Difference between revisions of "GMCP"
From ThresholdRPG Wiki
(Updating values for Char.StatusVars and Char.Status) |
(→Status: clarifying when Char.Status is sent) |
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==== Status ==== | ==== Status ==== | ||
− | * Sent by server immediately after the initial Char.StatusVars message and | + | * 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). | * 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. | * The full list of variables is only sent with the initial message, subsequent messages only contain changed variables. |
Revision as of 22:57, 24 November 2021
Client
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
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", capacity = "Capacity", expertise = "Expertise", foe_health = "Current foe's health", foe_name = "Current foe", fullname = "Full name", guild = "Guild", guild_level = "Guild level", hb = "Heal Bank", heritage = "Heritage", hlevel = "Heritage level", level = "Level", max_capacity = "Max capacity", mounted = "Mounted", name = "Name", race = "Race", resting = "Resting", sailing = "Sailing", 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 = "505", capacity = "3036", expertise = "1586551", foe_health = "0", foe_name = "none", fullname = "Karahd the Magocrat", gender = "female", guild = "mage", guild_level = "15", hb = "0", heritage = "scholar", hlevel = "0", inactive = "0", inactive_type = "none", level = "15", max_capacity = "5000", mounted = "false", name = "Karahd", race = "elf", sailing = "false", session_login = "1637812345", tnl = "60", tummy = "0", xp = "1747967" }
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" }
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"