yl_speak_up/README.md
2021-07-17 15:04:50 +02:00

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Markdown

This mod allows to set RPG-like texts for NPC where the NPC "says" something
to the player and the player can reply with a selection of given replies -
which most of the time lead to the next dialog.
Terminology
===========
dialog A text said by the NPC, with diffrent replys the player can
select from.
option A reply/answer to the text the NPC said.
precondition/ All listed preconditions have to be true in order for the NPC
prerequirement to offer this option.
action An action the player may (or may not) take, i.e. trading,
taking an item from the NPC, giving the NPC something, entering
the right password etc.
effect/result Further effects (like setting variables, handing out items)
that take place after the action was successful.
alternate text Text shown instead of the normal dialog text.
How to configure NPC and add dialogs
====================================
There are two ways:
1. Just talk to them and click on the "I am your owner"-Dialog. This opens up
a menu where you can edit most things.
2. Use /giveme to get the staff you want, wield the staff and point it at the
NPC you want to change. This is much more powerful. Lua code can be
entered and later executed by the NPC.
Hint: The command "/npc_talk_debug <npc_id>" allows you to get debug
information regarding preconditions and effects. You can turn it
off with "/npc_talk_debug off". The NPC ID can be seen in the
setup dialog for preconditions and effects.
The privs
=========
npc_talk_owner will allow players to edit their *own* NPC by talking to them.
Does *not* include usage of the staffs!
Ought to be given to all players.
npc_talk_master allows players to edit *any* NPC supported by this mod.
Does *not* include usage of the staffs!
Ought to be given to selected trusted players who want to
help others with their NPC configuration and/or support
NPCs owned by the server.
npc_master allows players to edit *any* NPC supported by this mod.
*Does* include usage of the staffs.
This is very powerful and allows to enter and execute lua
code without restrictions.
Only grant this to staff members you really trust.
Tools
=====
There are diffrent staffs for diffrent functionality:
Staff of.. does:
..I-said-so edit what the NPC says (extremly powerful)
..shut-up mute the NPC
..dawai-dawai un-mute the NPC
..game-over remove the NPC (but not its data)
..fashion change skin etc.
Be careful: With the staffs, you can add more than one result of the type
"dialog" - which will confuse the NPC and lead to unexpected results. Use
the staffs only with care!
Mute
====
When you edit an NPC, you might want to stop it from talking to other players
and spoiling unifinished texts/options to the player.
For this case, the NPC can be muted. This works either with the staff or by
selecting the appropriate option in the talk menu after having started edit
mode by claiming to be the NPC's owner.
Skin
====
The skin and what the NPC wields can be changed via the "Edit Skin" button.
Simple variables
================
If you want to let your NPC greet the player by name, you can do so. Some
variables/texts are replaced appropriately in the text the NPC says and
the player can reply:
$MY_NAME$ will be replaced by the name of the NPC
$NPC_NAME$ same as above
$OWNER_NAME$ will be replaced by the name of the owner of the NPC
$PLAYER_NAME$ will be replaced by the name of the player talking to the NPC
$GOOD_DAY$ will be replaced by "Good morning", "Good afternoon" or
"Good evening" - depending on the ingame time of day
$good_DAY$ same as above, but starts with a lowercase letter (i.e.
"good morning")
Note: If you want to extend this, you can do the following in your own mod:
local old_function = yl_speak_up.replace_vars_in_text
yl_speak_up.replace_vars_in_text = function(text, dialog, pname)
-- do not forget to call the old function
text = old_function(text, dialog, pname)
-- do your own replacements
text = string.gsub(text, "$TEXT_TO_REPLACE$", "new text")
-- do not forget to return the new text
return text
end
The replacements will not be applied in edit mode.
Trading (simple)
================
The NPC can trade item(stacks) with other players.
Only undammaged items can be traded.
Items that contain metadata (i.e. written books, petz, ..) cannot be traded.
Dammaged items and items containing metadata cannot be given to the NPC.
Trades can either be attached to dialog options (and show up as results there)
via the edit options dialog or just be trades that are shown in a trade list.
The trade list can be accessed from the NPC's inventory.
Trades cannot be added with the staffs.
If there are trades that ought to show up in the general trade list (i.e. not
only be attached to dialog options), then a button "Let's trade" will be shown
as option for the first dialog.
Trades that are attached to the trade list (and not dialog options) can be
added and deleted without entering edit mode ("I am your owner. ...").
If unsure where to put your trades: If your NPC wants to tell players a story
about what he sells (or if it is i.e. a barkeeper), put your trades in the
options of dialogs. If you just want to sell surplus items to other players
and have the NPC act like a shop, then use the trade list.
Quest items
===========
Quest items can be *created* to some degree as part of the *action* of an
*option* through the edit options menu.
MineTest does not allow to create truely new items on a running server on
the fly. What can be done is giving specific items (i.e. *that* one apple,
*that* piece of paper, *that* stack of wood, ..) a new description that
makes it diffrent from all other items of the same type (i.e. all other
apples).
A new description alone may also be set by the player with the engraving
table (provided that mod is installed):
https://forum.minetest.net/viewtopic.php?t=17482
In order to distinguish items created by your NPC and those created through
the engraving table or other mods, you can set a special ID. That ID will
also contain the name of the player to which the NPC gave the item. Thus,
players can't just take the quest items of other players from their bones
and solve quests that way.
The actions *npc_gives* and *npc_wants* are responsible for handling of
quest items. They can of course also handle regular items.
If an NPC creates a special quest item for a player in the *npc_gives*
action, it takes the item out of its inventory from a stack of ordinary
items of that type and applies the necessary modifications (change
description, set special quest ID, set information which player got it).
If the NPC gets such a quest item in an *npc_wants* action, it will check
the given parameters. If all is correct, it will strip those special
parameters from the item, call the action a success and store the item
in its inventory without wasting space (the item will likely stack if it
is *not* a quest item).
Entering Passwords
==================
Another useful method for quests is the *text_input* action. It allows the
NPC to ask for a passwort or the answer to a question the NPC just asked.
The player's answer is checked against the *expected answer* that you give
when you set up this action.
Custom Preconditions, Actions and Effects
=========================================
You can define custom actions and provide a parameter. The function
yl_speak_up.get_fs_action_custom(player, param)
gets called when such a function is executed and ought to return a formspec.
Input ought to be sent to the function
yl_speak_up.input_fs_action_custom(player, formname, fields)
which acts as an example of what you need to take care of in your own
implementation of this function.
You can also define custom preconditions and effects. For more information,
take a look at
custrom_functions_you_can_override.lua
In order to add custom functions, you need to be able to edit that file or
execute Lua code on the server.
Alternate Text
==============
Sometimes you may encounter a situation where your NPC ought to answer to
several questions and the player likely wanting an answer to each. In such
a situation, you might create a dialog text for each possible option/answer
and add an option to each of these new dialogs like "I have more questions.".
That is sometimes impractical. Therefore, you can add alternate texts.
These alternate texts can be shown instead of the normal dialog text when the
player selected an option/answer. Further alternate texts can be shown if
the action (provided there is one defined for the option) or an effect failed.
The alternate text will override the text of the dialog (what the NPC says)
but offer the same options/answers as the dialog normally would.
Alternate texts can be converted to normal dialogs, and normal dialogs can
vice versa be converted to alternate texts if only one option/answer points
to them.