Nick Gammon said: The special exits: I have that as low priority so if you want to tackle it, that would be great.
Perhaps it's just because I don't know Lua or MUSHclient's plugin system yet, but I'm hazy on the question of which of these things on my "must have" list are things I could potentially do.
I can certainly see how I can add triggers that call the MAPPER command. When it comes to slightly more intrusive things, like adding a MAPPER WALK <bookmark> command, I can see (vaguely) how I could do it, but only by editing ATCP_Mapper -- and thus potentially making my version of it separate from yours, meaning I can no longer benefit from any changes you make or bugs you fix.
And when it comes to the biggies on my list, like special exits and splitting the database, I can't see how I can even begin to approach those without completely diverging from what you're doing. The biggest concern here: the XML map I can download from Lusternia has an incredible amount of useful information, is semi-regularly updated, and is invaluable; but as there are a few essential things not in it, I can't work from having nothing but it. I need a way to map other rooms, set room costs, and add special exits, and not have these overwritten every time I import an updated map, or the mapper is *useless* to me: I can't rely on something likely to take me into enemy territory, something that can't find the most useful paths or the rooms most important to my character.
Even assuming I could put in the time to learn Lua and MUSHclient well enough to handle things that big, is there really a way I could be making changes this deep without breaking off from the development stream? |