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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2013-04-14 15:41:33 +0200
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2013-04-14 15:41:33 +0200
commit0f1449567d5a2ccab9ff6fdc9975150299482834 (patch)
tree9d03df41026928cc5cecd6801a0f214fabd1d77e
parent080ddbe822b03416934a875b2d949e3afc84fb96 (diff)
downloadmanaserv-0f1449567d5a2ccab9ff6fdc9975150299482834.tar.gz
manaserv-0f1449567d5a2ccab9ff6fdc9975150299482834.tar.xz
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Simplified some script function names
npc_message -> say npc_choice -> ask npc_ask_integer -> ask_number npc_ask_string -> ask_string npc_trade -> trade
-rw-r--r--example/scripts/maps/desert.lua18
-rw-r--r--example/scripts/npcs/banker.lua38
-rw-r--r--example/scripts/npcs/barber.lua14
-rw-r--r--example/scripts/npcs/debugger.lua40
-rw-r--r--example/scripts/npcs/emotemaker.lua8
-rw-r--r--example/scripts/npcs/healer.lua4
-rw-r--r--example/scripts/npcs/merchant.lua10
-rw-r--r--example/scripts/npcs/postman.lua12
-rw-r--r--src/scripting/lua.cpp77
9 files changed, 109 insertions, 112 deletions
diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua
index 1fee2fc..86f5c81 100644
--- a/example/scripts/maps/desert.lua
+++ b/example/scripts/maps/desert.lua
@@ -39,7 +39,7 @@ end)
function Smith(npc, ch, list)
local sword_count = chr_inv_count(ch, true, true, "Sword")
if sword_count > 0 then
- npc_message("Ah! I can see you already have a sword.")
+ say("Ah! I can see you already have a sword.")
end
Merchant(npc, ch, list)
end
@@ -54,7 +54,7 @@ function possessions_table(npc, ch)
..inventory_table[i].id..", "..inventory_table[i].name..", "
..inventory_table[i].amount
end
- npc_message(item_message)
+ say(item_message)
item_message = "Equipment:"..
"\nSlot id, item id, item name:"..
@@ -64,7 +64,7 @@ function possessions_table(npc, ch)
item_message = item_message.."\n"..equipment_table[i].slot..", "
..equipment_table[i].id..", "..equipment_table[i].name
end
- npc_message(item_message)
+ say(item_message)
end
@@ -74,21 +74,21 @@ function Harmony(npc, ch, list)
being_apply_status(ch, 1, 99999)
-- Say all the messages in the messages list.
for i = 1, #list do
- npc_message(list[i])
+ say(list[i])
end
--- Give the player 100 units of money the first time.
if harmony_have_talked_to_someone == false then
- npc_message("Here is some money for you to find some toys to play with.\nEh Eh!")
+ say("Here is some money for you to find some toys to play with.\nEh Eh!")
chr_money_change(ch, 100)
- npc_message(string.format("You now have %d shiny coins!", chr_money(ch)))
+ say(string.format("You now have %d shiny coins!", chr_money(ch)))
harmony_have_talked_to_someone = true
- npc_message(string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
+ say(string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
else
- npc_message("Let me see what you've got so far... Don't be afraid!")
+ say("Let me see what you've got so far... Don't be afraid!")
effect_create(EMOTE_WINK, npc)
possessions_table(npc, ch)
end
- npc_message("Have fun!")
+ say("Have fun!")
effect_create(EMOTE_HAPPY, npc)
-- Make Harmony disappear for a while... with a small earthquake effect!
local shakeX = posX(npc)
diff --git a/example/scripts/npcs/banker.lua b/example/scripts/npcs/banker.lua
index 88ba9ac..4d5dda1 100644
--- a/example/scripts/npcs/banker.lua
+++ b/example/scripts/npcs/banker.lua
@@ -12,21 +12,21 @@
function Banker(npc, ch)
if being_get_gender(ch) == GENDER_MALE then
- npc_message("Welcome to the bank, sir!")
+ say("Welcome to the bank, sir!")
elseif being_get_gender(ch) == GENDER_FEMALE then
- npc_message("Welcome to the bank, madam!")
+ say("Welcome to the bank, madam!")
else
- npc_message("Welcome to the bank... uhm... person of unspecified gender!")
