MXP and ZMUD

Scripts for zMUD and CMUD

MXP and ZMUD

Postby Nascosto » Sun Apr 16, 2006 7:41 pm

finally took a look at MXP, seems kind of interesting. Anyway, took me a while to figure out how to use it in ZMUD so I thought I'd share

for ZMUD 7.21 since that's all I have -

to see what elements/entities sloth is defining you can go to VIEW -> Preferences -> General and scroll down to the MXP section.

to access the value of an entity such as gold, or currentalign you use:
%mud.gold or %mud.currentalign for example

to trigger off of elements such as rdesc (room description):
#mxptrig {rdesc} {#var room_descrip %0} to set the variable room_descrip to its tagged value.

I'm assuming the mxp tags also help for more accurate config of the automapper, which otherwise might take some tweaking to get working (although haven't tested this)
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Postby Nascosto » Mon Apr 17, 2006 12:52 am

also, thanks to the imms for putting this in. always fun to have new toys to play with.

and speaking of the automapper, one thing i prefer is to use diagonals directions for up and down instead of the mappers height levels - to use this takes a little work, if anyone wants to know how to set zmud to use diagonals for up|down let me know and i'll write it up
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Postby Clink » Mon Apr 17, 2006 8:58 am

I'd be interested in the diagonals. That's one of the few reason I don't use the automapper. The other one was that it often repeated rooms, but that may happen less often now, especially with the mxp variables.
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Postby Nascosto » Tue Apr 18, 2006 12:51 am

yeah, the automapper can be a little strange although mostly i've learnt to work around or live with most of its oddness.

2 ways to do this.

1) I email a file with it already configured

2) there may be a better way, but this is what I did -

zmud stores buttons, alias, triggers in files with .mud extension.
generally there are 3 files loaded: Zmud/default.mud, Zmud/global.mud, and then your primary mud file, probably Zmud/SlothmudIII/SlothmudIII.mud

the default values for how directions work are stored in default.mud

you're supposed to be able to override them, but in my experience the automapper reads both values, the overridden value and the new value and creates 2 exits for any up or down exit

a) first, make a backup copy of default.mud (say default.bak)
b) start ZMUD. click the new button.
c) for host type: NULL. click the save button
d) double click on your new mud NULL button
e) it'll fail to find the host and show a warning. click cancel so that you're at the non connected NULL window.
f) go to EDIT, SETTINGS so it brings up the edit settings window
g) in the edit settings window, go to view and make sure that view hidden and view inherited are turned on
h) if you view all there should be a blue folder called system, go inside that
i) inside that there are 2 folders of interest, directions, and directions diag
j) go into directionsdiag. delete all the directions in there that are black. leave the blue ones alone, they'll be overwritten soon enough.
k) go back and into the directions folder.
click on the black 'u' entry and change it's map property to Northwest
click on the black 'd' entry and change it's map property to Southeast
l) err, quit zmud
m) copy zmud/null/null.mud to zmud/default.mud

yeah, hopefully that was somewhat coherent.
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Postby Nascosto » Tue Apr 18, 2006 1:09 am

left out some steps,

once you create the NULL mud and open it once (step e), quit ZMUD and copy the default.mud over NULL.mud, then go back to step e and continue
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Postby Ordin » Tue Dec 16, 2008 3:45 pm

#mxptrig {rdesc} {#var room_descrip %0} to set the variable room_descrip to its tagged value.


can this be manipulated for other games or does the game have to have mxp?
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Postby *Splork* » Tue Dec 16, 2008 7:56 pm

The game has to have mxp...
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