>I haven't taken a good look at the DG Scripts, and I am curious, the >command trapping, does it only trap normally valid commands (say movement >commands) or can it trap a command that isn't even in the master command >list? Speaking of which, how hard would it be to make it so that >spec_procs can trap non-command-list commands? That way you don't have >to make a prototype for every command that will ever be used on the MUD, >and not all of them are obvious. (I don't know how many times I've seen >people asking about commands that are ONLY used in spec_procs, simply >because they are listed in the 'commands' list) > in interpreter.c, at the point that "huh?" is sent out for an invalid command, the DG scripts only send it out if the command fails to be recognized by a trigger attached to the room, mobs in the room, and objects. this means you do not need to add do_not_here()'s anymore. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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