User:ARCHIMEDIAN/Notes: Difference between revisions
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== |
== Gondola 2 Bescort == |
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=== Arrival === |
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All rooms need to have a wayto and a timeto. A wayto describes the movement to get to the room. The timeto describes how long it takes to get there (0.2 seconds is the default). <code>;automap</code> handles adding this data automatically in most cases. If you map a room manually without <code>;automap</code> then you need to be sure that you include both the timeto and the wayto, forgetting one will break ;go2's ability to navigate to that room. |
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=== How to Refer to Rooms === |
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Room is the concept of a room. Its a class which defines the concept of a room in programming speak. Everything starts with Room. |
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Room.current refers to your current room. |
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Room[room_id] refers to some other room with the given id. It could be your current room if you give your current rooms id. |
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=== Useful commands === |
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<pre> |
<pre> |
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The gondola stops on the platform and the door silently swings open. |
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<nowiki>;e echo Room.current.inspect</nowiki> |
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<nowiki>;e echo Room.current.wayto</nowiki> |
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<nowiki>;e Map.list[room_num].description.push(XMLData.room_description) #update current room description (useful for adding night/day description to rooms)</nowiki> |
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</pre> |
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=== Delete a room === |
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Go to each surrounding room and perform the following, where "roomid" is the id of the room you are going to delete. It must be enclosed in quotation marks. |
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<pre> |
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<nowiki>;e Room.current.wayto.delete("roomid")</nowiki> |
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<nowiki>;e Room.current.timeto.delete("roomid")</nowiki> |
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</pre> |
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With a soft bump, the gondola comes to a stop at its destination. |
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Finally, remove the room. Roomid is NOT quoted here. Enter it as a number. |
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<pre> |
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<nowiki>;e Map.list[roomid] = nil</nowiki> |
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</pre> |
</pre> |
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=== |
=== Rooms === |
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Complicated actions ones which require multiple movements to get to the target room. A complex action is not just go, move, climb, etc... but involving searching to discover the path, or pushing an object to open a door. Use a stringproc to add these. Note: these actions require approval from the mapdb admin, and will lock the mapdatabase until they are approved/rejected. Do not add them without testing them. |
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<pre> |
<pre> |
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[Obsidian Pass, Platform] |
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;e Room.current.wayto['1220'] = StringProc.new(“fput 'search'; move 'go path'”) |
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The greying wooden boards of the platform have been replaced by paving stones. Two massive granite pillars offer support for a set of thick rope cables that allow the gondola served by this |
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</pre> |
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platform to cross the chasm. Stacks of building stones and mortar lie off to one side, ready to add to the structure being raised around the landing. You also see a door frame. |
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Obvious paths: none. |
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Room Number: 2904 |
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@image="Ilitha, 64, STR south of gondola.gif" |
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=== Update Rooms with multiple descriptions === |
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@climate=nil |
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Go2 uses room descriptions part of determining what room you're in. If the room has multiple descriptions, the room you are in may appear to be unmapped during some seasonal/time change. To correct this, add the room description to the correct room. Do not remap the room. |
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@title=["[[Obsidian Pass, Platform]]"] |
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@check_location=nil |
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@timeto={"2953"=>240.0, "2249"=>240.0, "2903"=>0.2} |
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@location=nil |
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@tags=[] |
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@wayto={"2953"=>StringProc.new("result = dothistimeout 'go gondola', 10, /^There is no wooden gondola here.|^[Gondola, Cab South]/; unless result =~ /^[Gondola, Cab South]/; echo 'waiting for the |
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gondola...'; waitfor 'The gondola stops on the platform and the door silently swings open.'; move 'go gondola'; end"), "2249"=>StringProc.new("echo 'ESCORT.LIC REQUIRED - DOWNLOAD IT!'; |
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start_script ('escort');wait_while{ running?('escort') }"), "2903"=>"go frame"} |
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@paths=["Obvious paths: none."] |
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@image_coords=[261, 154, 277, 170] |
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@terrain=nil |
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@description=["The greying wooden boards of the platform have been replaced by paving stones. Two massive granite pillars offer support for a set of thick rope cables that allow the gondola served |
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by this platform to cross the chasm. Stacks of building stones and mortar lie off to one side, ready to add to the structure being raised around the landing."]] |
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[escort]>go gondola |
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This assumes you are standing in the target room with its new description and you know the roomid. |
