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miegorengman
Novice


Joined: 05 Sep 2008
Posts: 44

PostPosted: Fri Jan 20, 2023 7:11 am   

mapping while leading
 
I am trying to map a dangerous location while still being able to use my lead aliases to insure my meat shields stay with me. Unfortunately CMUD's built in mapping feature does not recognize "lead e" as entering a new room, which means a lot of turning my lead class and the "map" function on and off. I have learned that adding #move east to my lead east alias will allow the mapper to track my location in existing rooms, but will not create new rooms. Is there a way i can effectively tell the mapper I am moving east, but without sending an east command as well as a lead east command?



Alternatively, if no such method exists, I am trying to make an alias that will allow me to specify the direction to map, open a class with a trigger/triggers that that will grab the room details, a bit like shalimars example in "manually tagging exits"
-> http://forums.zuggsoft.com/forums/viewtopic.php?t=39802&start=0&postdays=0&postorder=asc&highlight=&sid=f249e7e4926df378af3ef92117459e42 , then #make a room and use #tag to update the details. Unfortunately even with that referece I have not been able to get #TAG to make any changes in the mapper.

If someone could put together an example trigger based on the following room that would be greately appreciated.

A very small cave
You are deep underground in a very small rocky cave. The ceiling here is very
high. The sound of dripping water echoes throughout this room as the water runs
off the large stalactites and falls into the pool beneath. A lot of glowing
moss grows here, causing this room to glow slightly. It is blindingly bright
here.
There are many exits: north, northeast, east, southeast, west, and northwest.
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shalimar
GURU


Joined: 04 Aug 2002
Posts: 4607
Location: Pensacola, FL, USA

PostPosted: Fri Jan 20, 2023 8:55 pm   
 
You can use

#MAKEROOM e

followed by a

#LOOK

You can even test to see if a room exsits along a given link with

%roomlink(, e)

and toggle the map state with

#CALL %maplolcked(0) //or 1
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Discord: Shalimar#3679
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miegorengman
Novice


Joined: 05 Sep 2008
Posts: 44

PostPosted: Sat Jan 21, 2023 5:27 am   
 
I completely missunderstood the explanation for #look in the help files, thank you very much :)
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