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Curlay
Beginner


Joined: 17 May 2004
Posts: 27
Location: USA

PostPosted: Tue Nov 23, 2004 7:30 pm   

Mapping Advice
 
First I'd like to start off that it would seem I am better off posting this in a new post. If not, feel free to delete this and keep it where it was. I am replying to Nexela's questions, if you need more information I'd be more than happy to oblige.

Curlay

LOL, First and Foremost I'd like to apologize for post-hogging, I guess I thought I Was saving people from spamming a new thread on and old topic ::Chuckles::


1) Yes, they are different colors, The room name, if there is someone in it, if there is an NPC in it, but the exits are the same color as the description.

For example:

Upon the River Marin
Interrupting the river's course here is a large rocky outcrop, clearly
sufficiently sturdy to have survived the water pounding against it over the
years, forcing it to take a southeasterly course around the edge of the
outcrop before resuming an easterly course. Staring upwards you can just make
out some form of structure atop the rocks, but there is no way you could
reach it from here. A red elephant is here. Pokey Joe is here. You can
progress southeast and west.

Upon the River Marin is brownish. A red elephant is here is purpleish. Poke Joe is here is greyish, and everything else is greenish.

2) I have tried a horrendous number of mapper config changes, but honestly, it's like shooting in the dark. I have read the accomodating helpfiles, but I just can't seem to get the right 'fix'.

3) north

Road near the crossroads
Lying just to the south of a wide crossroads, this road begins its journey
southwards here, working its way ever closer to the southern coast. You
cannot help but notice how quiet this direction is in comparison to the other
roads you can see leading away from the highway, only a few travellers making
their way along it. The road surface itself is well maintained however, its
cobbled surface completely free of weeds. You can progress north and south.
Pokey Joe follows you.
840/840h 105/105m > north

The central crossroads
You are standing at what many view as the major intersection of Akanbar, the
point where all roads eventually meet, and the nexus of trade across the
continent. Roads lead away to the north, south, east and west, stretching
beyond your vision. Fortunately, some kind soul has realised that this makes
it difficult to tell where these roads lead, and has fixed a wooden signpost
at the southeast of the road detailing each roads destination. Diagonally
across the intersection from the signpost stands a three storey building, a
sign above the door proclaiming it as The Phoenix Folly Inn, the lights
shining through the windows giving it a particularly welcoming look this far
from civilisation. A huge crystal ball is here. You can progress north,
northeast, east, south, west and northwest (an open door).
Pokey Joe follows you.

Is that what you're looking for? I apologize, I misunderstood what he was looking for. Thank you!

4) It's not always there, if it's not there, then it's just not there, no change in anything else. It's there if it's night-time not there during the day. :)

I'm sorry I'm sorry, I'm not sure what [ code ] tags are! Thank you, Nexela!
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Curlay
Beginner


Joined: 17 May 2004
Posts: 27
Location: USA

PostPosted: Tue Nov 30, 2004 4:39 am   
 
I feel bad bumping but... :)
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Tue Nov 30, 2004 9:54 am   
 
The biggest thing to get the mapper working right is to get the exits correctly detected. The best way to do this would be to eliminate your mud's word wrapping and let zMud handle the wrapping. Then use a trigger to seperate the exits to thier own line. If you can't eliminate the word wrap from the mud then the trigger will have to be more complex to move or tag the exits.

Try to kill the wrapping first and post back.
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Curlay
Beginner


Joined: 17 May 2004
Posts: 27
Location: USA

PostPosted: Sat Dec 04, 2004 3:51 pm   
 
I have checked with the creators and they've said there's no way to eliminate the word wrapping yet... :/
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Sat Dec 04, 2004 6:21 pm   
 
Ok In all Actualty it shouldnt be too hard to configure the mapper without the need for tags for that kind of output.. If I may ask what mud is this for? I might be tempted to log in and attempt this :P

Mod from my Multi line tell capture

First Lets capture Any line that will contain Exit info and add it to a variable

#TRIGGER "Exits" {You can progress(*)} {
#VAR Exits ""
#VAR Exits {@Exits %1}
#IF (%ends( "%1", ".")) {
#STATE Exits 0
ParseExits
} {#STATE Exits 1}
}
#COND {(*)} {
#IF (!%null( "%1")) {
#IF (%ends( "%1", ".")) {
#VAR Exits {@Exits %1}
#STATE Exits 0
ParseExits
} {
#VAR Exits {@Exits %1}
#STATE Exits 1
}
} {
#STATE Exits 0
ParseExits
}
} {manual}


EDIT ok from your examples it looks like the last thing after the period in the exits is nothing if that is the case then this should work as is.
------------------------------------------------------------------
Now Lets Parse that Var out
Most of these could prolly be nested for speed but Im not gonna go that far. I tested this with a few examples and so far so good sooooo hopefully this should get you going

#ALIAS ParseExits {
#VAR Exits {%word(@Exits,1,".")}
#NOOP Remove everything after the period
#VAR Exits {%subregex(@Exits,"\(.*\)","")}
#NOOP Remove Door Info
#VAR Exits {%replace(@Exits,".","")}
#NOOP Remove Period
#VAR Exits {%replace(@Exits,"and","|")}
#NOOP Begin Stringlist
#VAR Exits {%replace(@Exits,",","|")}
#NOOP Finish Stringlist
#VAR Exits {%replace(@Exits," ","")}
#NOOP Remove all Whitespace
#TAG exit {@Exits}
}

Bear in mind the best way to Tag is to
#TR {*} {#NOMAP}
and Tag EVERYTHING related to the mapper This will insure accurate mapping but requires extensive scripting and usually room descs are hard to do
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Curlay
Beginner


Joined: 17 May 2004
Posts: 27
Location: USA

PostPosted: Tue Dec 07, 2004 4:52 am   
 
The MUD is for Akanbar. It's in beta right now, www.akanbar.com. (www.akanbar.com port 23) I'm about to attempt what you suggested! There is also a BRIEF mode, but that neglects the room description, which may have made things easier to begin with, but I do like the room descriptions! :)

Thank you thank you thank you nexela!
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