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committedMay 23, 2022
added translations but not certain it works. in progress on refactoring code
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‎README.md

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# simple_dialogs
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**version 0.1**
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simple dialogs for Minetest entities
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This mod allows you to add dialogs for npcs and other entities.
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## License
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This code is licensed under the MIT License
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## What it does:
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‎init.lua

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‎locale/simple_dialogs.de.tr

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# Template for translations of simple_dialogs mod
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# last update: 2022/05/22
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#init.lua
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Dialog=Dialog
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Help=Hilfe
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Save=Speichern
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Save & Test=Speichern & testen
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‎locale/simple_dialogs.en.tr

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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Dialog=
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Help=
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Save=
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Save & Test=
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‎locale/simple_dialogs.es.tr

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# Template for translations of simple_dialogs mod
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# last update: 2022/05/22
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#init.lua
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Dialog=Diálogo
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Help=Ayudar
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Save=Guardar
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Save & Test=Guardar y probar
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‎locale/simple_dialogs.fr.tr

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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Dialog=Dialogue
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Help=Aider
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Save=Enregistrer
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Save & Test=Enregistrer et tester
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‎locale/simple_dialogs.it_IT.tr

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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Dialog=Dialogo
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Help=Aiuto
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Save=Salva
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Save & Test=Salva e prova
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‎locale/simple_dialogs.ms.tr

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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Dialog=Dialog
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Help=Tolong
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Save=Simpan
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Save & Test=Simpan & Uji
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‎locale/simple_dialogs.zh_CN.tr

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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Dialog=对话
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Help=帮助
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Save=节省
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Save & Test=保存并测试
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‎locale/simple_dialogs.zh_TW.tr

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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Dialog=對話
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Help=幫助
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Save=節省
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Save & Test=保存並測試
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‎locale/template.txt

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# Template for translations of simple_dialogs mod
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# last update: 2016/June/10
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#init.lua
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[MOD] Mobs Redo 'NPCs' loaded=
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Dialog=
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Help=
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Save=
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Save & Test=
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‎npc.lua

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if (minetest.get_modpath("simple_dialogs")) then
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useDialogs="Y"
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simple_dialogs.register_varloader(function(npcself,playername)
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simple_dialogs.load_dialog_var(npcself,"NPCNAME",npcself.nametag)
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simple_dialogs.load_dialog_var(npcself,"STATE",npcself.state)
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simple_dialogs.load_dialog_var(npcself,"FOOD",npcself.food)
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simple_dialogs.load_dialog_var(npcself,"HEALTH",npcself.food)
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simple_dialogs.load_dialog_var(npcself,"owner",npcself.owner)
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simple_dialogs.save_dialog_var(npcself,"NPCNAME",npcself.nametag)
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simple_dialogs.save_dialog_var(npcself,"STATE",npcself.state)
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simple_dialogs.save_dialog_var(npcself,"FOOD",npcself.food)
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simple_dialogs.save_dialog_var(npcself,"HEALTH",npcself.food)
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simple_dialogs.save_dialog_var(npcself,"owner",npcself.owner)
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end)--register_on_leaveplayer
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end --if simple_dialogs
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local item = clicker:get_wielded_item()
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local name = clicker:get_player_name()
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-- right clicking with tin_lump changes name
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--TODO: remove this, it was for testing purposes only
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if item:get_name() == "default:tin_lump" then
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self.owner="notyou"
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end
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-- right clicking with gold lump drops random item from mobs.npc_drops
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if item:get_name() == "default:gold_lump" then
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