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sav
Wanderer


Joined: 09 Jan 2006
Posts: 86

PostPosted: Thu Feb 16, 2006 6:40 pm   

Zone
 
Hmm, ok i have 3 different chars on the mud, for all 3 chars, most of the map is the same, except for 2 zones. is there anyway to use the whole map for all 3 chars, and load the other 2 zones based on which char is currently connected?
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JQuilici
Adept


Joined: 21 Sep 2005
Posts: 250
Location: Austin, TX

PostPosted: Thu Feb 16, 2006 8:32 pm   
 
I don't think so - the map is a single DB that is shared by all the chars. However, there is a fairly easy way to do what you want, assuming that the number of rooms that connect to the character-specific zones is small.

Basically, you want to create a roomscript in each of the 'jumping-off-points' that overrides the mapper and #TELEPORTs you to the correct room. Then you just have three separate zones (one for each char) for each of the two character-specific zones, with the correct map in each one.

That looks confusing even to me, so let me give an example. Let's say that you walk to a room called 'The Portal' If you type the command 'enter portal' in that room, then you are taken to a zone that is different for each char. So, if Char1, then you go to C1Zone, etc. Then something like the following in the roomscript for "The Portal" should work (warning: untested, off-the-top code follows):

Code:
#ONINPUT {enter portal} {
  #IF (%char="Char1") {#TELE 1234; #NOOP -- roomnum for entry room in C1Zone}
  #IF (%char="Char2") {#TELE 5678; #NOOP -- roomnum for entry room in C2Zone}
  ...
}

Your mileage may vary. The effect you want can be achieved in a variety of ways (input triggers, teleporting 'dummy' rooms, etc.) - If you provide specific names and MUD output of the various characters walking into the zones, someone here could get closer than the sad example above.
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Dodgester
Wanderer


Joined: 17 Nov 2005
Posts: 65

PostPosted: Fri Feb 17, 2006 5:03 am   
 
One other thing you may also want to consider is rather than basing specifically on characters, look to see if there's some sort of pattern matching such as either classes, races or alignment.

Sincerely,

Dodgester
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sav
Wanderer


Joined: 09 Jan 2006
Posts: 86

PostPosted: Fri Feb 24, 2006 11:38 am   
 
Hmm, in the 'Predefined Variables' help file, %char is 'the name of your MUD character'
but if i do #HELP %char, this is what is said 'eturn the ASCII character associated with the number I. This function is also used to translate the special characters (#;:@%!.>&/) to their current values if they have been changed.'

I'm a little confused now. And how do i set the %char?
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JQuilici
Adept


Joined: 21 Sep 2005
Posts: 250
Location: Austin, TX

PostPosted: Fri Feb 24, 2006 2:24 pm   
 
The name of your character is set in the Characters window that pops up when you start zMUD. And both of the help entries are right - %char(n) will return ASCII character n, and %char all by itself will return the name of the current character:
Code:
> #show %char(67)
C
> #show %char
Xazel
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sav
Wanderer


Joined: 09 Jan 2006
Posts: 86

PostPosted: Fri Feb 24, 2006 8:12 pm   
 
hmm, but my #show %char for all 3 profiles that i made for each char shows the same name. which part exactly do i set it?
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sav
Wanderer


Joined: 09 Jan 2006
Posts: 86

PostPosted: Fri Feb 24, 2006 10:04 pm   
 
so anyway this is what i've come up with. tested it with the char which name is stuck in my %char, but still didn't work.

#ONINPUT {#WALK guild} {#IF (%char=sav) {#WALK sav-home} {#IF (%char=bara) {#WALK bara-home} {#IF (%char=vad) {#WALK vad-home}}}}

and i did name the corresponding names on my map. so still clueless.=(
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JQuilici
Adept


Joined: 21 Sep 2005
Posts: 250
Location: Austin, TX

PostPosted: Sat Feb 25, 2006 12:03 am   
 
To see/set the character name for a profile (in painful detail):
  1. Start zMUD.
  2. Click on a profile icon (once) in the main list of profiles, to select it.
  3. Click the Edit button at the top of the window.
  4. Click the Character tab under the Current Character Properties banner
  5. The first text-entry box is labeled 'Name'. The contents of this box is the name returned by %char.
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sav
Wanderer


Joined: 09 Jan 2006
Posts: 86

PostPosted: Sat Feb 25, 2006 12:34 am   
 
hmm ok. i used @char instead of %char and defined the variable manually. i think its easier this way. but the #ONINPUT doesn't seem to be able to handle 2 words(to guild). i aliased 'to' to #WALK, so its #WALK guild

or could it be something that i'm doing wrong?
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