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fisban_Regner
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Joined: 05 Nov 2020
Posts: 14

PostPosted: Sat Nov 28, 2020 4:49 pm   

how to tell the mapper I moved
 
so i have been having some issue with this. every now and then the mud will move me for some reason ie the wind blows me or the force of the water moves me, the mapper has issues with this and doesn't move me to the room i was moved to. so i tried creating a trigger
#TRIGGER {^Carefully getting your bearings, you set off (%w) toward your goal.} {#map {%1}} this works most of the time but it doesn't always catch the movement also if the mapper is in follow mode this doesn't work
any suggestions on how i can modify this to be more reliable?
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shalimar
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Joined: 04 Aug 2002
Posts: 4662
Location: Pensacola, FL, USA

PostPosted: Sun Nov 29, 2020 4:23 am   
 
#MOVE %1
Would push the dot in the appropriate direction.
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fisban_Regner
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PostPosted: Sun Nov 29, 2020 7:23 pm   
 
shalimar wrote:
#MOVE %1
Would push the dot in the appropriate direction.

will this tell the mapper to create a room if it doesn't exist?
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shalimar
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Joined: 04 Aug 2002
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Location: Pensacola, FL, USA

PostPosted: Mon Nov 30, 2020 3:55 am   
 
No, you would need #MAKEROOM for that, but that will not capture the room data, just make a blank square in the direction passed to it.
You could then follow that with a #LOOK command to refresh room data, assuming you are in the room long enough.

Both of these commands do require the map to be in mapping mode.
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fisban_Regner
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PostPosted: Tue Dec 01, 2020 2:32 am   
 
is there a way to check what mode the mapper is in as part of my script so i can tell it weather to use #move or #map as map does both #makeroom and #look in one command and works if in mapper mode when it doesnt work its because the mud sends room data to fast for the mapper to keep up usually causing the first room sent to be skipped.
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shalimar
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Joined: 04 Aug 2002
Posts: 4662
Location: Pensacola, FL, USA

PostPosted: Thu Dec 03, 2020 3:21 am   
 
%maplocked will return the current state of the mapper, as well as allow you to toggle it.
#HELP %maplocked for more information
However, if you are moving so fast that some rooms get skipped, I would suggest creating the map only when you are by yourself or leading the group.
Adding in a room later can be a big headache, layout-wise.
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fisban_Regner
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PostPosted: Sat Dec 05, 2020 3:16 pm   
 
the mud has a built in speed walk function that moves you to locations located in the world as it moves all the normal information is sent to you as though you were doing the moving your self. this is initiated by a command. usually the first room is missed by the mapper i am still trying to figure out why as the mud sends you move to the %direction and i have set a trigger on this output. but what i don't understand is why the first room is almost always missed by the mapper. the problem isn't the trigger as it does fire and does send the command to the mapper that i moved.
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shalimar
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Joined: 04 Aug 2002
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Location: Pensacola, FL, USA

PostPosted: Sat Dec 05, 2020 5:21 pm   
 
Sometimes all it takes is making a simple trigger that will fire in every room.
Something like:

#TR {obvious exit} {#OK}
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fisban_Regner
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PostPosted: Sat Dec 05, 2020 9:57 pm   
 
my exit trigger
#TRIGGER {^You see exits leading (*).} {
exits=%1
exits=%replace( @exits, " (open door)")
exits=%replace( @exits, " (closed door)")
exits=%replace( @exits, " and")
exits=%replace( @exits, ", ", "|")
#DELITEM exits in
#DELITEM exits out
#TAG exit {@exits}
}

my walking trigger
#TRIGGER {^Carefully getting your bearings, you set off (%w) toward your goal.} {#map {%1} }

example mud output for exits
You see exits leading north, east, south (open door), and west.

valid exits north east south west northwest northeast southwest in out up down
any exit can be a door, no need to open doors mud can be configured to open them


do you thinking adding the #ok in my exit trigger would help?
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shalimar
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Joined: 04 Aug 2002
Posts: 4662
Location: Pensacola, FL, USA

PostPosted: Sun Dec 06, 2020 11:41 am   
 
Probably, just remember to reconfigure the mapper afterward.
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