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(mapping script) Generic GMCP Mapper Script

Posted: Fri Jul 09, 2021 3:42 am
by Blizzard
I was looking for a simple GMCP mapper script without a lot of extra game-specific features and I couldn't find one so I wrote one:
mapping.lua
(9.27 KiB) Downloaded 75 times
It is designed to work with a MMP XML map but seems to find new rooms fine on its own. Speedwalk works too. This is a very 1.0 version and I'm rather new to Mudlet Lua scripting, so I'm sure it isn't perfect.

Re: (mapping script) Generic GMCP Mapper Script

Posted: Fri Jul 09, 2021 10:33 pm
by Vadi
This was very much needed, thanks!

Re: (mapping script) Generic GMCP Mapper Script

Posted: Wed Sep 08, 2021 7:17 am
by Pixie
I am looking for exactly this, but I'm not sure how to use it. Do I need the generic mapper installed to use the map commands?

Re: (mapping script) Generic GMCP Mapper Script

Posted: Wed Sep 08, 2021 9:54 pm
by Pixie
Alright so! With minor adjustments this can be made to read and make rooms, even seeing which one you're in. The adjustments are:

- There's a small typo where 'vnum' is 'num.' Quick and easy to fix.
- Adjusted for 'exit' from 'exits' in one spot to suit my specific game's gmcp value

While it reads, makes, and sees which room you're in, the coordinates of all rooms seem to be 0,0,0, which seems to be what prevents the mapper from drawing.

Re: (mapping script) Generic GMCP Mapper Script

Posted: Mon Sep 13, 2021 10:09 pm
by Pixie
Solution: If this is run into by somebody else, what you'll want to do is check how your game sends exits versus how the script's move_vector grabs exits. On my end, move_vector used the long form of north, south, east, etc., while the game was sending n, s, e, etc. Crochety Coder via the Mudlet Discord spotted this, and by updating move_vector the mapper started setting coordinates and drawing rooms perfectly.