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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35 changed files with 2013 additions and 60 deletions
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@ -64,7 +64,7 @@ public class CommandCreate : IGameCommand
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//Split the supplied string up. It wil give us an array of strings with the supplied
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//object names if the admin has specified environment objects for creation.
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String[] env = command.ToLower().Substring("Create ".Length).Split('>');
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String[] env = command.Substring("Create ".Length).Split('>');
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//No objects specified, so the admin didn't use the command correctly.
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if (env.Length == 0)
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