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madrugan Newbie
Joined: 14 Jul 2008 Posts: 5
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Posted: Mon Jul 14, 2008 10:13 am
[The Forest's Edge] cMapper not capturing correctly, advice? |
So, I've been trying forever to get the mapper to identify the proper lines in the room description for exits, room name, and room description. It doesn't change its tune, no matter what I switch. I need help! I want to start mapping out this totally cool MUD!
Output from the 'test south:'
Code: |
You prowl south.
South Temple Road
+=--------------------------------------------------------------------------=+
| Lighting: Lit Time: Evening Terrain: Town Street |
| Exits: NESW Moon: waxing gibbous Room Size: Elephant |
| Weather: brisk; partly cloudy; moderate breeze from SSW |
+=--------------------------------------------------------------------------=+
Little light filters down between the buildings to either side of this
unfriendly looking street. On the west side of the street is a seedy looking
tavern. Broken bottles litter the ground here, mostly near to the tavern. To
the east is a small shop with a single cloudy window and a star-shaped carving
on the door. It is unlabeled, though perhaps the carving is meant to serve as
a label. The alley intersects Main a short ways to the north and continues a
bit to the south before ending abruptly.
A fragile, ancient sage rests here, his eyes filled with concern.
< 253/253hp 224e 138mv 138v NESW 695650xp> |
What it detects, no matter what I adjust:
Room Name: You prowl south.
Room Exit: Weather: brisk; partly cloudy; moderate breeze from SSW
Room Description: South Temple Road
Room Name should be:
Room Exits should be:
Room Description should be:
Code: |
Little light filters down between the buildings to either side of this
unfriendly looking street. On the west side of the street is a seedy looking
tavern. Broken bottles litter the ground here, mostly near to the tavern. To
the east is a small shop with a single cloudy window and a star-shaped carving
on the door. It is unlabeled, though perhaps the carving is meant to serve as
a label. The alley intersects Main a short ways to the north and continues a
bit to the south before ending abruptly. |
Feel free to check the mud out if this is not enough info for you, or ask me for more room examples. theforestsedge.com:4000.
Thanks for the help! |
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Fang Xianfu GURU
Joined: 26 Jan 2004 Posts: 5155 Location: United Kingdom
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Posted: Mon Jul 14, 2008 12:08 pm |
Is the room name coloured? Is it coloured something specific, that's the same for every room? It makes detection much easier. Otherwise I'm going to have to use a blank line to guess when a room might be starting - are blank lines given a lot? Oh, and is that line with the +=-----------------------=+ used anywhere else?
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Rorso Wizard
Joined: 14 Oct 2000 Posts: 1368
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Posted: Mon Jul 14, 2008 4:43 pm |
Fang Xianfu wrote: |
Is the room name coloured? Is it coloured something specific, that's the same for every room? It makes detection much easier. Otherwise I'm going to have to use a blank line to guess when a room might be starting - are blank lines given a lot? Oh, and is that line with the +=-----------------------=+ used anywhere else? |
Don't forget to upload the script to the library, and place a library link here :). I think if you #nomap the non useful lines the map detection should just ignore them. From a quick look at the MUD it appears room names are coloured light red in the rooms I checked. Not sure if that is a general pattern though. |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Mon Jul 14, 2008 7:36 pm |
I think it pretty likely that the box is not used elsewhere.
Code: |
#TRIGGER {+=--------------------------------------------------------------------------=+} {#NOMAP;#TAG name {%line2}}
#COND {| Lighting:} {#NOMAP}
#COND {| Exits: (%w)} {#TAG exit %1}
#COND {+=--------------------------------------------------------------------------=+} {}
#COND {} {#TAG descpara} |
Paste that in the command line, then reconfigure and it should produce the right results. |
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_________________ The only good questions are the ones we have never answered before.
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Rorso Wizard
Joined: 14 Oct 2000 Posts: 1368
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Posted: Mon Jul 14, 2008 8:07 pm |
Vijilante wrote: |
Paste that in the command line, then reconfigure and it should produce the right results. |
When I test it the reconfiguration tags the Weather line as an exit. |
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madrugan Newbie
Joined: 14 Jul 2008 Posts: 5
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Posted: Mon Jul 14, 2008 8:12 pm |
Hmm, It still wasn't capturing. Do you want all my configuration settings, to make sure I don't have something screwy in there?
I appreciate the help.
EDIT: Exactly, it is still painting the Room Name as the description and the Weather line as the exit.
EDIT2: To answer Fangs questions above, the Room name is defaulted to a Bold.Red (although users can modify it if needed... I won't) color. As well, blank lines are given a lot. The Nav Box that has the ascii lines above and below are not seen anywhere else. Just in the room. |
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Vijilante SubAdmin
Joined: 18 Nov 2001 Posts: 5182
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Posted: Mon Jul 14, 2008 9:10 pm |
Bah, I hate #TAG. Post the configuration it produced after a reconfigure with the triggers as best you can, and I will see if there is anything I can figure to tweak to actually make it work when everything is already #TAGged.
If I don't spot anything then the only choice I see is to do what I do and tell the mapper's detection, room creation, speed walking, and following routines that they are unnecessary and handle all of it in your own script. I am hoping this option becomes useless and irrellevant in futer version of CMud. |
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_________________ The only good questions are the ones we have never answered before.
Search the Forums |
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madrugan Newbie
Joined: 14 Jul 2008 Posts: 5
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Posted: Mon Jul 14, 2008 10:59 pm |
Alrighty, for Configuration Settings:
Code: |
Version: 211
Name Start: 4
Desc Start: 7
Desc End: 1
Exit Start: 3
Exit End: 3
Exit in Prompt: 0
Exit in Name: 0
Exit contains key: 1
Name paragraph: 1
Desc paragraph: 1
Exit paragraph: 1
Bracket prompt: 1
Short exit names: 1
vNum in Name: 0
Exit keyword: | Exits:
Exit after keyword: 1
Match room name mode: 2
Use Descriptions: 1
Entire exit paragraph: 0
Single char exit: 1
Autoprompt detect: 1
Complex prompt: 1
Prompt char: <
Name ends in period: 0
Number prompt: 0
No MUD Prompt: 0
Room Name Propercase: 1
Prompt trigger: <* */*hp *e *mv *v * *xp>
Prompt Regex: 0
Description changes: 1
[Map Script]
[Map Explore Script]
[End] |
AND, for the output
Code: |
You prowl south. <<<Registered as Room Name>>>
South Temple Road <<<Registered as Room Description>>>
+=--------------------------------------------------------------------------=+ <<<Registered as Room Description>>>
| Lighting: Well Lit Time: Near Noon Terrain: Town Street |
| Exits: NeW Moon: None Room Size: Elephant |
| Weather: cool; partly cloudy; moderate breeze from NNE | <<<Registered as Room Exits>>>
+=--------------------------------------------------------------------------=+
The building to the east of this alleyway has an unwelcoming look about it,
with windows blackened to not allow anyone to see in. To the west, a building
looks newly renovated and a door is propped open with a ceramic block. Above
the door hangs a large hand-panted map. The street ends fairly abruptly with
a massive gate and it is impossible to see very far past it, possibly due in
part to the runes drawn in coal upon the bars.
< 253/253hp 224e 138mv 138v NeW 695650xp> <<<Correctly registered as prompt>>>
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And here is a sample image from a room, so you can see the colors:
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