(mapping script) Mudlet Mapper script for Achaea/IREs

All and any discussion and development of the Mudlet Mapper.
Delrayne
Posts: 159
Joined: Tue Jun 07, 2011 7:07 pm
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Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Delrayne »

Tael wrote:Would be nice to see the Alchemist location skill parsing:

You reach out into the ether, folding it aside to reveal Tael. As you peer into the opening, the
image of A candlelit physiology laboratory swims into view, then fades away as the ether seeps back
into place.

Trigger:
Code: [show] | [select all] lua
"You reach out into the ether, folding it aside to reveal (\w+). As you peer into the opening, the image of (.+) swims into view, then fades away as the ether seeps back into place."
code:
Code: [show] | [select all] lua
selectCurrentLine()
replace("")
echo(matches[2])
mmp.roomFind(matches[3])
Should give you what you want.

Sanaki
Posts: 110
Joined: Wed Mar 09, 2011 1:30 am

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Sanaki »

Seems if I have it galloping to an area where the distance at the end is more than one step away in a straight line, yet not at the end (hence a gallop would pass the destination), it just tells me I've reached my destination without moving. GOTO SEA LION COVE GALLOP in Achaea is where I noticed that.

vinnytre
Posts: 1
Joined: Wed Feb 01, 2012 3:52 am

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by vinnytre »

Hi, I've recently been tinkering around with the script for a bit. Here's some information to help furthur development: (Naturally, I'm using the latest version of the mapping code as found on the wiki)

BUGS
Edit: I've updated this buglist, there were originally a couple more bugs that were in here which were caused by an older version of mudlet, and has since been fixed.

-MCONFIG LOCKPATHWAYS ON/OFF doesn't work as well. As I understand it, when ON, the config is supposed to prevent the mapping code from using "pathfind" special exits. This is not working. Notably the LOCKSPECIALS config also fails to stop the mapper from using "pathfind" special exits. I haven't tested on any other special exit command, but I'm guessing it's also not working.

REQUESTS:
- Add a MCONFIG GLIDING option for lusternian psymets, for whom the "glide" ability is the same as the galloping etc abilities. There already is support for GOTO <room> GLIDE, but there's no GLIDE mconfig to make it automatic.

- Add an alias to allow remote editing of room special exits. Ie. if I stand at NoT in Achaea, and I want to change the special exits linking Hashan Crossroads with Shallam FC, I can enter an alias ("exit special edit <roomA> <roomB> <command>") while mapping mode is enabled to add such a special exit between those two rooms, instead of having to walk to the Hashan Crossroads before I can edit the special exit. Similarly, allow clearing of special exits in a similar manner (exit special editclear <roomA> <roomB>) to clear the special exit linking roomB to roomA etc.

- Add an extra argument for the special exit command for two-way special exits. For example, (exit special <destination> <command> 2way) will automatically create a special exit that uses the same command to link the current room with the destination room. Instead of having to do it manually on both sides.

Edit:

Additional request:
- Add the ability to list special exits recorded in the map file, either by area, or in its entirety. Ie. "exit special list (area)" will print out a list of all special exits in rooms (and the room/area they lead to) in the area specified or if left empty, in the local area.

Caled
Posts: 403
Joined: Thu Apr 09, 2009 4:45 am

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Caled »

For Midkemia
Begin of line substring: You ford the water towards the
Script:
mmp.customwalkdelay(1.2)

Fording in Midkemia is not unlike crossing rubble or swimming in other IRE muds.

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Vadi
Posts: 5050
Joined: Sat Mar 14, 2009 3:13 pm

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Vadi »

Ah... alright. That'd also require disabling other IRE folders at login as well, since that line would match other games.

Caled
Posts: 403
Joined: Thu Apr 09, 2009 4:45 am

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Caled »

Okay. Perhaps replace the script I said before with:

local mapname = gmcp.Room.Info.map
if mapname:find("midkemiaonline") then mmp.customwalkdelay(1.2) end

Unless there is a better way to script my intention there, of course, but that does seem to work.

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Vadi
Posts: 5050
Joined: Sat Mar 14, 2009 3:13 pm

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Vadi »

Nah, mmp.game already tracks which game it is. That's good though.

Sanaki
Posts: 110
Joined: Wed Mar 09, 2011 1:30 am

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Sanaki »

From what I remember (can't connect right now to check), Achaean fording requires being mounted, not having mount waterwalking, using FORD <direction>, and the same delay listed above.

Carnys
Posts: 1
Joined: Tue Feb 28, 2012 9:18 am

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Carnys »

I haven't look through these 10 pages one by one, but can't find any clue from Search this topic.

Is Angel Presences, Priest ability, can be used for People Tracking?

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Vadi
Posts: 5050
Joined: Sat Mar 14, 2009 3:13 pm

Re: (mapping script) Mudlet Mapper script for Achaea/IREs

Post by Vadi »

Sure - I've added it in the latest version. Update and Svo's people tracker script will pick up the new data from the mudlet mapper script.

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