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From: George N. <no...@ac...> - 2001-07-26 11:27:29
|
> Brand new to aime and full of questions. > > How does a user go about setting their brief description? I just started > playing around and have a bunch of "A human stands here, looking about > casually." and no way to distinguish who is who. Also, sleeping > characters > and sitting character show the same "stands here" description. Currently, there is no way for players to set their brief description. I will add that to a later version, probably soon. The brief is assigned by the player's race (see InitBrief in the race) and can be changed so when new characters are created, it uses the new brief. If you add a %a in the race, it will replace the %a with the player's name, so a brief of: 'The human %a is here.' would be changed to 'The human Slate is here.'. I will add something else such as %p for posture that will replace the %p with stand, sit, or sleep. Look for that soon. > Also, while sleeping, is the player supposed to see and hear all the > activity in the room? No, I need to get rid of all that stuff, such as change says to "You hear murmuring in the back of your consciousness". George |
From: Samuel T. <st...@qb...> - 2001-07-25 23:22:42
|
Brand new to aime and full of questions. How does a user go about setting their brief description? I just started playing around and have a bunch of "A human stands here, looking about casually." and no way to distinguish who is who. Also, sleeping characters and sitting character show the same "stands here" description. Also, while sleeping, is the player supposed to see and hear all the activity in the room? |
From: Julie H. <jul...@mi...> - 2001-06-16 12:24:33
|
Always willing to test for you Slate, and of course, being one of the sadistic ones, we will put the perm death code to the test as well :) Julie Helms DeShadow Gorean MUD Deshadow.genesismuds.com 9975 -----Original Message----- From: aim...@li... [mailto:aim...@li...] On Behalf Of George Noel Sent: Saturday, June 16, 2001 3:34 AM To: Aime-Users@Lists.Sourceforge.Net; Aime-Devel@Lists.Sourceforge.Net Subject: [Aime-devel] 0.60 Soon? Hi all, I have made a couple changes to the code over the last couple days. The biggest change was a rewrite of how the fighting code works. Not much has changed to the players, but it is better structured behind the scenes. This made adding mobile flee and ability usage easy, which I have done. So mobiles will have magic and endurance like everyone else, can flee if they are going to die, and can cast spells and use abilities on a random basis. For the sadistic among you, I created an aime.conf setting called PermDeath that, when set, deactivates a user's character when they die so they can't use it. This makes death permanent and forces the player to create a new character. Plus I have fixed lots of bugs and added or corrected a few special functions. I also fixed the error when connecting where text would not show, at least for linux. The Windows version problem does not want to go away so I will have to study it a bit more. Anyways, the big goal for 0.60 was to have mobile spellcasting/skill usage abilities which seems to be done. So, I am going to spend next week working out bugs and adding small items so we can release 0.60. Is there anyone who has some free time to test it? I've got the bugs that have been submitted so far, but I would like to find any large bugs before releasing it. George _______________________________________________ Aime-devel mailing list Aim...@li... http://lists.sourceforge.net/lists/listinfo/aime-devel |
From: George N. <no...@ac...> - 2001-06-16 10:34:31
|
Hi all, I have made a couple changes to the code over the last couple days. The biggest change was a rewrite of how the fighting code works. Not much has changed to the players, but it is better structured behind the scenes. This made adding mobile flee and ability usage easy, which I have done. So mobiles will have magic and endurance like everyone else, can flee if they are going to die, and can cast spells and use abilities on a random basis. For the sadistic among you, I created an aime.conf setting called PermDeath that, when set, deactivates a user's character when they die so they can't use it. This makes death permanent and forces the player to create a new character. Plus I have fixed lots of bugs and added or corrected a few special functions. I also fixed the error when connecting where text would not show, at least for linux. The Windows version problem does not want to go away so I will have to study it a bit more. Anyways, the big goal for 0.60 was to have mobile spellcasting/skill usage abilities which seems to be done. So, I am going to spend next week working out bugs and adding small items so we can release 0.60. Is there anyone who has some free time to test it? I've got the bugs that have been submitted so far, but I would like to find any large bugs before releasing it. George |
From: Julie H. <mrs...@ya...> - 2001-06-10 23:39:12
|
