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croww
Newbie


Joined: 02 Jul 2013
Posts: 8

PostPosted: Wed Jul 06, 2016 3:54 pm   

Coloring rooms in cmud mapper `?
 
Is there a way to make a script to color rooms in the cmud map after name in the map.

Like i have alot of rooms named "In the graveyard". Is there a script that goes thro the database and color all those rooms black.
And i have alot of rooms named "In the center of a serene forest meadow" , can i get all those to light green ?

Or do i have to click each rooms in the map and then go to room proterties and change from there ?

The worldmap is huge, and there is a old ascii map that a player did, I am currently running around making a cmud version of it.

http://home.caiway.nl/~lep/zombie/map/
(thats just the outworld, then all the zones are even more rooms)

Any help would be nice
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Wed Jul 06, 2016 11:38 pm   
 
It is possible to do it by script... however it would likely hang CMUD for a few minutes as it worked.

#CALL %maplocked(0)
#FORALL %numrooms {
#IF (%roomname(%i)="In the graveyard") {#CALL %roomcol(%i, black)}
#IF (%roomname(%i)="In the center of a serene forest meadow") {#CALL %roomcol(%i, lightgreen)}
etc
}
#CALL %maplocked(1)
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croww
Newbie


Joined: 02 Jul 2013
Posts: 8

PostPosted: Wed Jul 06, 2016 11:51 pm   
 
So i guess i take lines and save it to a file. what should i name the file ?
And then go to actions run script ?

Anyways it i get it to work, it will be fantastic


Last edited by croww on Wed Jul 06, 2016 11:56 pm; edited 1 time in total
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Wed Jul 06, 2016 11:54 pm   
 
You can also edit the properties of several rooms at once, but that tends to mess up the very next room you create via the mapper for some reason.
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croww
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Joined: 02 Jul 2013
Posts: 8

PostPosted: Wed Jul 06, 2016 11:58 pm   
 
Yeah i have tried to use the nearby in panels to get as many rooms i can, and then change em all. But it misses so many rooms sometimes
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Thu Jul 07, 2016 12:30 am   
 
if you put the map into mapping mode, you can draw a box around multiple rooms and select them that way. or shift+click to add individual rooms
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croww
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Joined: 02 Jul 2013
Posts: 8

PostPosted: Thu Jul 07, 2016 12:38 am   
 
aye thanks. So those commands you printed out, what should i call the file. is it just a txt file or do i need to call it something else ?
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4690
Location: Pensacola, FL, USA

PostPosted: Thu Jul 07, 2016 12:51 am   
 
I would likely make a new #EVENT onMapUpdate {to hold it}
Similar to an #ALIAS, but without the possibility of sending the callword to the game if you disable the setting.
Just '#RAISE onMapUpdate' to execute.
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croww
Newbie


Joined: 02 Jul 2013
Posts: 8

PostPosted: Fri Jul 08, 2016 12:37 am   
 
Ok didnt get ur code to work. But this did.

#CALL %maplocked(0)
#VAR Path %mapquery("[Name] LIKE '%Swimming out upon the ocean%'")
#FORALL @Path {#call %roomcol(%i, blue)}
#CALL %maplocked(1)


I just change the "swimming out upon the ocean" to diffrent descriptions.
Thank you for showing the way with maplock and %roomcol%
etc.

Not sure if i am doing it the correct way, but atleast it looks like its working
Laughing
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