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tgrunwald
Newbie


Joined: 07 Apr 2010
Posts: 7

PostPosted: Thu Apr 08, 2010 12:07 am   

Automapper config for Medievia
 
I have been trying numerous ways to get the Automapper configured for Medievia. This is my first attempt at posting here on Zuggsoft.com, so please be nice :)
I have looked through all the forums and cannot find an answer or anyone who has attempted to configure the automapper to work for medievia. So if I may, i would like to post a few outputs here and see if someone can help me with this. One problem is that medievia uses its own map that displays. sometimes the Room name is IN the map, but if the room name is longer than the map then it is outside the map. This has created quite a problem for me.

Code:
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ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
The City of Medievia - Castle Square
Heavy slabs of stone have been perfectly aligned to give a solid and even
surface for the citizens of this city. Rumor has it that all the traffic of the
world passes through this courtyard at one time or another, and this, the
center, is the best place to watch it. Never still, at any time of day or
night, the courtyard is a consistent bustle of activity. Standing in the shadow
of Castle Medievia, floating high above, posts bearing magically glowing globes
have been erected to bring light to the eternal dark. Stone steps lead upwards
to the castle far above, unsupported by anything physical yet sturdy enough to
take the weight of many travelers. To one side stands a simple stone arch,
unattached to anything but noticeable from the shimmering in the air within the
arch itself. A steady stream of people appear to be walking to this arch,
walking through and fading from view. Just as frequently, people solidify from
air on the other side, pausing and then going about their business. There is a
FAQ posted on a nearby wall that you should read. (Type LOOK FAQ)
There appears to be a big chunk of the sun lying here.
A feather lies here in the dirt.
(3) There is a bright ball of light on the ground here.
A large fountain gurgles out an endless stream of water.
Nuelox the Great Patriarch is resting here. (Blue Aura)
(HERO)(TRAVELER)Duchess Aeriada willing slave to the Templars is here.
An Appaloosa belonging to Zocuten, tethered to a post, is resting here.
An Appaloosa is standing here, watching you suspiciously.
An Appaloosa is resting here.
Obvious exits:
North  - The Main Courtyard of Medievia
East   - The Main Courtyard of Medievia
South  - The Main Courtyard of Medievia
West   - The Main Courtyard of Medievia
Up     - The Castle Stairs


The above is an example of the room name being displayed outside the map.


Code:
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ÀÄÄÄ´Windstrider RoadÃÄÄÄÄÙ
The granite paving of the courtyard has been extended onto this road, the slabs
having been perfectly aligned to make a good, even surface. The walkways are
somewhat narrower than the ideal would have been, for the many citizens and
adventurers walking along them are crowded together in jostling masses. The
light is dim here, for the shadow of Medievia Castle extends slightly past the
courtyard itself.
A piece of paper lies here softly blowing in the breeze.
Obvious exits:
North  - Windstrider Road, South of a Bridge
East   - The Chambers of the Ancient Council
South  - The Main Courtyard of Medievia


This is the Room name being displayed inside the map.

This is my prompt:
Code:
[LPK][sfilmpqvw] <1051/1051hp 1071/1071m 610/610mv 100br -r>


This is the code I have so far for the mapper:
Code:
<class name="AutomapperAll" initenable="true" id="2463">
  <alias name="checkroom" id="2464">
    <value>#IF (@InRoom) {#IF (@RoomExits) {#TAG name,descpara,exit {@RoomName} {@RoomDesc} {@RoomExits};#VAR RoomLook 0};#IF (!@RoomLook) {#VARIABLE InRoom 0;#STATE "roomname" 0;#VARIABLE RoomDesc %null;#VARIABLE RoomExits %null}}</value>
  </alias>
  <alias name="RoomLook" id="2465">
    <value>#VAR RoomLook 1;look;exits</value>
  </alias>
  <var name="InRoom" id="2466">0</var>
  <var name="RoomName" id="2467">%t1</var>
  <var name="RoomDesc" id="2468"/>
  <var name="RoomExits" id="2469"/>
  <var name="RoomLook" id="2470">0</var>
  <trigger name="roomname" priority="23520" ansi="true" id="2471">
    <pattern>^([%a%p'])$</pattern>
    <value>#VARIABLE InRoom 1</value>
    <trigger>
      <pattern>Obvious exits:</pattern>
      <value>#VARIABLE RoomName %stripansi( %t1);#OK</value>
    </trigger>
    <trigger type="Manual">
      <pattern>({North|South|East|West|Up|Down})%s- *</pattern>
      <value>#VARIABLE RoomExits %trim( %concat( @RoomExits, " ", %1))</value>
    </trigger>
  </trigger>
  <trigger name="roomdesc" priority="23550" ansi="true" id="2474">
    <pattern>^([%a%p'])$</pattern>
    <value>#IF (@InRoom) {#IF (@RoomDesc) {#VARIABLE RoomDesc %concat( @RoomDesc, %crlf, %stripansi( %1))} {#VARIABLE RoomDesc %stripansi( %1)}}</value>
  </trigger>
  <trigger priority="23560" id="2475">
    <pattern>You collapse, totally out of breath!</pattern>
    <value>#ALARM +1 {#STEP}</value>
  </trigger>
  <trigger priority="23570" id="2476">
    <pattern>You have to stand up before you can do that.</pattern>
    <value>#STEP</value>
  </trigger>
  <event event="OnRoomCreate" priority="24790" id="2479">
    <value>#IF (@RoomPK = "") {#NOOP %roomcol( ,white)};#IF (@RoomPK = "NPK") {#NOOP %roomcol( ,yellow)};#IF (@RoomPK = "CPK") {#NOOP %roomcol( ,red)}</value>
  </event>
  <event event="OnRoomEnter" enabled="false" id="2480">
    <value>#WAIT 200
#IF (@RoomPK = "") {#NOOP %roomcol( ,white)};#IF (@RoomPK = "NPK") {#NOOP %roomcol( ,yellow)};#IF (@RoomPK = "CPK") {#NOOP %roomcol( ,red)}</value>
  </event>
  <trigger priority="24820" newline="false" prompt="true" id="2482">
    <pattern>~[(%w)]~[&amp;9] <%n/%nhp %n/%nm %n/%n</pattern>
    <value>#VAR RoomPK {%1};#IF (%defined( checkroom)) {checkroom};#IF (!@RoomLook) {#TAG prompt}</value>
  </trigger>
</class>


Any help would be greatly appreciated!
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