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darmir Sorcerer
Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Mon Nov 22, 2010 7:21 pm
Mapping Dark Isles Help |
Hey guys,
I am not sure how to fix this one, but my map won't map correctly all of the time for this mud.
Here is a few room descriptions from the mud:
Code: |
l
Park Street
Freshly laid cobblestones line the road, not yet having been worn down by
traffic. They form a neat and efficient pattern if not one designed for any
real beauty. Humble is the right word for the simple stone blocks and their
octagonal shape. It also fits the surrounding buildings. None are
exceptionally well done or expensive looking, however they are neatly appointed
lower class housing, all looking freshly built. Shutters line the windows and
it looks as if not much trash is left out in this quarter of the city.
North: The City Park
[ Exits: north south ]
H:Healthy S:Lethargic K:Energetic evening of Elday (cloudless) [Human]> n
You start walking north.
H:Healthy S:Lethargic K:Energetic evening of Elday (cloudless) [Human]>
You walk north.
Park Street
Freshly laid cobblestones line the road, not yet having been worn down by
traffic. They form a neat and efficient pattern if not one designed for any
real beauty. Humble is the right word for the simple stone blocks and their
octagonal shape. It also fits the surrounding buildings. None are
exceptionally well done or expensive looking, however they are neatly appointed
lower class housing, all looking freshly built. Shutters line the windows and
it looks as if not much trash is left out in this quarter of the city.
[ Exits: north south ]
H:Healthy S:Lethargic K:Energetic evening of Elday (cloudless) [Human]> n
You start walking north.
H:Healthy S:Lethargic K:Energetic evening of Elday (cloudless) [Human]>
You walk north.
Park Street
Freshly laid cobblestones line the road, not yet having been worn down by
traffic. They form a neat and efficient pattern if not one designed for any
real beauty. Humble is the right word for the simple stone blocks and their
octagonal shape. It also fits the surrounding buildings. None are
exceptionally well done or expensive looking, however they are neatly appointed
lower class housing, all looking freshly built. Shutters line the windows and
it looks as if not much trash is left out in this quarter of the city.
East: The City Park
[ Exits: north east south ]
H:Healthy S:Lethargic K:Energetic evening of Elday (cloudless) [Human]>
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Now I have tried a few things, the first thing I did was used the configuration wizard. I choose a direction, with a delay of 15 seconds (my mud delays your steps for around that amount before taking you to a new room)
When it gets to the code in the room name is showing the exits.
I also created a trigger so it doesn't map the directions with a description for the exits.
When I first configured the map it worked fine, but now all of the sudden I am not capturing anything correctly.
I have even tried deleting the .zfg file and starting from scratch but a no go...
Any ideas? |
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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shalimar GURU
Joined: 04 Aug 2002 Posts: 4715 Location: Pensacola, FL, USA
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Posted: Mon Nov 22, 2010 8:47 pm |
#TAGs and use #NOMAP on your prompt and the lines about your movement
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_________________ Discord: Shalimarwildcat |
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darmir Sorcerer
Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Wed Nov 24, 2010 5:29 pm |
Well, I've tried a few things such as making a tag that doesn't map with the mud sees the "You start walking" pattern. I am also gaging the following to lines which will gag the prompt and the "you walk" lines before it displays the room and it worked for awhile, but then quit..
Any help would be appreciated. |
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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darmir Sorcerer
Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Thu Nov 25, 2010 5:46 pm |
I am really needing help here. Gurus?
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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Fizgar Magician
Joined: 07 Feb 2002 Posts: 333 Location: Central Virginia
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Posted: Thu Nov 25, 2010 7:41 pm |
I'm no guru, but using the class below every room I've encountered so far has mapped correctly. It should continue to do so till you encounter a room description that isn't cyan in color.
Code: |
<class name="mapper" id="10">
<trigger priority="30" newline="false" prompt="true" id="3">
<pattern>^H:(*) S:(*) K:(*) (*) ~((*)~) ~[(*)~]~> </pattern>
<value>#nomap
</value>
</trigger>
<trigger priority="40" prompt="true" id="4">
<pattern>^You walk (*).</pattern>
<value>#nomap
</value>
</trigger>
<trigger priority="50" prompt="true" id="5">
<pattern>You start walking (*).</pattern>
<value>#nomap
</value>
</trigger>
<trigger name="mapper" type="Command Input" priority="60" linecolor="3" id="6">
<pattern>(*)</pattern>
<value>#if (%match(%1,"e")||%match(%1,"w")||%match(%1,"n")||%match(%1,"s")) {#state mapper 1}</value>
<trigger linecolor="3">
<pattern>(*)</pattern>
<value>#tag Name %1
#state mapper 2</value>
</trigger>
<trigger>
<pattern>(*)</pattern>
<value>#if (%match(%1,"~[ Exits: *~]") = 0) {#tag desc %1;#state mapper 2} {#state mapper 3}</value>
</trigger>
</trigger>
<trigger priority="59" id="9">
<pattern>~[ Exits:%s(*)%s~]</pattern>
<value>#tag exit %1</value>
</trigger>
</class> |
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_________________ Windows Vista Home Premium SP2 32-bit
AMD Athlon Dual Core 4400+ 2.31 GHz
3 GB RAM
CMUD 3.34 |
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darmir Sorcerer
Joined: 10 Oct 2000 Posts: 706 Location: USA
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Posted: Fri Nov 26, 2010 10:18 pm |
Fizgar, Thanks for the try but it doesn't recognize the room title each time.
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_________________ Run as hard as a wild beast if you will, but you won't get any reward greater than that destined for you.
Source: (Egyptian) |
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Fizgar Magician
Joined: 07 Feb 2002 Posts: 333 Location: Central Virginia
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Posted: Fri Nov 26, 2010 11:02 pm |
If the title isn't cyan in color it won't work. but I didn't run across any rooms like that when I logged in to test. so every room i went to mapped correctly. Also the trigger isn't going to fire if you move u, d, ne, nw, se, or sw, you'll need to add those directions into the if statement of the main trigger state.
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_________________ Windows Vista Home Premium SP2 32-bit
AMD Athlon Dual Core 4400+ 2.31 GHz
3 GB RAM
CMUD 3.34 |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Fri Nov 26, 2010 11:02 pm |
Use a multistate trigger:
Code: |
#trigger "tRoomInfo" {You walk (%t).} {#nomap}
#condition {^([%w%s])$} {
#tag name
RDesc = ""
} {WithinLines|param=1}
#condition {^(*)$} {
#if (%1 != "") {
RDesc = %additem(%1,RDesc)
} {
#state tRoomInfo 4
#tag desc %expandlist(@RDesc,%cr)
}
} {Manual}
#condition {^~[ Exits: ([%w%s])~]$} {#tag exit}
#condition {^your prompt pattern goes here} {
stuff to do with prompt variables
#tag prompt
} {prompt|nocr} |
Not tested, and I didn't include color support. |
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_________________ EDIT: I didn't like my old signature |
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