LabMUD

All and any discussion and development of the Mudlet Mapper.
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Darmir
Posts: 226
Joined: Sun May 01, 2011 6:51 pm
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LabMUD

Post by Darmir » Mon Jul 09, 2018 6:02 pm

Has anybody tried to map LabMud? Not sure where to start. This mud uses the FutureMud engine by Japheth. Any suggestions?

Jor'Mox
Posts: 1093
Joined: Wed Apr 03, 2013 2:19 am

Re: LabMUD

Post by Jor'Mox » Mon Jul 09, 2018 10:16 pm

What sort of info is provided to you that would help with mapping? Something like my Generic Mapping script would doubtless work, since it will work with anything that gives room names and exits, but if there is more info available, then you might be able to use a script that is more tailored for your experience.

Darmir
Posts: 226
Joined: Sun May 01, 2011 6:51 pm
Contact:

Re: LabMUD

Post by Darmir » Thu Jul 12, 2018 5:55 pm

Here is a basic information from a room to room. I am terrible with mapping:

Code: Select all

Hallway
Exits: North, East, South, and West (closed door)

This stretch of hallway is almost indistinguishable from every other stretch of
hallway - plain, bare, with white painted steel walls and a texturized rubber
floor. Scuffs mark the rubber floor, however, and the white-painted steel walls
have cracks running through them, revealing the barer steel beneath. A plain
doorway has been set in the eastern wall, and the wooden framework has been
warped. Currently, it is dark here.

An overhead light has been mounted on the ceiling.
A control panel with a touch screen display is built into the wall here.

<You are currently in no pain>
<Stamina: 120/120 | Exertion: Low | You are standing here>

e
You begin walking away towards the East.

<You are currently in no pain>
<Stamina: 120/120 | Exertion: Low | You are standing here>

Damaged Messhall
Exits: East, South, West, Up, and 'enter kitchen'

This room is large, and the scene of much carnage. It has doorways that lead
out into the corridors to the east, west and south, and a series of winding
stairs along the northern wall that lead up to a dim staticky room. The
doorways have chunks and gouges taken out of the framework, and the southern
doorway has actually splintered - a great chunk of wood sticks out from it
where the wall has partially caved in on itself. The stairs, too, have seen
some damage. The bottom steps are distorted and warped, as if some resonant
sound had traveled through the wrought iron and rolled it like a wave. A crack
runs through the vinyl tiles of the fake marble floor, revealing solid steel
beneath. Currently, it is dark here.

Long rectangular tables line the messhall in neatly spaced rows.
A dull mist grey couch with stained orange-red patches is here.
An overhead light has been mounted on the ceiling.
A large vending machine hulks here against the northern wall.
A yellow tennis ball is here.
A lacquered plaque titled 'Capture The Flag | 19-Far-39' is here, hanging
proudly in the center of the main wall.
A huge treasury deposit box system has been built into the wall here.
A sheet of unlined white paper titled "DEATH LOG [#18]" is here.
A sheet of unlined white paper titled "Rules and Laws of the Lab - IMPORTANT"
is here, pinned by the grate.
A sheet of unlined white paper titled "The Titles of the Ministry" is here.
A wooden bucket filled with water is here.
A white, standing water cooler filled with water is here.
A squat, bland brown-cushioned stool is here.
A sheet of unlined white paper titled "AWARE OF DOG" is here.
A grey-furred rough collie with a fierce eyes is sprawled here.
A squat, tread-footed robot with a snazzy bowtie is leaning here.

<You are currently in no pain>
<Stamina: 117/120 | Exertion: Low | You are standing here>

Jor'Mox
Posts: 1093
Joined: Wed Apr 03, 2013 2:19 am

Re: LabMUD

Post by Jor'Mox » Thu Jul 12, 2018 6:29 pm

This would be really easy to make work with the Generic Mapping Script. Basically, you would need one trigger just to say "hey, I found the prompt", and one to grab the room name and exits (which would also need to strip out the "(closed door)" since those aren't actual exits). There would be some other simple triggers that you would likely want for convenience sake (like one to track when you try to move a direction and can't because a door is closed, or you just put in a direction for which there is no exit by accident), but those are all explained in the documentation at the top of that script. If you need help with any of that, feel free to ask in the thread dedicated to it. I have more than once just straight up done all the work for people that weren't capable, and helped many others troubleshoot to get things working themselves, and would be more than happy to do the same for you as needed.

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