|
hadar Apprentice
Joined: 30 Aug 2009 Posts: 198 Location: my apt, in california
|
Posted: Fri Oct 30, 2009 5:06 pm
substitute help |
i play aardwolf, we have a mini map.
i was wondering if there was a way i could sub out what shows me
Code: |
Meridian Square
|. .|
--- |---
|##>|.!.|##>|
---
|##> (*) (*) (~)
------- -------
- - - - (~) .#> (~) - - -!-
------- ---
|#*> (!) (!) (~) ##>|[!>
--- ---|
|##>|.*>|#*>| |. .|
---| |--- ---
|.*.|
[ Exits: N E S W U D ]
|
which is the # in the middle of the map into a person or something, i have tryed many sub triggers but most of them mess with other things in the map, as rooms can be an # also as shown in the image above |
|
|
|
Rahab Wizard
Joined: 22 Mar 2007 Posts: 2320
|
Posted: Fri Oct 30, 2009 5:39 pm |
Unless there is a way to uniquely identify that specific #, distinct from all other # in the map, that's going to be extremely hard. The only way I can think off off the top of my head is to somehow get it to recognize that this set of lines is a map, have it grab the seventh line, and replace the fourteenth character in the line. Assuming the maps are always the same size...
|
|
|
|
charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
|
Posted: Fri Oct 30, 2009 6:10 pm |
Actually, it is unique color-wise, so he can use an ansi trigger for it.
Charneus |
|
|
|
MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
|
Posted: Fri Oct 30, 2009 8:06 pm |
Code: |
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|XXX|XXX|XXX|XXX|XXX|XXX|XXX|
-----------------------------
|
That's essentially your map space. The pipes/dashes separating each set of XXX is where walls/doors go. The XXX is the room representation. The left/right X is where any up/down exits appear, the middle X is where the player location appears (a pink/bright maroon #). There's no restriction on which cell can be used to draw a room, so the position of the player location won't necessarily be centered in the map display. Also, # is also used for room info so it can appear in the middle position when you are not in that room.
Without color, the above makes it impossible to discern where your location is. |
|
_________________ EDIT: I didn't like my old signature |
|
|
|
GeneralStonewall Magician
Joined: 02 Feb 2004 Posts: 364 Location: USA
|
Posted: Fri Oct 30, 2009 11:29 pm |
Save an ANSI log, grab the ANSI code and the text then stick it in the trigger while enabling the 'ANSI trigger' option.
|
|
|
|
charneus Wizard
Joined: 19 Jun 2005 Posts: 1876 Location: California
|
Posted: Fri Oct 30, 2009 11:43 pm |
You don't even need to do that, GS.
To get the ansi code, just highlight what you are getting the code for. Next, go to Settings, and select new trigger. Check the ansi box, then paste what you highlighted. Viola. Ansi captured.
Charneus |
|
|
|
|
|