![]() They are also case sensitive and case can be something that makes two otherwise identical names different - I spotted in the depths of that script something that squashed the case of the names (converted to lower-case for all area names) for a search (I think) that will fall over in the corner case where there are, for instance, "AnArea" and "anArea" as two different areas. You may get more precise results from the searchRoom() function as it has gained two extra (optional, omission is equivalent to false) booleans in the current code in the GitHub repositories for both the development and the delta preview source code to become searchRoom(, ]) - the plain command does a sub-string search and is not case sensitive but that can now be modified!Īrea names in current code have mandatory names and mandatory uniqueness - they cannot have an empty name and the name must be unique amongst the currently defined areas. up, down, in, and out)Įdit: Updated to switch to using UTF-8 to support international characters, also squashed a few bugs with help from Vadi.Įdit: Added an event that is raised when the map is moved, "onMoveMap", and an option to make the script search for a room match when 'look' is sent, which is search_on_look, which can be found with the rest of the configs for the script. There is a very basic set of triggers in place to help get things going, but the odds are low that they will work for your game without significant adjustment.Įdit: Updated to fix doors in non-cardinal and ordinal directions (i.e. Note that this hasn't been tested, but given that it is basically just grabbing the exit it is given and putting it in the movement queue as if you had typed in the direction, I don't anticipate many problems.Įdit: At Vadi's suggestion, I created a proper package out of this, and wrote a single command you could put into Mudlet's command line to install it. Also added a "stretch_map" variable in the configs that lets you determine if the map will automatically reposition rooms if a new room would overlap with an existing one.Įdit: Updated to hopefully handle forced movement in known directions, via the "onForcedMove" event, which takes two arguments, the first being the direction you are being moved in, and the second (optional) telling it to force that movement to the front of the list of directions moved (use "true" as a string if this is needed). Ex: "north, south, west, up, and northwest" or "north south west up northwest".Įdit: Updated to handle in/out exit stubs properly, bypassing the bug in the Mudlet function setExitStub. mapper.xml (script is included in Mudlet already as well)Īlso, this script positions its mapper window using the Simple Window Manager Script (found here), but this should be able to be modified to use other GUI management systems as desired, by changing relevant lines in the config function.Īs I have been asked this several times, the proper way to store the exits in the variable is as a string, with exit directions separated by any number of spaces and commas, and no extra words other than "and" (which is automatically removed). ![]() If there are any questions or problems, I'll see what I can do to help address them.ĭownload link. ![]() As indicated in the help section at the top of the script, triggers need to be made to capture the relevant pieces for your specific MUD, and then raise the specified event. ![]() I made a mapping script for a MUD (DIKU style) I was playing, and I saw a request for one for a different MUD (New Worlds Ateraan), so I modified what I had to make a generic script that could be adapted for just about any MUD with a similar basic setup (room names and exits can be captured reasonably reliably, and movement uses basic commands with one move per command). ![]()
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