Pavitra, thanks for your help with Hanoi the other day. I didn't fiddle with the multiplayer yet (only one ring can be "held" at a time, and anyone can put it back on a pole), but I did revise the message to be more accurate (now it's "Ring 1 is held" instead of saying "You're holding ring 1"). I also added a small variety of pole/ring colors, so a personal instance will have different color descriptors than the global instance. Just for, y'know, color.
I posted about Aspel over on the intfiction.org forums as well, and there's a guy there who's interested in an Aspel group, so maybe we three can dive into it sometime.
(Edit) That reminds me, it was a bit of a pain to get the ring color to match the appropriate pole color. Apparently, if you try to assign an alt gentext value to another value, it only takes the first option, rather than using the same option it selected everywhere else in the instance. I just revised the code such that I didn't have to use an assigned gentext, but I wondered why it was doing that. Maybe Belford can shed some light on that or suggest an alternative?
To be clearer, this came up because I used a "target" value to determine whether the rings should be the same color as the left pole or the right pole, depending on which way the player triggered the puzzle to start. The puzzle is solved when all the rings are on the matching color pole, so the ring color is the target pole's color. When the colors are static, there's no issue, but when I used gentext to vary them by instance, I was trying to set the "target_color" value to the "left_color" or "right_color" gentext values. Then the rings were being described as a color that didn't match any of the poles, being the first value in the gentext alt list, rather than the one currently in use. I changed it to simply track whether the "left" or "right" pole was the target, and used the appropriate gentext value directly. But is there no way to retrieve the "current" value for use elsewhere for matching purposes?