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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Sun Mar 02, 2003 5:13 pm
Area Transfer Question |
Ok guys, ya gotta help me...I have spent 7 hours going through the General forum and the completed scripting forum and I cant find anything but :window relating to this.
Heres the problem...I have a circlemud based MUD and have great and awsome area files, but the code it quite unstable, so I decided to go with a ROM code....well the code is stable and everything, but I cant use my circlemud areas...crap...Well, people who know circlemud and ROM mud know that in circlemud there are 5 different files... .shp .wld .mob .zon and .obj ROM has only one and it is .are So there is no way of getting a zone converter to do this (If you could then someone would have to be about as intelligent as Einstein) Anyway... Heres what I need to do...I need to copy the text from the OLC output and go to the second window, and open OLC and paste it there....Keep in mind I am wanting to do the whole world, Now heres something what it would look like
-- Room number : [12004] Room zone: [12]
1) Name : The Board Room of the Immortals
2) Description :
This large room is well decorated, and lit from above by a soft magical
glow of no particular origin. Scattered around the room are comfortable
chairs and piles of furs of various dimensions, and in the very middle there
is a huge oaken table that shimmers in an odd manner. A large picture window
looks down over the whole world, showing the exploits of the many intrepid
mortals. A spiral staircase leads down to another part of this room. There
is a doorway to the temple observatory to the west.
3) Room flags : INDOORS
4) Sector type : Inside
5) Exit north : -1
6) Exit east : 12027
7) Exit south : -1
8) Exit west : 12098
9) Exit up : -1
A) Exit down : 12005
B) Extra descriptions menu
C) Actions : Not Set.
Q) Quit
Enter choice : 3
1) DARK 2) DEATH
3) !MOB 4) INDOORS
5) PEACEFUL 6) SOUNDPROOF
7) !TRACK 8) !MAGIC
9) TUNNEL 10) PRIVATE
11) GODROOM 12) HOUSE
13) HCRSH 14) ATRIUM
15) OLC 16) *
17) COLD 18) HOT
19) !TELEPORT 20) PK_OK
21) MAGIC 22) ALARMED
Room flags: INDOORS
Enter room flags, 0 to quit :
0) Inside 1) City
2) Field 3) Forest
4) Hills 5) Mountains
6) Water (Swim) 7) Water (No Swim)
8) Underwater 9) In Flight
10) Shoreline 11) Trail
12) Road
Enter sector type :
EXIT FLAGS
1) Exit to : 0
2) Description :-
<NONE>
3) Door name : <NONE>
4) Key : 0
5) Door flags : NOBITS
6) Purge exit.
Enter choice, 0 to quit :
EXTRA DESCRIPTIONS MENU
1) Keyword: boards
2) Description:
Where to read boards as an Immortal
Room# Board name Restricted?
-------------------------------------------
12000 Social Board N
12002 Immo Rules Board N
12003 God's Board Y
12004 Immo Board N
12005 Mortal Board N
12020 Quest Board N
3) Goto next description: <NOT SET>
Enter choice (0 to quit) :
*******************************************************************
And the NEW OLC
*******************************************************************
[NESW in REdit v3001 mekali.are - 16:45:19 - 11:33am]commands
-============================== REDIT COMMANDS =============================-
addecho clan commands create
delecho delete desc down
down east ed format
heal mana mreset msp
name ne north northeast
northwest nw oreset owner
rcopy rdelete room room2
se sector setlockers show
showflags south southeast southwest
sw up up usedby
west wrap
-===============================================[ MASTER HELP: OLC-REDIT. ]=-
[NESW in REdit v3001 mekali.are - 16:46:29 - 11:45am]room
Syntax: room <room flag(s)>
Valid room flags include:
antimagic bank
dark heroes_only
imm_only imp_only
indoors inn
law light
newbies_only no_mob
no_recall noautoexits
noautomap nochannels
nofly noscan
noscry nospeak
nowhere ooc
pet_shop private
safe solitary
[NESW in REdit v3001 mekali.are - 16:47:24 - 11:54am]desc
-=======- Entering APPEND Mode -========-
Type .h on a new line for help
Terminate with a ~ or @ on a blank line.
-=======================================-
1. The street runs north-south here and is covered with crushed grey stone.
2. There are small stone buildings to the east and west, each with signs
3. hanging from them. You can enter either, or travel north or south on the
4. street. A wide square is to the distant south.
