Hi,
I would like to make a mudlet map script for AlterAeon but making it from scratch is beyond my ability. Looking for advice on how to start.
The mud sends out of band data but it isn't gmcp. It does send unique vnums for each room.
Sample output (my notes in brackets):
kxwt_rvnum 53245 1 1 -8142 -1 4 0 (numbers are: vnum, xsize, ysize, x, y, z co-ords, plane)
kxwt_terrain 2 (terrain string can be got from table)
kxwt_rshort In front of the Indira School of Illusion (room name line)
kxwt_area 5320 Town of Indira (area number, area name, some rooms have default area number of -1 and no assigned area name)
kxwt_walkdir 3 (last direction moved can be got from table eg walkdir[3] = "w")
In front of the Indira School of Illusion (room name on it's own line, sometimes followed by url if room is a shop or playershop)
To the north, the building housing the School of Illusion has taken
shape, and you can see students milling about on the campus. To the
south a tailor has set up shop, probably to help dress the apparently
inept students you see on the campus grounds north of you. The road
continues to the east and west.
(description lines are immediately below room name followed by blank line(s))
A rat skitters along the ground, searching for food. (lines for mobs in room, objects in room just above exit line)
[Exits: east south west ] [Doors: north ] (player needs to toggle autodoor ingame to see closed doors here)
If the room is a waypoint, the line 'kxwt_waypoint' would be inserted between the 'rshort' and 'area' lines.
If movement was via waypoint(using command 'way <keyword>') instead of a compass direction , the 'walkdir' line would be replaced by:
kxwt_audio move/waypoint
You are surrounded by a flickering blue glow. When it fades, you find yourself elsewhere...
-----------------------------------------------------------------
If movement was via 'recall' command the 'walkdir' line would be:
kxwt_audio move/recall
You pray to <god_name> for transportation...
-----------------------------------------------------------------
If movement was via 'go <entrance>' command eg 'go portal', 'go cave' ('enter' can be used interchangeably with 'go') the line would be like:
You enter a huge portal. (this line will be followed by 2 blank lines)
Some rooms have places you can go/enter that are not separate rooms though they have names, descriptions and usually an 'out' exit eg:
You enter a fountain.
Inside a fountain
You are in the bottommost tier of the fountain, a circular basin about a
meter tall made of smooth white stone. The water is clear but there is
some sediment that you could search through, especially if you're looking
for a way out of the room.
[Exits: out]
Most of them are simple places you can enter and leave while staying in the same room but some have levers or other mechanisms to get you to other rooms. I think I need to capture new exits only when I have a new vnum so the mapper doesn't get confused. I can maybe create custom exits for the complicated ones.
mapper script using vnums
- SlySven
- Posts: 1036
- Joined: Mon Mar 04, 2013 3:40 pm
- Location: Deepest Wiltshire, UK
- Discord: slysven
Re: mapper script using vnums
I'm not sure (and the Forum search facilities are overloaded/unusable currently) but I'd be surprised if someone hasn't done anything for this. If you can use Discord then you might be able to get more direct feedback on this from those that hang around the help channel there. In the meantime I will post a link there to this post to see if it can garner help from there...