode we want to -- edit this particular NPC without generic parts) local old_load_dialog = yl_speak_up.load_dialog yl_speak_up.load_dialog = function(n_id, player) -- returns the saved dialog if(player and yl_speak_up.in_edit_mode(player:get_player_name())) then return old_load_dialog(n_id, false) end return old_load_dialog(n_id, player) end local modname = minetest.get_current_modname() -- TODO: adjust to new mod name and paths local modpath = minetest.get_modpath(modname)..DIR_DELIM.."editor"..DIR_DELIM -- this is a way to provide additional help if a mod adds further commands (like the editor) yl_speak_up.add_to_command_help_text = yl_speak_up.add_to_command_help_text.. "\nAdditional commands provided by "..tostring(modname)..":\n".. " force_edit forces edit mode for any NPC you talk to\n" -- overrides of functions fo fs/fs_talkdialog.lua when in edit_mode (or for entering/leaving it) dofile(modpath .. "fs/fs_talkdialog_edit_mode.lua") -- edit preconditions (can be reached through edit options dialog) dofile(modpath .. "fs/fs_edit_preconditions.lua") -- edit actions (can be reached through edit options dialog) dofile(modpath .. "fs/fs_edit_actions.lua") -- edit effects (can be reached through edit options dialog) dofile(modpath .. "fs/fs_edit_effects.lua") -- edit options dialog (detailed configuration of options in edit mode) dofile(modpath .. "fs/fs_edit_options_dialog.lua") -- the player wants to change something regarding the dialog dofile(modpath .. "edit_mode_apply_changes.lua") -- -- logging and showing the log -- dofile(modpath .. "api/api_logging.lua") -- dofile(modpath .. "fs/fs_show_log.lua") -- -- players *and* npc need privs for certain things; this here handles the NPC side of things -- dofile(modpath .. "npc_privs.lua") -- -- add generic dialogs -- dofile(modpath .. "add_generic_dialogs.lua") -- -- handle on_player_receive_fields and showing of formspecs -- dofile(modpath .. "show_fs.lua") -- handle page changes and asking for saving when in edit mode: dofile(modpath .. "show_fs_in_edit_mode.lua") -- -- general decoration part for main formspec, trade window etc. -- dofile(modpath .. "api/api_decorated.lua") -- -- the formspec and input handling for the main dialog -- dofile(modpath .. "api/api_talk.lua") -- dofile(modpath .. "fs/fs_talkdialog.lua") -- ask if the player wants to save, discard or go back in edit mode dofile(modpath .. "fs/fs_save_or_discard_or_back.lua") -- the player wants to change something regarding the dialog dofile(modpath .. "edit_mode_apply_changes.lua") -- -- -- As the name says: a collection of custom functions that you can -- -- override on your server or in your game to suit your needs; -- -- Note: No special privs are needed to call custom functions. But... -- -- of course you can change them only if you have access to -- -- the server's file system or can execute lua code. -- -- Note: Please do not edit this file. Instead, create and edit the -- -- file "local_server_do_on_reload.lua"! -- dofile(modpath .. "api/custom_functions_you_can_override.lua") -- -- assign a quest step to a dialog option/answer dofile(modpath .. "fs/fs_assign_quest_step.lua") -- -- -- execute preconditions, actions and effects -- dofile(modpath .. "exec_eval_preconditions.lua") -- dofile(modpath .. "exec_actions.lua") -- dofile(modpath .. "exec_apply_effects.lua") -- in edit_mode we need a more complex reaction to inventory changes dofile(modpath .. "exec_actions_action_inv_changed.lua") -- in edit_mode: effects are not executed dofile(modpath .. "exec_all_relevant_effects.lua") -- some helper functions for formatting text for a formspec talbe dofile(modpath .. "print_as_table.lua") -- -- create i.e. a dropdown list of player names -- dofile(modpath .. "api/formspec_helpers.lua") -- handle alternate text for dialogs dofile(modpath .. "api/api_alternate_text.lua") -- helpful for debugging the content of the created dialog structure dofile(modpath .. "fs/fs_show_what_points_to_this_dialog.lua") -- -- debugging - extended information about what (your own) NPC does -- dofile(modpath .. "npc_talk_debug.lua") -- -- execute lua code directly (preconditions and effects) - requires priv -- dofile(modpath .. "eval_and_execute_function.lua") -- common functions for editing preconditions and effects dofile(modpath .. "api/fs_edit_general.lua") -- edit preconditions (can be reached through edit options dialog) dofile(modpath .. "fs/fs_edit_preconditions.lua") -- edit actions (can be reached through edit options dialog) dofile(modpath .. "fs/fs_edit_actions.lua") -- edit effects (can be reached through edit options dialog) dofile(modpath .. "fs/fs_edit_effects.lua") -- edit options dialog (detailed configuration of options in edit mode) dofile(modpath .. "fs/fs_edit_options_dialog.lua") -- -- set name, description and owner (owner only with npc_talk_master priv) -- dofile(modpath .. "fs/fs_initial_config.lua") dofile(modpath .. "fs/fs_initial_config_in_edit_mode.lua") -- -- inspect and accept items the player gave to the NPC -- dofile(modpath .. "fs/fs_player_offers_item.lua") -- -- inventory management, trading and handling of quest items: -- dofile(modpath .. "api/api_inventory.lua") -- dofile(modpath .. "fs/fs_inventory.lua") -- -- limit how much the NPC shall buy and sell -- dofile(modpath .. "api/api_trade.lua") -- dofile(modpath .. "fs/fs_trade_limit.lua") -- dofile(modpath .. "fs/fs_edit_trade_limit.lua") -- -- trade one item(stack) against one other item(stack) -- dofile(modpath .. "api/api_trade_inv.lua") dofile(modpath .. "trade_in_edit_mode.lua") dofile(modpath .. "fs/fs_add_trade_simple_in_edit_mode.lua") -- dofile(modpath .. "fs/fs_do_trade_simple.lua") -- handle back button diffrently when editing a trade as an action: dofile(modpath .. "fs/fs_do_trade_simple_in_edit_mode.lua") -- dofile(modpath .. "fs/fs_add_trade_simple.lua") -- -- just click on a button to buy items from the trade list -- dofile(modpath .. "fs/fs_trade_via_buy_button.lua") -- -- easily accessible list of all trades the NPC offers -- dofile(modpath .. "fs/fs_trade_list.lua") -- as the name says: list which npc acesses a variable how and in which context dofile(modpath .. "fs/fs_get_list_of_usage_of_variable.lua") -- show which values are stored for which player in a quest variable dofile(modpath .. "fs/fs_show_all_var_values.lua") -- manage quest variables: add, delete, manage access rights etc. dofile(modpath .. "fs/fs_manage_variables.lua") -- -- handle variables for quests for player-owned NPC -- dofile(modpath .. "quest_api.lua") -- GUI for adding/editing quests dofile(modpath .. "fs/fs_manage_quests.lua") -- -- GUI for adding/editing quest steps for the quests dofile(modpath .. "api/api_quest_steps.lua") dofile(modpath .. "fs/fs_manage_quest_steps.lua") -- used by the above dofile(modpath .. "fs/fs_add_quest_steps.lua") -- -- setting skin, wielded item etc. -- dofile(modpath .. "old_staff_tool_compatibility.lua") -- dofile(modpath .. "api/api_fashion.lua") dofile(modpath .. "fs/fs_fashion.lua") dofile(modpath .. "fs/fs_fashion_extended.lua") -- -- properties for NPC without specific dialogs that want to make use of -- -- some generic dialogs -- dofile(modpath .. "api/api_properties.lua") dofile(modpath .. "fs/fs_properties.lua") -- -- the main functionality of the mod -- dofile(modpath .. "functions.lua") -- /npc_talk force_edit (when talking to an NPC in the normal way fails): dofile(modpath .. "command_force_edit_mode.lua") -- add the force_edit option to the chat commands dofile(modpath .. "chat_commands_in_edit_mode.lua") -- -- implementation of the chat commands registered in register_once.lua: -- dofile(modpath .. "chat_commands.lua") -- creating and maintaining quests dofile(modpath .. "fs/fs_quest_gui.lua") -- export dialog for cut&paste in .json format dofile(modpath .. "fs/fs_export.lua") -- take notes regarding what the NPC is for dofile(modpath .. "fs/fs_notes.lua") -- -- -- show a list of all NPC the player can edit -- dofile(modpath .. "api/api_npc_list.lua") -- dofile(modpath .. "fs/fs_npc_list.lua") -- -- -- some general functions that are useful for mobs_redo -- -- (react to right-click, nametag color etc.) -- -- only gets loaded if mobs_redo (mobs) exists as mod -- dofile(modpath .. "interface_mobs_api.lua") -- -- -- functions and overrides for edit mode -- dofile(modpath .. "edit_mode.lua") --