> @
[NESW in REdit v3001 mekali.are - 16:52:13 - 12:43pm]sector
Syntax: sector <sector type>
Valid sector types include (pick one):
inside city
field forest
hills mountain
swim noswim
swamp air
desert cave
underwater snow
ice trail
[NESW in REdit v3001 mekali.are - 16:52:19 - 12:44pm]name Old Main Street
Room name changed from 'Old Main Street' to 'Old Main Street'.
[NESW in REdit v3001 mekali.are - 16:54:33 - 1:06pm]create 30001
REdit: Room vnum already exists.
[NESW in REdit v3001 mekali.are - 17:44:13 - 9:23pm]ed show
---=======================================================================---
Extended descriptions keywords:
1) street crushed grey stone ( 74 bytes)
The street runs north and soutn, and is covered with crushed grey stone.
2) building wooden frame ( 62 bytes)
Both buildings are relatively small, and made of grey stone.
So you see...heres how I would go about creating it with just the commands
(Create the room)
create (room #)
(This names the room)
name (name of the room)
(This is the room description)
desc (the long description of the room)
@
format
(Extra room Descriptions)
ed add (extra room description kewords)
(This links the room to the next room)
north room (room number)
east room (room number)
south room (room number)
west room (room number)
(This is the short room name when looked in direction)
north desc (room name seen when look north)
east desc (room name seen when look east)
south desc (room name seen when look south)
west desc (room name seen when look west)
(This shows there is a door, and whether it defaults opened or closed)
north flags door (open or closed)
east flags door (open or closed)
south flags door (open or closed)
west flags door (open or closed)
(This is the keyword to open the door)
north name (door name or keyword)
east name (door name or keyword)
south name (door name or keyword)
west name (door name or keyword)
(This is the key to unlock the door)
north key (key vnum)
east key (key vnum)
south key (key vnum)
west key (key vnum)
(These are the room flags dark/light/no_mob/etc)
room (room flag)
(These are the sector flags of the room, mountains, city, etc)
sector (sector type)
Ok, I think thats about it...Please tell me if I missed something
Also, I want to loop this from like room 3000 to 3099
Thanks, surely someone out there can help me...sorry about being so
long but it is VERY complicated |
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TonDiening GURU
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Joined: 26 Jul 2001 Posts: 1958 Location: Canada
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Posted: Sun Mar 02, 2003 6:44 pm |
This can be done but it would take an extreme amount of time
to script, test read and test write. I wrote one once for a LPC mud and
I remember much pain
There must be a Circle->ROM converter on the net by now?! Can't believe I can't
google one up in under 5 minutes. *frown*
Perhaps try:
You can subscribe to the mailing list by sending your subscription request to 'rom-request@rom.org'.
//
That being said, figuratively what I would do is make a database that reflected
the format for your new ROM based code. I'd figure out how the CircleMUD code
matched the ROM fields and trigger/read it all in accordingly. Very similar concept
as the equipment databases in the Finished Script Forum.
Then you would have a script to publish your database into the ROM OLC.
Ton Diening |
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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Sun Mar 02, 2003 6:57 pm |
Ok...I dont know how to make a database for one, and I dont know how to make a program to do this for me.....what would help me is to figure out the basic concept of it...If you can take say like the first example at the top...from olc output 1 (the circlemud code) and make it as if it were just transferring it to the same type of OLC...that would be awsome help, but keep in mine I want to do this a zone at a time so I wanna be able to loop it from vnum 3000 to 3099
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Sun Mar 02, 2003 9:56 pm |
Step 1 - Create a database
Field name -- Recommended field type
Room -- Number
Name -- Text
Desc -- Text
Extra -- Text
NRoom -- Number
ERoom -- Number
SRoom -- Number
WRoom -- Number
NDesc -- Text
EDesc -- Text
SDesc -- Text
WDesc -- Text
NFlags -- Text
EFlags -- Text
SFlags -- Text
WFlags -- Text
NName -- Text
EName -- Text
SName -- Text
WName -- Text
NKey -- Number
EKey -- Number
SKey -- Number
WKey -- Number
Flags -- Text
Sector -- Text
LightBulb
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Sun Mar 02, 2003 11:14 pm |
Step 2. Write triggers to enter the desired information into a record-variable.
