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hadar
Apprentice


Joined: 30 Aug 2009
Posts: 198
Location: my apt, in california

PostPosted: 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
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: 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...
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: Fri Oct 30, 2009 6:10 pm   
 
Actually, it is unique color-wise, so he can use an ansi trigger for it.

Charneus
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: 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
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GeneralStonewall
Magician


Joined: 02 Feb 2004
Posts: 364
Location: USA

PostPosted: 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.
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charneus
Wizard


Joined: 19 Jun 2005
Posts: 1876
Location: California

PostPosted: 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
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