Cleanup: moved relationships into own file.
Moved trading and pricing code to another folder, separate files. NPC: Added further inventory functionality. Trading: Added price data structure, which allows for setting prices for items. Also includes some default definitions.
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14
dialogue.lua
14
dialogue.lua
@ -116,14 +116,14 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase, favorite_items
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for i = 1, 2 do
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result.hints[i] = {}
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result.hints[i].text =
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npc.get_hint_for_favorite_item(favorite_items["fav"..tostring(i)], sex, phase)
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npc.relationships.get_hint_for_favorite_item(favorite_items["fav"..tostring(i)], sex, phase)
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end
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-- Disliked items
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for i = 3, 4 do
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result.hints[i] = {}
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result.hints[i].text =
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npc.get_hint_for_disliked_item(disliked_items["dis"..tostring(i-2)], sex)
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npc.relationships.get_hint_for_disliked_item(disliked_items["dis"..tostring(i-2)], sex)
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end
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return result
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@ -137,9 +137,9 @@ function npc.dialogue.start_dialogue(self, player, show_married_dialogue)
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local dialogue = {}
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-- Construct dialogue for marriage
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if npc.get_relationship_phase(self, player:get_player_name()) == "phase6"
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if npc.relationships.get_relationship_phase(self, player:get_player_name()) == "phase6"
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and show_married_dialogue == true then
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dialogue = npc.MARRIED_NPC_DIALOGUE
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dialogue = npc.relationships.MARRIED_NPC_DIALOGUE
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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return
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end
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@ -251,10 +251,12 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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elseif player_response.options[i].action_type == "function" then
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-- Execute function - get it directly from definition
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-- Find NPC relationship phase with player
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local phase = npc.get_relationship_phase(player_response.npc, player_name)
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local phase =
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npc.relationships.get_relationship_phase(player_response.npc, player_name)
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-- Check if NPC is married and the married NPC dialogue should be shown
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if phase == "phase6" and player_response.is_married_dialogue == true then
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npc.MARRIED_NPC_DIALOGUE.responses[player_response.options[i].response_id]
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npc.relationships.MARRIED_NPC_DIALOGUE
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player)
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else
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-- Get dialogues for sex and phase
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