Mudlet Mapper Testing

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Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Mudlet Mapper Testing

Postby Adael » Mon Sep 18, 2017 3:28 pm

Here's a (hopefully decent) rundown of some commands that may be helpful.

For starters, if you want to make a new map you should delete any old ones/move them to a secure backup location. They're probably located in a path of folders that goes something like mudlet->profiles->WotMUD->map. You should see a bunch of files with the extension .dat that are previous map files.

You'll want to map in non-brief mode, and look at the room you're in to capture the name/description/exits. You can then:

"createroom areaname" will both create a new area (if one does not exist) and put the room you're in at its center. If the area name already exists you will get an error and the room will not be made.
"createarea areaname" will create a new area.
"movetoarea newarea" will move a room from one area to the new one. You will get errors if the room or newarea do not exist.
"arealist" will list all current areas with their associated numerical ID
"renamearea idnumber newname" will rename the area with ID idnumber (found via the above command) to newname
"deletearea areaname" will delete an area and all rooms in it

"colorlegend" will display a list showing what different room colors are available
"crc xxx" will change the room color to whatever xxx is. xxx must be an element from the "colorlegend" list, and is case sensitive.
"cme xxx" will change your mapping environment to whatever xxx is. Again, xxx is a case sensitive element from the "colorlegend" list. This will make all new rooms you map be of whatever color xxx is.
"setroomdata xxx yyy" will store a key/value pair xxx/yyy.
"getroomdata xxx" will display what room data is stored with key xxx.
"deleteroomdata xxx" will delete room data for the key xxx.
"deleteallroomdata" will delete all data in a room. Note: THIS WILL ALSO DELETE THE ROOM DESCRIPTION. It's better perhaps to delete things individually one by one if you want.
"listroomdata" will give a list of all keys/values of data for the room.

"createdoor dir doorname" will create a door towards direction n/e/s/w/u/d with name doorname
You can also "createhiddendoor" or "createlockeddoor" + "dir doorname" as well. These doors will pop up on the map with colors green/yellow/red for visibile/hidden/locked respectively.

"centerview n/e/s/w/u/d" will center the map on an adjacent room (not actually moving you in the mud)
"forceroom" will force the next room you map to be a new one. Useful in areas like the blight where the names/descriptions are all the same.
"setmarker x" will place a one symbol marker on the room. "setmarker _" to delete the marker. Useful for marking "S"mobs, "T"rees, "P"atrols, etc perhaps.
"resetqueue" is a very useful command if the map fucks up when following you around. It will clear out the list of stored commands that are being used to follow you around. Type this, then take a look at the room you're in and the map should recenter correctly.
"mapping" will toggle mapping on/off.
"autoconnectrooms" will toggle on/off autoconnecting rooms when mapping (versus always making one way exits. Highly doubt anyone would ever bother using this but there if you want it for some reason).

Doors should be autocreated if you happen to search them up, or "l n" and see an open/closed door.

If you wanted to start making a map, I'll start by using CCS as an example. Make sure you don't have any map files being used currently. Make sure brief mode is off, and make sure mapping is toggled on. Take a look at the room so triggers can capture the name/description/exits, then "createroom Caemlyn". You should see a room pop up in the top right corner of Mudlet. Move 1e. A new room should be created on the map. You can "crc Bank" to change the room color to a bank. Likewise, you could move back to CCS and "crc Drink" to mark it. You can move 1n 4e to EGate, and "setmarker G" to put a marker on the gate. I could then move 1e and be outside the egate. I could "createarea East Caemlyn" to create a new area, and "movetoarea East Caemlyn" to move 1e egate to that area.



I will note that I have experienced a few issues when mapping after going through rooms with lots of doors. It is perhaps due to me moving around too fast however. I'd advise taking it slow, and if extraneous rooms pop up you can turn off mapping, delete them (select and right click them on the map itself), move back to a previous room, "resetqueue", and try mapping again.

Hope this is mildly helpful.

Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Mudlet Mapper Testing

Postby Adael » Sun Nov 19, 2017 4:17 am

UPDATE:

Edited a few of the mapper functions (nothing that should change functionality to someone not actively mapping an area...I'll try to update the list one post up at some point), and added a map of the mud I've been working on.

This map should include most everything that is:
South of stedding/elbow
South of decaying choke
South of Irinjavar

Exclusions to that (places I haven't gotten to, as I only have one char and can only do so much running around on LS with 99 pick/search + minimal pk and survival skills): Falme, Aiel Waste, Tremalking, IOMM, any SS heavy places (Seandar is back now, ya? So haven't gotten to that yet), blight tunnels, Kobal Keep/H'Krreth, smobs which I'd need a group to get the key for, Mantelar's tomb s of Amador (which I haven't been able to find), any new smobs in ~recently changed areas that I don't know about, and perhaps a few out of the place areas I don't know about. Feel free to send me directions to things you find missing and I can add them/update the map.

At the moment, I've lost approximately 10 levels/kits, and way too much time exploring :P . I'm probably gonna take a break until I have time to devote to leveling Adael back up, and then make a troll to finish mapping n zones. I'm tired of logging on at off hours trying to look around with enough search/pick to actually explore, only to run into DS and die stupidly bc I'm not set up for pk :oops: .

