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Re: Mudlet mapper script Q&A

Posted: Mon Jan 06, 2014 1:32 pm
by Zaphob
Any advise for my problem above from last month maybe?

Re: Mudlet mapper script Q&A

Posted: Tue Jan 07, 2014 5:31 am
by Belgarath
He probably doesn't know the exact issue and therefore can't give us advice...

This post was not pointless though, I do have another question. Is there a way to draw custom line exits for rooms and not have to do it twice, one for each room to each other? I don't like overlapping them.

Re: Mudlet mapper script Q&A

Posted: Tue Jan 07, 2014 8:49 pm
by Vadi
Zaphob wrote:Any advise for my problem above from last month maybe?
I tried doing it but it is working fine here - perhaps test on a new profile to confirm? I'm not sure yet as to what could it be, haven't run into this.

Re: Mudlet mapper script Q&A

Posted: Sat Jan 11, 2014 5:15 pm
by SlySven
Ah, HOW did the room get into the second area? There was/is an issue with moving rooms from one area to another which IS being addressed...

Re: Mudlet mapper script Q&A

Posted: Tue Jan 21, 2014 6:03 pm
by silvariakiralv
I'm on the cusp of diving headfirst into Lua scripting so that I can create a mapper for my MUD. I play Legends of Krynn, based on ROM 2.4. I was curious about something that I've seen recurring throughout my reading of these scripts... Is an auto-walk command absolutely necessary? Or can I have it just grab the information of the rooms as I move through them at my leisure?

I apologize if this is terribly novice of me to ask... Just wanting to know so I don't try to work around it once I start writing the script if its a necessary component.

Thanks :)

Re: Mudlet mapper script Q&A

Posted: Tue Jan 28, 2014 7:02 am
by Vadi
An autowalker is just a common feature of a mapper, so you can click on rooms and it'll take you there. You don't have to do it if you don't want to - although Mudlet does a lot of the heavy lifting for you by doing pathfinding.

Re: Mudlet mapper script Q&A

Posted: Mon Sep 29, 2014 11:54 am
by Zaphob
OK now I have sorted out my above problems. I can now create a room, create another room, and link them via exits. Now, how do I best organise my code to tap into the GMCP possibilities? Are there any recommendable mappers available for reference? So I can just take the existing logic, and adjust to my MUD output? Would be thankful for pointers! (Maybe make my own thread, instead of hijacking this one?)

edit: looking at this thread now, seems helpful: http://forums.mudlet.org/viewtopic.php?f=13&t=3453

Re: Mudlet mapper script Q&A

Posted: Mon Sep 29, 2014 11:59 pm
by Daagar
Zaphob - I do not claim it is good, recommendable, worthwhile or anything else, but I have a very basic set of Aardwolf scripts at the below link that might help if you want to use GMCP (as Aardwolf uses it). They are old, not quite finished (it handles the basics, though) and haven't been tested at all in 3.0 but hopefully it has _something_ of value for you.

EDIT: I'm a moron and forgot the link: https://github.com/daagar/damp. Shows you how much to trust the code.

Re: Mudlet mapper script Q&A

Posted: Wed Oct 01, 2014 2:11 am
by SlySven
Belgarath wrote:...This post was not pointless though, I do have another question. Is there a way to draw custom line exits for rooms and not have to do it twice, one for each room to each other? I don't like overlapping them.
How about drawing only half the path for each one so they meet in the middle? One thing to look forward to in 3.0 is a considerably improved and very much less user-hostile UI for custom exit lines, both for creating new ones (you can repeatedly undo the last point drawn or change the properties after you start to draw) and for editing existing ones (you can add or remove as well as the prior option of only moving, any vertex or change the properties) - and you get a nice target on the room on the same level to indicate where the line is supposed to end up!

Re: Mudlet mapper script Q&A

Posted: Thu Oct 09, 2014 6:05 pm
by Akaya
Is there a function to set the color of a single room?