Mark Its actually not a bad idea, would take some fiddling tho. Basically what I think is needed is a "follow" command in aime. this can be used with the players as well, the mobile could simply use the command via a special. Not sure what is available re: follow type stuff in aime at the moment (brain in dead mode). However I do know that Slate is working on some additional features for mobiles at the moment as well, so perhaps His magical fingers will have an answer for you on this one soon :) Julie Helms DeShadow Gorean MUD Ikelos MUD --- Mark Cote <mr...@en...> wrote: > I have a builder who wanted a mobile to randomly > pick a player who > wandered its area, then follow that player until the > player does something > like "tell <mobile> what quest?" Is this possible? > Looking through the > special functions and triggers, I would say no, but > does anyone have any > ideas? > > Mark > > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users __________________________________________________ Do You Yahoo!? Get personalized email addresses from Yahoo! Mail - only $35 a year! http://personal.mail.yahoo.com/ |
From: Mark C. <mr...@en...> - 2001-06-09 07:21:07
|
I have a builder who wanted a mobile to randomly pick a player who wandered its area, then follow that player until the player does something like "tell <mobile> what quest?" Is this possible? Looking through the special functions and triggers, I would say no, but does anyone have any ideas? Mark |
From: George N. <no...@ac...> - 2001-06-03 08:26:26
|
Hi all, I released version 0.59.1 with bugfixes and a few other features. Check the ChangeLog in the aime directory for what has been changed since 0.59. This one should be more stable, but if you encounter any bugs, please let me know. Sourceforge is not liking me this morning so I could not get the source tar released. Only the normal release is available on the site. I have put the source release in another directory which you can download while I submit a service request to the sourceforge guys to fix this problem. You can download it at: ftp://aime.sourceforge.net/pub/aime/aime-v.59.1.tar.gz Don't forget to make a backup before you copy over your old version, just in case something goes wrong. Most documentation should still apply from the last release. Enjoy! George |
From: George N. <no...@ac...> - 2001-05-24 11:48:15
|
Hi all, I have been working a bit on squishing bugs and so far it looks like I may have squished the big one as it has run all night and not crashed! Anyways, I'll want to get 0.59.1 out there soon so folks don't have to put up with frequent crashes but wanted to fix any other bugs people are having trouble with. Have you noticed any bugs while using the code other than occasional crashes? What about a feature you would like me to add that would make your life much easier? (Not massively complex spells, just quick adds to help on something that is really annoying to you) As far as version 0.60, I am shooting to give mobiles the ability to use abilities both in combat and out of combat (such as a mobile that walks around healing) before the 0.60 release. As this will probably take quite some time given my current pace, I will be releasing incremental 0.59.x releases as I add features so folks don't have to keep using 0.59 months down the road. I have a bunch of other features to add, to include matrix locations (fields, forests, etc with an ASCII map), the ability to switch game servers transparently so games can be tied together, and many others. I'll try to describe the list later on. George |
From: George N. <no...@ac...> - 2001-05-22 12:41:44
|
Hi all! Sorry for those who have e-mailed me but not received a response yet. I still have your e-mails and fully intend to respond. As you may have guessed by my silence, I haven't gotten to much since the 0.59 release. This quarter ends in about two weeks and I hope to be able to invest some time into fixing the bugs and adding a few features to the code. After all, I can't very well have AIME be below 60% activity ranking on sourceforge! ;) I did make a change to the way I handle changing locations of objects. It uses polymorphism a little more and should be cleaner. I also think it is going to fix the biggest crash bug that seems to be bringing the mud engine down fairly regularly. I set it up to perform a few checks and if it finds inconsistencies, it will raise a segmentation fault in order to produce a core dump. You can turn this off by undefining CRASH_ON_FAULT in config.h. You can get the code in the CVS tree (CVSROOT has changed, it is now at /CVSROOT/aime, (lowercase), not /CVSROOT/AIME, it had broken my CVS), or wait till I have tested it and fixed a few other things, and I will release 0.59.1. Also, a few have indicated that the AskConvert.cpp and AskConvert.h files are missing in the win32 directory. I have fixed this in the CVS tree and they should be included in the next release. In the meantime, you can download them at: ftp://aime.sourceforge.net/pub/aime/AskConvert.cpp ftp://aime.sourceforge.net/pub/aime/AskConvert.h I'll be responding to all your e-mails and trying to take care of the bugs gradually so please bear with me. I'll write more later. George |
From: DeStefano, D. <des...@nc...> - 2001-05-14 13:06:43
|
