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Thread: lrn2map

  1. Default

    going to attempt guardian keep in prime
    Last edited by zoraster; 05-19-2014 at 06:13 PM.

  2. #512

    Default

    Figured out almost everything I need to get the basics of the Miasmal Forest mazes implemented.

    But I need to know how to manually add a new room to the database (since I need to fork two pairs of rooms), and then how to drop wayto and timeto in the situations they become erroneous. The best I could get was to get the wayto as a double quote or nil, when I want to just kill it all together.

    Quote Originally Posted by Gibreficul View Post
    Why don't you go to the start of this thread and read? Just a suggestion.
    Just to say so before someone says this to me, I've done that and more.

    I determined in order to use peer to have go2 distinguish two otherwise unique rooms, the results of peer should be put into a tag. I figured that out by looking at the raw map database; it's surprising how few rooms actually use this method. Like a handful in the Rift, one in Silvergate, and one in Nelemar, as far as I could determine.

    Once I have new rooms to work with, I can patch all the wayto and timeto to make the room functional. All 26 mini-scripts have been tested.

    Then once the prime mapping is freed, I'll post again calling dibs and implement it.

  3. Default

    Thread is too long, First post doesn't have all info needed anymore. Tillmen's too busy::cough::lazy::cough:: to update OP.

    Here's some crap that might help

    Room.current.find_nearest_by_tag("tag")
    Room.current.find_all_nearest_by_tag("tag")
    ;e Room.current.image = nil
    ;e Room[#].image_coords = nil
    ;mapmap combine <old room id> <new room id>
    ;e echo Room.current_or_new <--- creates a new room or returns the one it matches in the database if found

    Last one being the one you were asking.

  4. Default

    Room[1].wayto.delete('2')
    Room[1].timeto.delete('2')
    Get Lich - Vote for Gemstone (topmudsites.com)

  5. #515

    Default

    They both totally work in memory!

    Great, thank you both.

    Now we wait.

  6. #516

    Default

    I heard zoraster emailed the new map for prime. can it be pushed live so I can do some RR mapping this weekend?

  7. Default

    Prime map database is uploaded.
    Get Lich - Vote for Gemstone (topmudsites.com)

  8. #518

    Default

    Quote Originally Posted by Tillmen View Post
    Prime map database is uploaded.
    Yay, thanks!

    Working on Prime map.

  9. #519

    Default

    Okay so the Miasmal Forest mazes are now solved from the outside in Prime. Anyone in Shattered or Plat who wants can duplicate using the following junk.

    Spectral Mists
    Y, Z are exits at the north side, west to east
    A, B, C are exits to the south side, west to east
    For find and replace on the mini-scripts, here is the Prime correspondence
    • 11630: Y Z (initially shared ID)
    • 22218: Y (New)
    • 16122: Spectral Mists maze shared ID
    • 11612: A
    • 11617: B
    • 11618: C


    Spectral Mists Room Z Prime # 11630
    set Z spectral with skull to distinguish from Y
    Code:
    ;e Room[11630].unique_loot = [ 'parrot skull' ]
    north from here is 11631
    fix its north bearing
    Code:
    ;e Room[11630].wayto.delete('11632')
    ;e Room[11630].timeto.delete('11632')
    ;e Room[11630].wayto['11631'] = "north"
    ;e Room[11630].timeto['11631'] = 0.2
    ;narost fix (clicky clicky)

