Object Editor
SYNOPSIS
This document is a collection of notes taken while planning the demigods' interface to FærieMUD.
DESCRIPTION
The coders' interface to typical !MU<nop>Ds are minimal, to say the least. One is usually required to edit text source files with a vile little editor called 'ed', which, in reality, is only good for editing constant streams of information (ie., sed).
Steps for creating a new object
- Determine placement in class heirarchy
- Understand inheritance structure
- Describe and document intent of new object -- how is it different from other objects?
- Determine whether it can be described under current class
- Yes, without additions
- Yes, with additions<br> Create Properties to cover additions
- No, needs new class<br> Develop Proposal for new class<br> Submit to higher authority
- Call up !XM<nop>L template for defining new object
- Make changes to define the differences you specified above
- Syntax check
- Submit for Approval
- GodCost? determination tells you whether you have the power and what it will cost you
- Choose whether to create it
- Place it in the world
â Scotus - 03 Jun 2000
â --
I think that there are actually two separate phases to the process described here. Creating the class costs nothing as far as the immortals' power -- we don't want to discourage people from creating them. Actually instantiating the class you've created is the thing that has a corresponding cost in power. The more powerful/unusual the object, the higher the cost associated with instantiating it.
What sort of XML template would one edit? Why not present a web interface to class editing? Filling in a form will be infinitely easier than trying to create a valid XML document by hand, even with a template. That's not to say that we couldn't have both, I suppose, but I had planned on making a forms-based wizard-ish interface.
â Ged The Greys Hain - 05 Jun 2000