#CLASS CircleToROM disable;#T- CircleToROM
#TR {-- Room number : ~[(%d)~] Room zone} {#VAR {NewRoom} {%null};#ADDKEY {NewRoom} {Room} {%1}}
#TR {1~) Name : (*)} {#ADDK {NewRoom} {Name} {%1}}
#TR Description {2~) Description : (*)} {ADDK {NewRoom} {Desc} {%1}}
#COND {(*)} {#IF %begins( {%1}, "3)") {#STATE Description 0} {#ADDK {NewRoom} {Desc} {@NewRoom.Desc %1}}} {LoopLines|Param=99}
#TR {3~) Room flags : (%x)} {#ADDK {NewRoom} {Flags} {%1}}
#TR {4~) Sector type : (*)} {#ADDK {NewRoom} {Sector} {%1}}
#TR {5~) Exit north : (%n)} {#ADDK {NewRoom} {NRoom} {%1}}
#TR {6~) Exit east : (%n)} {#ADDK {NewRoom} {ERoom} {%1}}
#TR {7~) Exit south : (%n)} {#ADDK {NewRoom} {sRoom} {%1}}
#TR {8~) Exit west : (%n)} {#ADDK {NewRoom} {WRoom} {%1}}
#TR {9~) Exit up : (%n)} {#ADDK {NewRoom} {URoom} {%1};#MESSAGE You need to add UP/DOWN fields to the database}
#TR {A~) Exit down : (%n)} {#ADDK {NewRoom} {DRoom} {%1}}
#TR {Q~) Quit} {#T- CircleToROM;#T+ NCircle;5}
#CLASS NCircle disable;#T- NCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {NDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {NName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {NKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {NFlags} {%1}
#TR {6~) Purge exit} {#T- NCircle;#T+ ECircle;0;6}
#CLASS ECircle disable;#T- ECircle
Repeat the above class (with appropriate changes) for east, south, west, up, down
Final trigger for DCircle class
#TR {6~) Purge exit} {#T- DCircle;#NEW All {@NewRoom}}
You'll have to figure out Extra Descriptions for yourself. Also, since I'm not familiar with OLC, you'll have to do your own alias or loop command to run it.
LightBulb
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Mon Mar 03, 2003 5:15 am |
Sorry for the long break, I was getting a DNS error for zuggsoft.com so I went and did other things.
Step 3. Write an alias (or several) to retrieve the information from the database and send it to the "new" OLC.
#AL Addroom {create %1;#DBGET %item( %query( &Room = %1), 1);name &Name;desc &Desc;~@;format;north room &NRoom;east room &ERoom;south room &SRoom;west room &WRoom;north desc &NDesc;east desc &EDesc;south desc &SDesc;west desc &WDesc;north flags &NFlags;east flags &EFlags;south flags &SFlags;west flags &WFlags;north door &NDoor;east door &EDoor;south door &SDoor;west door &WDoor;north key &NKey;east key &EKey;south key &SKey;west key &WKey}
Don't forget to add Up/Down if needed.
LightBulb
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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Mon Mar 03, 2003 3:02 pm |
Ok I done the first step and made the database, now on the second step...it freezes my zmud client and makes alot of these..
*
*
*
*
*
*
I am using zMUD 5.55 , if I need to I can upgrade, but I think this version should work fine...Anyway, hopefully I receive word pretty soon |
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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Mon Mar 03, 2003 3:56 pm |
Its one of these 2 lines that crashes my client
#TR {1~) Name : (*)} {#ADDK {NewRoom} {Name} {%1}}
#TR Description {2~) Description : (*)} {ADDK {NewRoom} {Desc} {%1}} |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Mon Mar 03, 2003 7:36 pm |
There's nothing wrong with either of those lines. Both commands (#TRIGGER and #ADDKEY) are valid in v5.55. Perhaps you've changed something (such as special character settings)? You might need to put the trigger ID in double quotes (or it might not be valid in 5.55).
#TR "Description" {2~) Description : (*)} {ADDK {NewRoom} {Desc} {%1}}
If you aren't using the latest public version, you should mention it in the first post. The #COND command is NOT valid in 5.55 (or even 6.16), so the script WILL NOT work.
These were just suggestions. If they don't work for you, they should at least give you a good starting point for writing your own triggers.
