less redundant logging and some refactoring
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parent
c0de6afc35
commit
5d31d0ad97
5 changed files with 15 additions and 9 deletions
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@ -23,7 +23,8 @@ local function alertGuards(aggressor, cell)
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log("Alerting %s, %s units away, to the combat!", npc.object.name, distance)
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if config.combatDialogue then
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local response = common.guardDialogue(npc, table.choice(common.dialogues[config.language].join_combat),
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local response = common.guardDialogue(npc.object.name,
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table.choice(common.dialogues[config.language].join_combat),
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aggressor)
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log(response)
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end
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@ -5,7 +5,8 @@ local this = {}
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this.modName = "More Attentive Guards" -- or something
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this.author = "Celediel"
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this.version = "1.0.3"
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this.modInfo = [[Guards with some actual spacial awareness!
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this.modInfo = [[Guards with some actual spatial awareness!
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Guards who catch you sneaking will follow you for a bit of
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time, and will also come to the player's rescue if attacked unprovoked.]]
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this.dialogues = require("celediel.MoreAttentiveGuards.dialogues")
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@ -43,9 +44,8 @@ this.guardDialogue = function(npc, str, target)
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targetOrPlayer = target.object.name
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end
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local name = npc.object.name
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local message = string.format(str, targetOrPlayer)
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local output = string.format("%s: %s", name, message)
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local output = string.format("%s: %s", npc, message)
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tes3.messageBox(output)
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return output
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@ -8,7 +8,7 @@ local function onInitialized()
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-- in order for this to work, everything in returned table must be functions named onEventName
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for name, func in pairs(sneak) do event.register(name:gsub(eventPattern, string.lower), func) end
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for name, func in pairs(combat) do event.register(name:gsub(eventPattern, string.lower), func) end
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common.log("%s initialized", common.modName)
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common.log("Successfully initialized")
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end
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event.register("initialized", onInitialized)
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@ -28,7 +28,11 @@ local mainCategory = page:createCategory(common.modName)
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local generalCategory = mainCategory:createCategory("Common settings")
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generalCategory:createDropdown({label = "Language", options = createLanguageOptions(), variable = createTableVar("language")})
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generalCategory:createDropdown({
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label = "Language",
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options = createLanguageOptions(),
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variable = createTableVar("language")
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})
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generalCategory:createYesNoButton({
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label = "Debug mode",
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@ -39,7 +39,7 @@ local function startDialogue()
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log("Dialogue roll = %s > %s", config.sneakDialogueChance, roll)
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if config.sneakDialogueChance > roll then
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local response = common.guardDialogue(follower, dialogue, tes3.mobilePlayer)
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local response = common.guardDialogue(follower.object.name, dialogue, tes3.mobilePlayer)
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log(response)
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end
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end
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@ -72,7 +72,7 @@ local function stopFollowing(onTimer)
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-- send a dialogue to let player know guard doesn't care any more
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if onTimer then
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local response = common.guardDialogue(follower,
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local response = common.guardDialogue(follower.object.name,
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table.choice(common.dialogues[config.language].stop_following),
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tes3.mobilePlayer)
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log(response)
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@ -119,7 +119,8 @@ local function startFollowing()
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end
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local function abortFollow()
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local response = common.guardDialogue(follower, table.choice(common.dialogues[config.language].stop_sneaking),
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local response = common.guardDialogue(follower.object.name,
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table.choice(common.dialogues[config.language].stop_sneaking),
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tes3.mobilePlayer)
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log(response)
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stopFollowing(false)
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