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Ice Beginner
Joined: 07 Sep 2005 Posts: 12
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Posted: Wed Sep 07, 2005 8:26 am
Mob Database for Aardwolf |
Hi. I am quite new to zMUD scripting, and I would like to create a mob database for Aardwolf, but I don't really know how to do it. I would like it to add mobs to the DB along with the area and room name from the map (if the mob isn't there of course already) whenever I consider a mob/room, when I get a quest, cp, gq... As you can see there's a lot of "I would like to" here but not much knowledge. I would really appreciate all help with this. Thank you.
//Ice |
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Vitae Enchanter

Joined: 17 Jun 2005 Posts: 673 Location: New York
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Posted: Wed Sep 07, 2005 11:37 am |
Check some posts by Private on here. I think he's posted several snippets of code for his database
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Private Adept
Joined: 10 Jan 2002 Posts: 264 Location: USA
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Posted: Wed Sep 07, 2005 10:32 pm |
Problems with auto-adding:
Mob Level: you must pick up the corpse from several to get a base level.
Mob Name: the only one you can trust is "where mob", the mud capitolizes the 1st letter most other ways
Mob Area: easy enough from the where command while in the area.
Mob Align: kinda hard to grab from look in room as name and look description are different.
Speedwalk: You need to kill all of said mob and wait for repop to see starting room. i log them then with %roomvnum
RoomName: easily logged with %roomname
THE simplest short term way to get it started is via the mobdeaths command. but it auto capitalizes the first letter of the mob name (which is a pain later), i used a script to issue the following commands after a LONG uptime, like weeks:
mobdeaths 1 1 good
~thru~
mobdeaths 260 260 good
from this you can get:
Mob Name
Mob Level
Mob Area
Mob align (good)
then:
mobdeaths 1 1 evil
~thru~
mobdeaths 260 260 evil
same info but mob align evil
then:
mobdeaths 1 1
~thru~
mobdeaths 260 260
check if mob is already in database, if not add and assume neutral.
after all this you should have one large database. but...
an orc
An orc
both show up as "An Orc", remember the mud capitolizes most mob names :(
Also, LONG areanames and mobnames get cut off.
after i did this list, i went to each area, and set about the task of correcting the capitolization manually while adding roomname and vnum (still working on that)
now when new areas come in, i have a whereall alias and variable...
Code: |
#ALIAS whereall {prompt;#FORALL @alphabet {where %1.%i};prompt}
#VAR alphabet a|b|c|d|e|f|g|h|i|j|k|l|m|n|o|p|q|r|s|t|u|v|w|x|y|z
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i issue whereall 1, whereall 2, whereall 3, etc etc, preferably after repop while area is empty until "You didn't find any #.letter" is displayed for a-z
after copying pasting all this to my text editor, i remove dupes/sort the list, replace all 2x spaces with tabs and import it into the databse, takes about 5 mins per area.
then i kill mobs, note thier level/align and enter the data while waiting on repop, on repop i note roomname/vnum and add that to database.
there is no easy way that i know of to add all the info i track into the database, I've been working on getting the gumption for a while to make a script where i can type:
madd good 100 "notes"
where it takes %1 as align, %2 as level, %3 as notes:P, %roomname, %roomvnum, @current_area, @last_target and puts em into the database, but i didnt realize till way late about the capitolization thing and already had the database full and corrected manually, and am too use to the way i add em now.
Anyhoo, hope this gives ya some ideas along with other posts here. |
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