Post
by Adael » Mon Sep 18, 2017 3:28 pm
Here's a (hopefully decent) rundown of some commands that may be helpful.
For starters, if you want to make a new map you should delete any old ones/move them to a secure backup location. They're probably located in a path of folders that goes something like mudlet->profiles->WotMUD->map. You should see a bunch of files with the extension .dat that are previous map files.
You'll want to map in non-brief mode, and look at the room you're in to capture the name/description/exits. You can then:
"createroom areaname" will both create a new area (if one does not exist) and put the room you're in at its center. If the area name already exists you will get an error and the room will not be made.
"createarea areaname" will create a new area.
"movetoarea newarea" will move a room from one area to the new one. You will get errors if the room or newarea do not exist.
"arealist" will list all current areas with their associated numerical ID
"renamearea idnumber newname" will rename the area with ID idnumber (found via the above command) to newname
"deletearea areaname" will delete an area and all rooms in it
"colorlegend" will display a list showing what different room colors are available
"crc xxx" will change the room color to whatever xxx is. xxx must be an element from the "colorlegend" list, and is case sensitive.
"cme xxx" will change your mapping environment to whatever xxx is. Again, xxx is a case sensitive element from the "colorlegend" list. This will make all new rooms you map be of whatever color xxx is.
"setroomdata xxx yyy" will store a key/value pair xxx/yyy.
"getroomdata xxx" will display what room data is stored with key xxx.
"deleteroomdata xxx" will delete room data for the key xxx.
"deleteallroomdata" will delete all data in a room. Note: THIS WILL ALSO DELETE THE ROOM DESCRIPTION. It's better perhaps to delete things individually one by one if you want.
"listroomdata" will give a list of all keys/values of data for the room.
"createdoor dir doorname" will create a door towards direction n/e/s/w/u/d with name doorname
You can also "createhiddendoor" or "createlockeddoor" + "dir doorname" as well. These doors will pop up on the map with colors green/yellow/red for visibile/hidden/locked respectively.
"centerview n/e/s/w/u/d" will center the map on an adjacent room (not actually moving you in the mud)
"forceroom" will force the next room you map to be a new one. Useful in areas like the blight where the names/descriptions are all the same.
"setmarker x" will place a one symbol marker on the room. "setmarker _" to delete the marker. Useful for marking "S"mobs, "T"rees, "P"atrols, etc perhaps.
"resetqueue" is a very useful command if the map fucks up when following you around. It will clear out the list of stored commands that are being used to follow you around. Type this, then take a look at the room you're in and the map should recenter correctly.
"mapping" will toggle mapping on/off.
"autoconnectrooms" will toggle on/off autoconnecting rooms when mapping (versus always making one way exits. Highly doubt anyone would ever bother using this but there if you want it for some reason).
Doors should be autocreated if you happen to search them up, or "l n" and see an open/closed door.
If you wanted to start making a map, I'll start by using CCS as an example. Make sure you don't have any map files being used currently. Make sure brief mode is off, and make sure mapping is toggled on. Take a look at the room so triggers can capture the name/description/exits, then "createroom Caemlyn". You should see a room pop up in the top right corner of Mudlet. Move 1e. A new room should be created on the map. You can "crc Bank" to change the room color to a bank. Likewise, you could move back to CCS and "crc Drink" to mark it. You can move 1n 4e to EGate, and "setmarker G" to put a marker on the gate. I could then move 1e and be outside the egate. I could "createarea East Caemlyn" to create a new area, and "movetoarea East Caemlyn" to move 1e egate to that area.
I will note that I have experienced a few issues when mapping after going through rooms with lots of doors. It is perhaps due to me moving around too fast however. I'd advise taking it slow, and if extraneous rooms pop up you can turn off mapping, delete them (select and right click them on the map itself), move back to a previous room, "resetqueue", and try mapping again.
Hope this is mildly helpful.