cmds.makeCommand {
name = "showquest",
usage = "(all | list) | <quest name>",
brief = [[Shows the detail for a quest, or lists all quests.]],
code = cmd_showquest,
checks = {cmdchks.isPc, cmdchks.isBuilder, },
}
cmds.makeCommand {
name = "showquest",
usage = "(all | list) | <quest name>",
brief = [[Shows the detail for a quest, or lists all quests.]],
code = cmd_showquest,
checks = {cmdchks.isPc, cmdchks.isBuilder, },
}
function negate(fun)
return function(x)
return not fun(x)
end
end
def function(a, b):
^ta + b = 1
How important is it that they be editable online? (I.E. by OLC) Is that the norm, or are they usually handled via a directory structure organization. Are the contents of the whole system loaded into memory upon load, or would it make more sense simply to draw out a tree based on all the subfolders (categories) and hold references to all the files inside for on-demand display.
I.E. if my Help folder contains files for attack and climb I would investigate the directory, build a display menu for that tells you your options are 'attack' and 'climb' and then hold attack and climb as keysand their full drive path as values. When you type help climb, then I pull up all the text from said file and display it. The alternative would be to store the entire contents of each file as the value, rather than just the path.
Lastly, assuming each game command is a class, would it make sense to require a Category and HelpText property to be 'hardwired' for auto-generation of a help menu? I'm kind of leaning away from it, if only because a help menu (the good ones) are usually slightly more helpful than a simple display of categories and command names.