hpoonis2010 Adept
Joined: 18 Jun 2019 Posts: 279
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Posted: Thu Aug 15, 2019 6:36 am |
You can add room descriptions in the notes.
My method for aardwolf (as it used gmcp facilities) is to generate different colours for the different rooms, approximating the terrains (eg., gold/yellow for sand/desert/beach, sea-green/aquamarine for oceans, white = snow, etc) and to grab the terrain type/room type for specific rooms that are most useful: shops, banks, training, quests, healing, and put tese descriptions as room notes. Mapper can search for notes text so it is simple enough to locate all shops, banks, etc. If your mud doesn't use gmcp data/tags, then you should try another way of locating room types.
As for fleeing, etc...once again, if the mud supplies gmcp info, this can be used to locate your character. I have ticked the 'use vnum instead of room number' box so every room is labelled with the MUDs gmcp vnum. Every location is an absolute, with the exeption of mazes whose vnum is always -1.
It will serve you to also grab yourself an install of DBBrowser (SQL Lite) as this will definitely help to mass alter a bunch of data at once. Especially as every time I select show in spreadsheet view it never does. |
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