Generic Mapping Script

All and any discussion and development of the Mudlet Mapper.
Jankomatic
Posts: 3
Joined: Wed Apr 05, 2017 8:50 pm

Re: Generic Mapping Script

Post by Jankomatic »

Trying to get this going and am new to Mudlet, but used C/Zmud a lot in the past. Think we picked the wrong mud to try it on though, cause nothing is very standard.

Script doesn't detect the prompt, but I think I have it set manually ok.

Prompt is: 133hp 344m 421mv 10000Spirit>

Set it to below.

Prompt pattern set: ^%dhp %dm %dmv %dSpirit>

Not sure how to know if Mudlet likes that or not.

The real issue I think is going to be room exits. They look like this in the game:

Guild Alley
Here in Guild Alley, people from all walks of life crowd into the
narrow street searching for the Guild that represents their calling.
The throng envelops you but you manage to push and stumble through
the sea of people to your destination. The Cleric's Guild can be
seen to the west.
North - Guild Alley
South - Guild Alley
West - Clerical Arts Entry Hall

Not sure how to go about getting the script to find those exits.

Any and all help appreciated. MUD is Eternal Darkness in case anyone has already done all this work and wants to share.

Eraene
Posts: 42
Joined: Wed Nov 27, 2013 10:18 pm

Re: Generic Mapping Script

Post by Eraene »

Jankomatic wrote:
Wed Mar 15, 2023 12:44 pm
Trying to get this going and am new to Mudlet, but used C/Zmud a lot in the past. Think we picked the wrong mud to try it on though, cause nothing is very standard.

Script doesn't detect the prompt, but I think I have it set manually ok.

Prompt is: 133hp 344m 421mv 10000Spirit>

Set it to below.

Prompt pattern set: ^%dhp %dm %dmv %dSpirit>

Not sure how to know if Mudlet likes that or not.

The real issue I think is going to be room exits. They look like this in the game:

Guild Alley
Here in Guild Alley, people from all walks of life crowd into the
narrow street searching for the Guild that represents their calling.
The throng envelops you but you manage to push and stumble through
the sea of people to your destination. The Cleric's Guild can be
seen to the west.
North - Guild Alley
South - Guild Alley
West - Clerical Arts Entry Hall

Not sure how to go about getting the script to find those exits.

Any and all help appreciated. MUD is Eternal Darkness in case anyone has already done all this work and wants to share.
Disabling the "English Exits Trigger" in the generic mapper trigger group and enabling the "English Multi-Line Exits Trigger" should be all you need for this.

daeryn
Posts: 1
Joined: Mon Apr 29, 2024 10:43 pm

Re: Generic Mapping Script

Post by daeryn »

Having trouble figuring out how to configure the mapper to handle non-directional commands that portal the character from one place to another. For example: there is an out of character lounge that can be entered from any inn, house, or place you can log in and out of the game by typing the command 'ooc'. Also, from any room within the out of character lounge you can return to where you went ooc by issuing the command 'ic'. What i'd love is to be able to trigger off the message received when transing in and out of these places and have the mapper update to where you end up. The closest I was able to get was by creating a custom movemethod named ooc/ic, but those only worked if I also supplied a random direction with the command like: ooc u (even though I'm not moving 'up'). Is there a simple way to do this or am I diving into the script?

Jor'Mox
Posts: 1147
Joined: Wed Apr 03, 2013 2:19 am

Re: Generic Mapping Script

Post by Jor'Mox »

There is definitely a system in place to allow for normal special exits, which go from one fixed room to another. But since this is dynamic in terms of where it sends you, it would be a bit more complicated. I'd say you have two main options. The first is to just rely on the script's built in locating functions, meant to help figure out where you are in case you get randomly teleported. After just a few moves, it generally should be able to narrow down where you are at, though certain areas can be a bit harder if you are moving through a lot of rooms with identical exits and room names.

Your second option would be to go into the capture_move_cmd function and the move_map functions to handle the "ooc" and "ic" movement commands. Not sure if you care about mapping out the OOC lounge or not, or if it even has more than a single room, but I think the main thing would be to store the roomID you are leaving from when you use the "ooc" command, and then shift back to that room when the "ic" command is used. A good example of how to do that in the move_map function is where it handles the "recall" command, simply setting the new room as whatever roomID has been set as the recall point. Basically I'd just treat both of these commands in the same way that "recall" is handled in both functions, just with different roomIDs, a fixed one for the "ooc" command, and whatever one you grab and store when the "ic" command is used. A key point though would be to capture the roomID for the "ic" command when it is handled in the move_map function, not when the command is issued, in the capture_move_cmd function.

Post Reply