Lunk's Aardwolf Mapper Tutorial 1/3
Quote of Nick Gammon - "You probably have ";" configured as your "command stacking character". Therefore to have the ";" make its way to the mapper you have to double it. This will not apply to people who have disabled command stacking, or use a different stack character."
The Mapper in Aardwolf's MUSH client package is a very powerful and helpful resource for finding quest mobs, campaign mobs and even gq mobs.
If you don't already have the latest aardwolf version of MUSH client you can get it here : http://github.com/fiendish/aardwolfclientpackage click the "Download ZIP"
button in the bottom right corner of the web page.
Once you have MUSH client running and connected to aardwolf it's time to take a look at the mapper.
The first thing you want to type just to get an idea of what the mapper is capable of is to enter "mapper help".
You will notice several categories.
In this tutorial I am going to cover the basic functionality of the mapper as well as :
-mapper exits
-removing mapper exits
-the wait command
-mapper moving
-mapper searching
-mapper portals
basic functionality :
the mapper is essentially a database of areas, room titles, and cexits along with lots of helpful commands that can be found reasonably quickly using the mapper help command.
the mapper can move you around the mud very quickly, especially with aliases set up for the various mapper commands.
clickable rooms (listed alphabetically) for a customised runto (with cexits/portals)
*** IMPORTANT - YOU HAVE TO ACTUALLY VISIT THE AREA/ROOM AND HAVE IT EXPLORED FOR IT TO HAVE AN ENTRY IN THE DATABASE... THE MAPPER WILL NOT WORK UNLESS YOU HAVE BEEN TO THE ROOM YOU ARE TRYING TO GET TO IN THE PAST ***
1. mapper exits
Firstly what is a mapper exit? it is a "custom exit" or "cexit" that is programmable into MUSHclient that will aid with auto movement.
How do I make a mapper exit? like this - "mapper cexit open e;;e;;close w" this will open a door to the east, move east then close the door again (which is to the west after moving)
You may be thinking what use is this? It will become clear as you read on through this tutorial.
2. removing mapper exits
To remove a custom exit (mapper exit) from the mapper database. For example if I wanted to clear the custom exit I just made because it didn't quite work how I wanted it to I would
use this - "mapper delete cexits" - this would clear all cexits for the room I am in when I type it.
To remove an entire area's custom exits (which can be useful for some areas with big mazes that rotate) I would use this - "mapper purgezone *" swapping the asterisk (*) for the area
for example : "mapper purgezone nenukon" would clear the mapper exits in the area Nenukon.
3. the wait command
The wait command can be very handy for rooms that require some waiting before moving again, a good example of this is in the sandcastle area getting to the lamp section.
we use "wait(*)" as the wait command e.g in kobaloi you may want the cexit to wait before moving up (once you have purchased the pass) into the main section so we would use this: mapper cexit u;;wait(2)
It's worth noting that the minimum wait is 2 seconds. If you want a longer wait you can swap out the 2 for however long you need.
4. mapper moving
It's now time to put a cexit to the test using the mapper goto command. First I will assume you have a cexit in an area with no aggro mobs, a good place to try this out is beer goblins.
first find a closed door and make the cexit as described in part 1. of this tutorial. Make a note of the room you end up in after you have made the cexit.
next test it - make sure the door for the custom exit is closed and you are at the start of the area, next use the mapper area command to find the room you want to move to like this -
"mapper area *" again, replacing the asterisk for a word in the room title, for example - "mapper area home" or whichever room you made a note of and finally click on the blue writing of the room...
And like magic - you move to the room using the cexit you programmed into the mapper :)
5. mapper searching
To search for a room whilst you are in the area of the room you want to search for you would use "mapper area *" again, where the asterisk (or *) is part of the room you want to search for.
This works for one word or multiple words with spaces in-between for example - "mapper area home" would list all rooms in the current area that contained "home" in the room title,
"mapper area a cozy home" would list any rooms that contained ALL the text "a cozy home"
To search the entire mapper database for a room we do not know the area of, we use mapper find like this "mapper find *" or e.g "mapper find home"
Again the rooms in the database that contain the word "home" will be displayed in blue writing in a organised alphabetical list along with the area that contains them. And yes, they are clickable
(with the mouse).
6. mapper portals
Last but by no means least, mapper portals, this is what will really shave seconds and even minutes from your cp/gq times (once you have a good set of portals)
The best way to program the mapper to use portals is to use MUSHclient alias' and a variable for held item/duel wielded weapon.
