Register to post in forums, or Log in to your existing account
 

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » zMUD General Discussion
areth
Newbie


Joined: 27 Sep 2005
Posts: 3

PostPosted: Sun Sep 09, 2007 9:31 am   

Zmud Automapper question
 
I have a quick and fairly simple question but it is causing me no end of grief. If someone could give me a solution to these two problems I would really appreciate it.
First (and most important) I am having issues using the Automapper on Dawn of Ages (dawn.rplay.net port 8000). This mud is very good, although we've lost most of our pbase so if anyone wants to check it out we could use the players. Anyway, /shameless_plug :P
The problem lies in the mud's own automapper feature, which spits out a map to the left of the description of a room. Zmud's automapper works beautifully without this feature on, but I use this feature extensively when spamming across the mud, so I am loath to turn it off. I'm wondering if there is a way I can make Zmud recognize the description and properly map areas. Below is a demonstration of the descriptions with automapper (on the mud) turned on.
Code:
The Heart of Shadow 
 .... ....      Protective symbols and runes outline a blue pentagram carved into
.... + ....    the center of the floor. Its glow casts the room in a light blue,
...  |  ...     revealing no other furnishings but deepening the shadows found
.. +-X-+ .. among the cracks and grooves along the walls. Exits leave from here
.. | |  ...     in all directions. Chanting may be heard in the chamber to the
... -+ ....    north, and eastwards are the sounds of trickling and splashing.
 ...  .... 

[Exits: north east south west]

I've seen this layout on quite a few muds, and I remember that I can map through it, but I can't remember how because I stopped mudding for a long time (nearly 1.5 years)

The second question, and much less important, is to ask how I can make the automapper recognize triggered mptransfers. For example, I can say place of light at my clan's healer, and be transfered to midgaard, but the automapper doesn't recognize the movement (For obvious reasons)

Thank you in advance for any help that you give.
Areth
Reply with quote
Fang Xianfu
GURU


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

PostPosted: Sun Sep 09, 2007 12:38 pm   
 
Are you actually going to need that map once you have zMUD's automapper working, so you can see every single room on the MUD? You might find it better just to turn it off and learn to use the automapper instead :P

If you have your heart set on keeping it, you need to use the #tag command. Set up a trigger for room names and exits (don't need descriptions) and tag them as those things. You might need to use an ANSI trigger to capture the room name consistently, and you might need also find using a multistate trigger rather than separate triggers.

Once you've got a #tag trigger marking the name and exits, you should be able to reconfigure the mapper and have it start working.

If that seems a little complicated, one other thing you could try is reconfiguring the mapper but unchecking the Room Description box. This may or may not work, but the idea is that the mapper will ignore the description and the small map that's next to it.

Your second question is more simple. If you always go to the same room, use the #teleport command. If you move to a varying room, use the #find command. If you can move from anywhere on the mudto a specific toom, either use #tele or set up a #portal command.
_________________
Rorso's syntax colouriser.

- Happy bunny is happy! (1/25)
Reply with quote
areth
Newbie


Joined: 27 Sep 2005
Posts: 3

PostPosted: Sun Sep 09, 2007 1:49 pm   
 
Thanks for the reply Fang Xianfu. The only issue I have with #tag is that I can't find any way to uniquely identify the room name, so I get more false-positives than anything. The issue is that I'm starting to try to database the mud (Items, rooms, mobs, etc) for personal use as well as to write a generalized guide to get new players started in an effort to attract pbase. The database is going to hold all properties. I have a good portion of the framework in place on Zmud already, but I can't seem to convince it to grab the descriptions. So I guess the question becomes how would I go about tagging it. The only idea I can come up with is that the first line of the mud's automapper seems almost constant in the number of periods used. I'll experiment with that after my coffee though :P
Again, thanks for the reply, and if I can't use the periods to trigger recognition, then you are right, I will have to do away with the room descriptions in Zmud's map (Turning off the mud's automapper is another option, but it drives my completely bats not to have it.)

(Thanks to whoever fixed the map example above, btw)

Edit: You're welcome - Taz :@)
Reply with quote
Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5187

PostPosted: Sun Sep 09, 2007 3:02 pm   
 
My approach is a little different. Since you want to keep the muds minimap on and the mapper handles the exists and name correctly you should turn off capturing the description in the configuration, and in the Speedwalking section set the automatic detection level to match room name. Then this script will properly set the description for you as you map, assuming I got my regex right and the example you gave showed all the minimap characters.

#CLASS {System|Automapper}
#VAR Description {} {}
#REGEX "DescCap" {^[.|+X -]{11}([A-Za-z .,!?]+)} {Description=%trim("%1")}
#COND {} {#IF (%line!="") {Description=%concat(@Description," ",%trim(%right(%line,12)))} {#STATE DescCap 0}} {looplines|param=30}
#ALIAS onroomcreate {#CALL %roomdesc(,@Description)}
#CLASS 0
_________________
The only good questions are the ones we have never answered before.
Search the Forums
Reply with quote
MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Sep 09, 2007 4:38 pm   
 
Quote:

If you move to a varying room, use the #find command.


This depends on how it varies. In Dragonrealms, there's a hidden area where exit from this hidden area is a color-changing portal. What color the portal is determines where you get dumped to, but it's all fixed. A more complicated use of #TELEPORT would handle something like this.
_________________
EDIT: I didn't like my old signature
Reply with quote
areth
Newbie


Joined: 27 Sep 2005
Posts: 3

PostPosted: Sun Sep 09, 2007 7:38 pm   
 
Vijilante wrote:
M assuming I got my regex right and the example you gave showed all the minimap characters.


It doesn't, but I can modify that easily. Thanks for the suggestion, I'll be checking that out in about 20 minutes and see if I can make that work.
I really appreciate everyone who responded :) I'm pretty decent at scripting for Zmud, but this had me stumped. Now I think I can get it working properly.
I wish I had written down how I made it work the first time! LOL

Areth
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » zMUD General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by Wolfpaw.net