LightBulb
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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Tue Mar 04, 2003 12:46 am |
Ok....I downloaded the new zMUD and installed it...version 6.40 I think...>Well, I dont get that massive * problem and my zMUD dont crash...but it goes to #5 and stops...so I checked the triggers out...and I found some interesting stuff...Here it is
---------------------------------------------
#TR {-- Room number : ~[(%d)~] Room zone} {#VAR {NewRoom} {%null};#ADDKEY {NewRoom} {Room} {%1}}
#VAR {NewRoom} {%null};#ADDKEY {NewRoom} {Room} {%1}
^ identifier expected
---------------------------------------------
And This One
---------------------------------------------
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {NFlags} {%1}
{#ADDK
^ syntax error
---------------------------------------------
Now here is the what the code looks like after I modified it for everything, all besides the extra descriptions because I have no idea how to make triggers
---------------------------------------------
#CLASS CircleToROM disable;#T- CircleToROM
#TR {-- Room number : ~[(%d)~] Room zone} {#VAR {NewRoom} {%null};#ADDKEY {NewRoom} {Room} {%1}}
#TR {1~) Name : (*)} {#ADDK {NewRoom} {Name} {%1}}
#TR Description {2~) Description : (*)} {ADDK {NewRoom} {Desc} {%1}}
#COND {(*)} {#IF %begins( {%1}, "3)") {#STATE Description 0} {#ADDK {NewRoom} {Desc} {@NewRoom.Desc %1}}} {LoopLines|Param=99}
#TR {3~) Room flags : (%x)} {#ADDK {NewRoom} {Flags} {%1}}
#TR {4~) Sector type : (*)} {#ADDK {NewRoom} {Sector} {%1}}
#TR {5~) Exit north : (%n)} {#ADDK {NewRoom} {NRoom} {%1}}
#TR {6~) Exit east : (%n)} {#ADDK {NewRoom} {ERoom} {%1}}
#TR {7~) Exit south : (%n)} {#ADDK {NewRoom} {SRoom} {%1}}
#TR {8~) Exit west : (%n)} {#ADDK {NewRoom} {WRoom} {%1}}
#TR {9~) Exit up : (%n)} {#ADDK {NewRoom} {URoom} {%1};#MESSAGE You need to add UP/DOWN fields to the database}
#TR {A~) Exit down : (%n)} {#ADDK {NewRoom} {DRoom} {%1}}
#TR {Q~) Quit} {#T- CircleToROM;#T+ NCircle;5}
#CLASS NCircle disable;#T- NCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {NDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {NName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {NKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {NFlags} {%1}
#TR {6~) Purge exit} {#T- NCircle;#T+ ECircle;0;6}
#CLASS ECircle disable;#T- ECircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {EDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {EName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {EKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {EFlags} {%1}
#TR {6~) Purge exit} {#T- ECircle;#T+ SCircle;0;7}
#CLASS SCircle disable;#T- SCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {SDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {SName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {SKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {SFlags} {%1}
#TR {6~) Purge exit} {#T- SCircle;#T+ WCircle;0;8}
#CLASS WCircle disable;#T- WCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {WDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {WName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {WKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {WFlags} {%1}
#TR {6~) Purge exit} {#T- WCircle;#T+ UCircle;0;9}
#CLASS UCircle disable;#T- UCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {UDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {UName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {UKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {UFlags} {%1}
#TR {6~) Purge exit} {#T- UCircle;#T+ DCircle;0;A}
#CLASS DCircle disable;#T- DCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {DDesc} {%1}}
#TR {3~) Door name :(*)} {#ADDK {NewRoom} {DName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {DKey} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {DFlags} {%1}
#TR {6~) Purge exit} {#T- DCircle;#NEW All {@NewRoom}}
---------------------------------------------
Now here is what every menu looks like in the OLC
-- Room number : [12004] Room zone: [12]
1) Name : The Board Room of the Immortals
2) Description :
This large room is well decorated, and lit from above by a soft magical
glow of no particular origin. Scattered around the room are comfortable
chairs and piles of furs of various dimensions, and in the very middle there
is a huge oaken table that shimmers in an odd manner. A large picture window
looks down over the whole world, showing the exploits of the many intrepid
mortals. A spiral staircase leads down to another part of this room. There
is a doorway to the temple observatory to the west.