+ say("Welcome to the bank... uhm... person of unspecified gender!")
end
local account = tonumber(chr_get_quest(ch, "BankAccount"))
local result = -1
if (account == nil) then --Initial account creation, if needed
- npc_message("Hello! Would you like to setup a bank account? There is a sign-on bonus right now!")
- result = npc_choice("Yes", "No")
+ say("Hello! Would you like to setup a bank account? There is a sign-on bonus right now!")
+ result = ask("Yes", "No")
if (result == 1) then
chr_set_quest(ch, "BankAccount", 5)
- npc_message("Your account has been made. Your sign-on bonus is 5GP.")
+ say("Your account has been made. Your sign-on bonus is 5GP.")
account = 5
end
end
@@ -37,41 +37,41 @@ function Banker(npc, ch)
result = 1
while (result < 3) do --While they've choosen a valid option that isn't "Never mind"
account = tonumber(chr_get_quest(ch, "BankAccount")) --Why do I need to convert this?
- npc_message("Your balance: " .. account .. ".\nYour money: " .. chr_money(ch) .. ".")
- result = npc_choice("Deposit", "Withdraw", "Never mind")
+ say("Your balance: " .. account .. ".\nYour money: " .. chr_money(ch) .. ".")
+ result = ask("Deposit", "Withdraw", "Never mind")
if (result == 1) then --Deposit
money = chr_money(ch);
if (money > 0) then --Make sure they have money to deposit
- npc_message("How much would you like to deposit? (0 will cancel)")
- input = npc_ask_integer(0, money, 1)
+ say("How much would you like to deposit? (0 will cancel)")
+ input = ask_integer(0, money, 1)
money = chr_money(ch)
if (input > 0 and input <= money) then --Make sure something weird doesn't happen and they try to deposit more than they have
chr_money_change(ch, -input)
chr_set_quest(ch, "BankAccount", account + input)
- npc_message(input .. " GP deposited.")
+ say(input .. " GP deposited.")
elseif (input > money) then --Chosen more than they have
- npc_message("You don't have that much money. But you just did....")
+ say("You don't have that much money. But you just did....")
end
else
- npc_message("You don't have any money to deposit!")
+ say("You don't have any money to deposit!")
end
elseif (result == 2) then --Withdraw
if (account > 0) then --Make sure they have money to withdraw
- npc_message("How much would you like to withdraw? (0 will cancel)")
- input = npc_ask_integer(0, account, 1)
+ say("How much would you like to withdraw? (0 will cancel)")
+ input = ask_integer(0, account, 1)
if (input > 0 and input <= account) then --Make sure something weird doesn't happen and they try to withdraw more than they have
chr_money_change(ch, input)
chr_set_quest(ch, "BankAccount", account - input)
- npc_message(input .. " GP withdrawn.")
+ say(input .. " GP withdrawn.")
elseif (input > account) then --Chosen more than they have
- npc_message("You don't have that much in your account. But you just did....")
+ say("You don't have that much in your account. But you just did....")
end
else
- npc_message("Your account is empty!")
+ say("Your account is empty!")
end
end
end --This ends the while loop
end
- npc_message("Thank you. Come again!")
+ say("Thank you. Come again!")
end
diff --git a/example/scripts/npcs/barber.lua b/example/scripts/npcs/barber.lua
index 58aa1a9..a616cd2 100644
--- a/example/scripts/npcs/barber.lua
+++ b/example/scripts/npcs/barber.lua
@@ -79,11 +79,11 @@ function Barber(npc, ch, data)
-- Choose an appropriate message
if result == 1 then
- npc_message("Hello! What style would you like today?")
+ say("Hello! What style would you like today?")
elseif result == 2 then
- npc_message("Hello! What color would you like today?")
+ say("Hello! What color would you like today?")
else
- npc_message("Hello! What can I do for you today?")
+ say("Hello! What can I do for you today?")
end
print("#styles ==", #styles)
@@ -91,7 +91,7 @@ function Barber(npc, ch, data)
-- Repeat until the user selects nothing
repeat
if (result == 1) then -- Do styles
- result = npc_choice("Bald", styles, "Surprise me", "Never mind")
+ result = ask("Bald", styles, "Surprise me", "Never mind")
result = result -1
@@ -113,7 +113,7 @@ function Barber(npc, ch, data)
result = 3
end
elseif (result == 2) then -- Do colors
- result = npc_choice(colors, "Surprise me", "Never mind")
+ result = ask(colors, "Surprise me", "Never mind")
--Random
if (result == #colors + 1) then
@@ -130,10 +130,10 @@ function Barber(npc, ch, data)
-- If we have both styles and colors, show the main menu
if #styles > 0 and #colors > 0 then
- result = npc_choice("Change my style", "Change my color", "Never mind")
+ result = ask("Change my style", "Change my color", "Never mind")
end
until result >= 3 --While they've choosen a valid option that isn't "Never mind"
-- Let's close up
- npc_message("Thank you. Come again!")
