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Bean
Newbie


Joined: 16 Jul 2002
Posts: 3
Location: USA

PostPosted: Wed Jan 22, 2003 4:29 am   

Mapping on Avalon
 
Hi folks,

The problem I am having, for those of you who are not familiar with Avalon, is that the room name is not always the first the thing that shows up when you enter the room. In fact, it could be any number of lines after entering the room, depending on where you are and what is happening. I will show you an example.

- e

A glowing rune staff is the last thing to catch your attention.
You see a hand-shaped rune out of the corner of your eye.
You see a cross-shaped rune out of the corner of your eye.
You see a hand-shaped rune out of the corner of your eye.
You see a hand-shaped rune out of the corner of your eye.
You see a hand-shaped rune out of the corner of your eye.
You see a hand-shaped rune out of the corner of your eye.
You see a hand-shaped rune out of the corner of your eye.
The Mariners Highway.
Dawn has lit the sky with her streamers of rosy red. People bustle past with...
- n
You pass through an open door.
A glowing rune staff is the last thing to catch your attention.
Equipment store.
You are able to see by the light of the cloak. This is the place that holds
every concievable type of good, little boxes ...
- s
You pass through an open door.
A glowing rune staff is the last thing to catch your attention.
The Mariners Highway.
Dawn has lit the sky with her streamers of rosy red. People bustle past with...


Okay, the name of the room is The Mariner's Highway. I cut out the room description just to keep the clutter down some. The first time I entered the room as shown above, the room name was on the ninth line. When I rentered the same room from the north though, the room name was on the third line.

This, of course, plays HAVOC with the automapper since it sees it as a different room. Even if you edit the map to fix the problem, the automapper won't acutally "recognize" the room when you enter it and thus your position doesn't get updated.

One thing that IS consistent is that the room name is always in bold yellow (Using the ANSI codes for yellow and highlight), starting in the first position on the line. In this, they are completely unique.

My question is this. Is there a way to tinker with the triggers used by the automapper to get them to correctly parse the room names out using an ANSI trigger?


Bean
PerthigalMUD
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Wed Jan 22, 2003 6:47 am   
 
#TAG and #NOMAP concerns.

You can #TAG your room name with an ansi trigger. Make sure you #TAG your prompt. See forum for numerous examples and the help files on it.

Consider making triggers like:
#TRIGGER {^You see a %x rune out of the corner of your eye.} {#NOMAP}

for things that get picked up by the mapper.

Ton Diening
Edit:22Jan03 Note to self: always talk about reconfig after suggesting tag/nomap etc! ^_^
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Bean
Newbie


Joined: 16 Jul 2002
Posts: 3
Location: USA

PostPosted: Wed Jan 22, 2003 7:16 pm   
 
I think it's a lost cause. I put the #TAG trigger in and it IS correctly naming rooms. However, even after adding in the #NOMAP triggers, it still insists when I re-enter some rooms that it is a new room, creates a stacked room, and makes the exit a one way exit. :(

Bean
PerthigalMUD
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Bean
Newbie


Joined: 16 Jul 2002
Posts: 3
Location: USA

PostPosted: Wed Jan 22, 2003 7:31 pm   
 
Scratch that. Did a reconfig and it works fine with the #TAG and #NOMAP triggers. My eternal gratitude goes out to you. Thank you very very much. :)


Bean
PerthigalMUD
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pheroah
Beginner


Joined: 13 Mar 2003
Posts: 10
Location: United Arab Emirates

PostPosted: Thu Mar 13, 2003 11:34 am   
 
Hi,

I am having the same problem but can someone tell me what you mean by using tags with ANSI codes. I am lost here; I am very new to MUDing

Zee Egyptian Pheroah
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Thu Mar 13, 2003 12:30 pm   
 
That just means to turn the triggers into ANSI triggers so they can match not only depending on the text that is received but also by the color that text has.

However, this is more complex and you should try using standard triggers to #TAG the various parts of the room first.

Kjata
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pheroah
Beginner


Joined: 13 Mar 2003
Posts: 10
Location: United Arab Emirates

PostPosted: Thu Mar 13, 2003 3:21 pm   
 
Well thanks for the reply;

But could you give me an example of an ansi trigger. Since I am trying to use it and it is just not working !!!! How do I find out what the MUD is sending in terms of ANSI code

Zee Egyptian Pheroah
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Thu Mar 13, 2003 3:44 pm   
 
Just highlight the text that you want the trigger to fire on and then create a new trigger. Make sure that ANSI trigger is enabled in the options and then paste the selected text into the Pattern box. Be sure to use CTRL-V or Edit|Paste, because right-clicking and selecting Paste does not work. The text in the pattern box now contains the ANSI codes sent by your MUD for that text, you can now replace parts of the text with wildcards like you would normally do.

Kjata
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pheroah
Beginner


Joined: 13 Mar 2003
Posts: 10
Location: United Arab Emirates

PostPosted: Thu Mar 13, 2003 4:42 pm   
 
Well thanks that worked fine

But I tagged it as the name of the room; but the mapper still doesn't recognize it and keeps hanging with the direction stuck in the queue. Although I delted the configuration for it

Zee Egyptian Pheroah
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Kjata
GURU


Joined: 10 Oct 2000
Posts: 4379
Location: USA

PostPosted: Thu Mar 13, 2003 5:04 pm   
 
Remember to also tag your prompt and reconfigure the mapper.

Kjata
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