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ChaoticCry
Beginner


Joined: 21 Feb 2002
Posts: 11
Location: USA

PostPosted: Mon Feb 25, 2002 5:58 am   

Help with automapper :)
 
The automapper isnt working for me. here is a cut/pasted example of a room description. i use zmud 5.55 but i will upgrade if i have to. i tried 6.16 but it didnt work on it either. so i switched back to 5.55 because i like it more :P

Triple Arch of Diocletian NW N NE
(-------------------------------------------------) - <---(M)---> -
- S -
Immediately after the establishment of the tetrarchy, Diocletian erected
this great triple-passageway arch to commemorate the power of his kingdom.
The second-century reliefs of the arch are fashioned to honor himself and
his three emperors, and have been labeled, Fundator Quietus (bringer of
peace) and Liberator Urbis (liberator of the city). Roughly 60 feet in
height, the arch serves as an example of the monumental scale to which the
Palace of Diocletian has been built. To the left and right of the arch span
two equally high fortified walls which encase the complex. The archways to
your northwest, north, and northeast are the only entry ways to the palace.
A fountain engraved with silver runes is flowing gently here.
[Clan 90] *Palion is here, mounted on a black unicorn.




*->MadPimp<-*
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TonDiening
GURU


Joined: 26 Jul 2001
Posts: 1958
Location: Canada

PostPosted: Mon Feb 25, 2002 8:17 am   
 
Check Similar

I thought a Guru had cranked out a better code somewhere, couldn't find it

TonDiening
Beta Upgrading to 6.26
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JDVyska
Beginner


Joined: 18 Oct 2002
Posts: 13
Location: USA

PostPosted: Fri Jan 03, 2003 9:12 pm   
 
The link for this post is dead... anyone have some advice on the configuration for the mapper for Materia Magica to successfully parse the room name and exits properly? Just in case, here's another room data. The funky compass in the upper right seems to be the only way to get exit data.



 Beautiful Grotto                                       -      N      -

(-------------------------------------------------) # <---(M)---> #
- S -

You are in a natural grotto of astounding beauty. Directly in front of
you is a statue which appears to be made of ice surrounded by a translucent
bubble. You come to the realization that this was not made by human hands.
Buildings made of a dark cherry colored wood shelter the grotto on the east
and west, while to the south is a lovely garden. The fourth side of the
grotto leads to the road. There is a plaque in front of the statue.
A beautiful ice sculpture of Kynos stands here.


To also note, the Up and Down are displayed a little funny as well. # indicates a door in the given direction

Here's another compass shot, sans room name, with the directions:

NW     N     NE

W <-U-(M)-D-> E
SW S SE


Any thoughts on proper configurations? I'm a bit baffled.

Jeremy
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Daagar
Magician


Joined: 25 Oct 2000
Posts: 461
Location: USA

PostPosted: Fri Jan 03, 2003 10:00 pm   
 

Check the client forums on www.alyriaonline.com. Scrooge and others have posted some excellent triggers that will parse that information correctly to enable perfect mapping on MM. I've used it myself in the past, but no longer have that code I'm afraid.
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JDVyska
Beginner


Joined: 18 Oct 2002
Posts: 13
Location: USA

PostPosted: Sat Jan 04, 2003 12:08 am   
 
Well, I have made a spiffy trigger (included PS) that changes the room to something like:

Room: Temple Courtyard

[Exits: N, W, E, S ]


The square before the temple has a large circle of inlaid wood in the
center. The Oak depicted is a mesh of various woods, with leaves of green
pine, golden teak and red sequoia. The tree looks real as the various
shades blend together, and the traffic has not diminished the beauty of the
carving. Suddenly, a being materializes and walks from the tree toward the
druids standing off to one side.

[SAFE]<65hp 166sp 144st>


But, when I went to configure the mapper... it seems to be only seeing the
first trigger's #SUB, but not the second #COND's #SUB.

Is there any way to make sure a trigger fires off before the mapper reads the lines?

Jeremy

P.S.



#TRIGGER {^ (%*)%s({NW|- |# }) ({N|-|#}) ({NE| -|#})$}
{
#var exits ""
#var doors ""
#IF %trim( %2)="-" {} {#ADDITEM exits NW}
#IF %trim( %3)="-" {} {#ADDITEM exits N}
#IF %trim( %4)="-" {} {#ADDITEM exits NE}
#IF %trim(%2)="#" {#ADDITEM doors NW} {}
#IF %trim( %3)="#" {#ADDITEM doors N} {}
#IF %trim( %4)="#" {#ADDITEM doors NE} {}
#SUB {%ansi(high,yellow)"Room:" %1}
}

#COND {~(-------------------------------------------------~) ({W|-|#}) ~<-({U|-|#})-~(M~)-({D|-|#})-~> ({E|-|#})}
{
#GAG
#IF %trim( %1)="-" {} {#ADDITEM exits W}
#IF %trim( %2)="-" {} {#ADDITEM exits U}
#IF %trim( %3)="-" {} {#ADDITEM exits D}
#IF %trim( %4)="-" {} {#ADDITEM exits E}
#IF %trim( %1)="#" {#ADDITEM doors W} {}
#IF %trim( %2)="#" {#ADDITEM doors U} {}
#IF %trim( %3)="#" {#ADDITEM doors D} {}
#IF %trim( %4)="#" {#ADDITEM doors E} {}
}
{param=1}

#COND {%s({SW|- |# }) ({S|-|#}) ({SE| -| #})$}
{
#IF %trim( %1)="-" {} {#ADDITEM exits SW}
#IF %trim( %2)="-" {} {#ADDITEM exits S}
#IF %trim( %3)="-" {} {#ADDITEM exits SE}
#IF %trim( %1)="#" {#ADDITEM doors SW} {}
#IF %trim( %2)="#" {#ADDITEM doors S} {}
#IF %trim( %3)="#" {#ADDITEM doors SE} {}
#VAR exits {%replace( @exits, "|", ", ")}
#SUB {%ansi(green)~["Exits:" @exits ~]%cr}
#ALARM +1 {#LOOP %numItems( @doors) {#DOOR %item( @doors, %i)}}
}
{param=2}
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Castaway
GURU


Joined: 10 Oct 2000
Posts: 793
Location: Swindon, England

PostPosted: Sat Jan 04, 2003 12:16 pm   
 
Hmm, try using #TAG instead of #SUB?

Lady C.
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