+ say("Thank you. Come again!")
end
diff --git a/example/scripts/npcs/debugger.lua b/example/scripts/npcs/debugger.lua
index e21982a..669964e 100644
--- a/example/scripts/npcs/debugger.lua
+++ b/example/scripts/npcs/debugger.lua
@@ -12,38 +12,38 @@
function npc1_talk(npc, ch)
on_remove(ch, function() print "Player has left the map." end);
- npc_message("Hello! I am the testing NPC.")
+ say("Hello! I am the testing NPC.")
local rights = chr_get_rights(ch);
if (rights >= 128) then
- npc_message("Oh mighty server administrator, how can I avoid your wrath?")
+ say("Oh mighty server administrator, how can I avoid your wrath?")
elseif (rights >= 8) then
- npc_message("How can I be of assistance, sir gamemaster?")
+ say("How can I be of assistance, sir gamemaster?")
elseif (rights >= 4) then
- npc_message("What feature would you like to debug, developer?")
+ say("What feature would you like to debug, developer?")
elseif (rights >= 2) then
- npc_message("How can I assist you in your testing duties?")
+ say("How can I assist you in your testing duties?")
elseif (rights >= 1) then
- npc_message("What do you want, lowly player?")
+ say("What do you want, lowly player?")
else
- npc_message("...aren't you supposed to be banned??")
+ say("...aren't you supposed to be banned??")
end
- local v = npc_choice("Guns! Lots of guns!",
- "A Christmas party!",
- "To make a donation.",
- "Slowly count from one to ten.",
- "Tablepush Test")
+ local v = ask("Guns! Lots of guns!",
+ "A Christmas party!",
+ "To make a donation.",
+ "Slowly count from one to ten.",
+ "Tablepush Test")
if v == 1 then
- npc_message("Sorry, this is a heroic-fantasy game, I do not have any gun.")
+ say("Sorry, this is a heroic-fantasy game, I do not have any gun.")
elseif v == 2 then
local n1, n2 = chr_inv_count(ch, 524, 511)
if n1 == 0 or n2 ~= 0 then
- npc_message("Yeah right...")
+ say("Yeah right...")
else
- npc_message("I can't help you with the party. But I see you have a fancy hat. I could change it into Santa's hat. Not much of a party, but it would get you going.")
- v = npc_choice("Please do.", "No way! Fancy hats are classier.")
+ say("I can't help you with the party. But I see you have a fancy hat. I could change it into Santa's hat. Not much of a party, but it would get you going.")
+ v = ask("Please do.", "No way! Fancy hats are classier.")
if v == 1 then
chr_inv_change(ch, 524, -1, 511, 1)
end
@@ -51,14 +51,14 @@ function npc1_talk(npc, ch)
elseif v == 3 then
if chr_money_change(ch, -100) then
- npc_message(string.format("Thank you for you patronage! You are left with %d GP.", chr_money(ch)))
+ say(string.format("Thank you for you patronage! You are left with %d GP.", chr_money(ch)))
local g = tonumber(chr_get_quest(ch, "001_donation"))
if not g then g = 0 end
g = g + 100
chr_set_quest(ch, "001_donation", g)
- npc_message(string.format("As of today, you have donated %d GP.", g))
+ say(string.format("As of today, you have donated %d GP.", g))
else
- npc_message("I would feel bad taking money from someone that poor.")
+ say("I would feel bad taking money from someone that poor.")
end
elseif v == 4 then
@@ -95,6 +95,6 @@ function npc1_talk(npc, ch)
print("---------------");
end
- npc_message("See you later!")