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[Gondola, Cab South] |
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<pre> |
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Mottled stains are worked into the wooden floor and seats of this small cab, darkening the windows to a thick black opacity. A spike of chill taints the air, the thinnest strand of some |
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<nowiki>;repo checkout-mapdb</nowiki> |
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sickly-sweet metallic scent wrapping it. |
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<nowiki>;e Map.list[1263].description.push(XMLData.room_description)</nowiki> |
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Obvious exits: north, out. |
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<nowiki>;repo upload-mapdb</nowiki> |
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Room Number: 2951 |
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</pre> |
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[exec1: @id=2953 |
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=== Adding a new map image === |
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@image=nil |
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Lets add a new map image! |
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@climate=nil |
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@title=["[[Gondola, Cab South]]"] |
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@check_location=nil |
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@timeto={"2952"=>0.2} |
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@location=nil |
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@tags=["wood splinter", "dust bunnie", "wood chip"] |
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@wayto={"2952"=>"north"} |
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@paths=["Obvious exits: north."] |
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@image_coords=nil |
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@terrain=nil |
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@description=["Mottled stains are worked into the wooden floor and seats of this small cab, darkening the windows to a thick black opacity. A spike of chill taints the air, the thinnest strand of |
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some sickly-sweet metallic scent wrapping it."]] |
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[escort]>north |
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You stroll north. |
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[Gondola, Cab North] |
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Painted to a deep mist-twilight color, this tiny cab creaks to itself, an eerie and disconcerting sound. Seats flow out of the sides and bottom of the gondola, set there by lifesculptors who have |
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been long forgotten. The light hardly pierces the tinted windows, leaving this place feeling all the more isolated and chillingly empty. |
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Obvious exits: south. |
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Room Number: 2952 |
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[exec1: @id=2952 |
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Copied from lrn2map: |
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@image=nil |
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@climate=nil |
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Step 6: Add to narost (if needed or wanted) |
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@title=["[[Gondola, Cab North]]"] |
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@check_location=nil |
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6a. Add the image to the map database. Narost will only display images that are already in the map database. If the image is already in the map database because it's used by other rooms, move on to 6b. If not, save the image in the lich\maps directory, go to a room that will use the image, and type ;e Room.current.image = 'filename' # substitute the actual filename of the image, including the file extension, but without the path. |
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@timeto={"2953"=>0.2} |
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@location=nil |
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6b. Start narost in fix mode (;type ;narost fix) |
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@tags=["wood splinter", "dust bunny", "dust bunnie", "wood chip", "shoe tack"] |
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@wayto={"2953"=>"south"} |
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6c. Bring up the image in narost. Right-click in the narost window, click on “view map” in the popup menu, and click on the image name that you'll be adding to. |
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@paths=["Obvious exits: south."] |
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@image_coords=nil |
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6d. Move the image around to find where your current room goes. |
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@terrain=nil |
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@description=["Painted to a deep mist-twilight color, this tiny cab creaks to itself, an eerie and disconcerting sound. Seats flow out of the sides and bottom of the gondola, set there by |
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6e. Hold down the Shift and Ctrl keys, click on the top left and bottom right corners of the room on the image, let go of Shift and Ctrl. |
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lifesculptors who have been long forgotten. The light hardly pierces the tinted windows, leaving this place feeling all the more isolated and chillingly empty."]] |
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6f. If there are more rooms to add, move to the next room in game, go to step 6d. |
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</pre> |
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6g. Save the map database (type ;e Map.save). While the mapmap script saves the map database every time it closes, narost does not. You can save the map database as often as you like if you are worried about losing your progress. |
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== Health Text == |
== Health Text == |
Latest revision as of 08:21, 8 February 2017
Transforming Items
A set of notes to help with dr-scripts equipmanager
worn item | transformed item | verb | Item to Weapon Text | Weapon to Item Text | Notes |
---|---|---|---|---|---|
Item:Polished steel tailband with serrated edges | Weapon:Polished steel katavdar with serrated edges | turn | With a flick | With a flick | Requires a free hand to transform the item and weapon,
item must be held when transforming |
Gondola 2 Bescort
Arrival
The gondola stops on the platform and the door silently swings open. With a soft bump, the gondola comes to a stop at its destination.
