Generic Mapping Script
Re: Generic Mapping Script
You would need to capture the exits yourself and then raise the on new room event manually.
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Re: Generic Mapping Script
Well, I managed to capture the exits automatically. But the problem now is, it is capturing the exits of the previous room.
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Re: Generic Mapping Script
Hi Jor'Mox,
I'm trying to set up the script for Legends of Terris (Server: 45.8.103.242, Port: 31000, have to turn off TLS to connect). If that IP doesn't work it's because the connection info is DNS rather than IP-based and the IP changed. The editor wouldn't let me submit a post with the address in it.
In Terris, there are rooms like this:
Northern Gate of Devardec
The large gates leading out of Devardec loom overhead. Made from white
stone with brass armament points, the walls and top of the gate have a
few nicks in them. The domes of the gate are coated in gold leaf.
Several guards stand in a group, conferring with each other while
watching the gate.
There is a shimmering portal to the northwest
Obvious Exits: North South SouthEast
There is a sign here
Shimmering portals are essentially normal exits except that they are level-limited (so if you are too low or too high level, you won't be able to pass through). I think I figured out that I needed to set an exit string like this:
But sometimes if I head to the Northwest and then return to the southeast it keeps adding a series of rooms to in that nw/se stretch endlessly. Is this because it's capturing the exits twice? Any help understanding this would be appreciated!
I'm trying to set up the script for Legends of Terris (Server: 45.8.103.242, Port: 31000, have to turn off TLS to connect). If that IP doesn't work it's because the connection info is DNS rather than IP-based and the IP changed. The editor wouldn't let me submit a post with the address in it.
In Terris, there are rooms like this:
Northern Gate of Devardec
The large gates leading out of Devardec loom overhead. Made from white
stone with brass armament points, the walls and top of the gate have a
few nicks in them. The domes of the gate are coated in gold leaf.
Several guards stand in a group, conferring with each other while
watching the gate.
There is a shimmering portal to the northwest
Obvious Exits: North South SouthEast
There is a sign here
Shimmering portals are essentially normal exits except that they are level-limited (so if you are too low or too high level, you won't be able to pass through). I think I figured out that I needed to set an exit string like this:
Code: Select all
^There is a shimmering portal to the (.*)
Re: Generic Mapping Script
Super late to this - I stopped using the Mudlet forums when I started using the Discord more regularly - but, I'm Durd from Asteria, and I'm the guy behind ASUI. Super glad to hear you're pointing others to it, though! When I was using the Generic Mapper for Asteria, Greg hadn't yet put GMCP in, so the map script ASUI currently uses wouldn't have been viable.
Regards,
Zoticus
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- Joined: Tue Jul 02, 2019 4:29 pm
Re: Generic Mapping Script
I am working on a mapping system for a game that the generic script would not work for.
When I can I refer to the generic mapper for an overall method.
The functions map.import_area and map.export_area, export portals to user data. I attempted to follow the logic, had seen that the portals get mapped to special exits. I can see special exits appear to get exported and imported separately.
In short, I don't understand portal exits. Does anyone with an understanding have some time to share their knowledge?
Thanks!
When I can I refer to the generic mapper for an overall method.
The functions map.import_area and map.export_area, export portals to user data. I attempted to follow the logic, had seen that the portals get mapped to special exits. I can see special exits appear to get exported and imported separately.
In short, I don't understand portal exits. Does anyone with an understanding have some time to share their knowledge?
Thanks!
Re: Generic Mapping Script
They're special exits - that is, ones you use a command to through instead of the usual cardinal command.
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- Posts: 23
- Joined: Tue Jul 02, 2019 4:29 pm
Re: Generic Mapping Script
Do you happen to know why the generic mapper stores portals as userdata?
Specifically how those exits would not have already been backed up as special exits?
Specifically how those exits would not have already been backed up as special exits?
Re: Generic Mapping Script
I'm afraid I don't - Jor'mox would know.
Re: Generic Mapping Script
Hello, I've been having problems using the map ignore command. I've tried to use just a portion of the line I want ignored to get the whole line ignored, but instead the command just causes the mapper to ignore the portion I put in.
Example:
pattern to ignore: You walk westward.
I've tried using "You walk", but the mapper would pick up "westward" as the room name.
I've tried using a regex function to capture all of the different iterations of that pattern, but map ignore does not work with regex.
So I am wondering, do I have to actually input in every single type of iteration on the "You walk <directionward>" pattern to get it to stop considering the direction I moved as the room name?
Example:
pattern to ignore: You walk westward.
I've tried using "You walk", but the mapper would pick up "westward" as the room name.
I've tried using a regex function to capture all of the different iterations of that pattern, but map ignore does not work with regex.
So I am wondering, do I have to actually input in every single type of iteration on the "You walk <directionward>" pattern to get it to stop considering the direction I moved as the room name?
Re: Generic Mapping Script
The ignore command uses Lua patterns, so try
Code: Select all
map ignore ^You walk .+