    to A
    Code:
    ;e Room[11630].wayto['11612'] = StringProc.new("move 'southwest';move 'northwest';move 'northwest';move 'southwest';move 'northwest'")
    ;e Room[11630].timeto['11612'] = 1.0
    to B
    Code:
    ;e Room[11630].wayto['11617'] = StringProc.new("move 'southeast';move 'southwest';move 'northwest';move 'northwest'")
    ;e Room[11630].timeto['11617'] = 0.8
    to C
    Code:
    ;e Room[11630].wayto['11618'] = StringProc.new("move 'southeast';move 'northwest';move 'southeast';move 'southwest'")
    ;e Room[11630].timeto['11618'] = 0.8
    to Y
    Code:
    ;e Room[11630].wayto['22218'] = StringProc.new("move 'southwest';move 'northeast'")
    ;e Room[11630].timeto['22218'] = 0.4
    Spectral Mists Room Y Prime # 22218 (NEW)
    Code:
    ;e echo Room.current_or_new
    north from here is 11633, so clear the old case
    Code:
    ;e Room[11633].wayto.delete('11630')
    ;e Room[11633].timeto.delete('11630')
    add the new case
    Code:
    ;e Room[11633].wayto['22218'] = "south"
    ;e Room[11633].timeto['22218'] = 0.2
    ;narost fix (clicky clicky)
    and its mirror
    Code:
    ;e Room[22218].wayto['11633'] = "north"
    ;e Room[22218].timeto['11633'] = 0.2
    fix a way into the main Spectral Mists for the masochist
    Code:
    ;e Room[22218].wayto['16122'] = "southwest"
    ;e Room[22218].timeto['16122'] = 0.2
    mirror or the randomizers sticks you back in the maze after escaping
    Code:
    ;e Room[16122].wayto['22218'] = StringProc.new("move ['northeast','southeast'][rand(2)] while checkpaths == [ 'ne', 'se', 'sw', 'nw' ]")
    ;e Room[16122].timeto['22218'] = 10.0
    to A
    Code:
    ;e Room[22218].wayto['11612'] = StringProc.new("move 'southwest';move 'southeast';move 'northwest';move 'southwest';move 'northwest'")
    ;e Room[22218].timeto['11612'] = 1.0
    to B
    Code:
    ;e Room[22218].wayto['11617'] = StringProc.new("move 'southeast';move 'southeast';move 'southwest';move 'northwest';move 'northwest'")
    ;e Room[22218].timeto['11617'] = 1.0
    to C
    Code:
    ;e Room[22218].wayto['11618'] = StringProc.new("move 'southwest';move 'northwest';move 'southeast';move 'southwest'")
    ;e Room[22218].timeto['11618'] = 0.8
    to Z
    Code:
    ;e Room[22218].wayto['11630'] = StringProc.new("move 'southeast';move 'northeast'")
    ;e Room[22218].timeto['11630'] = 0.4
    Spectral Mists Room A Prime # 11612
    to Y
    Code:
    ;e Room[11612].wayto['22218'] = StringProc.new("fput 'search';move 'go trail';move 'northeast';move 'northeast';move 'southeast';move 'northwest'")
    ;e Room[11612].timeto['22218'] = 1.0
    to Z
    Code:
    ;e Room[11612].wayto['11630'] = StringProc.new("fput 'search';move 'go trail';move 'northeast';move 'northeast';move 'southeast';move 'northeast'")
    ;e Room[11612].timeto['11630'] = 1.0
    Spectral Mists Room B Prime # 11617
    to Y
    Code:
    ;e Room[11617].wayto['22218'] = StringProc.new("fput 'search';move 'go path';move 'southeast';move 'northeast';move 'northeast'")
    ;e Room[11617].timeto['22218'] = 0.8
    to Z
    Code:
    ;e Room[11617].wayto['11630'] = StringProc.new("fput 'search';move 'go path';move 'northwest';move 'southeast';move 'northwest';move 'northeast'")
    ;e Room[11617].timeto['11630'] = 1.0
    Spectral Mists Room C Prime # 11618
    to Y
    Code:
    ;e Room[11618].wayto['22218'] = StringProc.new("fput 'search';move 'go trail';move 'northeast';move 'southeast';move 'northwest'")
    ;e Room[11618].timeto['22218'] = 0.8
    to Z
    Code:
    ;e Room[11618].wayto['11630'] = StringProc.new("fput 'search';move 'go trail';move 'northeast';move 'southeast';move 'northeast'")
    ;e Room[11618].timeto['11630'] = 0.8
    Ghostly Trees
    Y, Z are exits at the north side, west to east
    A, B, C are exits to the south side, west to east
    For find and replace on the mini-scripts, here is the Prime correspondence
    • 11653: Y Z (initially shared ID)
    • 22219: Y (new)
    • 16124: Ghostly Trees maze shared ID
    • 11620: A
    • 11622: B
    • 11623: C