Rooms
[Obsidian Pass, Platform] The greying wooden boards of the platform have been replaced by paving stones. Two massive granite pillars offer support for a set of thick rope cables that allow the gondola served by this platform to cross the chasm. Stacks of building stones and mortar lie off to one side, ready to add to the structure being raised around the landing. You also see a door frame. Obvious paths: none. Room Number: 2904 @image="Ilitha, 64, STR south of gondola.gif" @climate=nil @title=["[[Obsidian Pass, Platform]]"] @check_location=nil @timeto={"2953"=>240.0, "2249"=>240.0, "2903"=>0.2} @location=nil @tags=[] @wayto={"2953"=>StringProc.new("result = dothistimeout 'go gondola', 10, /^There is no wooden gondola here.|^[Gondola, Cab South]/; unless result =~ /^[Gondola, Cab South]/; echo 'waiting for the gondola...'; waitfor 'The gondola stops on the platform and the door silently swings open.'; move 'go gondola'; end"), "2249"=>StringProc.new("echo 'ESCORT.LIC REQUIRED - DOWNLOAD IT!'; start_script ('escort');wait_while{ running?('escort') }"), "2903"=>"go frame"} @paths=["Obvious paths: none."] @image_coords=[261, 154, 277, 170] @terrain=nil @description=["The greying wooden boards of the platform have been replaced by paving stones. Two massive granite pillars offer support for a set of thick rope cables that allow the gondola served by this platform to cross the chasm. Stacks of building stones and mortar lie off to one side, ready to add to the structure being raised around the landing."]] [escort]>go gondola [Gondola, Cab South] Mottled stains are worked into the wooden floor and seats of this small cab, darkening the windows to a thick black opacity. A spike of chill taints the air, the thinnest strand of some sickly-sweet metallic scent wrapping it. Obvious exits: north, out. Room Number: 2951 [exec1: @id=2953 @image=nil @climate=nil @title=["[[Gondola, Cab South]]"] @check_location=nil @timeto={"2952"=>0.2} @location=nil @tags=["wood splinter", "dust bunnie", "wood chip"] @wayto={"2952"=>"north"} @paths=["Obvious exits: north."] @image_coords=nil @terrain=nil @description=["Mottled stains are worked into the wooden floor and seats of this small cab, darkening the windows to a thick black opacity. A spike of chill taints the air, the thinnest strand of some sickly-sweet metallic scent wrapping it."]] [escort]>north You stroll north. [Gondola, Cab North] Painted to a deep mist-twilight color, this tiny cab creaks to itself, an eerie and disconcerting sound. Seats flow out of the sides and bottom of the gondola, set there by lifesculptors who have been long forgotten. The light hardly pierces the tinted windows, leaving this place feeling all the more isolated and chillingly empty. Obvious exits: south. Room Number: 2952 [exec1: @id=2952 @image=nil @climate=nil @title=["[[Gondola, Cab North]]"] @check_location=nil @timeto={"2953"=>0.2} @location=nil @tags=["wood splinter", "dust bunny", "dust bunnie", "wood chip", "shoe tack"] @wayto={"2953"=>"south"} @paths=["Obvious exits: south."] @image_coords=nil @terrain=nil @description=["Painted to a deep mist-twilight color, this tiny cab creaks to itself, an eerie and disconcerting sound. Seats flow out of the sides and bottom of the gondola, set there by lifesculptors who have been long forgotten. The light hardly pierces the tinted windows, leaving this place feeling all the more isolated and chillingly empty."]]
Health Text
Used for necromancer healing bit in dr-scripts combat trainer
Your body feels at full strength.
Your spirit feels full of life.
You have some minor abrasions to the right arm, some minor abrasions to the left leg, some minor abrasions to the left hand, some minor abrasions to the chest, some minor abrasions to the abdomen.
You have no significant injuries.
Your body feels somewhat battered.
Your spirit feels full of life.
You are slightly fatigued.
You have minor swelling and bruising around the right arm compounded by cuts and bruises about the right arm, minor swelling and bruising around the left arm compounded by cuts and bruises about the left arm, some tiny scratches to the right leg, minor swelling and bruising around the left leg compounded by cuts and bruises about the left leg, minor swelling and bruising around the right hand compounded by cuts and bruises about the right hand, some minor abrasions to the chest.
Notice the line 'no significant injuries' is gone