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zex0s
Wanderer


Joined: 29 Jun 2003
Posts: 64

PostPosted: Sun Jun 29, 2003 4:11 pm   

Mapping?
 
I play a mud that uses a compass to display room exits, and have never been able to get the mapper to parse these rooms properly..
Winding Path - # -
(-------------------------------------------------) W <---(M)---> E
- - -

You are on a lazy, winding path, surrounded by a light forest of small
trees. The path you are following looks as if it once may have been a
driveway intended for light carriages, but is now heavily overgrown with
small trees, shrubs, tall grasses, and weeds. An unusual hut lies directly
to the east, surrounded by a low wooden fence. Most of the fenceposts are
surrmounted by grisly human skulls, with faintly glowing red eyesockets. A
wooden gate swings slowly and noisily on rusted iron hinges.

The #'s indicate doors (locked or open), turning the compass off works...
to a degree, except the exits arent captured properly... Any Ideas?

Thanks,
Zex0s
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zex0s
Wanderer


Joined: 29 Jun 2003
Posts: 64

PostPosted: Sun Jun 29, 2003 7:21 pm   
 
Damnit.. the message didnt format properly...
Code:

 A Central Hallway                                      -      N      -
(-------------------------------------------------)     - <---(M)---> E
                                                        -      S      -

  You are in the long central hallway inside the Runic Castle.  The hall
here is brightly lit by large candles on either side, held in silver
candlesticks anchored high up on each wall.  The candles are lightly scented
with the sweet fragrance of rose petals, softly scenting the air.  The floor
is made of polished marble stone, worn smooth from years of visitors passing
through this hall.  A fancy Persian rug rests on the floor, lining the
hallway passages with beautifully weaved sceneries of Rune.  A short hallway
splits off to the east, and the central hall continues to the north. 

<184hp 200sp 272st>


There.. that should be formatted properly.
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sun Jun 29, 2003 8:14 pm   
 
Materia Magica, right? Even if not, people have asked about room descriptions just like yours. Search should prove useful.
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zex0s
Wanderer


Joined: 29 Jun 2003
Posts: 64

PostPosted: Tue Jul 01, 2003 2:32 pm   
 
People have asked.. yes.. but no one has been able to provide a working answer, as far as I can tell.. All I see is redirections to messages that are no longer there... redirections to alyriaonline.com's main home page (searching there found the same thing.. "Go here for the message" and when I go there, its a blank page..

So yes... I'm sure people have asked it, but that doesnt mean it was answered.

Zex0s
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Daagar
Magician


Joined: 25 Oct 2000
Posts: 461
Location: USA

PostPosted: Tue Jul 01, 2003 10:14 pm   
 

A 3second search on alyriaonline.com's message boards gives this:
http://www.alyriaonline.com/mb/viewtopic.php?t=3641&postdays=0&postorder=asc&start=0

Note that Widan's site no longer exists, but Scrooge's triggers work just fine.
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zex0s
Wanderer


Joined: 29 Jun 2003
Posts: 64

PostPosted: Tue Jul 01, 2003 11:58 pm   
 
I copy and paste that trigger into my zmud, and it never fires.
each individual line will fire, but it wont fire as a multi-line.. and so far, any attempts to convert it to using conditionals has failed miserably
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zex0s
Wanderer


Joined: 29 Jun 2003
Posts: 64

PostPosted: Wed Jul 02, 2003 12:48 am   
 
Ok, I finally got the trigger to work properly.. and I've tagged the name, the exits, the prompt.. Now.. whenever I move to create a new room, I move, say north, the mapper creates a new room, north of the one I was in.. catch is, it's creating the room I was in, instead of the one I entered.. Any ideas??
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