On the builders port hopefully you typed save and then commit. If not go back and load the areas and race again and commit. Then log into the game port and type reload all. This is how it works under the *nix version anyway. Rastar -----Original Message----- From: Ian W. Parker [mailto:cac...@ho...] Sent: Saturday, May 12, 2001 9:03 AM To: AIME Users Subject: [Aime-users] New Races and Areas I was able to create new races and areas on the builder port, but how do I set them up so that the main port will now recognize the files? I am currently running the Windows package until I set this up on a Linux server. Any help is appreciated. Thanks in advance. Ian W. Parker Soukyan so...@ho... <mailto:so...@ho...> |
From: Ian W. P. <cac...@ho...> - 2001-05-12 15:16:29
|
I was able to create new races and areas on the builder port, but how do = I set them up so that the main port will now recognize the files? I am = currently running the Windows package until I set this up on a Linux = server. Any help is appreciated. Thanks in advance. Ian W. Parker Soukyan so...@ho... |
From: George N. <no...@ac...> - 2001-04-25 10:38:58
|
Not yet but there will be soon (in the next couple months or so). I am working on a matrix location which will consist of a grid of sublocations such as a forest or prairie, etc. with an ascii map. If you know of a coder who has free time, they are welcome to code it. It would probably get done faster. George > -----Original Message----- > From: aim...@li... > [mailto:aim...@li...]On Behalf Of Kerekes > Gyula > Sent: Wednesday, April 25, 2001 6:15 AM > To: aim...@li... > Subject: [Aime-users] Outland > > > > A lame question: > > How can I make an outland (a big area between the cities, with forest, > hills, lands, etc.)? > In another muds, the outland is a special object with coordinate > parameters and with a describer file. Is there something similar in the > Aime? > > Gyula > > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users > |
From: Kerekes G. <gy...@ha...> - 2001-04-25 10:15:29
|
A lame question: How can I make an outland (a big area between the cities, with forest, hills, lands, etc.)? In another muds, the outland is a special object with coordinate parameters and with a describer file. Is there something similar in the Aime? Gyula |
From: George N. <no...@ac...> - 2001-04-22 14:25:46
|
Hi all! I noticed a problem with 0.59 when daemonize is set. If it encounters a crash bug, it will try to handle the signal raised but will crash when handling it, sending it into a perpetual crash mode and filling up the errlog.txt quite fast. Recommend you turn off Daemonize and run the mud with the & to place it in the background. So you would run it as "./bin/mudbin &" which should take care of it. This does not apply to the Win32 version. George |
From: George N. <no...@ac...> - 2001-04-20 19:28:01
|
Hi all! I think the major bugs have been ironed out so I'm crossing my fingers and releasing 0.59. It comes with greatly improved Win32 support, many bugfixes, autoconverting area files from old versions using a completely rewritten converter, wisdom and charisma for players, and improved attribute dependencies for spells and skills. In addition, this version provides the capability to combine the builder and player ports onto a single network port for those with port restrictions. Details on these features can be found in both the builder tutorial and the user's manual. For those upgrading, it is recommended that you backup your data before you install over the new version. Also, be sure to change your aime.conf after upgrading. You will need to use the new aime.conf as it contains a few new settings so just go through it. Most important, be sure to set your BaseDir field in aime.conf to the location of your base aime directory. Most of the problems I have been getting e-mails about end up being an incorrectly set Basedir. Also, due to grad school, changes to AIME have come slower than normal the last half year so for the next version, I am going to have incremental releases. 0.59.1 will be the next release and will not contain as many changes as a normal AIME release but this way you can take advantage of changes more frequently instead of waiting 8 months for the next release. As always, let me know if you encounter any problems that look like it could be a bug. I have started putting together an FAQ for AIME to help answer questions I receive most often. You can check it out at http://aime.sourceforge.net/faq.html. It is not yet complete and I would be happy to take suggestions for things to add there. Hope you enjoy! George (Slate) |
From: George N. <no...@ac...> - 2001-04-10 12:51:25
|
Hi all! I'm getting closer to the release of 0.59 as I am almost done touching up the code. Have any of you tried the 0.59pre code? Did you encounter any problems? If you have time, it would be very helpful if some folks could test it out so we don't release with annoying bugs in the code. If you search and search but don't find any bugs (yeah right), let me know that too so I know it is ready to release. Also, my wife touched up the aime development webpage so it looks a bit cleaner (she is better at that graphics stuff than I am). I have included a demo_pack.tar.gz file in the downloads section which will contain all areas I have written or have converted. I plan on converting an aber and a couple other muds to AIME just as a demo and as a way to figure out what specials functions would be useful. This demo area will also be available on the new demo site for AIME at beyondtheshadows.d2g.com 9993 courtesy of Dennis DeStefano. Also, if you are working on a mud and want it displayed in the AIME Muds section, let me know that too and I will add it. George |
From: Julie H. <jul...@mi...> - 2001-04-10 06:30:45
|
Sherman received two ICQ messages recently - one from you George I think :) - in regards to the DeShadow MUD. I opened ICQ and then oh so brilliantly closed it again without replying or making note of the ICQ numbers :( So if you could re-send it would be greatly appreciated to 21633594 or 8485212 thanks heaps! Julie Helms Deshadow Gorean MUD: http://www.mindspring.com/~mrlhelms/deshadow/ Ikelos: Land of Illusions: http://www.mindspring.com/~mrlhelms/ikelos/ |
From: George N. <no...@ac...> - 2001-04-05 12:08:09
|
Hi all, The prerelease of AIME version 0.59 is now available for download. It is a release meant for testing to find major bugs before the full version 0.59 is released so the documentation and packaging may not be fully developed. If you have the time, please download it and test it so we can squash those bugs before they get into the release and users must wait for the next release for them to be fixed. To install over a previously installed version, I highly recommend you back up your old copy before proceeding. For both windows and linux, you should be able to decompress over the old copy, make the aime.conf changes, and proceed from there. Windows users especially will notice a big change in the way the mud runs. Both types may prompt the user to convert a file if it finds the file is an old version. There is one slight bug in both versions that will require you to restart the mud after all the conversions are complete as they are not loaded after the convert. If you are running it for the first time, linux users should go to the aime directory and type "install_package demo" to install demo areas and data files. Windows users will need to contact me (no...@ac...) so I can send you a demo package. Or you can create your own data files. Any questions, please don't hesitate to ask. Also, please let me know of any bugs or oddities you would like to see fixed before 0.59 is released. George (Slate) |
From: George N. <no...@ac...> - 2001-04-01 14:13:39
|
I created an adminflag called SetProtected. If it is not set, the users should only be able to set their description and prompt. It will be out in the next release. I finally finished the converter (ugh, glad that is over) and have fixed a few bugs so far. I keep finding more things to add so it doesn't look like the 0.59 release is going to be out today, but what I am thinking of doing is releasing 0.59pre in the next couple days so some folks can install it and test it out for bugs, which we can then fix before the full 0.59 release. I'll try to put the prerelease out real soon, it just won't have up to date documentation for it and may not have all bugs fixed. George > -----Original Message----- > From: aim...@li... > [mailto:aim...@li...]On Behalf Of Julie Helms > Sent: Sunday, April 01, 2001 1:24 AM > To: Aim...@li... > Subject: [Aime-users] Player description > > > Is there a way for a player to set their own description without using the > "set <attribute> <player>" command? I do want players to be able > to change > their own descriptions but I dont want them to have permission to the full > power of the set command. > > Thanks heaps > > Julie Helms > DeShadow MUD > des...@mi... > www.mindspring.com/~mrlhelms/deshadow/ > Ikelos MUD > ike...@mi... > www.mindspring.com/~mrlhelms/ikelos/ > > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users > |
From: Julie H. <jul...@mi...> - 2001-04-01 06:21:51
|
Is there a way for a player to set their own description without using the "set <attribute> <player>" command? I do want players to be able to change their own descriptions but I dont want them to have permission to the full power of the set command. Thanks heaps Julie Helms DeShadow MUD des...@mi... www.mindspring.com/~mrlhelms/deshadow/ Ikelos MUD ike...@mi... www.mindspring.com/~mrlhelms/ikelos/ |
From: Luther H. <mrl...@mi...> - 2001-03-26 22:09:43
|
Hola Compadres, Mef here to report that we have managed to fix a relatively minor bug. core dump on chat with no text. If anyone needs the code, let me know, though I'm sure you've already = fixed it :) - Sherm/Mefelaron Ikelos MUD & DeShadow MUD, Senior Admin. des...@mi... www.mindspring.com/~mrlhelms/deshadow/ |
From: George N. <no...@ac...> - 2001-03-26 13:28:24
|
Hi all, The converter is finally working again and I think will be much easier to maintain in its present form. I basically rewrote most of the code so it would be easier to make changes. In the converter, a module will convert the area or data files from their old form (old version of AIME, aber code, circle, etc) into a pseudo-data format which is fairly forgiving. If fields are missing in this form, it is not a problem. Likewise, if extra fields exist, it will just ignore them. This will make it fairly independant of version and easy to transport around in this form so folks can install newer version areas on older versions of AIME and visa-versa. A generator then converts the pseudo-data into the new AIME data format so the mud can read it. I removed the convert -all feature and added an autodetect and prompt for convert so that if, when loading the mud, the mud finds an old version, it will prompt the user if they would like to convert the file and if they say yes, then it will convert it and load it. There is a new setting in aime.conf called NoPromptConvert that when set to yes, will convert automatically without prompting the user. The converter for windows works with a GUI front end. It can be brought up in the menu on top under I think tools. I haven't gotten the auto-convert working for it but should have that in the next couple days. I modified abilities so one will soon be able to set any of the attributes (strength, dex, etc) as a dependency for both spells and skills. This will give us flexibility to include more dependencies down the road without much effort. I also removed the .area files and .dat files from the CVS tree. The way I think I will do it is release a package containing all the files for those wanting to code that will contain an example environment (courtland, some races, etc) that coders can add once they checkout the CVS tree. For distributions, this will be included in them. So, for the next release, this is what I see needs to be done: Finish auto-convert in windows port Finish dependencies for abilities Fix all known bugs Fix problem in windows with IP to name lookups, it hangs the mud Update documentation--tutorial, users manual, readme files, etc I hope to finish this before next weekend, if I don't have a heavy class load this week. Anyone see anything else they think should be completed before the release that I have forgotten? George |
From: George N. <no...@ac...> - 2001-03-11 01:23:05
|
I plan to add a race flag for UseAllTalents and UseAllIncl. If this is set, it includes all of them. I also plan to add two fields to the Race class. Strings AllowTalent; Strings AllowIncl; And add these to the Race object on the builder port. Most code changes will be done in race.cpp and race.h. It would be a space delineated string that marks which talents/inclinations would be offered. If the flags are set, this field would be ignored. If they are not set, then it would look here to see what is allowed. If the field is empty then it will just skip the selection menu during character creation. This will require changes in inpfunct.cpp. If you plan to make the changes, maybe you could add those changes to the CVS tree? If you aren't sure how, you are welcome to send the files to me and I will input the changes...would probably get it done much faster. George > -----Original Message----- > From: aim...@li... > [mailto:aim...@li...]On Behalf Of Julie Helms > Sent: Saturday, March 10, 2001 8:15 PM > To: Aime-Users@Lists.Sourceforge.Net > Subject: RE: FW: [Aime-users] new character creation > > > actually that would defitely be the way to do it. With that technique set > up then you could decide on a race by race basis exactly what is available > to a player - all, some or none of the inclinations/talents :) > > I havent looked too closely at the builder code or file structure as yet - > George would this require a change to the player file or could I > simply code > it into the builder side? With a hint where to start looking at this it > could save me some time :) > > thanks > > Julie Helms > > -----Original Message----- > From: aim...@li... > [mailto:aim...@li...]On Behalf Of Mark Watson > Sent: Saturday, March 10, 2001 9:36 AM > To: George Noel > Cc: Aime-Users@Lists.Sourceforge.Net > Subject: Re: FW: [Aime-users] new character creation > > > Just to add my input, I'd like to see the list of available > inclinations/talents associated with race (eg bar certain inclinations > for certain races) not just be able to switch the whole facility on and > off. > M > > On 09 Mar 2001 07:35:00 -0500, George Noel wrote: > > Not currently no. If any inclinations are set up, it will ask the user. > I > > do think what you need should be added so I will add a way to turn off > > incl/talents for a race in the next release. > > > > George > > > > > -----Original Message----- > > > From: aim...@li... > > > [mailto:aim...@li...]On Behalf Of > Julie Helms > > > Sent: Friday, March 09, 2001 2:19 AM > > > To: aim...@li... > > > Subject: [Aime-users] new character creation > > > > > > > > > Is there some way (before I go and change code) to set it so > that if one > > > specific race from the list of options is chosen when creating a new > > > character, than by default the person creating a new character is > > > not asked > > > to select inclination or talent? > > > > > > ie > > > > > > if race 1 is selected - inclination etc is selected as normal > > > if race 2 is selected - character creation skips inclination/talent > > > if race 3 is selected - inclination etc is selected as normal > > > > > > I dont mind changing code if that is the only way to do it > but wanted to > > > check first before I went ahead with that. > > > > > > thanks heaps > > > > > > Julie Helms > > > Deshadow Gorean MUD: http://www.mindspring.com/~mrlhelms/deshadow/ > > > Ikelos: Land of Illusions: web addy TBA > > > > > > > > > _______________________________________________ > > > Aime-users mailing list > > > Aim...@li... > > > http://lists.sourceforge.net/lists/listinfo/aime-users > > > > > > > > > _______________________________________________ > > Aime-users mailing list > > Aim...@li... > > http://lists.sourceforge.net/lists/listinfo/aime-users > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users > |
From: Julie H. <jul...@mi...> - 2001-03-11 01:08:54
|
actually that would defitely be the way to do it. With that technique set up then you could decide on a race by race basis exactly what is available to a player - all, some or none of the inclinations/talents :) I havent looked too closely at the builder code or file structure as yet - George would this require a change to the player file or could I simply code it into the builder side? With a hint where to start looking at this it could save me some time :) thanks Julie Helms -----Original Message----- From: aim...@li... [mailto:aim...@li...]On Behalf Of Mark Watson Sent: Saturday, March 10, 2001 9:36 AM To: George Noel Cc: Aime-Users@Lists.Sourceforge.Net Subject: Re: FW: [Aime-users] new character creation Just to add my input, I'd like to see the list of available inclinations/talents associated with race (eg bar certain inclinations for certain races) not just be able to switch the whole facility on and off. M On 09 Mar 2001 07:35:00 -0500, George Noel wrote: > Not currently no. If any inclinations are set up, it will ask the user. I > do think what you need should be added so I will add a way to turn off > incl/talents for a race in the next release. > > George > > > -----Original Message----- > > From: aim...@li... > > [mailto:aim...@li...]On Behalf Of Julie Helms > > Sent: Friday, March 09, 2001 2:19 AM > > To: aim...@li... > > Subject: [Aime-users] new character creation > > > > > > Is there some way (before I go and change code) to set it so that if one > > specific race from the list of options is chosen when creating a new > > character, than by default the person creating a new character is > > not asked > > to select inclination or talent? > > > > ie > > > > if race 1 is selected - inclination etc is selected as normal > > if race 2 is selected - character creation skips inclination/talent > > if race 3 is selected - inclination etc is selected as normal > > > > I dont mind changing code if that is the only way to do it but wanted to > > check first before I went ahead with that. > > > > thanks heaps > > > > Julie Helms > > Deshadow Gorean MUD: http://www.mindspring.com/~mrlhelms/deshadow/ > > Ikelos: Land of Illusions: web addy TBA > > > > > > _______________________________________________ > > Aime-users mailing list > > Aim...@li... > > http://lists.sourceforge.net/lists/listinfo/aime-users > > > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users _______________________________________________ Aime-users mailing list Aim...@li... http://lists.sourceforge.net/lists/listinfo/aime-users |
From: Mark W. <ma...@an...> - 2001-03-10 17:26:33
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Just to add my input, I'd like to see the list of available inclinations/talents associated with race (eg bar certain inclinations for certain races) not just be able to switch the whole facility on and off. M On 09 Mar 2001 07:35:00 -0500, George Noel wrote: > Not currently no. If any inclinations are set up, it will ask the user. I > do think what you need should be added so I will add a way to turn off > incl/talents for a race in the next release. > > George > > > -----Original Message----- > > From: aim...@li... > > [mailto:aim...@li...]On Behalf Of Julie Helms > > Sent: Friday, March 09, 2001 2:19 AM > > To: aim...@li... > > Subject: [Aime-users] new character creation > > > > > > Is there some way (before I go and change code) to set it so that if one > > specific race from the list of options is chosen when creating a new > > character, than by default the person creating a new character is > > not asked > > to select inclination or talent? > > > > ie > > > > if race 1 is selected - inclination etc is selected as normal > > if race 2 is selected - character creation skips inclination/talent > > if race 3 is selected - inclination etc is selected as normal > > > > I dont mind changing code if that is the only way to do it but wanted to > > check first before I went ahead with that. > > > > thanks heaps > > > > Julie Helms > > Deshadow Gorean MUD: http://www.mindspring.com/~mrlhelms/deshadow/ > > Ikelos: Land of Illusions: web addy TBA > > > > > > _______________________________________________ > > Aime-users mailing list > > Aim...@li... > > http://lists.sourceforge.net/lists/listinfo/aime-users > > > > > _______________________________________________ > Aime-users mailing list > Aim...@li... > http://lists.sourceforge.net/lists/listinfo/aime-users |