3) Room flags : INDOORS
4) Sector type : Inside
5) Exit north : 0
6) Exit east : 12027
7) Exit south : -1
8) Exit west : 12098
9) Exit up : -1
A) Exit down : 12005
B) Extra descriptions menu
C) Actions : Not Set.
Q) Quit
Enter choice :
ROOM FLAGS MENU
1) DARK 2) DEATH
3) !MOB 4) INDOORS
5) PEACEFUL 6) SOUNDPROOF
7) !TRACK 8) !MAGIC
9) TUNNEL 10) PRIVATE
11) GODROOM 12) HOUSE
13) HCRSH 14) ATRIUM
15) OLC 16) *
17) COLD 18) HOT
19) !TELEPORT 20) PK_OK
21) MAGIC 22) ALARMED
Room flags: INDOORS
Enter room flags, 0 to quit : 0
EXIT MENU
1) Exit to : 0
2) Description :-
<NONE>
3) Door name : <NONE>
4) Key : 0
5) Door flags : NOBITS
6) Purge exit.
Enter choice, 0 to quit :
EXTRA DESCRIPTIONS MENU
1) Keyword: boards
2) Description:
Where to read boards as an Immortal
Room# Board name Restricted?
-------------------------------------------
12000 Social Board N
12002 Immo Rules Board N
12003 God's Board Y
12004 Immo Board N
12005 Mortal Board N
12020 Quest Board N
3) Goto next description: <NOT SET>
Enter choice (0 to quit) :
---------------------------------------------
Also...A few other questions I had...Does it matter what I name the database?
Does it batter about spacing? Like :
#TR {5~) Exit north : (%n)} {#ADDK {NewRoom} {NRoom} {%1}}
But on the mud, it actually shows it being
Exit north :
Also, I am not worried about the ACTIONS menu
Well, I think thats about everything you need to answer all my questions |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Tue Mar 04, 2003 5:19 am |
#TR {-- Room number : ~[(%d)~] Room zone} {#VAR {NewRoom} {%null};#ADDKEY {NewRoom} {Room} {%1}}
#VAR {NewRoom} {%null};#ADDKEY {NewRoom} {Room} {%1}
^ identifier expected
You can remove the {} around the variable name if you want. This isn't an error, it's just different from what the syntax checker expects. I seldom use the editor for writing scripts so I don't notice these.
#TR {-- Room number : ~[(%d)~] Room zone} {#VAR NewRoom {%null};#ADDKEY {NewRoom} {Room} {%1}}
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {NFlags} {%1}
{#ADDK
^ syntax error
This is a typo. You left off the last }. I make a lot of these, but this one's yours. I checked my post and it's correct.
#TR {5~) Door flags :(*)} {#ADDK {NewRoom} {NFlags} {%1}}
Does it matter what I name the database?
No. Keep in mind that zMUD uses the first two letters of the database name to identify it. It would be a good idea to use at least two characters for the name. It would also be a good idea to make sure those two letters are different from any other database you might have.
Does it batter about spacing?
YES. The spacing MUST match the actual spacing used by the MUD. If necessary, you can use the %s wildcard to match any amount of white space.
I think that's all your questions. Let us know how things work.
LightBulb
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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Tue Mar 04, 2003 8:54 am |
GAWD I'M GETTING SO MAD!!!!!!!!
