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January 18, 2018 16:27
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generic mapper help text
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Jor'Mox's Generic Map Script | |
This script allows for semi-automatic mapping using just room names and exits. It is | |
a good idea to know the general layout of the area you are trying to map before | |
turning on mapping with this script, so as to minimize how much you need to move | |
things around to make it look how you want it to. The script will automatically | |
stretch out a map to make space for a room if it would overlap with another one, but | |
it is important to make sure that things line up properly, or you will have inaccurate | |
maps with duplicate sections in them. | |
It is up to YOU to create triggers that appropriately raise the following events, and | |
gather the necessary information. The way in which such things are displayed varies | |
dramatically from game to game, so any set of triggers for one game will likely not | |
work for the next. | |
Important Events for Proper Mapping | |
onMoveFail - raise this event to indicate that you attempted to move, but no move | |
was made | |
onVisionFail - raise this event to indicate that you moved successfully, but are | |
unable to gather some or all of the necessary info about the room | |
onRandomMove - raise this event to indicate that you moved, but do not know what | |
direction you moved in | |
onNewRoom - raise this event to indicate that a room has been detected, typically | |
after moving or looking to see the room you are currently in | |
onPrompt - raise this event to indicate a prompt has been detected, room name and | |
exits must be stored in map.prompt.room and map.prompt.exits before raising | |
this event | |
onForcedMove - raise this event to indicate that you have been moved without | |
entering a command, but you know the direction you went. pass the relevant | |
direction as the first argument. if this movement needs to preempt other | |
movement commands in the queue (often the case), then pass "true" as a string | |
as the second argument | |
Important Commands (Aliases) for Proper Mapping | |
Fundamental Aliases | |
start mapping <optional area name> - use this command to start adding new content | |
to the map, area name is required if there are no rooms in the map | |
stop mapping - use this command to stop mapping | |
save map - saves the map to a file (map.dat, located in the profile folder), this | |
is generally only needed to share the map with someone else, or to act as a | |
backup in case something happens to the map that Mudlet maintains for your | |
profile | |
load map <optional 'local'> - loads the map from the location specified in the | |
download_path, or from the local copy | |
export area <area name> - exports a file to the profile folder with data for the | |
named area | |
import area <area name> - imports area data from a file created with export area, | |
must be located in profile folder | |
Mapping Aliases | |
map mode <simple, normal, or complex> - sets the mapping mode, determining what | |
exits are set automatically as you move around | |
set area <area name> - move the current room into the named area, area will be | |
created if it does not currently exist | |
shift <direction> - use this command to move the room you are currently in around | |
on the map | |
merge rooms - use this command to combine the room you are in with any other rooms | |
in the same location and with the same name | |
clear moves - use this command to clear the move queue after you attempt a move | |
that doesn't succeed, but for which there is no trigger indicating this with | |
the onMoveFail event | |
add door <direction> <optional none, open, closed, locked> <optional yes, no> - | |
adds a door in the given direction, defaulting to closed (use none to remove | |
a door), and defaulting 'no' for one-way status | |
add portal <entry command> - adds a portal that uses the given command for entry | |
set exit <direction> <roomID> - sets the given direction to connect, one way, | |
to the room with the specified roomID, used for very complex areas | |
Normal User Aliases | |
find me - use this command to search the entire map to try to locate you based on | |
room name and exits, typically not necessary, as this will be done anyway if | |
a person moves and their location is unknown | |
find path <room name> OR <room name> ; <area name> - used to find a walking path | |
to a room with the given name, in the given area if specified | |
set character <name> - sets the current character name (stored as map.character) | |
set recall - sets the current room as the recall room for the current character | |
Important Information Regarding Speedwalking | |
The existing doSpeedWalk function (which is located at the bottom of the script, | |
just above the event handler function) currently only displays a list of moves | |
to make to get to the target room. This function should be modified to implement | |
speedwalking in your game. For this purpose, a table of roomIDs is generated and | |
and stored in speedWalkPath, and a matching table of directions is stored in | |
speedWalkDir. You can check for doors with a roomID and a direction using the | |
check_doors function in the following manner: check_doors(roomID,dir) or | |
check_doors(roomID,tbl_of_dirs). It will return false if a door is not present, | |
or a table of directions and door status codes, like what you would get using the | |
getDoors function, but only for the exit(s) specified. |
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