Quote of Nick Gammon - "You probably have ";" configured as your "command stacking character". Therefore to have the ";" make its way to the mapper you have to double it. This will not apply to people who have disabled command stacking, or use a different stack character."
The Mapper in Aardwolf's MUSH client package is a very powerful and helpful resource for finding quest mobs, campaign mobs and even gq mobs.
If you don't already have the latest aardwolf version of MUSH client you can get it here : http://github.com/fiendish/aardwolfclientpackage click the "Download ZIP"
button in the bottom right corner of the web page.
Once you have MUSH client running and connected to aardwolf it's time to take a look at the mapper.
The first thing you want to type just to get an idea of what the mapper is capable of is to enter "mapper help".
You will notice several categories.
In this tutorial I am going to cover the basic functionality of the mapper as well as :
-mapper exits
-removing mapper exits
-the wait command
-mapper moving
-mapper searching
-mapper portals
basic functionality :
the mapper is essentially a database of areas, room titles, and cexits along with lots of helpful commands that can be found reasonably quickly using the mapper help command.
the mapper can move you around the mud very quickly, especially with aliases set up for the various mapper commands.
clickable rooms (listed alphabetically) for a customised runto (with cexits/portals)
*** IMPORTANT - YOU HAVE TO ACTUALLY VISIT THE AREA/ROOM AND HAVE IT EXPLORED FOR IT TO HAVE AN ENTRY IN THE DATABASE... THE MAPPER WILL NOT WORK UNLESS YOU HAVE BEEN TO THE ROOM YOU ARE TRYING TO GET TO IN THE PAST ***
1. mapper exits
Firstly what is a mapper exit? it is a "custom exit" or "cexit" that is programmable into MUSHclient that will aid with auto movement.
How do I make a mapper exit? like this - "mapper cexit open e;;e;;close w" this will open a door to the east, move east then close the door again (which is to the west after moving)
You may be thinking what use is this? It will become clear as you read on through this tutorial.
2. removing mapper exits
To remove a custom exit (mapper exit) from the mapper database. For example if I wanted to clear the custom exit I just made because it didn't quite work how I wanted it to I would
use this - "mapper delete cexits" - this would clear all cexits for the room I am in when I type it.
To remove an entire area's custom exits (which can be useful for some areas with big mazes that rotate) I would use this - "mapper purgezone *" swapping the asterisk (*) for the area
for example : "mapper purgezone nenukon" would clear the mapper exits in the area Nenukon.
3. the wait command
The wait command can be very handy for rooms that require some waiting before moving again, a good example of this is in the sandcastle area getting to the lamp section.
we use "wait(*)" as the wait command e.g in kobaloi you may want the cexit to wait before moving up (once you have purchased the pass) into the main section so we would use this: mapper cexit u;;wait(2)
It's worth noting that the minimum wait is 2 seconds. If you want a longer wait you can swap out the 2 for however long you need.
4. mapper moving
It's now time to put a cexit to the test using the mapper goto command. First I will assume you have a cexit in an area with no aggro mobs, a good place to try this out is beer goblins.
first find a closed door and make the cexit as described in part 1. of this tutorial. Make a note of the room you end up in after you have made the cexit.
next test it - make sure the door for the custom exit is closed and you are at the start of the area, next use the mapper area command to find the room you want to move to like this -
"mapper area *" again, replacing the asterisk for a word in the room title, for example - "mapper area home" or whichever room you made a note of and finally click on the blue writing of the room...
And like magic - you move to the room using the cexit you programmed into the mapper :)
5. mapper searching
To search for a room whilst you are in the area of the room you want to search for you would use "mapper area *" again, where the asterisk (or *) is part of the room you want to search for.
This works for one word or multiple words with spaces in-between for example - "mapper area home" would list all rooms in the current area that contained "home" in the room title,
"mapper area a cozy home" would list any rooms that contained ALL the text "a cozy home"
To search the entire mapper database for a room we do not know the area of, we use mapper find like this "mapper find *" or e.g "mapper find home"
Again the rooms in the database that contain the word "home" will be displayed in blue writing in a organised alphabetical list along with the area that contains them. And yes, they are clickable
(with the mouse).
6. mapper portals
Last but by no means least, mapper portals, this is what will really shave seconds and even minutes from your cp/gq times (once you have a good set of portals)
The best way to program the mapper to use portals is to use MUSHclient alias' and a variable for held item/duel wielded weapon.