Dialogues: added support for custom functions on multi-option dialogues.
Data: dialogues are now Lua tables indexed by numbers
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parent
e89cd1e18d
commit
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48
dialogue.lua
48
dialogue.lua
@ -20,7 +20,7 @@ npc.dialogue.dialogue_results = {
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--------------------------------------------------------------------
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--------------------------------------------------------------------
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-- Creates and shows a multi-option dialogue based on the number of responses
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-- Creates and shows a multi-option dialogue based on the number of responses
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-- that the dialogue object contains
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-- that the dialogue object contains
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function npc.dialogue.show_options_dialogue(responses, dismiss_option_label, player_name)
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function npc.dialogue.show_options_dialogue(self, responses, dismiss_option_label, player_name)
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local options_length = table.getn(responses) + 1
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local options_length = table.getn(responses) + 1
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local formspec_height = (options_length * 0.7) + 0.7
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local formspec_height = (options_length * 0.7) + 0.7
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local formspec = "size[7,"..tostring(formspec_height).."]"
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local formspec = "size[7,"..tostring(formspec_height).."]"
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@ -36,6 +36,7 @@ function npc.dialogue.show_options_dialogue(responses, dismiss_option_label, pla
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-- Create entry on options_dialogue table
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-- Create entry on options_dialogue table
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npc.dialogue.dialogue_results.options_dialogue[player_name] = {
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npc.dialogue.dialogue_results.options_dialogue[player_name] = {
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npc = self,
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options = responses
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options = responses
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}
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}
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@ -78,8 +79,28 @@ function npc.dialogue.select_random_dialogues_for_npc(sex, phase)
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-- Determine how many dialogue lines the NPC will have
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-- Determine how many dialogue lines the NPC will have
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local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
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local number_of_dialogues = math.random(npc.dialogue.MIN_DIALOGUES, npc.dialogue.MAX_DIALOGUES)
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minetest.log("Dialogues by string: "..dump(dialogues["1"]))
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minetest.log("Dialogues by int: "..dump(dialogues[1]))
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minetest.log("Dialogues: "..dump(dialogues))
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for i = 1,number_of_dialogues do
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for i = 1,number_of_dialogues do
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result[i] = dialogues[math.random(1, #dialogues)]
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local dialogue_id = math.random(1, #dialogues)
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result[i] = dialogues[dialogue_id]
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-- Check if this particular dialogue has responses
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if result[i].responses then
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-- Check each response to see if they have action_type == "function".
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-- This way the indices for this particular response will be stored
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-- and the function can be retrieved for execution later.
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for key,value in ipairs(result[i].responses) do
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if value.action_type == "function" then
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result[i].responses[key].dialogue_id = dialogue_id
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result[i].responses[key].response_id = key
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minetest.log("Storing dialogue and response id: "..dump(result[i].responses[key]))
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end
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end
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end
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end
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end
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return result
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return result
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@ -90,12 +111,12 @@ end
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function npc.dialogue.start_dialogue(self, player)
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function npc.dialogue.start_dialogue(self, player)
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-- Choose a dialogue randomly
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-- Choose a dialogue randomly
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local dialogue = self.dialogues[math.random(1, #self.dialogues)]
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local dialogue = self.dialogues[math.random(1, #self.dialogues)]
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npc.dialogue.process_dialogue(dialogue, player:get_player_name())
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npc.dialogue.process_dialogue(self, dialogue, player:get_player_name())
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end
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end
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-- This function processes a dialogue object and performs
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-- This function processes a dialogue object and performs
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-- actions depending on what is defined in the object
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-- actions depending on what is defined in the object
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function npc.dialogue.process_dialogue(dialogue, player_name)
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function npc.dialogue.process_dialogue(self, dialogue, player_name)
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-- Send dialogue line
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-- Send dialogue line
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if dialogue.text then
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if dialogue.text then
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minetest.chat_send_player(player_name, dialogue.text)
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minetest.chat_send_player(player_name, dialogue.text)
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@ -104,6 +125,7 @@ function npc.dialogue.process_dialogue(dialogue, player_name)
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-- Check if there are responses, then show multi-option dialogue if there are
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-- Check if there are responses, then show multi-option dialogue if there are
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if dialogue.responses then
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if dialogue.responses then
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npc.dialogue.show_options_dialogue(
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npc.dialogue.show_options_dialogue(
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self,
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dialogue.responses,
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dialogue.responses,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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npc.dialogue.NEGATIVE_ANSWER_LABEL,
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player_name
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player_name
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@ -185,9 +207,23 @@ minetest.register_on_player_receive_fields(function (player, formname, fields)
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-- Process dialogue object
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-- Process dialogue object
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npc.dialogue.process_dialogue(player_response.options[i].action, player_name)
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npc.dialogue.process_dialogue(player_response.options[i].action, player_name)
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elseif player_response.options[i].action_type == "function" then
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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 = nil
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for i = 1, #player_response.npc.relationships do
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if player_name == player_response.npc.relationships[i].name then
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phase = player_response.npc.relationships[i].phase
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break
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end
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end
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-- Get dialogues for sex and phase
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local dialogues = npc.data.DIALOGUES[player_response.npc.sex][phase]
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-- Execute function
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-- Execute function
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-- Bug: for some reason function is null
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dialogues[player_response.options[i].dialogue_id]
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player_response.options[i].action()
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.responses[player_response.options[i].response_id]
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.action(player_response.npc, player_name)
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end
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end
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return
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return
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end
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end
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@ -11,40 +11,40 @@ npc.data.DIALOGUES = {
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-- Female dialogue options defined by phase
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-- Female dialogue options defined by phase
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-- Phase 1
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-- Phase 1
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npc.data.DIALOGUES.female["phase1"] = {
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npc.data.DIALOGUES.female["phase1"] = {
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{
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[1] = {
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text = "Hello there!"
