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Coming soon: a solution for solo mages level grind. Multicharring is NOT allowed (see above about following all rules).

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+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  Autoexits
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Author Topic: Autoexits  (Read 3862 times)
Matthew
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« on: January 20, 2006, 01:28:36 am »

Auto exits off:
the Fighter's guild
  You are inside the guild room of Solamnia's fighters. It is here that the
best come to train and teach their fighting methods. To the west is the
old fighter's bar.
A street cleaner sighs as more rubbish blows by in the wind.
Your guildmaster stands here.


Autoexits on:

the Fighter's guild
  You are inside the guild room of Solamnia's fighters. It is here that the
best come to train and teach their fighting methods. To the west is the
old fighter's bar.

[Exits: west]
A street cleaner sighs as more rubbish blows by in the wind.
Your guildmaster stands here.


As you can see when you remove autoexits the objects and mobs in a room trail on straight after the room description. In this example it doesnt look so bad but many times i have had trouble when entering a room discerning whether there is actually a mob in the room. On other muds i have played all mobs 'n players are coloured red and objects yellow or have a newline on the end of the description. Reckon we could have something like this?
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I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
Critic
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« Reply #1 on: January 20, 2006, 08:52:25 am »

no.
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Vsem piz*i, a krilya mne!
Habbakuk
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« Reply #2 on: January 20, 2006, 09:13:54 pm »

We can set some options in personal AUTO config if you formulate your needs in a more specific way.
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