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➜ Dawn of Time
➜ Configuration
➜ Races
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Posted by
| Polarus
Canada (69 posts) Bio
|
Date
| Sat 28 Sep 2002 06:57 AM (UTC) |
Message
| Ok, I know this may sound stupid, but....
Do you have to manually delet races from the mud or is their an olc function? I'm sorry, but I have been using regular rom ports for a long time, and this is SOOO much better, just a bit of a learning curve. Thank you. |
-=Flitting from Project to Project=- | Top |
|
Posted by
| Daos
USA (42 posts) Bio
|
Date
| Reply #1 on Sun 29 Sep 2002 10:32 PM (UTC) |
Message
| Deleting races manually or dynamically (which is currently not an available feature yet) is very dangerous. If you completely remove a race from the system, and a player who recently created a new character based on that "deleted race" attempts to log in, the mud will abort due to the fact it will be seeking PCrace information that is not available.
A good way to find this out is to type:
laston -race=<racename> to see what players may have that particular race before manually removing the race.
Another simple way of going about things is to simply make the race not selectable in raceedit. You can leave the race as a NPC only race =).
- Daos
turalyon@socket.net | Top |
|
Posted by
| Polarus
Canada (69 posts) Bio
|
Date
| Reply #2 on Tue 01 Oct 2002 04:59 AM (UTC) |
Message
| Luckily I am doing all my editing before going public, therefore, no problem with that. I was just wondering. Anyone know how to set up some player-run kingdoms? i don't know where to start... |
-=Flitting from Project to Project=- | Top |
|
Posted by
| Daos
USA (42 posts) Bio
|
Date
| Reply #3 on Wed 02 Oct 2002 08:06 PM (UTC) |
Message
| Hi,
There are two options you can go about with this, you can either use the current dynamic clan editing system, or you can do what I did for my mud and hard code kingdoms and a dynamic kingdom edit system.
- Daos
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