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Vitae
Enchanter


Joined: 17 Jun 2005
Posts: 673
Location: New York

PostPosted: Thu Feb 16, 2006 6:07 pm   

#RECALL and #WALK lacking
 
K, so, the other day I was in an area, Winterfell.
I wanted to go to a room 11 steps away.
On the map I right clicked my destination, clicked Speedwalk to room.
Now, the funny think is that from my Recall point to the room i wanted to go to is only 10 steps.
SOOOO....I recalled and walked 10 steps to the room I indicated I wanted.
Now, recalling takes half your moves from you. So rather than use 11 move points i now used 2251 move points.
Ummm...no..
I have #recall set in a recall alias.
~recall;#RECALL
And also as a portal.

Is there a way to tell zmud to determine which is better?
I use #walk a lot, and I'd like to know if recalling and using up half of my moves will be better than just walking.
Yeah, the chances of walking over 2000 rooms to get somewhere is not even going to happen, but at least in determining inside of an area if it's a good thing or not would be nice.
I can just as easily remove the portal, but just wondered if there was something else i could do.
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Fri Feb 17, 2006 6:25 am   
 
Try searching roomcost in the forums.

Ive seen I think Charbal or Vijilante or Kjata (?) work on something that involves shortest path with cost from different teleport points.
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Vitae
Enchanter


Joined: 17 Jun 2005
Posts: 673
Location: New York

PostPosted: Fri Feb 17, 2006 3:01 pm   
 
checked a few and thing about this.
I don't want to set room cost for recall high because like i said, recall uses half my moves. meaning on remort lvl 1 i got like 100 moves and it costs 50. but at lvl 150 with stats and eq etc it costs me 2K+ with full moves. the half cost is not of your max moves, but of your current moves value. (I'll assume that it's like that on half the muds out there)
Thinking i'll just take out the whole recall portal part.
Remembering that the othe day I activated a walk from upstairs of recall (which was a non recallable room) and it tried to recall, failed and continued with the rest of the walk, effectivly putting me in another area tottally that I nearly got killed in.
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Sat Feb 18, 2006 6:27 am   
 
You can set the cost on the portal so that it is a reasonable approximation of how much movement it will eat. You should also set the recall room to "Pause when speedwalking". This will allow triggers to catch the recall failure and abort the walk using #STOP and #NODIR 1.
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Vitae
Enchanter


Joined: 17 Jun 2005
Posts: 673
Location: New York

PostPosted: Sat Feb 18, 2006 11:57 pm   
 
portals cost no moves.
And since I do all my walks in fast mode, and my speedwalks are generally an alias like
#alias winterfell {run d3s9e etc etc) it don't help really.
the @walk is used, but mainly in quests.
it's no prob. I'll just disable the recall portal command and see how that goes for a while.
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