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Caled
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Joined: 21 Oct 2000
Posts: 821
Location: Australia

PostPosted: Sun Oct 26, 2008 4:22 am   

Room.Brief(*) - ATCP question (not for mapping)
 
I can't get it to fire.
I can trigger from Char.Vitals$(*) which suggests that I have preferences set correctly (atrcp emulation checked, essentially).
But I can't figure out how to trigger Room.Brief

<trigger type="Telnet" param="200" priority="2040" copy="yes">
<pattern>Room.Brief(*)</pattern>
<value>#SAY %1</value>
</trigger>

Can anyone help?

FYI, I'm not wanting to use this for mapping. I've decided that no matter how good a mapper is, I don't have the patience to use it. If someone wants to give or sell me a map, then that is a different matter - but thing is, Room.Brief (and for that matter, Room.Exits) has more uses than just mapping, but unfortunately, onRoomEnter only gets fired by the mapper if entering a created room while in following mode. I want to be able to detect these things even if I am not using the mapper.
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Fang Xianfu
GURU


Joined: 26 Jan 2004
Posts: 5155
Location: United Kingdom

PostPosted: Sun Oct 26, 2008 10:32 am   
 
This trigger is working fine, no idea why yours isn't - I can't imagine a space is making that much difference.

Code:
<trigger name="brieftest" type="Telnet" param="200" priority="40" id="4">
  <pattern>Room.Brief (*)</pattern>
  <value>#say RoomName %1</value>
</trigger>


PS, I dunno what you mean about not having the patience for the mapper. Seriously, once you get started using it and have the places you frequent mapped out, you'll think you were crazy not to use it in the first place. Configging it now is a piece of cake, too.
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Caled
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Location: Australia

PostPosted: Sun Oct 26, 2008 11:56 am   
 
I worded my statement wrong, Fang. I don't have the patience to *MAP* with it. I'm quite happy to use someone else's map, be it cmud or mudbot. It takes countless hours to map the thousands of rooms in a mud, but even if I can't find a friend to give me a complete one, an hour of overtime at work will pay for a complete one.


For the record, I've tried a bit of mapping with cmud. A while back when I decided I would map Aetolia with it (lasted about an hour before I gave up, heh) and more recently today, because I am trying out Lusternia and don't have any map at all yet. As far as mapping goes, it was working really well. Its certainly much nicer to map with than mudbot (though once complete, mudbot has some other, rather nice, features).
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Fang Xianfu
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Joined: 26 Jan 2004
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Location: United Kingdom

PostPosted: Sun Oct 26, 2008 12:50 pm   
 
Did you manage to get your Room.Brief trigger working, at least? The only thing I can guess is that you've changed a preference somewhere. I tested this on Achaea but can try whichever MUD you want if you still can't get it going.

And yeah, I can hear that. It really doesn't take countless hours, as you put it, but it takes time. The objective for the most part isn't a complete map (what's the point? Half the places I barely go to anyway) but a map of the things you're going to visit. The only hassle is working out which rooms need merging and making sure it looks alright. Running round the whole area to map it out doesn't take much effort, and a script to isolate and walk you to rooms with stub exits can help you finish things.

All that's a bit of a side-topic, though, and not really something I want to dwell on - I understand if you just don't like mapping, and you're free to not like it. What I meant to ask was which features of mudbot do you particularly like? I'm sure they're easily done in CMUD as well.

The only thing Mudbot does that CMUD doesn't that I can think of is spam your movement commands to move you as fast as physically possible, but that's definitely something I'll be looking at doing with CMUD's new mapper.
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Caled
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PostPosted: Sun Oct 26, 2008 7:00 pm   
 
Not yet, though it was late so I put it off. I'll check it out again tonight.
I did figure out that I can't get Char.Name to work either, though. Strange.
As for mudbot, I did once put these in a thread Zugg made once, but basically I like:

- parsing of rooms names seens in skills such as who, view, scent, farsee, mind sense, full sense, alertness, shrinesight etc (it produces a vnum there, as a mxp link - click and walk there)
- go <sprint|gallop|dash etc> (autowalking where it dashes when possible. I can also set up wormholes and other travel skills.)
- having a complete map like this changes combat, actually. When my map is complete, if someone doesn't have artifact level hiding and is 'on plane' then I can find them and be there in a handful of seconds.
- shrine and shrine influence mapping under the Aetolian shrine system. I use a series of triggers that detect shrines when I see them, and mark the shrines according to god name and ally/neutral/enemy. When I do "map" or "map big" the shrines and their areas of influence are displayed as symbols in the rooms on the ascii map. It can produce a list of every known shrine in the world, or alternatively I can filter it by god. With the vnums, of course.

I know that some or maybe even all of this is achievable with scripting. Some is part of Viji's package (or will be). But those are the sorts of extras I refer to.
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Fang Xianfu
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PostPosted: Sun Oct 26, 2008 7:23 pm   
 
Thanks for the list - most of that's definitely possible. Wormholes and other kinds of teleportation are definitely much easier than the other movement types. And shrines sound like something the new mapper will hopefully be able to do, so we'll see :)
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