Mud Designer:
- Added new Project. Mud Designer project will include the GUI elements needed for graphically building a MUD. Due to Environment creation being finalized, work on a GUI based Environment creation can start. Mud Engine: - Objects no longer require a path to be supplied when calling Object.Save() - EditRealm command now edits senses. - EditRoom now fully supports creating doorways, however editing existing doorways and linking to existing rooms is not implemented. This command only supports creating new doorways for non-existing Rooms (Rooms are generated as needed) - EditZone Now fully supports senses and implemented. - Game now supports loading of .ini files when calling Game.Load() - All objects now include a SavePath properties. Override this to supply a path for where the object needs to be saved. All Environment and BaseCharacter objects override the BaseObject.SavePath to save into ActiveGame.DataPaths.Environemnts and Players respectively. - ObjectCollection now instanced during ScriptEngine initialization to prevent exceptions during runtime. - Create command no longer converts all names to lower case. - Updated the Walk command to execute the Look command in a safe manor without injecting a command into the player Telnet console.
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304b2d07eb
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35 changed files with 2013 additions and 60 deletions
65
MudDesigner/frmDesigner.Designer.cs
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65
MudDesigner/frmDesigner.Designer.cs
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namespace MudDesigner
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{
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partial class frmDesigner
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.propertyGrid1 = new System.Windows.Forms.PropertyGrid();
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this.SuspendLayout();
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//
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// propertyGrid1
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//
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this.propertyGrid1.Dock = System.Windows.Forms.DockStyle.Right;
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this.propertyGrid1.Location = new System.Drawing.Point(525, 0);
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this.propertyGrid1.Name = "propertyGrid1";
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this.propertyGrid1.Size = new System.Drawing.Size(259, 564);
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this.propertyGrid1.TabIndex = 0;
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this.propertyGrid1.PropertyValueChanged += new System.Windows.Forms.PropertyValueChangedEventHandler(this.propertyGrid1_PropertyValueChanged);
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//
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// frmDesigner
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(64)))), ((int)(((byte)(64)))), ((int)(((byte)(64)))));
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this.ClientSize = new System.Drawing.Size(784, 564);
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this.Controls.Add(this.propertyGrid1);
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this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
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this.MaximizeBox = false;
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this.MinimizeBox = false;
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this.Name = "frmDesigner";
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this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
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this.Text = "Mud Designer";
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this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.frmDesigner_FormClosing);
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this.ResumeLayout(false);
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}
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#endregion
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private System.Windows.Forms.PropertyGrid propertyGrid1;
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}
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}
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