![]() By the time we get Mudlet 4.0.0 out it will be possible to specify those strings (and they will have sensible defaults for) other Languages. Special exits are returned exactly as they are stored. One thing to be aware of is that the "speedwalk" function - that calculates a route from the current map room (the red highlighted one) to a room that is double-clicked on in the 2D mapper (and possibly single or double in the 3D one I cannot remember which right now) puts the exit directions into the global speedWalkDir table currently uses the hard-coded values of: If you need any help getting things set up, or run into any problems, just let me know, and I am always willing to lend a hand. There are also obviously a number of commands used to interact with the script, and they are also explained in the help text. There are a few other events that are useful when it comes to making the mapper act in a more robust manner, and they are explained in the block of help text at the beginning of the script. At a minimum, you need to have triggers to do four things: capture the room exits and store them in, capture the room name and store it in, detect when a room is seen and raise the onNewRoom event, and detect when a prompt is seen and raise the onPrompt event. ![]() If you look at around line 180 in the script, you will notice a number of different tables with directions in them, and those need to be translated.Įxits and room names are recognized from parsing the game text, as you suggest, and the script takes care of all the hard work involved once appropriate triggers are created to capture and pass along those pieces of information to it. Assuming you are using German rather than English, you would need to change the relevant bits in the script so it recognizes what you are using for directions. As far as that goes, the direction is gathered from user input, but that is translated in the script from words into the appropriate inputs for the mapper.
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