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Oprog Editing

 
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Daos



Joined: 29 Jan 2003
Posts: 1219
Location: United States

PostPosted: Sat Mar 04, 2006 8:44 pm    Post subject: Oprog Editing Reply with quote

Hi -

Just so everyone understands, the string code for oprogs is actually added through mpedit (mudprog edit). This is in case anyone wants to test the oprog system and needed to know where you edit the actual code. Smile Have fun.

What are your thoughts on adding a second interpretor in case people mistake mpedit for mobprog edit rather than mudprog edit?

Code:
{ "mpedit",       do_mpedit,         POS_DEAD,      0,   LOG_OLC,      1 },

Code:
{ "opedit",       do_mpedit,         POS_DEAD,      0,   LOG_OLC,      1 },



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Kalahn
Codebase Developer


Joined: 18 Jan 2003
Posts: 710
Location: New Zealand

PostPosted: Sat Mar 04, 2006 9:45 pm    Post subject: Reply with quote

Interesting idea... there isnt any reason why we couldn't do that.

My thinking was, a mudprog is a mudprog... you can write a prog that is used/shared by both and object and a mob.

I was thinking leaving a single editor name reduces the potential confusion, especially once you get into the editor... it is going to show mpedit in the olcprompt.

Any other thoughts?

- Kal


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Corwin



Joined: 28 Jun 2005
Posts: 10

PostPosted: Fri Mar 17, 2006 7:21 am    Post subject: Reply with quote

I think sticking with just mpedit is best to avoid confusion, but there may be some muds that will want to add opedit for their builders. I think it should probably be available as a patch for those who want to use it, but not as a default.


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