| TinTin++ Mud Client Manual |
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TinTin++ Function Gag Grep Help Highlight If Ignore Info Keypad Kill Line List Log Loop Macro Map Math Mathexp Message Name Nop Parse Path Pathdir Prompt Read Repeat Replacestring Run Scan |
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| Map |
| Syntax: #map |
| This command is used for the auto mapper and supports most of the auto mapping functionality available. For basic path tracking see #mark and #path. |
| To start mapping using #map create which will create the first room of a maximum of 15.000. To enter the map use: #map goto 1 which will place you inside the map. |
| In order to add rooms you can simply move around. The default directions, n ne e se s sw w nw u d, are created by default. If your mud has non standard directions you must add these with the pathdir command for them to work. |
| There are two ways to display the map. The first is #map map which will display an ascii map of the surrounding rooms. The second option is splitting the screen in 3 sections, using #split 10 1 where 10 is the size of the top section. With #map flag vtmap the map will be shown in the top section, and will be updated as you move around. |
| Quite a few muds have overlapping areas or even overlapping rooms within areas. To deal with this you can stretch out rooms by turning a room into a link between 2 other rooms. You do this with #map roomflag void. Keep in mind a room with this flag should only have 2 exits. You can easily insert void rooms using: #map insert <dir> void. |
| Like most auto mappers you can speedwalk easily. Assuming you named the first room recall using #map name recall while standing in the first room, next walked from Midgaard to Bubba in the Mushroom Forest whose room you named Bubba's bar, you can speedwalk back using: #map run recall. Of course it's faster to simply recall back, in which case you can tell the mapper you are back in midgaard using: #map goto recall. |
| If you particularly enjoy watching the map update itself with vtmap enabled, or are anxious to try this out, you can slow walk back to Bubba. Enter #map run {Bubba's bar} 0.75 to do this. |
| After all this hard work you can save your map using #map write [filename] which can be loaded back in with #map read [filename]. To go back to the room you were in when you saved the map use after loading it: #map return. |
| For more information about the available commands use #help map within tintin which has the most up to date command summary. |