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
Borbarad
Newbie


Joined: 10 Feb 2005
Posts: 9

PostPosted: Wed Mar 16, 2005 2:46 am   

Moving rooms
 
---The mud i play has some "moving" rooms. for example
A Long Dock
[...]
[ Exits: north, south, ship ]

>enter ship

On a Ship
[...]
[ Exits: dock ]
--- After some time
The ship slowly continues its voyage as it sails to the southwest.

On the Boat
[...]
[ Exits: None. ]

--- After some time
The large ship adjusts its sails and starts its voyage in a
southernly direction.

On the Deck of the Boat
[...]
[ Exits: None. ]

[.....]

The Wharf
[...]
[ Exits: street, ship ]

So if my character has entered the ship then he just has to wait some minutes. After that he can continue at the wharf. How can i implement this with speedwalking?I want that zMud realizes when the ship arrived so it can continue. This mud has many of these "moving rooms". So a solution with minmal effort would be nice. Any ideas?
With Best Regards,
Marcel Honstraß
Reply with quote
DeathDealer
Adept


Joined: 20 Jul 2004
Posts: 268

PostPosted: Wed Mar 16, 2005 1:40 pm   
 
I would guess the whole #slow/#pause/#ok routine would do it.
#trig {The Wharf} {#OK}
or something.
_________________
Reply with quote
TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Wed Mar 16, 2005 1:41 pm   
 
In practice I use an alias for such speedwalking routes.

So an example would be:

#ALIAS gopastwharf {.6n3w;#TEMP speedwalking1 {^The Wharf} {.7d3s}}

This way the path is broken up into a piece per segment. There are other ways to do this but I've found this reliable.
Reply with quote
Dharkael
Enchanter


Joined: 05 Mar 2003
Posts: 593
Location: Canada

PostPosted: Wed Mar 16, 2005 2:10 pm   
 
Use SLOW mode in your speedwalking;In the moving rooms
have a room script that checks to see if %inwalk is true AND
%walkmode = 2 , if so have it pause and create a trigger for when you arrive to resume the walk.
If you have to wait before entering a moving room do the same thing too but also add a check to make sure that %nextdir would take you into the moving room, that way if you happen to speedwalk by a moving room but have arent using the moving room the triggers wont go off.
_________________
-Dharkael-
"No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style."
Reply with quote
Spartacus
Wanderer


Joined: 23 Apr 2001
Posts: 53
Location: USA

PostPosted: Wed Mar 16, 2005 4:28 pm   
 
I encounter this on my mud as well, and here's the problem with speed/slowwalking it as I see it:

zMUD relies on the mapper having path to the room you are walking to. A path consists of a series of rooms, each having an exit to the next. You will therefore need an exit from each of the rooms you listed to the next room in the chain. In order to accomplish what you want to do, you will need to manually draw these links in the mapper and set them as "other." Of course, with the ones where you enter something like "enter ship" or "give ticket to conductor", you put that in as the "other cmd" and zMUD handles that beautifully. For the others, you will need to edit the room scripts (the one that runs when you enter that particular room) to create your #OK trigger for the next room. What does that mean?

Your room script for "On a Ship" should say:

#TEMP {On the Boat} {#OK}

This way once you move into "On a Ship" zMUD will start watching for "On the Boat" and move the map indicator when you arrive there. Now the room script for "On the Boat" should say:

#TEMP {On the Deck of the Boat} {#OK}

and the room script for "On the Deck of the Boat":

#TEMP {The Wharf} {#OK}

Minimal effort? Probably not, but this method will keep the map true as you move through the various rooms, which can be very helpful in some situations.
_________________
Spartacus
rm -rf .*
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