Link to updated files:
https://www.dropbox.com/sh/b5k3mwonr3ap ... P4IUa?dl=0

Mariel
Posts: 265
Joined: Mon Mar 16, 2015 7:17 pm

Re: Mudlet Mapper Testing

Postby Mariel » Mon Nov 20, 2017 10:36 pm

I shall help you XP! Keep it going with the map!

Taziar
Posts: 487
Joined: Sat Mar 21, 2015 10:28 pm
Location: Seattle

Re: Mudlet Mapper Testing

Postby Taziar » Tue Nov 21, 2017 12:06 am

You ever see this on the mudlet forums Adael? Convert cMUD map to Mudlet.

https://forums.mudlet.org/scripts-packa ... t2274.html

Firimei Lang
Posts: 1147
Joined: Fri Feb 05, 2016 6:09 pm
Location: UK

Re: Mudlet Mapper Testing

Postby Firimei Lang » Tue Nov 21, 2017 5:22 am

I really wanted to change to mullet, since i use a mac and Cmud through Wine bottler drains the battery some.

Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Mudlet Mapper Testing

Postby Adael » Tue Nov 21, 2017 11:51 pm

Mariel wrote:I shall help you XP! Keep it going with the map!
Oh please yes lol

Taziar wrote:You ever see this on the mudlet forums Adael? Convert cMUD map to Mudlet.

https://forums.mudlet.org/scripts-packa ... t2274.html
I have (someone else brought it up in the past). I'd have to take time to read through the threads, then look at the script, then understand how cmud stores its data, and how that script takes the relevant data and makes a map for mudlet out of it. Then I'd have to see how/where it stores the description/door/etc data in the room and whether that's compatible with the mapping script or whether I'd have to tweak it. It was too much work for me :P

Firimei Lang wrote:I really wanted to change to mullet, since i use a mac and Cmud through Wine bottler drains the battery some.
What's been stopping you so far?

Firimei Lang
Posts: 1147
Joined: Fri Feb 05, 2016 6:09 pm
Location: UK

Re: Mudlet Mapper Testing

Postby Firimei Lang » Wed Nov 22, 2017 2:26 am

A whole new concept and so forth. Usually people stick with what they know.

Jocelyn
Posts: 164
Joined: Thu Apr 02, 2015 6:55 pm
Location: Oklahoma

Re: Mudlet Mapper Testing

Postby Jocelyn » Mon Nov 27, 2017 11:39 am

How do I add this map and all these scripts to my mudlet client on Apple?

Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Mudlet Mapper Testing

Postby Adael » Tue Nov 28, 2017 11:44 pm

Download the scripts/triggers/aliases (.xml files) to somewhere on your computer (desktop probably works), along with the map (.dat) .

Open mudlet, go to the package manager (it's in the row of big buttons at the top of the screen), and install the scripts/triggers/aliases from wherever you saved them.

Then go to options (its a little button on the top left), preferences, mapper, load another map file in:, then find the map file from whatever location you saved it to.

You may have to restart mudlet after that to make sure some variables get set properly.

Post again if you have any issues!

Adael
Posts: 354
Joined: Sun Mar 22, 2015 12:34 am

Re: Mudlet Mapper Testing

Postby Adael » Sun Dec 17, 2017 10:08 pm

I seem to remember fixing a few minor things with scripts/aliases/triggers (I disremember what it was off the top of my head :? ...likely just aesthetics) randomly over the past few weeks, so updated those files.

Updated the map file as well.

This map should include most everything that is:
South of stedding/elbow
South of decaying choke
South of Irinjavar

Exclusions to that (places I haven't gotten to, as I only have one char and can only do so much running around on LS with 99 pick/search + minimal pk and survival skills): Falme, Aiel Waste, Tremalking, IOMM, any SS heavy places (Seandar is back now, ya? So haven't gotten to that yet), blight tunnels, Kobal Keep/H'Krreth, smobs which I'd need a group to get the key for, Mantelar's tomb s of Amador (which I haven't been able to find), any new smobs in ~recently changed areas that I don't know about, and perhaps a few out of the place areas I don't know about. Feel free to send me directions to things you find missing and I can add them/update the map.
Things I knocked off that todo list: IJ/Maradon/everything up to vial choke, Aiel Waste, Tremalking, IOMM, Jafar, Mantelar's tomb.



So it should now include most everything that is:
South of stedding/elbow
South of vial choke

Exclusions (places I haven't gotten to, as I only have one char and can only do so much running around on LS with 99 pick/search + minimal pk and survival skills): Falme, Seandar, blight tunnels, Kobal Keep/H'Krreth, smobs which I'd need a group to get the key for, any new smobs in ~recently changed areas that I don't know about.
I've been slowly going through checking zones with the maps posted on the wiki, and I believe I've made it through to include all rooms/doors shown on the wiki's maps (plus a few I found myself along the way ;) ). Feel free to send me directions to things you find missing and I can add them/update the map.


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