4c102a70a4
Most spawner functions can now be called without giving a plotmarker. Move scanning functions to places.lua. Places: Cleanup and add more area-scanning functions. Schedules: Bugfix where schedules weren't being executed due to wrong "end" order in the do_custom() function. Data: Moved random data to "data" folder. Textures: Add 14 male textures and 10 female textures. Occupations: Small tweaks to "default_basic" occupation.
127 lines
3.6 KiB
Lua
127 lines
3.6 KiB
Lua
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-- Phase 1 dialogues, unisex
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npc.dialogue.register_dialogue({
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text = "Hello there!",
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tags = {"unisex", "phase1"}
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})
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npc.dialogue.register_dialogue({
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text = "How are you doing?",
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tags = {"unisex", "phase1"}
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})
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npc.dialogue.register_dialogue({
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text = "Just living another day...",
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tags = {"unisex", "phase1"}
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})
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-- Phase 1 dialogues, female
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npc.dialogue.register_dialogue({
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text = "Is there any woman in this area more beautiful than I am?",
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tags = {"female", "phase1"}
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})
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npc.dialogue.register_dialogue({
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text = "Hello! Have you been to the sea?",
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tags = {"female", "phase1"},
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responses = {
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[1] = {
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text = "No, never before",
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action_type = "function",
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action = function(self, player)
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minetest.chat_send_player(player:get_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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end
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},
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[2] = {
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text = "Yes, sure",
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action_type = "dialogue",
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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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}
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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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action_type = "dialogue",
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action = {
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text = "Awww you are no fun then! Go on then know-it-all!"
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}
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}
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}
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})
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npc.dialogue.register_dialogue({
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text = "Hello there, could you help me?",
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tags = {"phase1", "female"},
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flag = {name="received_money_help", value=false},
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responses = {
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[1] = {
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text = "Yes, how can I help?",
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action_type = "dialogue",
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action = {
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text = "Could you please give me 3 "..npc.trade.prices.currency.tier3.name.."?",
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responses = {
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[1] = {
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text = "Yes, ok, here",
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action_type = "function",
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action = function(self, player)
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-- Take item
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if npc.actions.execute(self, npc.actions.cmd.TAKE_ITEM, {
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player=player:get_player_name(),
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pos=nil,
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inv_list="main",
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item_name=npc.trade.prices.currency.tier3.string,
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count=3
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}) then
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-- Send message
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npc.chat(self.npc_name, player:get_player_name(), "Thank you, thank you so much!")
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-- Set flag
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npc.add_flag(self, "received_money_help", true)
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-- Add chat line
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--table.insert(self.dialogues.normal, npc.data.DIALOGUES.female["phase1"][8])
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else
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npc.chat(self.npc_name, player:get_player_name(), "Looks like you don't have that amount of money...")
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end
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end
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},
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[2] = {
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text = "No, I'm sorry",
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action_type = "dialogue",
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action = {
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text = "Oh..."
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}
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}
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}
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}
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},
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[2] = {
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text = "No, I'm sorry, can't now",
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action_type = "function",
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action = function(self, player)
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npc.chat(self.npc_name, player:get_player_name(), "Oh, ok...")
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end
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}
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}
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})
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npc.dialogue.register_dialogue({
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text = "Thank you so much for your help, thank you!",
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flag = {name="received_money_help", value=true},
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tags = {"phase1", "female"}
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})
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-- Phase 1 dialogues, male
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npc.dialogue.register_dialogue({
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text = "Hunting is the best pasttime!",
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tags = {"male", "phase1"}
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})
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npc.dialogue.register_dialogue({
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text = "I hope my wheat grows well this harvest.",
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tags = {"male", "default_farmer"}
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}) |