Thread: Idea for #goto
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Old 05-16-2002, 01:20 PM
Malevolent
Hill Giant
 
Join Date: Mar 2002
Posts: 171
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The only problem, of course, is remembering the named locations. It is a problem that I had when I implemented something very similar as a way to do waypoints (stored in db, invoked, etc.). My solution was to put in a command called #querywaypoints (which i've since removed) that would list out the waypoints for a given target.

You might apply the same design pattern to the zone. Something like #GetNamedPlaces, which will invoke a lookup on the zone you are in. Or, for kicks, you might have server wide named locations. E.g., #goto Mooto's camp On this same note, you could do a #worldgetnamedplaces list.

The only downfall would be actually setting up all of these things and making it friendly to use; for if we say there are 20 zones and at least 2 friendly name places per zone, then that will give us 40 named locations to deal with.

If there existed an EQClientEMU, then you could popup a panel to navigate the information. Since we can't do this, then it creates some information display problems that muds have been experimenting with for a few years.
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