Help setting up the mapper, multiple ways the rooms can look.

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chosig
Posts: 13
Joined: Sun Dec 13, 2009 10:08 am

Help setting up the mapper, multiple ways the rooms can look.

Post by chosig »

Hi,
I'm trying to set up the mapper, using the generic_mapper scripts that comes with it, I got it working fine until I realized the dev's have had pretty free hands on how to set up the rooms. I used brief mode at first, which was simple to set up. But I've found an area with a roaming mob that tosses you to a random room in another area and since a lot of rooms have the same name it's iffy to find out where I land.

Also the linebreaks are hardcoded so I can't let Mudlet do the wrapping (would've made everything easier... so in the second example "southeast." is on it's own line.

Matching the stuff I want from the room name (ie. Compact Town Region), seems to be the only thing I can manage :o

Edit: notice how the exit line in the last example isn't broken up.

Providing some sample rooms,

-[ Compact Town Region. [n,s,w,e] ]-
You stand in a densely populated area of the city of Arrakeen. There
are many people passing and bumping into you, probably on their way
to or from one of the many spice carryalls or bazaars. There are many
Fremen, although the occasional Atreid soldier and even less frequent
Harkonnen trooper is present. Here the small houses are close together,
and there is little room in between the many travellers and the large
gray house-like tents which make up the majority of Arrakeen housing.
The occasional voice of a water merchant can be heard. The sandy stone
path beneath your feet leads in all directions. To the north you
hear the Guild ships at the astroport.

Four obvious exits: north, south, west, and east.

----


-[ Arrakeen Bazaar ]-
You have entered one of the Arrakeen bazaars. This appears to be
a lively place, where most people go to buy their food and drink.
The stands have been set up against high, light colored brick building
in which the proprieters have their inventories. Beneath curtains to
block the sun and wooden tables to hold back the crows, merchants
struggle to contain the situation. You see a shop to the west which
purchases items and one to the northwest run by a young fremen woman
selling the vegetables of the desert. Across the marketplace stands
a very large Fremen man selling his meats. Southeast is a small
collection of smugglers with a table set up for purchasing spice from
the desert, and south lies a small stand selling water.

Seven obvious exits: out, south, west, east, northwest, northeast, and
southeast.

----


-[ {West Bazaar} Compact Town Region. [bazaar,n,s,w,e] ]-
You stand in a densely populated area of the city of Arrakeen. There
are many people passing and bumping into you, probably on their way
to or from one of the many spice carryalls or bazaars. There are many
Fremen, although the occasional Atreid soldier and even less frequent
Harkonnen trooper is present. Here the small houses are close together,
and there is little room in between the many travellers and the large
gray house-like tents which make up the majority of Arrakeen housing.
The occasional voice of a water merchant can be heard. The sandy stone
path beneath your feet leads in all directions. To the northeast you
hear the Guild ships at the astroport.

Five obvious exits: bazaar, north, south, west, and east.

----


-[ The Far North Desert. [n,s,w,e,nw,ne,sw,se] ]-
You are in the north desert. You should walk lightly so
you won't attract worms. It is very hot and you long for a
drink of water. There are ridges to the east and west that have
been blasted by sand for millenia. The ridges look like a safe
haven from the worms. Everything is so dry that with each breath
you feel your throat tighten up.
Eight obvious exits: north, south, west, east, northwest, northeast, southwest, and southeast.

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