Hey Nick. I love your l8st version(3.32). Has helped me improve my scripts and what not even farther. Big thumbs up. :)
Ok, back on topic. With the automapper, I have noticed that when you go in one of the "other" directions other than most muds have(ie. northwest/northeast/southwest/southeast), the mapper doesn't record it. Was wondering if you could impliment something like this in your next version. Would make creating speed walks across a huge mud that uses the extra exits heavily(one in particular is Aww-Mud).
Thought I'd add in my $.02 :)
Have a good day,
Rheede
Select the mapper (CTRL-ALT-M), then click the "Special Move" button.
When you go to save the speedwalk, you have on opportunity to edit the alias and add the special moves then, as well.
Perhaps it would be convienient if Nick added a key-combo to directly add a special move, bypassing the need to bring up the mapping dialog. (You could write an alias to do so rather easily in the meantime - and tie it to a macro key).
That's what I was talking about. You could use the numeric keypad like you do when moving around(if you use that to move) in the automapper as well. 7 would be nw, 9 ne, 3, se, and 1 sw. Since the automapper sticks a space between each move, it would be very readable definately.
for example:
2e 2ne 2n 2nw 2w 2sw 2s 2se
But, yes, I agree with the not having to keep pulling up the special moves to input actual special moves.
Could make it like command stacking is done. Have a leading character that denotes a special move, separated by a comma or pipe( | ). ie `open north | open south
There's another $.02 added to the bucket. :)
The mapper already handles ne, sw, nw and so on. However because of the current rules that spaces are optional, it can't map them as:
2ne 2sw
because that could be construed as 2 north, 1 east, 2 south, 1 west, rather than 2 ne, 2 sw.
If you have special directions, just make them an alias and have the alias call a small script that adds that direction to the mapper, if mapping is active.
There is the additional issue of mud specific speedwalking protocols as well. DoT for instance has an internally supported speedwalking ability with special chars for ne, nw, se, sw, and opening doors and finding the particular specialty chars for these on every available codebase would be somewhat difficult for 1 person to do alone.
R - DoT supported speedwalk for northwest
T - DoT supported speedwalk for northeast
G - DoT supported speedwalk for southeast
F - DoT supported speedwalk for southwest
OW - DoT supported speedwalk for open west, O# will open in # direction then continue with the remaining speedwalk.
Can you imagine the chaos of attempting to research and define every existing mudspecific character? I can and its not a particularly pretty though. Also add to the problem the existance of mu*s with movement allowed in directions like southup and westdown..... hellish code potentials to deal with.