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1. An ingame text editor
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Sat Nov 4, 2006 [5:58 PM]
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Kuros
kurosknight@gmail.com
member since: Feb 28, 2000
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Reply
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Hello,
I'm trying to figure out a good method of allowing scripters to edit in game scripts.
Scripts in my codebase are all python files, and I need way to let scripters edit them.
I prefer to not give each scripter shell access, obviously. I was thinking about something like pico, but I'm not quite sure how to implement that.
I suppose I could use something like IPC and pico, but that would only work on linux and I'm looking for a more crossplatform solution.
I've been considering a "macro" type solution...like letting scripters attach a "say" responder script to a mob, and the MUD itself expands it into python code and writes the script file, but this would allow only basic scripts.
I suppose I could let them write and then upload scripts to the server via FTP or something, but I'd prefer to have something that can be done in-game.
Any help/suggestions would be greatly appreciated!
-Kuros
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2. RE: An ingame text editor
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Sun Nov 5, 2006 [4:51 AM]
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thyrr
Email not supplied
member since: Nov 21, 1999
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In Reply To
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If your scripters can write Python scripts, you better make sure it's locked down (not an easy task) otherwise they could just do system("rm").
You could make an in-game pico/nano, but it'd be limited to people using telnet clients that support character mode (which means not many "MUD" clients.) It'd also be fairly complicated.
There's also MUDFTP, which isn't related to FTP. Never used it, but I think the way it works is you run another program that connects to a separate port on the server, and when you go into edit mode in the MUD, the server tells the client to open an editor with the text. Might also look at DawnFTP.
An "in-game" editor isn't particularly in-game if you can't see what's going on in the MUD while you have the editor open -- since scrolling text tends to mess up the edit view, or if you have a split-window sort of thing, takes up screen space. So that's one advantage to having an external editor.
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3. RE: An ingame text editor
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Sun Nov 5, 2006 [6:57 AM]
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Kuros
kurosknight@gmail.com
member since: Feb 28, 2000
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In Reply To
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Hmm. Excellent point, thanks.
I think I'll go with coding in "triggers"...letting the scripter attach events the mobs can respond to with in-game commands only.
They can just ask a coder to add in special things they want, heh.
Thanks again!
-Kuros
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