Map conditionals #53
Replies: 3 comments 6 replies
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You can set data on rooms and exits, next code a loop to run through each room/exit to set the avoid flag. Commands of interest:
Also an option to store the data in a table. Let me know if you need a more practical example. |
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How about I'm trying to generate "meaningful" directions, something like "The palace is 90 rooms south of here". I do want take the shortcut when walking somewhere, so setting all city->terrains exits to It would be nice if I could do And instead of running a script for every room, @miguelalbuquerque could maybe store stuff like factions/alignment in |
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@rigrig I assume you're using Allowing a terrain based weight could be useful. I'll add it to my todo list. Performance is an issue when it comes to pathfinding, so I'm hesitant about adding a scripted solution when lower level solutions might suffice. |
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Hi there,
First: amazing client. Thank you.
In the MUD I play different variables can condition what map areas I can access, which exists I can take, etc. These can be my current alignment towards a certain faction, my race (guards would stop me or not), etc.
Q: Is there any way we can establish a room exit to have it evaluate a condition to "allow it" or not? (a single condition, which you can in-line or call a function or whatever, same syntax as #IF {condition}).
I thought about programming a little script to "goto" a certain number of hardcoded vnums, and sets the room or exit flags to avoid. But that changes the actual map in memory. I have it set to auto-save on session logout, as I keep on adding stuff, and this seems like a non-efficient approach.
KBTIN, for instance, has condition based on its graph traversing aliases feature, but I really love the mapper in TINTIN++.
Thanks!
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