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➜ MUSHclient
➜ Suggestions
➜ Programming
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| Posted by
| Randal
USA (4 posts) Bio
|
| Date
| Mon 27 Aug 2001 07:15 PM (UTC) |
| Message
| I've not spent a massive amount of time determining if this feature exists or not, but best I can tell, it doesn't.
I do a LOT of programming through MUSHclient. One of the people on my coding team set up some triggers and such to integrate MUSHclient into our code editing utilities on the game, so when we type a command, it loads the code for a function into an editor, and we just send that text to the game and it compiles.
I would very much like to see some features that cater to the numerous people I know who code through MUSHclient. Things like:
1. Some sort of (configurable?) syntax highlight scheme
2. Configurable tab-size (and option to use spaces instead)
3. Auto-indent, for that matter
4. A place to store documentation on your own code for quick access (a customizable menu?)
Basically, what I'd really like, is a configurable IDE. Yea, I might be asking for too much... and you're probably already feeling the attack of the Feeps (Creaping Features -> Feaping Creatures -> Feeps).
-Randal | | Top |
|
| Posted by
| Nick Gammon
Australia (23,173 posts) Bio
Forum Administrator |
| Date
| Reply #1 on Mon 27 Aug 2001 10:20 PM (UTC) |
| Message
| Depending on how much you know about COM programming, you could probably do it yourself by having, for example, a trigger pull in the edit text, send it via COM to a module written in VB or VC++, and then send the response back.
There is already provision for storing comments, if you use the "paste as commented softcode" feature that will strip out comments on-the-fly.
As for the rest, it is tempting to do a full-featured editor, but then you do indeed run the "feeps" risk. There are other things that are perhaps more urgent, for example Mud Sound Protocol, or writing world files in XML. |
- Nick Gammon
www.gammon.com.au, www.mushclient.com | | Top |
|
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