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.

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