mud
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Currently, when both tick interval is set for both entities and players, the default value is "100", which, if I understand the method correctly expects a value in milliseconds. So if you don't define anything (in ranvier.json), then it will just use the default value of 100. Since nothing is defined in the stock ranvier.json in terms of tickInterval, it uses the default, which is really every o
Brief summary of issue / Description of requested feature:
More issues like #3458 solved
Steps to reproduce the issue / Reasons for adding feature:
- Texts have whitespaces at beginning or end to help facilitate layout
Error output / Expected result of feature
- Translators don't need to worry matching whitespaces around translated text.
Extra information, such as M
What is the current behavior?
The world.items object on the server (can be accessed via http://localhost:4000/world/items populates the items on the map. When viewed, some items have extraneous information like so:
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Jun 3, 2019 - Python
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Jun 21, 2020 - JavaScript
Multiple game owners
Switch games from belongs_to :user to has_many :admins
Create a new join table that let's multiple users administrate a game. No special roles at the moment, all admins can manage the full aspect of a game.
Maybe we keep the current belongs_to :user and rename to be the "owner" so we can tell who originally made it and maybe who should have slight extra power in the future. Other syst
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Feb 14, 2018 - C#
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Jun 28, 2020 - C++
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Mar 1, 2019 - Go
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Dec 11, 2018 - C++
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Jun 29, 2020 - Lua
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May 12, 2018 - Haskell
[warn] -- [E029] Pattern Match Exhaustivity Warning: noric-bot/src/main/scala/Bot.scala:21:35
[warn] 21 | if (isConnected) socket.receive() match {
[warn] | ^^^^^^^^^^^^^^^^
[warn] | match may not be exhaustive.
[warn] |
[warn] | It would fail on pattern case: ReceiveResult.MsgFromServer(_)
[warn] -- Warning: noric-bot/src/main/scal
I had a couple people mention wanting a way to have svo use chrono rewind in Depthswalker as a means of healing. Not sure if that's something we want to implement or not, but figured I'd just file an issue and see what we get.
Thanks a ton
Colgano
The user should see these fields:
- Drop down for Spell - Hard code strings till we have a spell class
- input for Level - determines strength of potion
- update post method for new fields
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Feb 17, 2020 - JavaScript
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Sep 15, 2019 - Elixir
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Jun 5, 2018
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Documentation issue
https://github.com/evennia/evennia/wiki/Tags
I would really appreciate a little clarification on tags and how to use them to extract objects. For example, if I have a list of objects and only want to get ones with "outside room" in the tag, there's no explanation of how to do so.
Suggested change
A couple examples perhaps using tags.get or something like that, s