Generic Mapping Script
Re: Generic Mapping Script
Yes, that's correct. The "A small store" rooms are the ones in the log that have the issue. I was able to handle everything else more or less.
Re: Generic Mapping Script
Okay, so I made a change to the script that in theory should let you force it to make a new room for a portal destination, and that change is now in the initial post, as well as in the file targeted with the download/install command included at the bottom of that post (though if you use that, and don't see v. 1.08, then it hasn't updated on the server yet). Once you have updated your script, reconnect to your game, and you should be able to start using the new option. Here is how it works:
To force a new room to be created as the portal destination, put -f before the portal entry command, like this
add portal -f enter portal
Also, if you want to reassign a portal destination to a different roomID (not relevant to your specific issue here, but potentially useful for other situations), put -p before portal entry command with the "set exit" alias, like this:
set exit -p enter portal 1124
I haven't had the opportunity to test this, so let me know if it works, or if there are any issues.
To force a new room to be created as the portal destination, put -f before the portal entry command, like this
add portal -f enter portal
Also, if you want to reassign a portal destination to a different roomID (not relevant to your specific issue here, but potentially useful for other situations), put -p before portal entry command with the "set exit" alias, like this:
set exit -p enter portal 1124
I haven't had the opportunity to test this, so let me know if it works, or if there are any issues.
Re: Generic Mapping Script
Two issues, one I fixed, one I am working around.
You didn't strip the "-f " when sending to the move queue and to the MUD. That was an easy fix.
Once I do that, it's not creating the initial portal exit. It will create the new room and move me to it, but there is no new portal exit in the original room. I have to clear moves and add portal (without -f) a few times to clear it up.
You didn't strip the "-f " when sending to the move queue and to the MUD. That was an easy fix.
Once I do that, it's not creating the initial portal exit. It will create the new room and move me to it, but there is no new portal exit in the original room. I have to clear moves and add portal (without -f) a few times to clear it up.
Re: Generic Mapping Script
The downside of having so many moving pieces to take care of at once. So, I made some changes that SHOULD fix both of those problems. For now, they are just in the script posted in the first post of this thread (not in the files hosted online).
Edit: And by the way, you should be able to use the "set exit" command to force a proper portal exit for any you have created but that didn't get connected properly.
Edit: And by the way, you should be able to use the "set exit" command to force a proper portal exit for any you have created but that didn't get connected properly.
Re: Generic Mapping Script
Understood, I wasn't criticizing at all!
This version seems to work as intended, thanks.
This version seems to work as intended, thanks.
Re: Generic Mapping Script
Given that things are working as planned, the file downloaded with the command line code has now been updated to incorporate the newest changes.
Re: Generic Mapping Script
Re: Generic Mapping Script
There, updated to include the sysInstall event bit, and the .mpackage file has been updated with all the most recent changes.
Re: Generic Mapping Script
Hi Jor'Mox,
Thank you for the help with the trigger earlier. Try as I might though, I can't quite wrap my head around this.
From my understanding: The mapper needs to capture the following things:
Room name
Room Description
Exits
And I can see that there are triggers for those. Great!
I don't understand how they work *cries*
This is how the mud lays stuff out:
You begin walking southward, with a smooth and even stride.
Command is entered to move and it gives you the movement echo with a slight delay
<**** / ^^^^^ / ||||||> <-- prompt
A Cramped, Bunk-Set Male Dormitory <-- room name
Exits: north (open door) up (closed female-dorm-door) <-- multiline exit, includes 4 cardinal directions, 4 in-betweens, up, down, and I think stuff like upsouth, downsouth etc.
This dormitory has been rammed full of double bunks, leaving little room for
guards to pass through the room unhindered by traffic or room for furniture.
One such route does however wind its way around the western edge of the room
and northward where it meets a set of creaky wooden stairs leading to another
room above. In the eastern side of the room torches burn an orange glow in
their sconces, set above a series of low lockers which are latched with small
wooden doors. <-- Room desc
Guards come and go, squeezing through the narrow path between bunks.
There are several furnishings here.
A rough, linden bin is marked with a huge, crudely drawn hammer.
A rough, birch bin is marked with a stone wall design.
A rough, brownish-cream bin is marked with a sword design.
A rough, linden bin sits here.
A rough, crabapple bin has been tucked under a bunk-bed with brown coarse
wool sheets.
A rough, beech bin sits here.
A patrolling guardsman keeps a watchful eye on the entryways here.
<**** / ^^^^^ / ||||| >
The way the prompt works:
<****** <-- the *s represent health from 0 asterisks to 6
^^^^^^ <-- the ^s represent trauma from 0 chevrons to 6
|||||| <-- the |s represent stamina from 0 horizontal lines to 6
walking, fighting, getting hurt, falling, etc reduce these, as you can see in the output, I'm down to 4 stars of health.
I was thinking of manually creating the rooms instead of having them automatically done, and then creating aliases to move and travel through the rooms, but I can't quite create the rooms, try as I might.
Thank you for the help with the trigger earlier. Try as I might though, I can't quite wrap my head around this.
From my understanding: The mapper needs to capture the following things:
Room name
Room Description
Exits
And I can see that there are triggers for those. Great!
I don't understand how they work *cries*
This is how the mud lays stuff out:
You begin walking southward, with a smooth and even stride.
Command is entered to move and it gives you the movement echo with a slight delay
<**** / ^^^^^ / ||||||> <-- prompt
A Cramped, Bunk-Set Male Dormitory <-- room name
Exits: north (open door) up (closed female-dorm-door) <-- multiline exit, includes 4 cardinal directions, 4 in-betweens, up, down, and I think stuff like upsouth, downsouth etc.
This dormitory has been rammed full of double bunks, leaving little room for
guards to pass through the room unhindered by traffic or room for furniture.
One such route does however wind its way around the western edge of the room
and northward where it meets a set of creaky wooden stairs leading to another
room above. In the eastern side of the room torches burn an orange glow in
their sconces, set above a series of low lockers which are latched with small
wooden doors. <-- Room desc
Guards come and go, squeezing through the narrow path between bunks.
There are several furnishings here.
A rough, linden bin is marked with a huge, crudely drawn hammer.
A rough, birch bin is marked with a stone wall design.
A rough, brownish-cream bin is marked with a sword design.
A rough, linden bin sits here.
A rough, crabapple bin has been tucked under a bunk-bed with brown coarse
wool sheets.
A rough, beech bin sits here.
A patrolling guardsman keeps a watchful eye on the entryways here.
<**** / ^^^^^ / ||||| >
The way the prompt works:
<****** <-- the *s represent health from 0 asterisks to 6
^^^^^^ <-- the ^s represent trauma from 0 chevrons to 6
|||||| <-- the |s represent stamina from 0 horizontal lines to 6
walking, fighting, getting hurt, falling, etc reduce these, as you can see in the output, I'm down to 4 stars of health.
I was thinking of manually creating the rooms instead of having them automatically done, and then creating aliases to move and travel through the rooms, but I can't quite create the rooms, try as I might.