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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Fri Sep 05, 2003 9:13 am
RoM 2.3 modified - tricky mapping - edited |
With the 5x series of zmud, mapping my favourite mud was fairly reliable. Somewhere along the line something broke, knowing my luck something on the mud was changed :P
Without the control codes:
<27>[0;40;36m<1747/1747hp 937/937m 98274g 3026xp> <27>[0;40;37m<27>[1;40;31mA trail through the dense forest<27>[0;40;37m
<27>[0;40;37m You are on a trail leading east and west through the dense forest. To the
west, the trees are so huge and their crowns so dense that forest remains in
total darkness. A small path leads south through the trees.
<27>[0;40;37m
<27>[1;40;37m[Exits: north east south west]
<27>[0;40;37m<27>[1;40;32m(Charmed) A huge saber-toothed tiger.
<27>[0;40;37m
With the control codes:
<1747/1747hp 937/937m 98274g 3026xp> A trail through the dense forest
You are on a trail leading east and west through the dense forest. To the
west, the trees are so huge and their crowns so dense that forest remains in
total darkness. A small path leads south through the trees.
[Exits: north east south west]
(Charmed) A huge saber-toothed tiger.
(description is ash/pale grey, exit lines are pure white)
If I import a working cfg from 5x, things work for a bit and mysteriously break. Maps made by a 5x client seem to work when converted to 6x format, but also break at some point. Tweaking settings and reconfiguring seems to scrap any changes I made, rather than merging them. I've played with the GA/EOR settings, ansi, zmud terminal etc, and nothing appears to help, or at least get me in the right direction to a solution.
I have a feeling it's the prompt and roomname coming in on the same line, but I cant prove it, or seperate them and am now stuck for ideas.
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Addendum
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I forgot to add some basic stuff, computer died in the original :/
When mapping rooms, the room name is ignored, and most of the time so is the room description, and when recognised it becomes the room name. The only thing that's guaranteed to work 100% is the Exits line. I've tried tagging the prompt, but that didnt make a different. Sometimes keeping local echo on helps when mapping, as it pushes the roomname onto a new line, but that doesnt always work. |
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dskorren Novice
Joined: 07 Feb 2002 Posts: 48 Location: Philippines
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Posted: Sat Sep 06, 2003 5:11 am |
same problem here
<122/122b 604/604h 858/858n 713/713v 24%>
look
Outside the East Gate of Khavanov
You are by two small towers that have been built into the city wall and
connected with a footbridge across the heavy wooden gate. To the east the
plains stretch out in the distance. To the north a small dusty trail follow
the city wall.
[Exits: north east south west]
<122/122b 604/604h 858/858n 713/713v 24%>
the auto configure will not see the room name and will use the first line of the description at the room name. if you use the offline setup and paste the above example, it will see the room name, colors it blue, description green, exits red and prompt cyan, but when you reload room info it will make the second line of the description the room name.
if you use the capture from mud from offline setup, the room name is missing too.
any ideas why the room name cant be seen? |
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dskorren Novice
Joined: 07 Feb 2002 Posts: 48 Location: Philippines
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Posted: Sun Sep 07, 2003 7:44 am |
i exported all my settings to a text file, created a new character and then imported it back.
after opening the map and reconfiguring, the automapper works like a charm. not sure what happened there but the important thing is its working again.  |
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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Sun Sep 07, 2003 9:45 am |
Good idea, I'll give it a shot :)
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seamer Magician
Joined: 26 Feb 2001 Posts: 358 Location: Australia
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Posted: Sun Sep 07, 2003 10:29 am |
I exported the script like you said, and went through it for junk "just in case"...Only the prompt trigger was wierd -
Original - unworking script
#TRIGGER "prompt" {~<(%1)/(%2)hp (%3)/(%4)m (%5)g %6xp~>} {lots of stuff} "" {prompt}
Edited - working script
#TRIGGER {~<(%1)/(%2)hp (%3)/(%4)m (%5)g %6xp~>} {lots of stuff}
I've only ever edited the original prompt via zmud's gui - does anyone know the purpose of the first "prompt" after #trigger? And the extra "" (prompt} at the end? One of these fields would be the class, but it was never inside a class.
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dskorren's export/import idea works :) |
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LightBulb MASTER
Joined: 28 Nov 2000 Posts: 4817 Location: USA
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Posted: Sun Sep 07, 2003 8:03 pm |
The first "prompt" after #trigger is the trigger's ID. It's used to refer to the trigger directly with commands such as #T+ and #T-, instead of having to toggle an entire class. It's also used to simply other commands, such as #UNTR, which would otherwise have to refer to the pattern itself.
The extra "" {prompt} at the end are the class, "" or none, and the optionlist, prompt, which marks it as Trigger on Prompt.
Neither of these should affect the mapper. |
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