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text = "Hello there!"
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},
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},
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{
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[2] = {
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text = "How are you doing?"
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text = "How are you doing?"
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},
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},
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{
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[3] = {
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text = "Hey, I haven't seen you before!"
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text = "Hey, I haven't seen you before!"
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},
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},
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{
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[4] = {
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text = "Just another day..."
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text = "Just another day..."
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},
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},
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{
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[5] = {
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text = "The weather is nice today"
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text = "The weather is nice today"
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},
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},
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{
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[6] = {
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text = "Hello! Have you been to the sea?",
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text = "Hello! Have you been to the sea?",
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responses = {
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responses = {
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{
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[1] = {
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text = "No, never before",
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text = "No, never before",
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action_type = "function",
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action_type = "function",
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action = function(player_name, item)
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action = function(self, player_name)
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minetest.chat_send_player(player_name, "Oh, never? How come! You should."..
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minetest.chat_send_player(player_name, "Oh, never? How come! You should."..
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"\nHere, take this. It will guide you to the sea...")
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"\nHere, take this. It will guide you to the sea...")
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end
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end
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},
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},
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{
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[2] = {
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text = "Yes, sure",
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text = "Yes, sure",
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action_type = "dialogue",
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action_type = "dialogue",
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action = {
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action = {
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text = "It's so beautiful, and big, and large, and infinite, and..."
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text = "It's so beautiful, and big, and large, and infinite, and..."
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}
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}
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},
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},
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{
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[3] = {
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text = "Of course! And to all the seas in the world!",
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text = "Of course! And to all the seas in the world!",
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action_type = "dialogue",
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action_type = "dialogue",
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action = {
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action = {
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@ -58,39 +58,39 @@ npc.data.DIALOGUES.female["phase1"] = {
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-- Male dialogue options defined by phase
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-- Male dialogue options defined by phase
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-- Phase 1
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-- Phase 1
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npc.data.DIALOGUES.male["phase1"] = {
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npc.data.DIALOGUES.male["phase1"] = {
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{
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[1] = {
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text = "Hello!"
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text = "Hello!"
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},
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},
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{
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[2] = {
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text = "Welcome to our village, stranger."
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text = "Welcome to our village, stranger."
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},
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},
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{
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[3] = {
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text = "Just a great day to go to the woods..."
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text = "Just a great day to go to the woods..."
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},
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},
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{
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[4] = {
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text = "Bah, stone! Useless stuff."
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text = "Bah, stone! Useless stuff."
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},
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},
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{
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[5] = {
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text = "What do you think of this weather?"
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text = "What do you think of this weather?"
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},
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},
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{
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[6] = {
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text = "Hello! Have you been to the sea?",
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text = "Hello! Have you been to the sea?",
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responses = {
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responses = {
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{
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[1] = {
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text = "No, never before",
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text = "No, never before",
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action_type = "function",
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action_type = "function",
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action = function(player_name, item)
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action = function(npc, player_name)
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minetest.chat_send_player(player_name, "Then you are not worth my time.")
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minetest.chat_send_player(player_name, "Then you are not worth my time.")
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end
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end
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},
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},
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{
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[2] = {
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text = "Yes, sure",
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text = "Yes, sure",
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action_type = "dialogue",
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action_type = "dialogue",
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action = {
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action = {
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text = "Then you should appreciate it as a great pirate of the seven seas do!"
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text = "Then you should appreciate it as a great pirate of the seven seas do!"
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}
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}
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},
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},
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{
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[3] = {
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text = "Of course! And to all the seas in the world!",
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text = "Of course! And to all the seas in the world!",
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action_type = "dialogue",
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action_type = "dialogue",
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action = {
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action = {
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