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Suggestion for in game editors.

 
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mythoseknight



Joined: 18 Sep 2003
Posts: 23

PostPosted: Mon Oct 20, 2003 8:40 am    Post subject: Suggestion for in game editors. Reply with quote

In all the editors it seems you can edit every field... IF and only IF you
know the correct syntax, like in REDIT, to set the health and mana
regen rate, you just type health or mana while in the editor..
but... it isn't so simple in other editors... like the extra description
in oedit you have to type "ed" add delete description etc...
There is nothing in there that tells you what you have to type
to edit that field... several other editors are like that...
there is some obscure command to edit a certain field...
Perhaps you can put something next to the field in brackets
about what the command is to edit the said field...
This would be helpful to newer people running DoT code.
I myself have had a few problems trying to figure out
the command to edit a certain field. Anyways...
just my two cents... please take into consideration.

MythoseKnight



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Kiyoshi



Joined: 11 Aug 2003
Posts: 100
Location: Virginia, USA

PostPosted: Mon Oct 20, 2003 11:13 am    Post subject: Reply with quote

to easily find out the commands for extra descriptions (ed) simply type "ed" and it will show this
Quote:
Syntax: ed add [keyword]
ed edit [keyword]
ed delete [keyword]
ed format [keyword]
ed rekey [keyword] [keywords]
ed show


And this can be used for the various other commands also. Hopefully this didn't sound to rude or anything, I really don't intend for it to be rude and disrespectful.


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Daos



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

PostPosted: Tue Oct 21, 2003 8:03 am    Post subject: Reply with quote

Hi,

On the contrary, if you input the syntax command while in the editor, it will generate a table of available OLC commands for that editor. Often if you input one of those commands from the command-table without a secondary argument, it will generate a sub-option list of what secondary syntax you may need to continue on.

- Daos


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Plague



Joined: 23 Jan 2005
Posts: 1

PostPosted: Sun Jan 23, 2005 10:24 pm    Post subject: Offline Building? Reply with quote

Has anyone given any consideration to building an offline creation system? Not everyone who builds needs an imm, and it could be as simple as sending a .cfg to anyone who wants to build. Colors would be easier, it would be faster to check boxes ect... I have always found online builders tedious personally. I am new to DOT and am still kicking around weither or not to even us this base for a mud, I like alot of the features, but I will need to look through the code quite a bit still. If I use this base and nobody else does build a offline building program, I might do just that.
My 2 cents... again someone may have invented the wheel already I dunno... Very Happy


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patories



Joined: 15 Sep 2003
Posts: 202
Location: USA

PostPosted: Mon Jan 24, 2005 6:25 am    Post subject: Reply with quote

you can download anyone of the ROM offline area builders, and then just convert them in the dawn code to fit with dawn. Dawn can handle converting Rom and I think Merc as well. There is also the precompiled window version of DOT that can be used.



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Imp of Shattered Illusions--Talislanta RPG
Karthos.genesismuds.com 1381

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tcupoli



Joined: 29 Jan 2005
Posts: 6

PostPosted: Mon Feb 14, 2005 2:11 am    Post subject: Reply with quote

How can Dawn convert the area files? I tried adding it to the arealist.txt file and it wouldn't boot up. I spent a good two hours one night converting a area file by hand.

--trent



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snailian



Joined: 11 Sep 2004
Posts: 52
Location: necrophiladelphia

PostPosted: Tue Feb 15, 2005 4:13 am    Post subject: Reply with quote

The area files have to be standard ROM area files. If they have extra heading sections, Dawn will sometimes fail to boot. If you have problems with the areas loading because of some of the mobs using different fields than dawn, Just remove them and rebuild them via OLC.

Also, make sure (at least under a linux/unix environment) that the filename you have typed in arealist.txt is the same capitilization as the actual area file. I keep my file names in lowercase just to keep it simple.


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