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Lazarus Beginner
Joined: 09 Jan 2003 Posts: 14 Location: USA
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Posted: Thu Jan 09, 2003 3:33 pm
More mapper questions |
Ok, a few questions
First, is there a way to get zmud to ignore directions in the room description and only use the exits listed at the bottom? (sample room below)
A dimly lit passage
You can barely see in this passage. Stone walls block your passage north and south of here.
Obvious Exits:
West - A dimly lit passage
East - A dimly lit passage
Second, is there a way so when I mistype a direction (i.e. go east into a wall etc.) and the mud returns the response "Alas, you can not go that way" that it automatically clears the queue? I would be then able to try directions that are not listed as obvious quickly and easily.
And Third, the mud I am playing is set so that to open a door you type "open :door name: (direction)" where the door name is mandatory and the direction is optional. I've tried naming the doors in the room properties but it still tries open west instead of open gate or open portal.
Thanks Zugg for making Zmud, and for revolutionizing the world of Muds, and thanks to whoever helps to answer these questions for me |
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doomfyre Apprentice
Joined: 03 Jan 2002 Posts: 152 Location: USA
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Posted: Thu Jan 09, 2003 5:31 pm |
First question: On the mapper window, click edit/map properties. Then expand the Configuration section by clicking the plus sign next to it, and click Room exits. Then, enter Obvious Exits: in the box below Exit line keyword. Not guaranteeing that will work, but its worth a try anyhow.
For your second question, this is easily solved with the following trigger:
#TRIGGER {Alas, you can not go that way} {#NOMAP; #NODIR}
Make sure thats the correct trigger phrase, as on my mud they use cannot, rather than can not.
For the last question: On the mapper window, click edit/map properties/strings and doors. Where it says 'open %1', replace the %1 with %2
Hope that helps |
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Lazarus Beginner
Joined: 09 Jan 2003 Posts: 14 Location: USA
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Posted: Thu Jan 09, 2003 5:44 pm |
Thanks doomfyre
The trigger works great, as does the door command, and the description problem is 75% solved, but unfortunately, any time a direction is named in the adjacent room names it still reads it as an exit (i.e. when walking down South Street it creates non-existant links to the south. Still, that's not a big deal. Now I can complete the map accurately, Thanks!!
Mirajan of Medievia |
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Castaway GURU

Joined: 10 Oct 2000 Posts: 793 Location: Swindon, England
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Posted: Thu Jan 09, 2003 6:02 pm |
Try also clicking 'Exits after keyword'
Lady C. |
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Lazarus Beginner
Joined: 09 Jan 2003 Posts: 14 Location: USA
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Posted: Thu Jan 09, 2003 6:10 pm |
It was configured with that in, but the keyword was wrong, it still sees the south in the exits lines because its after the keyword, doubt theres any way to get rid of this without Zugg making an "Exits are first word of each line after keyword" option.
The actual room contents read:
South Street
You are travelling down South Street (etc.etc.)
Obvious Exits:
North - Vagabond Alley
East - South Street
West - South Street
So of course when it first sees the room it adds a south exit. Not much of a hassle though, I don't mind deleting links only down 4 or 5 streets per zone, especially when most zones don't have them
Mirajan of Medievia |
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