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
MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Sat Jul 30, 2005 2:28 am   

StonedMOFO's mapper problems
 
Quote:

there is problem with mapper cause I can't get the mapper to support NW SW SE NE


Could you elaborate on this? ZMud already comes standard with support for those directions. Is it strictly a direction problem or something with mutlibyte characters/translation?
_________________
EDIT: I didn't like my old signature
Reply with quote
StonedMOFO
Beginner


Joined: 22 Sep 2004
Posts: 28

PostPosted: Sat Jul 30, 2005 10:19 pm   Actually what I really meant to say
 
Is I can't get it to support NU (Northup) ND (Northdown) WU () WD () SU () SD() EU () ED () which is used extensively, I think I could get custon command to work, but I can't get reverse direction to work.

Also the way I would use a map is for it to follow a strict route pattern (as I usually run fully automatic bot, and is more efficient with a optimized predefined route), and I don't exactly know how to do that either.

It would help if you could just hint me at the command I should use / look at.

While I am at it , there is also another problem I have. Currently I am using Database to store all my route, where I have it setup like this
Key (The name of the column, I think it's call key, correct me if I am wrong) -> trainingground - traininggroundkill - traininggroundignore - traininggroundop
trainingground = the actual list to move by, item 0 be the first direction, item 1 being second, etc,. I use an alias to accomplish this, and the alias would capture the database value and increment variable @movecount by one. So I do something like -> #var operation %db(@movecount, trainingground);#add movecount 1;@operation
traininggroundkill would contain ID that I need to kill,
traininggroundignore is the ID I need to ignore,
and traininggroundop is special operation I perform at the particular spot.

Traininggroundkill is needed for my player avoiding capability, where I have trigger pattern that match all ID against the "Traininggroundkill" and "Traininggroundignore" and proceed to add everything that appear inside "Traininggroundkill" into a string call @KILLLIST. And ignore ID that is describe in "Traininggroundignore" I accomplish by %ismember(@id, %db(@movecount, Trainingground)) inside an #if ().

And operation is executed after I gather all the info, I would whisper myself ("whisper self go") and have trigger that capture this whisper (I do this to sync up with the mud, so I won't be sending before the necessary data is collected). I would proceed to send out kill command, and have trigger that capture death of the targe and remove them from the @killlist, once killlist is empty, the killcommand would go ahead and send the nextmove alais, which is just rinse and repeat of this entire process. (Obtain nextdirection, execute, obtain ID chart, kill the ID I need to kill and move on).
This is slightly complicated, but is efficient, as I use a horse inside the game with 12 memory slot, and I have a DB record call "Move" where I write in the DB Column name for the route inside coresponding row. So for example if beginning of "Trainingground" route is store in 4th memory slot of my horse, I would have 4th row of "Move" name "Trainingground", it's quite nice cause this way to obtain the ID to kill I just do -> %db(@movecount, %db(@currentroute, move)kill) which would parase into %db(@movecount, Traininggroundkill) <-- which turns into the actual data.


OK THE ACTUAL QUESTION I NEED TO ASK!!!
currently, making the route is quite, well,, complicated, as I need to tab out of my game window, and into the database window to enter the value, and sometime I get confuse as to where to put data (It's weird combination, basically the "ID"kill colum contain the ID contain in that particular spot of the mud, and the "ID" contain the direction executed for that spot to move on to the next spot).

Is there any way to create database record from inside the game? I am trying to write an alias / trigger class where I could for example do this:
RecordNewRoute (execute this at the start of the location which the horse wil arrive with just this command -> "move #")
KillList %1|%2|%3 <- this is self explanatory, save the Id for killlist
NextCommand %1 <-- this would store the direction, advance a variable, and execute the move command so I actually move inside the mud.

All this needs to create and store the correct data into the database.
and I would also like to be able to enter a "SetHorseRoute" which would ask me series of question from "StartRoute" "EndRoute" and "Route1" "Route2" etc,. this is to set the route list inside database.
Reply with quote
StonedMOFO
Beginner


Joined: 22 Sep 2004
Posts: 28

PostPosted: Sat Jul 30, 2005 10:21 pm   A simplified question
 
I just realize what I post most likely made absolutely no sense... (this is too big of a robot to describe in my view... it's just too big, the folder for this mud which the bot is contained is over 600 kb big now).

Here is what exactly I need to know,

Is it possible to work with database with just command? So to add new Field, set the type of the Field, insert new record (row), set data for specific record (row) and specific Field.

I kinda love the database function, but I don't like working with database from inside the database view, I want to write a customized trigger that would do everything for me, all I need to do is type in what I want inside the mud and the alias would automatically record all the value into the right place.
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