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.
This commit is contained in:
parent
304b2d07eb
commit
a347607337
35 changed files with 2013 additions and 60 deletions
|
@ -114,6 +114,7 @@ namespace MudEngine.Scripting
|
|||
InstallPath = Environment.CurrentDirectory;
|
||||
GameObjects = new List<GameObject>();
|
||||
_AssemblyCollection = new List<Assembly>();
|
||||
ObjectCollection = new GameObjectCollection();
|
||||
ScriptType = scriptTypes;
|
||||
|
||||
_Game = game;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue