Hello there, it would be nice if you changed the what of
setting the description of things, instead of having to
do this for a command:
@desc #<ID>=@chpid\&lt;ENTER>
@oecho \{@?name\ me} foos\&lt;ENTER>
@unchpid<ENTER>
you would type:
edit <#ID or Name><ENTER>
this would put you in an editing mode where \'s arent
needed, so you would only have to type:
@chpid <ENTER>
@oecho {@?name me} foos <ENTER>
@unchpid <ENTER>
now the \'s become obsolete. Now there are some
commands would have to be put in as well as could be
put in:
.abort - To quit the editor without saving.
.bot - To go to the bottom of the file.
.del - To delete the line you are on.
.down - To go down a single line.
.end - To save the file and quit the editor.
.top - To go to the top of the file.
.up - To go up a single line.
.view - To see the file in full.
.wipe - To wipe the file.
so, to finish editing that command i started earlier i
would type:
.end <ENTER> (to save)
or
.abort <ENTER> (to not save)
this would also make changing things in commands
easier, because you can just '.up <ENTER>' to goto
the line you want to change or add another line, and
not redoing it all over again.
Logged In: NO
Funnily enough, this can be handled with abort fuses. I
think this is the way that TCZ handles it, along with their
@prompt hardcode which allows them to put
[12:45]->
Which means you're on line 12 of a 45 line command. Using
.d and .u take you to [13:45]-> and [11:45]-> prompts
respectively. You can then type your line of code as you
would wish it to appear, also with no need to escape $ and {
characters.
It requires a lot of thought though.
Logged In: YES
user_id=288236
Alternatively, one could create an in-game editor based around an abort fuse
that checks for 'editor' commands, or else it appends the data you enter as
lines of object description, the object being defined in the call for the editor
(edit thing).
- Humblehope.
Dang, -now- I see someone's already suggested that, gah, silly place to put
previous replies. :O)