Speedwalking utilities

KaliKali Member Posts: 48 Capable
edited January 3 in Mechanic's Corner
https://www.dropbox.com/s/vrttv1ugh1z6o12/Speedwalking Utilities.zip?dl=1

A script package I've been working on with some help from @Aeldra.
INIT EXITS : Sets up a number of non-standard exits, letting the mapper path to places like the prison, plaxios, tosha, and so on, as well as mapping out several bix rooms (cities other than glomdoring's, soulless and vernal) and the Divine havens.
(LOAD|SAVE) EXITS : Saves all your special exits to a file so you can restore them if you have to download a new map.

INIT MARKS : Sets a number of mapper marks on places like the nexii of each city and the seal rooms.
(LOAD|SAVE) MARKS : Saves/restores mapper marks in case you need to update map.

NODES (ON|OFF) : links all astral nodes in the mapper for running around during Wildnodes.
ASTROBOOTS (ON|OFF) : Sets up exits for using the Astral jumping boots to get around on Astral.

MANSELINK <city> <manse short name> : run this in a manse fulcrux to set up exits leading to and from the manse from the aetherplex and the portal room of the city. Also maps the room and puts it in its own area.

In addition, it will automatically record rifts that you transverse through, so the speedwalker can use them in the future. If a rift is no longer there, it'll delete it. This also works for PATHFIND exits. (Though I haven't been able to test those as thoroughly.) 
(LOCK|UNLOCK) PATHS : Locks or unlocks all PATHFIND exits that it's created, in case you skillflex out of hunting.

There's a little config script where you can register bixes for the mapper to use. Has some handling for the delayed use in enemy territory/masochism dropped.

Feedback is very much appreciated!

Post edited by Kali on

Comments

  • MoiMoi Member Posts: 1,040 Mythical
    Why not Glomdoring's? Do you just not have the data, or?
  • MaekoMaeko Member Posts: 23 Apprentice
    Moi said:
    Why not Glomdoring's? Do you just not have the data, or?
    http://forums.lusternia.com/discussion/3283/i-need-help-gathering-some-data
  • VeyilsVeyils Member Posts: 1,460 Mythical
    @Vadi is this something that could be included in the standard mudlet mapper script. Looks like it'd be generally useful for everyone.
  • KaliKali Member Posts: 48 Capable
    edited January 2
    Veyils said:
    @Vadi is this something that could be included in the standard mudlet mapper script. Looks like it'd be generally useful for everyone.
    Most of it is very Lusternia specific, and could cause trouble on the other IRE games if accidently activated. (Creating rooms and exits that don't exist in that game.) The only thing that might fit well into the main thing is the ability to preserve special exits, as there's already some bits in the mapper code that's already supposed to move mark data to the new map if it gets reset, though I've not had much luck with it. :(

    Moi said:
    Why not Glomdoring's? Do you just not have the data, or?

    if you can get me the glom data, I'll post a new version with the orgbix room mapped!
  • VeyilsVeyils Member Posts: 1,460 Mythical
    What do you need for the org bix to update it?


  • KaliKali Member Posts: 48 Capable
    edited January 2
    Veyils said:
    What do you need for the org bix to update it?


    echo("\naddRoom("..gmcp.Room.Info.num..")")
    echo("\nsetRoomName("..gmcp.Room.Info.num..",\""..gmcp.Room.Info.name.."\")")
    echo("\nsetRoomArea("..gmcp.Room.Info.num..",\""..gmcp.Room.Info.area.."\")")
    if gmcp.Room.Info.coords~="" then
    	local coords = string.split(gmcp.Room.Info.coords,",")
    	echo("\nsetRoomCoordinates("..gmcp.Room.Info.num..","..coords[2]..","..coords[3]..","..coords[4]..")")
    end
    for k,v in pairs(gmcp.Room.Info.exits) do
    	echo("\nsetExit("..gmcp.Room.Info.num..","..v..",\""..k.."\")")
    end

    If you can toss that in an alias, run it in the room, and copy/paste the output, it should get me all the info I need.
  • Vadi2Vadi2 Member Posts: 14 Novice
    Yeah, I agree this would be good to have! The mapper already had game-specific code that gets enabled only for Lusternia so we could add this in for greater convenience.
  • Vadi2Vadi2 Member Posts: 14 Novice
    Kali, do you think you could add it and submit a pull request on https://github.com/IRE-Mudlet-Mapping/ire-mapping-script ?
  • KaliKali Member Posts: 48 Capable
    @Vadi2 I'll try to do that once I can get the info I need on glomdoring's wotsit, and can figure out how to smoosh everything into a single XML rather than a zip.
  • NyxariNyxari Member Posts: 28 Capable
    Kali said:
    @Vadi2 I'll try to do that once I can get the info I need on glomdoring's wotsit, and can figure out how to smoosh everything into a single XML rather than a zip.
    Export via the package exporter thing. Mudlet can install zip files, provided they're setup correctly.
  • KaliKali Member Posts: 48 Capable
    edited January 3
    I added in glom's bix room, and improved the way it handled bixes.
    https://www.dropbox.com/s/vrttv1ugh1z6o12/Speedwalking Utilities.zip?dl=1
    Also, the little bix table was moved to the 'Bixes' script.
    I don't think I'll work on adding it to the main mapper stuff right now for a few reasons, but it's been put somewhere on my to-do list.
    Post edited by Kali on
  • TenakaTenaka Member Posts: 11 Novice
    I am getting a Lua sytnax error:mudlet-lua/lua/Other.lua:740: attempt to index global 'debug' (a function value)

    on 'Transverse and stuff' script and 'Bix handling' script.

    Also newest version does not 'init exits' has an 'in pairs' nil error.
  • KaliKali Member Posts: 48 Capable
    edited January 3
    Sorry about that! Should be fixed now, same link should work.
    I'm fairly sure the debug error is being caused by something else outside my script. You likely have some bit of code somewhere else overwriting lua's debug library (which is stored in a table) with a function.
    Post edited by Kali on
  • LorinaLorina Member Posts: 128 Master
    It's so neat! I love being able to walk to point A to point B super fast with all the shortcuts :open_mouth:

  • TenakaTenaka Member Posts: 11 Novice
    Seems to work pretty darn spiffy, barring a couple things.
    If you send multiple movements and they take you into an outdoor room, and then back into an indoor room, it will stop and spam whatever bix it was going to use in the outdoor room.

    It occasionally doesn't recognize that you entered the Epic Bix rooms and spams the Epic Bix command repeatedly.
  • KaliKali Member Posts: 48 Capable
    I think I've figured a way to fix those issues (sort of, more of a bandaid than a real fix), but I need to wait for the problem to actually happen to me to make sure it works.
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