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fred@kuzel.ca
Beginner


Joined: 25 Nov 2003
Posts: 15
Location: United Kingdom

PostPosted: Sat Aug 14, 2004 9:28 pm   

AutoMapper Difficulties
 
Before I begin here is my System Info:

Windows XP (sp1)
Zmud 7.05
Mud: Everdark (everdark.org:3000
Conventions:

Prompt: <hp/sp>
Room Name: none
Room Desc: multiline
Room Exits: " There are # obvious exists: dir, dir1 and dirlast"


Please find below a few rooms with my commands in Green.

My problem is this:
Items found in the room follow the exits line and come before the mud prompt, I have bolded/italisized a few MOBS/items in the room. How do I get the automapper to ignore these when trying to slow walk and or "find location on mud". There are also custom room entry lines that are only visible in some rooms and even only when you enter from a specific direction. You can see this in red when I enter a hidden garden. Every time I slow walk through one of these rooms the it fails to recognize it as the correct room.

My configuration problem is this:
- I can't use room name (No Name).
- Room description isn't always the first line.
- Room description isn't always the first paragraph.
- Exits can take on multiple formats:
There are two obvious Exits: north and south.
There are no obvious Exits.
The only obvious exit is north.

How can I get Automapper to reliable detect the room I am in?

-----------------------------------------------------------------------

A cobblestone road that runs north-south along the inside perimeter of a
tall, granite wall on the west end of the village. The village bank is
to the east.
There are three obvious exits: north, south and east.
<258/218>
s

This is the southwest corner of the village. A well constructed road
built of cobblestone continues east and north along the inside perimeter
of a tall granite wall. To the southwest is an iron door which provides
entrance into a tall guard-tower. Through a set of open bronze gates,
a lush park can be seen to the northeast.
There are two obvious exits: east and north.
Beggar
knife

<258/218>
e

A cobblestone road that runs east-west along the inside perimeter of a
tall, granite wall on the south end of the village. The village church
is to the north.
There are three obvious exits: west, east and north.
Adamiir, a village foot soldier
<258/218>
e

A cobblestone road that runs east-west along the inside perimeter of a
tall, granite wall on the south end of the village. A set of large iron
gates are set into the south wall and are partially open. A monstrous
three-story building constructed of slabs of granite is to the north.
There are three obvious exits: west, east and north.
<258/218>
s

Some branches scrape against you as you squeeze through the gates.
This is a small, lightly wooded orchard. Apple, pear and plum trees
provide a shady retreat. The orchard is bordered by the walls of Ivory
Village to the north and white picket fences to the west and south.
Thick bushes grow over most of the fence, save for the opening in the
southeastern portion of the enclosure and a small section to the west
where one of the bushes has withered and died. The east is bordered by
a thick bushy hedge that has a small opening pruned into it.
The only obvious exit is north.
<258/218>


-----------------------------------------------------------------------

p.s. If anyone knows how to change a username please let me know... I need to set an alias.

Uziel
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Seb
Wizard


Joined: 14 Aug 2004
Posts: 1269

PostPosted: Sun Aug 15, 2004 1:31 am   
 
I'm no expert, but I'd think you can use "obvious exit" instead of "There are # obvious exists: dir, dir1 and dirlast" as your Exit keyword and tick "Exit line contains key".

Have you tried the automatic configuration ("Reconfigure...")? Does it detect everything?

Mobs/objects in the room descriptions shouldn't be a problem for speedwalking as long as they aren't at the top, as you can set (the default) speedwalking to match the first line of the room description.

I sometimes have the same problem on my mud with things like "Some branches scrape against you as you squeeze through the gates." The only solutions that I know of (but they may be others) are:-
(a) to put a trigger against this and set the command to #NOMAP.
(b) if this is in a different colour to the room description, you might be able to make a colour trigger that #NOMAPS everything in that colour.

Hope this helps.
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fred@kuzel.ca
Beginner


Joined: 25 Nov 2003
Posts: 15
Location: United Kingdom

PostPosted: Sun Aug 15, 2004 8:35 am   
 
Well, the good news is it seems to be much better at detecting my rooms then I remember it.

I think the only real problem is the unhandled lines that come at random in the mud. For example the following lines in red are unrelated to the walk and caused the slow walk to abort:

Incorrect Abort
The forest begins to thin out in this area forming a nice clearing. Wagon
tracks upon the ground go from the east to the north. The wild grass which
grows here reaches heights of two feet. Several bushes are interspersed
amongst the wild grass. To the southwest, the wagon trail continues up
through what looks like a pass through the Calimn Mountains.
There are five obvious exits: north, east, south, southwest and west.
a sleeping kobold
You feel mildly tired after your brisk walk.
Your breathing and heart-rate return to normal.

Slow walking aborted


Incorrect Abort
A cobblestone road that runs east-west along the inside perimeter of a
tall, granite wall on the south end of the village. A set of large iron
gates are set into the south wall and are partially open. A monstrous
three-story building constructed of slabs of granite is to the north.
There are three obvious exits: west, east and north.
weeping woman
Weeping woman leaves west.
Slow walking aborted

Correct Abort
A rocky trail that cuts its way through the towering peaks of the
Dragonspine mountain range. The trail ascends the steep slopes to the
southeast and crosses a rope bridge that spans a deep chasm, northwest.
There are two obvious exits: southeast and northwest.
Harpy
The harpy screeches: Pay the toll before ye pass!
The harpy screeches: Pay the toll if ye wish to cross the bridge!

Slow walking aborted


Can we detect a slow walk abort? is there something like onSlowWalkAbort? Can we run an alarm that checks for slow walk failure and resumes?

ie.
[code]
desination = %destroom

onSlowWalkAbort {
#Menu {Mapper|Actions|Find Location on MUD}
#WAIT 1000
#WALK @desination
}
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Dumas
Enchanter


Joined: 11 Feb 2003
Posts: 511
Location: USA

PostPosted: Sun Aug 15, 2004 11:01 pm   
 
try

#TR {Ther are %d obvious exits:} {#OK}
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