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JQuilici Adept
Joined: 21 Sep 2005 Posts: 250 Location: Austin, TX
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Posted: Wed Mar 01, 2006 6:45 pm
Timed Teleport Rooms |
Ok...I have been using zMUD and its automapper for a while now, but only recently did I start using the speedwalking functionality. Now, I have run into a problem, and I'm hoping for brainstorming suggestions. Once I have a basic approach, I'm sure I can handle the coding.
Here's the issue: The MUD I play (Mozart) contains a number of rooms which have timed teleports in them. That means, if you just sit still in the room, sooner or later you get transported to a different room. The timer appears to be based on absolute time, not a delay from your entry, so you could get transported immediately on entry, or sit around for a minute or longer, depending on the room and where in the cycle you happen to enter.
Now, there is NO MESSAGE for many of these teleports. You just get another room name/description/exits and another prompt. Here is an example. Note that I type nothing while standing in End of the Mineshaft (waited about 10secs for the teleport). The spam between the <> is my prompt, which ends in a newline:
Code: |
<451/451:545/545:432/489:342255:ABEhKLOTHISYZ:none:none:none:none>
look
Into the Mineshaft
The mine shaft continues deeper. The support beams show signs of decay and
age. The rough rock of the walls gleam with moisture supporting the growth of
lichen.
Exits: east, west
<451/451:545/545:431/489:342255:ABEhKLOTHISYZ:none:none:none:none>
w
Deeper into the Mineshaft
As you explore deeper into the mineshaft, the supports look worse. You
begin to wonder how safe this tunnel is. It looks like it may cave in at any
time. The moisture has accumulated and now forms a couple of inches of water
on the floor of the shaft.
The area is magically bright.
Exits: east, west
<451/451:545/545:432/489:342255:ABEhKLOTHISYZ:none:none:none:none>
w
End of the Mineshaft
The mineshaft ends here in another cave-in. There doesn't appear to be any
other way through except back the way you came. The timbers here look really
rotten and the walls have cracks latticed throughout them.
Exits: east
<451/451:545/545:431/489:342255:ABEhKLOTHISYZ:none:none:none:none>
Fell into a Cavern!
You have fallen into a cavern! You can make out the hole you fell through
far above your head, too far to reach. You appear to be stuck down here. The
cavern continues to the west.
Exits: west, up
A pile of gold coins.
A stalagmite sentry is here sitting on the floor.
<451/451:545/545:432/489:342255:ABEhKLOTHISYZ:none:none:none:none>
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I've handled this just fine for follow mode by putting a temp trigger in 'End of the Mineshaft' that catches the next roomname ('Fell into a Cavern') and issues a #teleport. Works great. But the speedwalker of course has no idea how to use this.
So now, I'm trying to figure out how to make these timed teleports into proper one-way exits. There is no 'other command' to issue, and the delay can be quite variable (so I would have to do #pause or #stop plus more manual triggers or something to make speedwalks work).
Has anyone done something like this before? I didn't find anything directly relevant searching the forums, but if I've missed a thread, please let me know. |
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_________________ Come visit Mozart Mud...and tell an imm that Aerith sent you! |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Thu Mar 02, 2006 11:28 am |
Personally I wouldn't want to use such rooms in a speedwalking system. The time spent waiting for the teleporter to activate is likely often greater than the time it would take to walk around.
First thing you should do is put the #TEMP trigger in the room script and add a check in the trigger for %inwalk, you want to issue #TELEPORT when not speedwalking and #STEP when you are.
Create the other exit so that its command is a say or some such and set the room to pause on speedwalking. |
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_________________ The only good questions are the ones we have never answered before.
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JQuilici Adept
Joined: 21 Sep 2005 Posts: 250 Location: Austin, TX
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Posted: Thu Mar 02, 2006 6:49 pm |
In case I wasn't clear - for many of these rooms there is no way to walk around. The only way to get to/from certain zones (including the one in the example) is through the teleport room. And it would be really handy to have #WALK, etc. understand how to get there and back.
Thank you for the pointer - I'll give that suggestion a try. I've never used %inwalk and its related functions/commands before, so it'll be a good learning experience. Looking at the help files, I'm betting I'll have to get %nextdir involved as well...
I'll report back when/if I get it working properly. |
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_________________ Come visit Mozart Mud...and tell an imm that Aerith sent you! |
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