Ok...Heres the deal now...It aint copying....it will only copy a few things for me...anything with text in it...forget it...it wont touch it...The only things it will touch are the key number and the exit numbers....and reguardless what number they are...it logs them as 0 in the database...Avery other line is just blank...So...What do we do now :)
BTW..>Heres a copy of the updated trigger
---------------------------------------------
#CLASS CircleToROM disable;#T- CircleToROM
#TR {-- Room number : ~[(%d)~] Room zone:} {#VAR NewRoom {%null};#ADDKEY {NewRoom} {Room} {%1}}
#TR {1~) Name : (*)} {#ADDK {NewRoom} {Name} {%1}}
#TR Description {2~) Description : (*)} {ADDK {NewRoom} {Desc} {%1}}
#COND {(*)} {#IF %begins( {%1}, "3)") {#STATE Description 0} {#ADDK {NewRoom} {Desc} {@NewRoom.Desc %1}}} {LoopLines|Param=99}
#TR {3~) Room flags : (%x)} {#ADDK {NewRoom} {Flags} {%1}}
#TR {4~) Sector type : (*)} {#ADDK {NewRoom} {Sector} {%1}}
#TR {5~) Exit north : (%n)} {#ADDK {NewRoom} {NRoom} {%1}}
#TR {6~) Exit east : (%n)} {#ADDK {NewRoom} {ERoom} {%1}}
#TR {7~) Exit south : (%n)} {#ADDK {NewRoom} {SRoom} {%1}}
#TR {8~) Exit west : (%n)} {#ADDK {NewRoom} {WRoom} {%1}}
#TR {9~) Exit up : (%n)} {#ADDK {NewRoom} {URoom} {%1}}
#TR {A~) Exit down : (%n)} {#ADDK {NewRoom} {DRoom} {%1}}
#TR {Q~) Quit} {#T- CircleToROM;#T+ NCircle;5}
#CLASS NCircle disable;#T- NCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {NDesc} {%1}}
#TR {3~) Door name : (*)} {#ADDK {NewRoom} {NName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {NKey} {%1}}
#TR {5~) Door flags : (*)} {#ADDK {NewRoom} {NFlags} {%1}}
#TR {6~) Purge exit.} {#T- NCircle;#T+ ECircle;0;6}
#CLASS ECircle disable;#T- ECircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {EDesc} {%1}}
#TR {3~) Door name : (*)} {#ADDK {NewRoom} {EName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {EKey} {%1}}
#TR {5~) Door flags : (*)} {#ADDK {NewRoom} {EFlags} {%1}}
#TR {6~) Purge exit.} {#T- ECircle;#T+ SCircle;0;7}
#CLASS SCircle disable;#T- SCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {SDesc} {%1}}
#TR {3~) Door name : (*)} {#ADDK {NewRoom} {SName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {SKey} {%1}}
#TR {5~) Door flags : (*)} {#ADDK {NewRoom} {SFlags} {%1}}
#TR {6~) Purge exit.} {#T- SCircle;#T+ WCircle;0;8}
#CLASS WCircle disable;#T- WCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {WDesc} {%1}}
#TR {3~) Door name : (*)} {#ADDK {NewRoom} {WName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {WKey} {%1}}
#TR {5~) Door flags : (*)} {#ADDK {NewRoom} {WFlags} {%1}}
#TR {6~) Purge exit.} {#T- WCircle;#T+ UCircle;0;9}
#CLASS UCircle disable;#T- UCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {UDesc} {%1}}
#TR {3~) Door name : (*)} {#ADDK {NewRoom} {UName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {UKey} {%1}}
#TR {5~) Door flags : (*)} {#ADDK {NewRoom} {UFlags} {%1}}
#TR {6~) Purge exit.} {#T- UCircle;#T+ DCircle;0;A}
#CLASS DCircle disable;#T- DCircle
#TR {2~) Description :(*)} {#ADDK {NewRoom} {DDesc} {%1}}
#TR {3~) Door name : (*)} {#ADDK {NewRoom} {DName} {%1}}
#TR {4~) Key : (%d)} {#ADDK {NewRoom} {DKey} {%1}}
#TR {5~) Door flags : (*)} {#ADDK {NewRoom} {DFlags} {%1}}
#TR {6~) Purge exit.} {#T- DCircle;#NEW All {@NewRoom}}
Of yea...whats that NewRoom thing for? I dont have anything in my database labeled NewRoom...
Thanks
Stephen Schoeffler
-Damacus- |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Tue Mar 04, 2003 7:48 pm |
NewRoom is the name of the record-variable which is used to store all the information from the triggers. Once all the information has been stored, the #NEW command uses this variable (@NewRoom) to create the new record in the database.
You can look at the variable in the editor or by typing #VAR NewRoom. It appears the multi-line description trigger (the one with #COND) needs some work. I'll try to come up with something else, but it may take awhile. For now, just disable that trigger (double-click the green circle in the editor so it turns grey) so you can see if the others work.
LightBulb
Advanced Member |
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Damacus Newbie
Joined: 02 Mar 2003 Posts: 9 Location: USA
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Posted: Wed Mar 05, 2003 2:37 am |
The one with #COND doesnt show up in the editor...even when I paste the line in....It done show up...and when I take it out...still, nothing works
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