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Ghedemonas
Novice


Joined: 15 Aug 2007
Posts: 39

PostPosted: Wed Aug 15, 2007 2:58 pm   

#nomap question RotD
 
Hello,

I had some problems getting the mapper to map properly for "Realms of the Dragon":

I have a hud turned on (#gagged), which constantly shows in a new line the hitpoints etc.
When I initiate a walk command ("n" for example"), and the hud happens to give its output right before/after the movement command is given, a failure happens:
the mud recognises the move command, but the mapper doesn't. This happens in slowwalk, safewalk and fast mode.

The same problem happens when the mud shows any additional lines ([race] channel, "the hsun goes up in the west, xx tells you etc.

I tried to #nomap the "bad" outputs, but to no avail.

Any help would be greatly apreciated!

below is an example: trying to do a 10 (n) command by doubleclicking on the map in slow mode. (hud output is ungagged)
The mapper stops after step 3.



Winding road [n,s]. (=step1)
>
Winding road [n,e,s,w]. (=step2)
Signpost.
>
Winding road [n,s]. (=step 3)
>
Hp: 2490(2490) Gp: 2325(2325) Xp: 115275(21000000) (hud output / other disturbance output)
Winding road [n,s]. (mud does step 4)
>
Hp: 2490(2490) Gp: 2325(2325) Xp: 115275(21000000)
Hp: 2490(2490) Gp: 2325(2325) Xp: 115275(21000000)
Slow walking aborted (?why?)
Winding road [n,s]. (mud does step 5)
>
Hp: 2490(2490) Gp: 2325(2325) Xp: 115275(21000000)
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Wed Aug 15, 2007 8:05 pm   
 
The walk is probably aborted because zMUD is still waiting for the #ok command, which signals that it's successfully moved into the room and that it's alright to send the next movement command.

Does the mapper update your position on the map after the walk fails, or is its position one room behind? If this is the case, it means the mapper isn't detecting the room properly when there's a line preceding it. You can either set up your own #ok trigger to make the walk continue, or (and this is what I'd recommend) you can use the #tag command to tell the mapper what's a room and what isn't and then reconfigure it to make sure that the mapper will always detect new rooms.
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Daagar
Magician


Joined: 25 Oct 2000
Posts: 461
Location: USA

PostPosted: Wed Aug 15, 2007 9:26 pm   
 
You _might_ get away with just #tagging your prompt. The mapper really likes to have the prompt explicitly identified, especially when it is one of these simple-style ">" prompts. Obviously use Fang's suggestion and #tag the room name as well if the prompt alone doesn't do the trick.
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Ghedemonas
Novice


Joined: 15 Aug 2007
Posts: 39

PostPosted: Thu Aug 16, 2007 5:01 pm   
 
Your hints did the trick - here are the triggers I use now:

{^(*) ~[(*)~].$} {#TAG name,exit {%1} {%2}
{^~>} {#tag prompt}
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