After a little tinkering on my local MUD I finally got your trigger to work. I am particularly fond of the simplicty. If you don't mind, I would even like to refrence your trigger for later on in my MUD development lifetime. Thank you so much Parna! This trigger was really enlightening to me.
For those who may have some confusion on this, here are the simple instructions...
1. Hop on your MUD ( you must be running TBA src )
2. Design an area or use a prexisting one.
Layout for new area :
**ELEVATOR ROOM** ( this is inside the elevator and should start out on ground floor)
**WAITING ROOM** ( this is just outside of the elevator, where you would push the button to call upon the elevator and could be considered as the groundfloor )
**LEVEL 1** ( this is up one from the waiting room, but note, these two rooms are not linked to eachother. the elevator is the only way to access the level x rooms)
**LEVEL 2** ( two up from waiting room, same standards apply as level 1 room )
**LEVEL 3** ( three up from waiting room, same standards apply as level 1 room )
**LEVEL 4** ( four up from waiting room, same standards apply as level 1 room. this room can be considered as the highest level )
Horizontal Sketch -
Code:
w: waiting room: ground floor.
e: elevator room: its position is dynamic.
*: temporary room link: NULL position.
%: placeholder room: its position is across from level<x> rooms. not literally a room until the elevator is there.
numbers: represent level <x>: constantly there, not attached to any room until the elevator is on the same leve.
Code:
w 1 2 3 4
* * * * *
e * % * % * % * %
Sorry if that is confusing but thats the best way i can visually represent it.
3. Attach the script to each one of the rooms ( w, e, 1, 2, 3, 4 ).
Note :
'set zone xxx':
(xxx should be equal to the zone number you are working in)
'set maxfl 4':
(this means that the top floor is at position 4. if you have 3 levels for instance, and your top floor is at 3 change the code to 'set maxfl 3'.)
'set totfl 5':
(this is however many floors you have, including e. If you don't change anything structure wise, leave this alone, but if you change how tall your building is, make sure to change this accordingly.)
'set Elevat %zone%xx':
(the xx should be the last two digits of the room where the elevator is first at - where 'e' is in the sketch)
'set Floorx %zone%xx':
(Floor<x> %zon%<xx>; x should be equal to the floor level/positioning ; xx should be equal to the last two digits of that set vnum)
'set elevdoor <direction>':
(this should be the direction of the door to the elevators. In the sketch the code would be 'set elevdoor north' since all of the levels are to the north of the elevator.)
'set roomdoor <direction>:
(this should be the opposite direction of elevdoor. It is the direction of the door from the waiting room, where you call upone the elevator, in the sketch - w - 'set roomdoor south' would be the code.)
4. Log on with a character that is level 32 and make sure that nohassle is toggled OFF.
5. Begin your journey by using the following commands :
(Room w) = "look display" = shows the current floor of the elevator
(Room w/1/2/3/4) = "push button" = brings the elevator to your floor
(Room e) = "push <x>" = brings you to floor level-x
Once again, thank you Parna - and very nice work. Keep it up!