We get a lot of requests for custom paths from users who have no idea how easy it is to make your own path in MegaMud, or how to import a path that was written for another script. This may help clear up some of the mystery.
Making Custom Paths and Loops
The first requirement for making custom paths is a good set of maps, especially if you are in an area that you do not usually play in. I will not suggest that a level 10 anything try to make a path in the northern forests! Try to remember that you will likely be playing in that area, so keep it within your character's abilities. A path is a set of directions that go from one destination to another, while a loop starts and ends in the same room, just in case you were wondering.
Look over the map, and decide how you will get there. Click on the "Go To" button, and see if your destination (starting room) shows up. If it does not show on the list, you will need to make a path for your character to go to that area. Go to a logical starting spot, like Town Square, or the Bank. Look under Edit, and then go down to Record Path. You will then simply hand key in the path from your logical starting point to the starting point for your path or loop, following all the steps you would normally take to get there. Remember, bash any doors you will need to, use any keys or other special items like saying a phrase, or lighting torches. You are teaching your script what to do for you!.
Once you get to the desired starting point for your loop, or the new ending point for your path, go back up to Edit, and again click on Record Path. It will ask you to name your room if it is a new room. You get to name it, and assign it to the group that you will likely find it under. Again, try to keep it logical, and in line with what the system already knows, ie, if you are going to a room in the Labyrinth, it belongs under the Island group, not the Silvermere group. You will have the option to claim authorship of your new path, and what classes it is recommended for. A nice touch all in all.
You will create a loop the same way as you did the path to get to your loop... the only exception is that you will be starting and ending your loop in the same room. It is really not difficult once you get the hang of it.
In a Nutshell
- Get a good set of maps - Raydars, Jiggs' - whatever you like
- Start your path in a logical place like the Bank, or Town Square
- Define your room if necessary, and assign it to the proper group
- Walk through each step of your path, following the map
- Don't forget about bashing doors, saying phrases, or using torches
- If you make a mistake, don't worry, you can fix it later on
- Loops work like paths, but just start and end in the same room
Importing Paths
There are times it is easier to import a path than to write a new one, or easier to convert a MegaMud path into Mudwalk, then import it. I have found this to be especially true when going into a new area. Currently, MegaMud supports the following formats:
- Mudwalk paths
- MMTerm paths
- MMClient paths
- Synterm runs
- RayMud routes
To use one of these, go to the desired starting room (you may need to create the path to get there! See above) and then click on Edit followed by Import. You can follow the screen prompts.
If you have problems creating a custom path, or need to go into a new area, it is often easier to write a fast Mudwalk path, and import that. Open your text editor, like Notepad, and give your path a title on the very first line. Hit enter, and key your steps in on the next line, separating each step with commas. You can add in the bashes and use keys as needed. If it is a loop, your last step will be ,restart. For example, let's say you wanted to make a path that took you from just outside the town gates down to the fork in the Darkwood Forest where the path splits off to the north. Here is a copy of the MegaMud file. The Mudwalk file would look like this. To turn it into a circular loop, all you would have to do is a little editing, and your completed file will look like this one. You can see it is not a difficult thing to make, and there are very few rules. I use this trick whenever I have problems doing a custom path in MegaMud, and it works beautifully, first time, every time. Try doing a cut and paste job on these two files or downloading them, and importing them for yourself, just to prove how easy it is.
In a Nutshell
- Use a text editor like Notepad to create a Mudwalk .pth file
- The first like of a Mudwalk .pth file is the description
- Directions or steps are separated by commas
- Loops end with ,restart
- The Filename must end with .pth
To correct an error on a path, go to the game settings tab, and pick Paths. Scroll down until you find your path, and hit edit. You can insert rooms or delete rooms as necessary. Don't forget to hit okay when you are done. If you have problems, please feel free to email me, and I will try to straighten your paths out. My characters are growing - High level 30's Gypsy and Ranger, and Low level 20's Mage and Ranger - so I can't go everywhere yet.
Best of luck with your custom paths.. and we would love to see your finished work!
Pagan