    Ghostly Trees Room Z Prime # 11653
    set Z to the present room:
    Code:
    ;e Room[11653].tags.push('peer north =~ /^Obvious paths: northeast, south, northwest/')
    (after Y is made, we need to poke and re-active the room, which will retain the original 11653 number)
    Code:
    ;e echo Room.current_or_new
    north from here is 11661, fix its north bearing
    Code:
    ;e Room[11653].wayto.delete('11649')
    ;e Room[11653].timeto.delete('11649')
    ;e Room[11653].wayto['11661'] = "north"
    ;e Room[11653].timeto['11661'] = 0.2
    ;narost fix (clicky clicky)

    to A
    Code:
    ;e Room[11653].wayto['11620'] = StringProc.new("move 'southeast';move 'northwest';move 'southeast';move 'southwest'")
    ;e Room[11653].timeto['11620'] = 0.8
    to B
    Code:
    ;e Room[11653].wayto['11622'] = StringProc.new("move 'southeast';move 'southwest';move 'northeast';move 'southwest'")
    ;e Room[11653].timeto['11622'] = 0.8
    to Y
    Code:
    ;e Room[11653].wayto['22219'] = StringProc.new("move 'southwest';move 'southeast'")
    ;e Room[11653].timeto['22219'] = 0.4
    Ghostly Trees Room Y Prime # 22219 (NEW)
    Code:
    ;e echo Room.current_or_new
    set Y to new room with peer
    Code:
    ;e Room[22219].tags.push('peer north =~ /^Obvious paths: north, northeast, east, south/')
    north from here is 11652, so clear the old case
    Code:
    ;e Room[11652].wayto.delete('11653')
    ;e Room[11652].timeto.delete('11653')
    add the new case
    Code:
    ;e Room[11652].wayto['22219'] = "south"
    ;e Room[11652].timeto['22219'] = 0.2
    ;narost fix clicky clicky
    and its mirror
    Code:
    ;e Room[22219].wayto['11652'] = "north"
    ;e Room[22219].timeto['11652'] = 0.2
    fix a way into the main Ghostly Trees for the masochist
    Code:
    ;e Room[22219].wayto['16124'] = "southwest"
    ;e Room[22219].timeto['16124'] = 0.2
    mirror or the randomizers sticks you back in the maze after escaping
    Code:
    ;e Room[16124].wayto['22219'] = StringProc.new("while checkpaths == ['ne', 'se', 'sw', 'nw']; move ['northeast','southeast'][rand(2)]; end;")
    ;e Room[16124].timeto['22219'] = 10.0
    to A
    Code:
    ;e Room[22219].wayto['11620'] = StringProc.new("move 'southwest';move 'northwest';move 'southeast';move 'southwest'")
    ;e Room[22219].timeto['11620'] = 0.8
    to B
    Code:
    ;e Room[22219].wayto['11622'] = StringProc.new("move 'southwest';move 'southwest';move 'northeast';move 'southwest'")
    ;e Room[22219].timeto['11622'] = 0.8
    to Z
    Code:
    ;e Room[22219].wayto['11653'] = StringProc.new("move 'southeast';move 'southeast'")
    ;e Room[22219].timeto['11653'] = 0.4
    Ghostly Trees Room A Prime # 11620
    to Y
    Code:
    ;e Room[11620].wayto['22219'] = StringProc.new("fput 'search';move 'go trail';move 'northeast';move 'southeast';move 'northeast';move 'northeast';move 'southwest'")
    ;e Room[11620].timeto['22219'] = 1.2
    to Z
    Code:
    ;e Room[11620].wayto['11653'] = StringProc.new("fput 'search';move 'go trail';move 'northeast';move 'southeast';move 'northeast';move 'northeast';move 'northeast'")
    ;e Room[11620].timeto['11653'] = 1.2
    Ghostly Trees Room B Prime # 11622
    to Y
    Code:
    ;e Room[11622].wayto['22219'] = StringProc.new("fput 'search';move 'go path';move 'northeast';move 'southwest'")
    ;e Room[11622].timeto['22219'] = 0.6
    to Z
    Code:
    ;e Room[11622].wayto['11653'] = StringProc.new("fput 'search';move 'go path';move 'northeast';move 'northeast'")
    ;e Room[11622].timeto['11653'] = 0.6
    Ghostly Trees Room C Prime # 11623
    to Y
    Code:
    ;e Room[11623].wayto['22219'] = StringProc.new("fput 'search';move 'go trail';move 'southeast';move 'northwest';move 'southeast'")
    ;e Room[11623].timeto['22219'] = 0.8
    to Z
    Code:
    ;e Room[11623].wayto['11653'] = StringProc.new("fput 'search';move 'go trail';move 'southeast';move 'southeast'")
    ;e Room[11623].timeto['11653'] = 0.6
    You crazy kids have fun now...

  10. #520

    Default

    there was a collapse of one of the burrow tunnels in the landing if anyone knows how to fix it in go2, it ends up looping you down there
    PB: One day you'll need this number (800) 273-TALK.

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