Subj : LoRD JS Info? To : Dasme From : echicken Date : Mon Mar 13 2023 05:38 pm Re: LoRD JS Info? By: Dasme to All on Mon Mar 13 2023 11:12:04 Da> I wrote a number of IGMs for LoRD back in the day (Felicity's Temple, Da> Warrior's Graveyard and a few others) and I would love to take a shot at Da> getting them running as Javascript IGMs. Da> Hopefully someone has a starting point they could recommend. For some Da> reason googling LORD isn't turning up info on the game.. odd ;) I doubt if there's any documentation. Your best bet is to look at xtrn/lord/barak/barak.js, and search through xtrn/lord/lord.js for 'handle_igm' and 'create_other_places', all of which should provide some hints. Apparently your main script inherits the scope of lord.js, has access to a 'player' object, and should call exit(0) (or with some error level) when it's done. lord.js uses dorkit, so you may want to look at exec/load/dorkit.js, or just take cues from barak.js on console IO matters. Beyond that, look for Deuce on irc.synchro.net; he's the one who ported LORD to JS. Or create issues on gitlab.synchro.net for any particular items, and he can pick them up there. --- echicken electronic chicken bbs - bbs.electronicchicken.com --- þ Synchronet þ electronic chicken bbs - bbs.electronicchicken.com .