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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Fri Jan 06, 2006 10:09 am   

Mapping Question via Speedwalking
 
Alright, this is a script that has had me contemplating for a long time. In a certain game we get a command like DASH %w or SPRINT %w which moves us 11 rooms in a given direction. Now... aside from making thousands of different exits with DASH %w in them is there an easier way to calculate the speedwalk taking into account the DASH feature?
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Fri Jan 06, 2006 10:19 am   
 
Well, also if I could design a script to automatically add the links instead of going over and doing all of them.
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Vitae
Enchanter


Joined: 17 Jun 2005
Posts: 673
Location: New York

PostPosted: Fri Jan 06, 2006 3:18 pm   
 
not sure what ya mean, and I'm sure I can't help, but do you mean that you want to have it send to the mud rather than
13w2n10e
have it send
dash w;2n;10e
something like that?
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Fri Jan 06, 2006 4:19 pm   
 
Right-o. Or possibly a script that would take all the current rooms and add the exit links already. But there is a function that shows the path in 13w2n10e format, i'll look into it.
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Sat Jan 07, 2006 12:00 am   
 
I would have to know more before I could comteplate the requested script fully. A few questions would be:
1. If you "dash n" does it just move 1 north, or does it move 11 north so long as north is a valid exit for each room? What mud outputs are there after a dash command is issued?
2. You seem to indicate you are using the mapper, what walking method are you using?
3. Do you tend to double-click on the map to do your walks?
4. Do you use an sort of #TAG triggers for mapping?
5. Do you plan on having the script active in map mode?
6. Do you want to stop thinking about questions right now?
7. Have you ever questioned your existence on this planet?

Sorry wanted to lighten the questions up a bit there, should be a laugh or 2, but the peanut gallery didn't seem amused. There are a lot of things that would need to be considered before writing such a script, and many more things that need to be known. I am sure that the process of writing such a script will bring more questions.
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Sat Jan 07, 2006 12:44 am   
 
I have an ANSI based RoomTitle trigger that looks like so:

#IF (!@room_on) {#ABORT 1}
#VAR room_name {%stripansi( %1)}
#var road_position %pos( "(", @room_name)
#IF (@road_position > 0) {#VAR room_name {%left( @room_name, @road_position-2)}}
#VAR room_on 0
#TAG Name {@room_name}
#VAR maplocked %maplocked( )
#IF (@maplocked=1) {
#OK
#IF (@auto_move) {nextmove}
}
#IF (@maplocked=0) {survey}
#if (@find_me_2=1) {
find_me_2=0
#t+ ARM/Mapping/Triggers/Exits
find_me_3=1
}

The command will move 11 north as long as there is a valid exit for each room.

I like questions.

I never question existence, only light beer.

I do double-click but not always.

I was thinking of making a script that would for each room, do #loop 11 {#move n} (which would move as far north as possible) Automatically create a link with %roomexit and %roomlink. This would take awhile but would probably make it work. I don't know all the specifics yet, but im also wondering if there is an easy way.

Also, I can't use DASH all time. (If im off my horse or something) So I could get rid of the exits with

#va delete {delete * from ExitTbl where name = 'dash n'}
#va source {Provider=Microsoft.Jet.OLEDB.4.0%char( 59)Data Source=c:\jaizsurmap.mdb}
#va conn %comcreate( "ADODB.connection")
#call @conn.Open(@source)
#call @conn.execute(@delete)
#CALL @conn.close
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Sat Jan 07, 2006 12:49 am   
 
I kinda feel odd talking about this while doing highschool algebra. Razz
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Sat Jan 07, 2006 12:54 am   
 
Oh, and on a side note: The trigger seems to stop capturing after commas, which confuses me. I was using an ansi trigger to capture room descs but it stopped after commas so I changed it from a stripansi function to a:

#va temp_room_desc "%1"
#va temp_room_desc %delete( {@temp_room_desc}, %len( @temp_room_desc)-3, 3)
#va temp_room_desc %delete( {@temp_room_desc}, %len( @temp_room_desc), 1)
#va room_desc {@room_desc @temp_room_desc}

type thing
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nexela
Wizard


Joined: 15 Jan 2002
Posts: 1644
Location: USA

PostPosted: Sun Jan 08, 2006 12:02 am   
 
This should work:
#VAR room_name {%stripansi( "%1")}
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Larkin
Wizard


Joined: 25 Mar 2003
Posts: 1113
Location: USA

PostPosted: Sun Jan 08, 2006 1:42 pm   
 
I've never attempted to integrate dashing into my speedwalks, and it seems almost impossible. Even if it is possible to speedwalk with dash automatically, it'd be a lot of work and you're probably better off just dashing manually and letting the map track your position. I use a simple trigger to move me 11 rooms when I dash. There is only one problem with it, and that's when you hit a door or someone blocking the way or something like that. The best way would be to track the number of lines between the dashing message and the room title (or a 'something-in-the-way' message).

Code:
#TRIGGER {You look off to the (%w) and dash speedily away.} {#11 {#move %1}}
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Sun Jan 08, 2006 2:50 pm   
 
Yeah, I was gonna make a count trigger to move but I just use move 11 times. But if I am able to make an automatic integration of dash it could make speedwalking much, much, faster.
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Sun Jan 08, 2006 2:51 pm   
 
But it would require thousands, and thousands of exits, with DASH x to wherever.
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ZealousAnonymous
Wanderer


Joined: 06 Jan 2006
Posts: 70

PostPosted: Sun Jan 08, 2006 2:52 pm   
 
Whats funny is, I don't even have dash anymore >.<. I gotta get gallop in riding, heh.
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