Difference between revisions of "GMCP"

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(adding buffs/debuffs information)
m (Protected "GMCP": This spec is official and not subject to player revision. ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)))

Revision as of 15:32, 10 October 2022

Client

Char

Buffs

List
  • Requests a list of buffs currently applied to a character
  • No accompanying message payload

Example:

Char.Buffs.List

Debuffs

List
  • Requests a list of debuffs currently applied to a character
  • No accompanying message payload

Example:

Char.Debuffs.List

Core

Hello

  • Sends information about the MUD client and its version.
  • May only be sent before successful login.

Example:

Core.Hello { "client": "MyMUDClient", "version": "1.2.34" }

Ping

  • Ensures server is listening and GMCP is enabled.
  • Message body is a number which indicates average ping time from previous requests, if available.
  • Causes server to reply with a Core.Ping message in response.

Example:

Core.Ping 120

Supports

Set
  • Notifies the server about packages supported by the client.
  • If another Core.Supports.* package has been received earlier, the list is deleted and replaced with the new one.
  • Message body is an array of strings, each consisting of the module name and version, separated by space.
  • Module version is a positive non-zero integer.
  • Most client implementations will only need to send Set once and won't need Add/Remove; exceptions are module implementations provided by plug-ins.

Example:

Core.Supports.Set [ "Char 1", "Char.Skills 1", "Char.Items 1" ]
Add
  • Similar to Core.Supports.Set, but appends the supported module list to the one sent earlier.
  • If no list was sent yet, the behaviour is identical to Core.Supports.Set.
  • If the list includes module names that were already included earlier, the new version number takes precedence over the previously sent one, even if the newly sent number is lower.
  • Message body format is identical to that of Core.Supports.Set.

Example:

Core.Supports.Add [ "Char.Vitals 1", "Char.Status 1" ]
Remove
  • Removes specified modules from the list of supported modules.
  • Message body format is similar to Core.Supports.Set, except that module version numbers are optional and ignored if given.

Example:

Core.Supports.Remove [ "Char", "Char.Skills", "Char.Items" ]

Server

Core

Goodbye

  • Sent by server immediately before terminating a connection.
  • Message body is a string to be shown to the user - it can explain the reason for the disconnect.

Example:

Core.Goodbye "Farewell, cruel world!"

Ping

  • Sent in reply to Core.Ping from the client.
  • No message body.

Example:

Core.Ping

Char

Afflictions

Supported afflictions:

  • blind
  • deaf
  • immobile
  • mute
  • stun
Add
  • Sent by the server when a new affliction is added to the character.
  • Message is a string that is the affliction which has been added.

Example:

Char.Afflictions.Add "blind"
Remove
  • Sent by the server when a new affliction is removed from the character.
  • Message is a string that is the affliction which has been removed.

Example:

Char.Afflictions.Remove "blind"

Buffs

Add

  • Sent by the server when a new temporary buff is applied to the character
  • Message is an object that contains the buff name and the buff expiration timestamp

Example:

Char.Buffs.Add { expires: 1665432700, name: "Mystic Blink" }

Remove

  • Sent by the server when a temporary buff is removed from the character
  • Message is a string corresponding with the name of the buff that is being removed

Example:

Char.Buffs.Remove "Mystic Blink"

List

  • Sent by the server in response to a client message of Char.Buffs.List
  • Message is an object of string and number pairs representing the names and expirations of the buffs applied to the character

Example:

Char.Buffs.List { "Mystic Blink" : 1665433372, "Plucky Lucky" : 1665434073 }

Debuffs

Add

  • Sent by the server when a new temporary debuff is applied to the character
  • Message is an object that contains the buff name and the debuff expiration timestamp

Example:

Char.Debuffs.Add { expires: 1665432700, name: "Astral Sickness" }

Remove

  • Sent by the server when a temporary debuff is removed from the character
  • Message is a string corresponding with the name of the debuff that is being removed

Example:

Char.Buffs.Remove "Astral Sickness"

List

  • Sent by the server in response to a client message of Char.Debuffs.List
  • Message is an object of string and number pairs representing the names and expirations of the debuffs applied to the character

Example:

Char.Debuffs.List { "Astral Sickness" : 1665432820 }

StatusVars

  • Sent by server after a successful login.
  • Contains a list of names of character status variables (level, race, etc) and their display captions.
  • Message body is an object with keys containing the names of the status variables and values containing the captions to be displayed to the user.

Example:

Char.StatusVars {
  age = "Age",
  bank = "Bank balance",
  capacity = "Capacity",
  dead = "Dead",
  expertise = "Expertise",
  foe_foe_name = "Foe's target",
  foe_health = "Foe health",
  foe_max_health = "Foe max health",
  foe_name = "Current foe",
  fullname = "Full name",
  gender = "Gender",
  guild = "Guild",
  guild_level = "Guild level",
  harmonic = "Harmonic",
  hb = "Heal bank",
  heritage = "Heritage",
  hlevel = "Heritage level",
  inactive = "Inactive",
  inactive_type = "Inactive type",
  invis = "Invisible",
  level = "Level",
  lodge = "Lodge",
  lodge_level = "Lodge level",
  max_capacity = "Max capacity",
  morality = "Morality",
  name = "Name",
  primary_axis = "Primary axis",
  race = "Race",
  session_login = "Logged in",
  tnl = "To next level",
  tummy = "Fullness",
  xp = "Experience"
}

Status

  • Sent by server immediately after the initial Char.StatusVars message and once every heartbeat thereafter.
  • Contains the values of character status variables (level, race, etc).
  • The full list of variables is only sent with the initial message, subsequent messages only contain changed variables.
  • Message body is an object with keys containing the names of the variables, as defined by the Char.StatusVars message, and values containing the values of the variables.

Example:

Char.Status {
  age = "510",
  bank = "314660",
  capacity = "4792",
  dead = "0",
  expertise = "152287",
  foe_foe_name = "none",
  foe_health = "0",
  foe_max_health = "100",
  foe_name = "none",
  fullname = "Karahd the Magocrat",
  gender = "female",
  guild = "mage",
  guild_level = "12",
  harmonic = "chaos",
  hb = "0",
  heritage = "scholar",
  hlevel = "0",
  inactive = "0",
  inactive_type = "none",
  invis = "0",
  level = "12",
  lodge = "otter",
  lodge_level = "11",
  max_capacity = "5000",
  morality = "good",
  name = "Karahd",
  primary_axis = "harmonic",
  race = "elf",
  session_login = "1651011752",
  tnl = "100",
  tummy = "0",
  xp = "10056981"
}

Vitals

  • Sent by server whenever a prompt is displayed to the player and whenever the character's vitals change.
  • Contains basic information about character's vitality (hp, sp, ep).
  • Message body is an object containing key-value pairs corresponding to character attributes.
  • Each variable is also included in a string in the format name: cur/max.

Example:

Char.Vitals {
    "hp" : 100,
    "sp" : 100,
    "ep" : 100,
    "maxhp" : 200,
    "maxsp" : 200,
    "maxep" : 200,
    "string" : "HP: 100/200 SP: 100/200 EP: 100/200"
}