+ say("See you later!")
end
diff --git a/example/scripts/npcs/emotemaker.lua b/example/scripts/npcs/emotemaker.lua
index ee8928b..27abd45 100644
--- a/example/scripts/npcs/emotemaker.lua
+++ b/example/scripts/npcs/emotemaker.lua
@@ -21,10 +21,10 @@ function emote_talk(npc, ch)
elseif emo_state == EMOTE_HAPPY then
state = "happy"
end
- npc_message(string.format("The emotional palm seems %s.", state))
- v = npc_choice("Stupid palm, you are ugly and everyone hates you!",
- "You are such a nice palm, let me give you a hug.",
- "Are you a cocos nucifera or a syagrus romanzoffiana?")
+ say(string.format("The emotional palm seems %s.", state))
+ v = ask("Stupid palm, you are ugly and everyone hates you!",
+ "You are such a nice palm, let me give you a hug.",
+ "Are you a cocos nucifera or a syagrus romanzoffiana?")
if (v == 1) then
emo_state = EMOTE_SAD
diff --git a/example/scripts/npcs/healer.lua b/example/scripts/npcs/healer.lua
index 910e221..2ee348f 100644
--- a/example/scripts/npcs/healer.lua
+++ b/example/scripts/npcs/healer.lua
@@ -5,8 +5,8 @@
--]]
function Healer(npc, ch)
- npc_message("Do you need healing?")
- local c = npc_choice("Heal me fully", "Heal 100 HP", "Don't heal me")
+ say("Do you need healing?")
+ local c = ask("Heal me fully", "Heal 100 HP", "Don't heal me")
if c == 1 then
being_heal(ch)
elseif c == 2 then
diff --git a/example/scripts/npcs/merchant.lua b/example/scripts/npcs/merchant.lua
index bcec5fa..185ce34 100644
--- a/example/scripts/npcs/merchant.lua
+++ b/example/scripts/npcs/merchant.lua
@@ -12,8 +12,6 @@
function Merchant(npc, ch, buy_sell_table)
- local say = npc_message
-
-- Important note: You can add two tables made of trinoms here when calling the
-- merchant function. E.g.: Merchant(npc, ch, buy_table, sell_table)
-- Even though, the function here will see only one table:
@@ -54,7 +52,7 @@ function Merchant(npc, ch, buy_sell_table)
table.insert (choice_table, "Tell me about the objects on this map")
table.insert (choice_table, "Nevermind...")
- local v = npc_choice(choice_table)
+ local v = ask(choice_table)
--Debug and learning purpose
--for i,k in ipairs(choice_table) do print(i,k) end
@@ -65,7 +63,7 @@ function Merchant(npc, ch, buy_sell_table)
if v == 1 then
-- "To buy."
- local buycase = npc_trade(false, buy_sell_table[1])
+ local buycase = trade(false, buy_sell_table[1])
if buycase == 0 then
say "What do you want to buy?"
elseif buycase == 1 then
@@ -78,7 +76,7 @@ function Merchant(npc, ch, buy_sell_table)
if buy_sell_table[2] == nil then
-- "To sell stuff..."
- local sellcase = npc_trade(true)
+ local sellcase = trade(true)
if sellcase == 0 then
say "Ok, what do you want to sell?"
elseif sellcase == 1 then
@@ -88,7 +86,7 @@ function Merchant(npc, ch, buy_sell_table)
end
else
-- "Can you make me a price for what I have?"
- local sellcase = npc_trade(true, buy_sell_table[2])
+ local sellcase = trade(true, buy_sell_table[2])
if sellcase == 0 then
say "Here we go:"
elseif sellcase == 1 then
diff --git a/example/scripts/npcs/postman.lua b/example/scripts/npcs/postman.lua
index c0901f8..7cb1163 100644
--- a/example/scripts/npcs/postman.lua
+++ b/example/scripts/npcs/postman.lua
@@ -11,17 +11,17 @@
----------------------------------------------------------------------------------
function post_talk(npc, ch)
- npc_message("Hello " .. being_get_name(ch))
+ say("Hello " .. being_get_name(ch))
local strength = being_get_attribute(ch, ATTR_STRENGTH)
- npc_message("You have " .. tostring(strength) .. " strength")
- npc_message("What would you like to do?")
- local answer = npc_choice("View Mail", "Send Mail", "Nothing")
+ say("You have " .. tostring(strength) .. " strength")
+ say("What would you like to do?")
