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boblinski
Novice


Joined: 05 Dec 2005
Posts: 49
Location: New Zealand

PostPosted: Thu Aug 15, 2019 1:52 am   

Mapper Customization and
 
Lots of little questions!

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I found this:
#call %roomcol(,green)

Is there a way to do the same but add:
1- a different colour border
2- a letter to the room (say F for fountains or T for temples or S for shop)
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Is there a way to toggle MAPping to/from FOLLOWing
without the mouse-click.. so I can maybe put it on a button which also enables/disables a couple of folders
Or perhaps can the clicking of MAP <-> FOLLOW enable/disable a class along with it
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How do I add a letter or change a room shape?
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#tele seems to stop my #slow if I'm on one..
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How do I handle fleeing if all I see is:
You flee from combat!
(after I have moved in a random direction)
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THANKS
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hpoonis2010
Adept


Joined: 18 Jun 2019
Posts: 279

PostPosted: 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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