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Fizban1216
Apprentice


Joined: 03 Feb 2007
Posts: 170

PostPosted: Tue Feb 12, 2008 8:36 am   

cMUD Mapper
 
Trying to get the mapper to work on 4 Dimensions using cMUD Pro 2.18 and not having a ton of luck, heres what a room looks like (the MUD DOES use MXP).

The Ludus Magnus Gladiator Training School
[ Exits: n e s w ]
This is the Ludus Magnus, a training school for Gladiators. It is connected
to the Colosseum by an underground passage to the cellar under the Arena.
The Gladiators spend most of their time in this school, where they also
eat and sleep. Their life is rather comfortable, apart from the obvious risks.
During the games they are mortal enemies, because their choice is to kill
or be killed. Between the games they are comrades in arms, sharing the same
fate; eating, sleeping and training together. It's like being in the army,
except that here the enemy and your comrade-in-arms is the same person.
A white marble fountain stands in the middle of the school.
A board full of messages hangs on the wall.

<[(4500h 10000m 9995v (100) 262,262,741TNL>
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Fang Xianfu
GURU


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

PostPosted: Tue Feb 12, 2008 5:50 pm   
 
If the MUD uses MXP and uses it properly, you don't need to configure the mapper. Just run the configuration wizard and everything should work fine.

If it's not working, check the MXP that the server is sending, either by force-enabling MXP on the server and then disabling MXP in CMUD, or by using the #debugfile command to log the exact text the MUD is sending. If your MUD is sending improper MXP, tell them and they should fix it.

In the meantime, your best bet is probably a multistate trigger. We'd need to know what the line immediately preceeding the description is, but I'll assume it's a prompt:

#trig {prompt pattern} {} "" {nocr|prompt}
#cond {(*)} {} {within|param=1}
#cond {[ Exits: ([nesw ]) ]} {#tag name %t1;#tag exit %t2} {within|param=1}
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Fizban1216
Apprentice


Joined: 03 Feb 2007
Posts: 170

PostPosted: Tue Feb 12, 2008 6:04 pm   
 
The exits are sent as MXP and I can click on them to move, and it does always flag them correctly, but not the desc and/or title a lot of the time. and yes the prompt is typically preceding the desc, unless there are mobs or objects in the room.
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Fang Xianfu
GURU


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

PostPosted: Tue Feb 12, 2008 7:06 pm   
 
Your prompt in your example there is after the objects and mobs in the room - I would assume that that'd be the case in every other room, so it'd be the prompt immediately before the room name all the time. If that's not always the case, it doesn't help.

Just because the exits are links doesn't mean the MUD has use MXP to label all the text properly. Double-check.
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Fizban1216
Apprentice


Joined: 03 Feb 2007
Posts: 170

PostPosted: Tue Feb 12, 2008 8:03 pm   
 
Seems the easiest way would be to use Regex and make the line above the exits be room name and line below be the start of the desc, but not sure what syntax would be needed to do such, only know UNIX regex at all.
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Fang Xianfu
GURU


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

PostPosted: Tue Feb 12, 2008 8:52 pm   
 
I prefer to use multistate triggers with the within lines option for anything involving more than one line, which is why I suggested using one above. You could use a simpler one like:

#trig {(*)} {}
#cond {[ Exits: ([nesw ]) ]} {#tag name %t1;#tag exit %t2} {within|param=1}

but that'll match every line and potentially cause some slowdown, which is why I suggested using the prompt.
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JQuilici
Adept


Joined: 21 Sep 2005
Posts: 250
Location: Austin, TX

PostPosted: Wed Feb 20, 2008 7:27 pm   
 
For investigations like this, you can also turn on the 'Debug MXP' option in the window properties (under MXP, the MXP/HTML tab) for you main MUD window. I ran across this a couple days ago when debugging my own mapping triggers.

When the option is set, it appears to make all the MXP tags visible (in that window) as they appear from the MUD, rather than hiding them like usual. It's the fastest way to see what the MUD is really sending in MXP.
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frix
Newbie


Joined: 21 Feb 2008
Posts: 3

PostPosted: Sun Feb 24, 2008 12:32 am   Mapper is harder to configure now
 
The old mapper in zmud seemed to be more flexible in picking up room descriptions.

I've been trying to get this to work reliably
455h, 575m ex-l

Ivy-covered archway to Minia (road).
The bright sun shines down, blanketing you with its life-giving warmth. A
weathered stone archway strewn with vibrant green ivy is here. A small plaque
on the top of the archway reads, "Welcome to Minia! All newbies, make
yourselves at home." Vellis, the butterfly collector potters about nearby. A
small wooden sign is nailed crookedly to a post here. An heraldic pennon flies
here, bearing the house arms of The Sect of the Black Lotus. Gathering dust
from the ground, a fine white letter with a painted image has been left here.
Acolyte Teranis is here. He wields a steel shortsword in his left hand.
You see exits leading northeast, east, southeast, and south.

I don't have zmud installed any more, but it did a better job of helping me automatically parse this than the cmud one is doing (note this was an old version of zmud).
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Dumas
Enchanter


Joined: 11 Feb 2003
Posts: 511
Location: USA

PostPosted: Sun Feb 24, 2008 2:32 am   
 
Unless you really need it for something, don't bother too much with the room descriptions for IRE muds. And CMUD allows you to use the ATCP codes that those games send out, which makes getting room name and exit information so much easier. Do a search for ATCP on the CMUD forums and you'll find something that works.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Feb 24, 2008 4:14 pm   
 
Quote:

The old mapper in zmud seemed to be more flexible in picking up room descriptions.


The new mapper in CMud is not available yet. What you are using is still the one that's in zmud.
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