+ local answer = ask("View Mail", "Send Mail", "Nothing")
if answer == 1 then
local sender, post = chr_get_post(ch)
if sender == "" then
- npc_message("No Post right now, sorry")
+ say("No Post right now, sorry")
else
- npc_message(tostring(sender) .. " sent you " .. tostring(post))
+ say(tostring(sender) .. " sent you " .. tostring(post))
end
end
if answer == 2 then
diff --git a/src/scripting/lua.cpp b/src/scripting/lua.cpp
index 37d1832..9048f7b 100644
--- a/src/scripting/lua.cpp
+++ b/src/scripting/lua.cpp
@@ -492,15 +492,15 @@ static int item_drop(lua_State *s)
/** LUA_CATEGORY Input and output (input)
*/
-/** LUA npc_message (input)
- * npc_message(string message)
+/** LUA say (input)
+ * say(string message)
**
* **Warning:** May only be called from an NPC talk function.
*
- * Shows an NPC dialog box on the screen of displaying the string ''msg''.
+ * Shows an NPC dialog box on the screen of displaying the string ''message''.
* Idles the current thread until the user click "OK".
*/
-static int npc_message(lua_State *s)
+static int say(lua_State *s)
{
const char *m = luaL_checkstring(s, 1);
@@ -519,8 +519,8 @@ static int npc_message(lua_State *s)
return lua_yield(s, 0);
}
-/** LUA npc_choice (input)
- * npc_choice(item1, item2, ... itemN)
+/** LUA ask (input)
+ * ask(item1, item2, ... itemN)
**
* **Return value:** Number of the option the player selected (starting with 1).
*
@@ -532,10 +532,10 @@ static int npc_message(lua_State *s)
*
* Items are either strings or tables of strings (indices are ignored,
* but presumed to be taken in order). So,
- * ''npc_choice("A", {"B", "C", "D"}, "E")'' is the same as
- * ''npc_choice("A", "B", "C", "D", "E")''.
+ * ''ask("A", {"B", "C", "D"}, "E")'' is the same as
+ * ''ask("A", "B", "C", "D", "E")''.
*/
-static int npc_choice(lua_State *s)
+static int ask(lua_State *s)
{
Script::Thread *thread = checkCurrentThread(s);
Entity *npc = thread->getContext().npc;
@@ -562,8 +562,7 @@ static int npc_choice(lua_State *s)
}
else
{
- luaL_error(s, "npc_choice called "
- "with incorrect parameters.");
+ luaL_error(s, "ask called with incorrect parameters.");
return 0;
}
lua_pop(s, 1);
@@ -571,7 +570,7 @@ static int npc_choice(lua_State *s)
}
else
{
- luaL_error(s, "npc_choice called with incorrect parameters.");
+ luaL_error(s, "ask called with incorrect parameters.");
return 0;
}
}
@@ -581,8 +580,8 @@ static int npc_choice(lua_State *s)
return lua_yield(s, 0);
}
-/** LUA npc_ask_integer (input)
- * npc_ask_integer(min_num, max_num, [default_num])
+/** LUA ask_number (input)
+ * ask_number(min_num, max_num, [default_num])
**
* **Return value:** The number the player entered into the field.
*
@@ -592,7 +591,7 @@ static int npc_choice(lua_State *s)
* ''min_num'' and ''max_num''. If ''default_num'' is set this number will be
* uses as default. Otherwise ''min_num'' will be the default.
*/
-static int npc_ask_integer(lua_State *s)
+static int ask_number(lua_State *s)
{
int min = luaL_checkint(s, 1);
int max = luaL_checkint(s, 2);
@@ -615,8 +614,8 @@ static int npc_ask_integer(lua_State *s)
return lua_yield(s, 0);
}
-/** LUA npc_ask_string (input)
- * npc_ask_string()
+/** LUA ask_string (input)
+ * ask_string()
**
* **Return value:** The string the player entered.
*
@@ -624,7 +623,7 @@ static int npc_ask_integer(lua_State *s)
*
* Shows a dialog box to a user which allows him to enter a text.
