<commit_before>-- INSERT INTO triggerfields VALUES (37,20,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (37,21,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (37,22,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (38,20,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (38,22,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (39,20,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (39,21,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (39,22,100,'triggerfield.noobia_henry');


require("base.common")

module("triggerfield.noobia_henry", package.seeall)

function MoveToField(Character)

    -- for Noobia: the char has to walk to a specific field (this triggerfield); he gets a message and we add a LTEvalue so that we remember he was at the field
	
    find, myEffect = Character.effects:find(13);
	
	if find then --Is this even a noob?
        found, value = myEffect:findValue("noobiaHenry");
	    Character:inform("Value: "..value.."!");
	
	    if (value == 0) then --Didn't visit the triggerfield yet

	        local callbackNewbie = function(dialogNewbie)
                find, myEffect = Character.effects:find(13)
		        if find then
		           myEffect:addValue("noobiaHenry",1)
			    end  
	        end
	
	        if Character:getPlayerLanguage() == 0 then
		        dialogNewbie = MessageDialog("Sehr gut!","Um mit dem Menschen zu sprechen, ffne die Sprachkonsole mit Return, schreibe ein Wort und drcke wieder Enter. Alle NPCs (NonPlayerCharacters) reagieren auf bestimmte Schlsselwrter wenn du in ihrer Nhe stehst. Versuche den Menschen um 'Hilfe' zu bitten. Ist die Sprachkonsole leer, kannst du sie mit erneutem Drcken der Returntaste schlieen.", callbackNewbie)
	        else	
		        dialogNewbie = MessageDialog("Very good!", "translation", callbackNewbie)
	        end	
	        Character:requestMessageDialog(dialogNewbie)
		end
	end
end

<commit_msg>tl;dr<commit_after>-- INSERT INTO triggerfields VALUES (37,20,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (37,21,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (37,22,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (38,20,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (38,22,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (39,20,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (39,21,100,'triggerfield.noobia_henry');
-- INSERT INTO triggerfields VALUES (39,22,100,'triggerfield.noobia_henry');


require("base.common")

module("triggerfield.noobia_henry", package.seeall)

function MoveToField(Character)

    -- for Noobia: the char has to walk to a specific field (this triggerfield); he gets a message and we add a LTEvalue so that we remember he was at the field
	
    find, myEffect = Character.effects:find(13);
	
	if find then --Is this even a noob?
        found, value = myEffect:findValue("noobiaHenry");
	    Character:inform("Value: "..value.."!");
	
	    if (value == 0) then --Didn't visit the triggerfield yet

	        local callbackNewbie = function(dialogNewbie)
                find, myEffect = Character.effects:find(13)
		        if find then
		           myEffect:addValue("noobiaHenry",1)
			    end  
	        end
	
	        if Character:getPlayerLanguage() == 0 then
		        dialogNewbie = MessageDialog("Sehr gut!","Text!", callbackNewbie)
				--Um mit dem Menschen zu sprechen, ffne die Sprachkonsole mit Return, schreibe ein Wort und drcke wieder Enter. Alle NPCs (NonPlayerCharacters) reagieren auf bestimmte Schlsselwrter wenn du in ihrer Nhe stehst. Versuche den Menschen um 'Hilfe' zu bitten. Ist die Sprachkonsole leer, kannst du sie mit erneutem Drcken der Returntaste schlieen.
	        else	
		        dialogNewbie = MessageDialog("Very good!", "translation", callbackNewbie)
	        end	
	        Character:requestMessageDialog(dialogNewbie)
		end
	end
end


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