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Cordir
Beginner


Joined: 23 Jan 2011
Posts: 20

PostPosted: Sat Feb 17, 2018 8:02 am   

One direction doubles when I try to build a path
 
When I create paths, whether I use the keypad or type the full name of the direction, any time I enter NORTH or move in that direction, the recording of the path information doubles that direction. It doesn't do it for any other direction, just North.

I don't have any aliases called 'north'. I've searched all of my triggers and such for 'north' and there aren't any references.

I'm at an utter loss.

Any ideas?
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4671
Location: Pensacola, FL, USA

PostPosted: Sat Feb 17, 2018 12:44 pm   
 
Quite frankly, I don't use predefined #PATH s.
It is far more useful to be able to speedwalk from any given room to a given destination.
To that end, it is usually better to give those special endzones an ID in the room properties window.
One for your personal estate perhaps, and the room could be called 'Home'.

Then when you want to go home, all you have to enter is:

#WALK %pathfrom(,"Home")

This method does require you to have mapped out the game world.
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Cordir
Beginner


Joined: 23 Jan 2011
Posts: 20

PostPosted: Sun Feb 18, 2018 3:35 am   
 
The mud I play oftentimes runs quests in which you must seek out randomly teleported mobs, which could be *anywhere*, so searching _each and every room_ is terribly important, because you could miss a mob by just walking a straight line from point a to point b... thus the need for a #path, that allows me to traverse the entire zone.

(Side note: The thing that worries me about paths, though, is the inability to break into the chain of commands already sent. but that's a different concern. at this point, reducing keystrokes for the sake of my carpal...)
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4671
Location: Pensacola, FL, USA

PostPosted: Sun Feb 18, 2018 3:55 am   
 
Hmm, as an alternative you could try making a variable list of the directions needed?

thisPath=n|n|n|n|nw|n|n|w|w|w|s|sw|go trail|climb rope|go door
#EVENT keepMoving {#SEND %pop(thisPath)}
#ALIAS foundNPC {#UNTRIGGER keepMoving}


#EVENT onRoomEnter {
#ALARM "keepMoving" +3 {#RAISE keepMoving}
//Some test to see if the NPC you are looking for needs to be either here, or in a separate trigger.
//Either way, you can send the 'foundNPC' command to run the alias and wrap up the pathing once detected.
}
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