*/
-static int npc_ask_string(lua_State *s)
+static int ask_string(lua_State *s)
{
Script::Thread *thread = checkCurrentThread(s);
Entity *npc = thread->getContext().npc;
@@ -710,13 +709,13 @@ static int announce(lua_State *s)
/** LUA_CATEGORY Inventory interaction (inventory)
*/
-/** LUA npc_trade (inventory)
- * npc_trade(bool mode,
- * {int item1id, int item1amount, int item1cost}, ...,
- * {int itemNid, int itemNamount, int itemNcost})
- * npc_trade(bool mode,
- * {string item1name, int item1amount, int item1cost}, ...,
- * {string itemNname, int itemNamount, int itemNcost})
+/** LUA trade (inventory)
+ * trade(bool mode,
+ * { int item1id, int item1amount, int item1cost }, ...,
+ * { int itemNid, int itemNamount, int itemNcost })
+ * trade(bool mode,
+ * { string item1name, int item1amount, int item1cost }, ...,
+ * { string itemNname, int itemNamount, int itemNcost })
**
* FIXME: Move into a seperate file
* Opens a trade window from an NPC conversation. ''mode''
@@ -736,9 +735,9 @@ static int announce(lua_State *s)
* * **2** in case of errors.
*
* **Examples:**
- * <code lua npc_trade.lua>
+ * <code lua trade.lua>
* -- "A buy sample."
- * local buycase = npc_trade(false, {
+ * local buycase = trade(false, {
* {"Sword", 10, 20},
* {"Bow", 10, 30},
* {"Dagger", 10, 50}
@@ -755,7 +754,7 @@ static int announce(lua_State *s)
* -- ...
*
* -- "Example: Let the player sell only pre-determined items."
- * local sellcase = npc_trade(true, {
+ * local sellcase = trade(true, {
* {"Sword", 10, 20},
* {"Bow", 10, 30},
* {"Dagger", 10, 200},
@@ -776,7 +775,7 @@ static int announce(lua_State *s)
*
* -- "Example: Let the player sell every item with a 'value' parameter in
* the server's items.xml file
- * local sellcase = npc_trade(true)
+ * local sellcase = trade(true)
* if sellcase == 0 then
* npc_message("Ok, what do you want to sell:")
* elseif sellcase == 1 then
@@ -787,7 +786,7 @@ static int announce(lua_State *s)
* end
* </code>
*/
-static int npc_trade(lua_State *s)
+static int trade(lua_State *s)
{
const Script::Context *context = getScript(s)->getContext();
Entity *npc = context->npc;
@@ -823,7 +822,7 @@ static int npc_trade(lua_State *s)
}
else
{
- raiseWarning(s, "npc_trade[Buy] called with invalid "
+ raiseWarning(s, "trade[Buy] called with invalid "
"or empty items table parameter.");
t->cancel();
lua_pushinteger(s, 2);
@@ -838,7 +837,7 @@ static int npc_trade(lua_State *s)
{
if (!lua_istable(s, -1))
{
- raiseWarning(s, "npc_trade called with invalid "
+ raiseWarning(s, "trade called with invalid "
"or empty items table parameter.");
t->cancel();
lua_pushinteger(s, 2);
@@ -855,7 +854,7 @@ static int npc_trade(lua_State *s)
if (!it)
{
- raiseWarning(s, "npc_trade called with incorrect "
+ raiseWarning(s, "trade called with incorrect "
"item id or name.");
t->cancel();
lua_pushinteger(s, 2);
@@ -865,7 +864,7 @@ static int npc_trade(lua_State *s)
}
else if (!lua_isnumber(s, -1))
{
- raiseWarning(s, "npc_trade called with incorrect parameters "
+ raiseWarning(s, "trade called with incorrect parameters "
"in item table.");
t->cancel();
lua_pushinteger(s, 2);
@@ -3548,9 +3547,11 @@ LuaScript::LuaScript():
{ "get_monster_class", &get_monster_class },
{ "get_status_effect", &get_status_effect },
{ "npc_create", &npc_create },
- { "npc_message", &npc_message },
- { "npc_choice", &npc_choice },
- { "npc_trade", &npc_trade },
+ { "say", &say },
+ { "ask", &ask },
+ { "ask_number", &ask_number },
+ { "ask_string", &ask_string },
+ { "trade", &trade },
{ "npc_post", &npc_post },
{ "npc_enable", &npc_enable },
{ "npc_disable", &npc_disable },
@@ -3639,8 +3640,6 @@ LuaScript::LuaScript():
{ "map_get_pvp", &map_get_pvp },
{ "item_drop", &item_drop },
{ "item_get_name", &item_get_name },
- { "npc_ask_integer", &npc_ask_integer },
- { "npc_ask_string", &npc_ask_string },
{ "log", &log },
{ "get_distance", &get_distance },
{ "map_get_objects", &map_get_objects },