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Larquin
So I still suck too much at Zmud to create an automated worm hole script but I figured I could just manually create triggers that echo the name of the room a warp leads to underneath the name of the room you're in. Which worked great until I came across more than one room with the same name. So I tried this:

#TRIGGER {^Treacherous mountain path (road).$}
#COND {^You see exits leading up and down.$} {#sa "Warp to In the centre of the crater (Savannah)" } {Within|Param=15}

Which would theoretically echo "In the center of the crater (Savannah)" underneath the room "Treacherous mountain path" as long as there are exits leading up and down. Except it didn't work at all. What am I doing wrong? Also, this doesn't account for when 2 rooms have the exact same exits. What then?

Alternately, if anybody wants to sell me a cheap wormhole script that'd be cool too. Thanks. smile.gif
Sena
If two rooms have the same name and exits, you could also use the room description. If two rooms in the same area have the same name, description, exits, and no permanent items or other ways to identify them, you're pretty much screwed. It's not going to kill you to have it display a wormhole that isn't there, though.

As for the triggers, you should escape the parentheses around road, so it matches them literally.
#TRIGGER {^Treacherous mountain path ~(road~).$}

Other than that, it looks like it should work.
Larquin
Hmm... Now I've got ^Treacherous mountain path ~(road~).$ typed in the pattern box and the rest typed in the value box and it's still not doing a thing. I feel like I'm making some really stupid mistake here and I don't know what.
Sena
You have #COND in the value box? If so, that's the problem, #COND doesn't work that way. You'd add it after #TRIGGER when creating the trigger, or add it as a second state in the settings editor.
Saadya
Aren't there two rooms with exact same room name and exits?
Larquin
So... ok I feel really dumb now but can you spell this out for me? What would be typed in the pattern box and what goes in the value box?
Sena
QUOTE (Larquin @ Aug 18 2009, 10:11 PM) *
So... ok I feel really dumb now but can you spell this out for me? What would be typed in the pattern box and what goes in the value box?

^Treacherous mountain path ~(road~).$ and ^You see exits leading up and down.$ both go in pattern boxes, for the first state and second state of the trigger. The value box for the first state should be empty in this case, and the value box for the second state would be #sa "Warp to In the centre of the crater (Savannah)".

If you're creating the trigger through the command line or importing it from a text file, you'd do it just as you did in your first post.
CODE
#TRIGGER {^Treacherous mountain path ~(road~).$} {}
#COND {^You see exits leading up and down.$} {#sa "Warp to In the centre of the crater (Savannah)" } {Within|Param=15}


If you're using the settings editor, you would create the first state like you usually would for any trigger, and then to the right of the pattern box, there's a drop-down menu labeled "State:", select -New-, and enter the pattern and value for the new state. Then, click on the "States" tab, and you should see both states listed. For the second state, change "Pattern" to "Within Lines" and 0 to 15.
Larquin
Aha, I got it. Thank you so much for the detailed explanation, Sena. smile.gif
Saadya
QUOTE (Saadya @ Aug 19 2009, 04:07 AM) *
Aren't there two rooms with exact same room name and exits?

Sena
QUOTE (Saadya @ Aug 19 2009, 03:19 PM) *
QUOTE (Saadya @ Aug 19 2009, 04:07 AM) *
Aren't there two rooms with exact same room name and exits?


Yes. There are maze-like areas like in the Erisian Pyramid, where a few rooms look the same and have the same (or no) exits, and then there are places with looping rooms with an identical non-looping room, which is another sort of maze. Then there are just the generically named rooms that just coincidentally have the same exits.

I'm not sure what your point is though, since he asked about that situation in his first post, and I answered in the second.
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