Register to post in forums, or Log in to your existing account
 

Play RetroMUD
Post new topic  Reply to topic     Home » Forums » zMUD General Discussion
Bruner
Beginner


Joined: 17 Dec 2002
Posts: 18
Location: USA

PostPosted: Tue Sep 23, 2003 10:25 pm   

complexe mapping problem
 
My problem is that sometimes the mapper doesn't get all the exits. In the mud, Achaea, they must use some sort of word wrap that is a pain in everyones butt when you get right down to it. See, I configure my mapper, and it does that just fine, but when i go into a room where the exits aren't on the same like as "You see exits" which i believe is triggering the map to look for exits on that line, it doesn't pick up ones that are on the next line. Like this:

By the Elmwood.
You travel through the oak forest, passing beneath the boughs laden with oak-apples, further on you come to an area dominated by elm trees, trees of unusual form, their trunks bifurcated and hollowed out, small recesses found all about their tree boles. You see exits leading north, east, southeast, and south.
1040h, 805m ex-


I am trying to get it so that "You see" is always put on it's own line. So that all the following text would be the exits. I tried to put a cr command in it like this.

#TRIGGER {You see exits leading *} {#sub {%cr%1 You see exits leading %1}}

And it came out like this:


By the Elmwood.
You travel through the oak forest, passing beneath the boughs laden with oak-apples, further on you come to an area dominated by elm trees, trees of unusual form, their trunks bifurcated and hollowed out, small recesses found all about their tree boles.
You see exits leading
north, east, southeast, and south.
1040h, 805m ex-

That doesn't solve my problem because it puts everything down a line. Is there anyway to get it to put the directions up a line? after "You see exits leading" Maybe there is a Gag, Sub command that would work with this? I've had lots of problems I've fixed trying to map Achaea, as everyone that has tried would have to do. I wonder if anyone at there has a good map config that they could send way. I'd appriciate it.

Thanks for your time.

Bruner
Reply with quote
Bruner
Beginner


Joined: 17 Dec 2002
Posts: 18
Location: USA

PostPosted: Tue Sep 23, 2003 11:48 pm   
 
I was looking through all the other posts, to try and solve this whole deal on my own. I saw the #tag command. It seemed complicated to me, but I think I might have it. Does this look right?

#TRIGGER {You see exits leading} {#TAG exitpara}

But I have some questions.

Will it override other exit Paras? I mean, I'm not sure what the exit prompt is right now, but there is another exit syntax "You see a single exit leading" so should I have it trigger on "You see * exit|exits leading"

What if it the trigger is in the DescPara? like:

This grove of elms lends an almost otherworldly feel to your surroundings. Their branches reach for the sky, and their bright trunks are marred only by dimples of blackened bark. You see exits leading north, northeast, east, southeast, south, southwest, west, and northwest.

[EDIT] I tried That, and it doesn't capture it if it is inside the description paragraph.
Will It still pick up the ExitPara? And will it up several lines? I assume so because it's Exit Paragraph.


Thanks a ton

Bruner

Will someone Please Help me out? It is a problem when i go into a room, and it doesn't see all the exits. :( Or non at all.
Reply with quote
Serentus
Apprentice


Joined: 28 Sep 2001
Posts: 103
Location: USA

PostPosted: Thu Sep 25, 2003 12:15 pm   
 
Of all the methods of mapping Achaea I've tried or seen, I think one of the best ways is using ANSI triggers.

Try setting you exit line color to something that you not using anywhere else. Then set up a ansi trigger to match every line of that color.

In the value do something like this....
#VAR ExitString {@ExitString %1}
#IF (%ends(%1,".")) {#TAG exit @ExitString;#VAR ExitString {}}

I don't have the settings with me right now, and this is untested, but it should give you an idea.
Reply with quote
Display posts from previous:   
Post new topic   Reply to topic     Home » Forums » zMUD General Discussion All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

© 2009 Zugg Software. Hosted by Wolfpaw.net