Sure. Use LPMUD and my mapping script (https://github.com/Chris7/3k-Scripts). The only part you need to change is the triggers to recognize the room information to however you want to declare them.
Pick whatever driver you want:
http://en.wikipedia.org/wiki/LPMud
Search found 496 matches
- Wed Oct 16, 2013 2:31 pm
- Forum: Mudlet Mapper
- Topic: Good working pair? available code base + realy good mapper ?
- Replies: 6
- Views: 10615
- Wed Oct 16, 2013 3:46 am
- Forum: Mudlet Mapper
- Topic: (mapping script) 3kingdoms Mapper
- Replies: 91
- Views: 542213
Re: (mapping script) 3kingdoms Mapper
I added a few new things today:
1) tmap config has a coordinateMap option which will just assume you are doing everything correctly.
2) some better output messages for room conflicts
3) tmap merge <direction> will merge your currently occupied room to the one in the given direction.
1) tmap config has a coordinateMap option which will just assume you are doing everything correctly.
2) some better output messages for room conflicts
3) tmap merge <direction> will merge your currently occupied room to the one in the given direction.
- Tue Oct 15, 2013 11:14 pm
- Forum: Mudlet Mapper
- Topic: Good working pair? available code base + realy good mapper ?
- Replies: 6
- Views: 10615
Re: Good working pair? available code base + realy good mapp
It's up to you what you reveal to players. You can use LPMUD, DIKU, SMAUG, etc. and just codify the information you want to give players. There are existing scripts for LPMUDs for Mudlet.
- Tue Oct 15, 2013 12:06 pm
- Forum: Mudlet Mapper
- Topic: (mapping script) 3kingdoms Mapper
- Replies: 91
- Views: 542213
Re: (mapping script) 3kingdoms Mapper
Mgrommet: You gave me an idea, I'll throw in a configure that is coordinate based on. This will actually help with areas that have changing descriptions (ravenloft/der'thalas/ant/spidercaves). Though for places like Science with static descriptions, it's probably something like your room short/desc ...
- Thu Oct 10, 2013 6:38 pm
- Forum: Help Forum
- Topic: MAP Display
- Replies: 5
- Views: 5018
Re: MAP Display
I'm not sure what you are trying to do. It looks like you have a display that resembles rooms & connections. What is wrong with it? What should it look like?
- Thu Sep 26, 2013 3:40 am
- Forum: Help Forum
- Topic: Right click on mapper
- Replies: 3
- Views: 4362
Re: Right click on mapper
You can use "" as a parent to have it be null. You can also look into addMapMenu.
The currently selected rooms are by default passed.
You might want to check out this:
http://wiki.mudlet.org/w/Manual:Lua_Fun ... ddMapEvent
The currently selected rooms are by default passed.
You might want to check out this:
http://wiki.mudlet.org/w/Manual:Lua_Fun ... ddMapEvent
- Sat Sep 21, 2013 12:39 pm
- Forum: Help Forum
- Topic: T2T Mapper from scratch
- Replies: 8
- Views: 9516
Re: T2T Mapper from scratch
If you are looking for a fairly complete mapper that works off muds which do not have room ids/prebuilt maps, you might want to check out my mapper for 3kingdoms (https://github.com/Chris7/3k-Scripts)
- Sat Sep 14, 2013 7:32 pm
- Forum: Mudlet Mapper
- Topic: (mapping script) 3kingdoms Mapper
- Replies: 91
- Views: 542213
Re: (mapping script) 3kingdoms Mapper
I'm betting the room capture done with cmud is different, hence why the mapper is thinking they are distinct rooms. You can use the updateroom alias or just use connect stubs to fix it.
- Thu Sep 12, 2013 2:48 pm
- Forum: Mudlet Mapper
- Topic: (mapping script) 3kingdoms Mapper
- Replies: 91
- Views: 542213
Re: (mapping script) 3kingdoms Mapper
The spacing is user definable through tmap config. I use large room sizes so it looks fine on my mapper, though it might be good to set it to a delta of 2 by default instead of 8.
- Wed Sep 11, 2013 10:23 pm
- Forum: Mudlet Mapper
- Topic: (mapping script) 3kingdoms Mapper
- Replies: 91
- Views: 542213
Re: (mapping script) 3kingdoms Mapper
Are you using the latest mapper as well (from github)?