Update README.md

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xekon
2019-06-25 18:46:49 -07:00
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@@ -137,6 +137,8 @@ S&D has basically a shortcut/portal aware runto with "xrt <area>" some of the co
The mapper code does not work as flawlessly as it does in Mush. If you have ever used zmud/cmud, you will remember how sometimes things need re-positioned or even deleted and recreated, these are the type of issues you will have until the Mudlet mapper code for aardwolf is improved further.
The flip-side of the mapper in Mudlet vs AardMush, is that you can position rooms, etc in a way that is comfortable for you! I myself move all rooms to the 0 axis, so that all rooms are visually on the same level, giving the mapper a similar view to the image maps available on many clan websites. Also for the most part you only have to map an area once, and then its Done, and you can use it!
currently there is a lookup index for areas in the scripts labeled "areaIndex" this serves the purpose of converting from the areas full name to the gmcp data area shortname. This allows the areaname to be looked up for the clickable links for quests/campaigns. Something to be aware of is that if a new Area is added to Aardwolf it will need to be added to this script as well.
Nomaps rooms are not currently mappable, these are rooms that return a vnum of -1, as can be seen by going to a nomap room and doing this: lua display(gmcp.room.info) It is actually possible with Mudlet to map these rooms based on roomname and last used direction, which is how zmud did it. Obviously the issue with this is that true mazes will not map correctly because the rooms/exits move/change. However for rooms like the entrance to Living Mines of Dak'Tai, these type of rooms should be fully mappable once some additional code is written. I had planned to also write a toggle for mapping for the mode mapping/follow similar to how zmud had. When in follow mode it would NOT map nomap rooms, this is to prevent creating a mess of new rooms in your mapper when navigating a maze.