Tree | Branch | Item | Type | Fires when expected | Content as Expected | Bugs | Comments/future dev |
---|---|---|---|---|---|---|---|
Action | Possible add "you are attacked by" type information here. | ||||||
Heartbeat | Cache | Yes | Yes | ||||
Damage_dealt | Yes | Yes | |||||
Idle | Yes | Yes | |||||
Heartbeat_number | Yes | Yes | |||||
Xp | Yes | Yes | |||||
Damage_received | Yes | Yes | |||||
Round | Cache | Yes | Yes* | observed issue with stale heartbeat, not repeatable | |||
Round_Heartbeat_number | Yes | Yes* | Request: Add "Singing/Playing", here or effects (bard) | ||||
Calm | Yes | Yes* | I am not sure this information is available in the game using normal commands | ||||
Berserked | Yes | Yes | Shows Berserk levels
| ||||
Protecting_here | Yes | Yes | |||||
Fighting | Yes | Yes | |||||
Hibernating | Yes | Yes |
| ||||
Meditating | Yes | Yes | Does not update when meditating |
| |||
Damage_dealt | Yes | Yes | Currently includes all damage, including effects from equip etc. This might be "more powerful" than you intend. I like it and would like to keep it | ||||
Damage_received | Yes | Yes | |||||
Spell | Event | No |
| Note, stoneskin used to work on (end) event | |||
Command | Event | No | It would be relevant to determine "success" of commands like "bash" in raid scenarios I am also not certain it needs to include the "bury" commands. | ||||
Char | |||||||
Effects | Event | No* | Yes |
| General duration updates should be cyclic as now, however statechange (on/off) should be instant. possibly in a separate branch or item (char.EffectChanged("bless","off")) | ||
Inventory | Event | No | Yes |
| |||
Carrying | No | Yes |
| ||||
Wielding | No | Yes |
| ||||
Worn | No | Yes |
| Add location (Char.Inventory.Worn.Body= ...) | |||
Skills | Event | Yes | |||||
Untrained | ? | Yes | |||||
Spells | Cache | No | FR-11 - Getting issue details... STATUS | Change "learnable" from string to "learnable.maj" etc? | |||
Status | Event | Yes | |||||
ac | ? | Yes | |||||
str | ? | Yes* | Content is string, this might be unavoidable but is inconsistent with other stats (might choose to have a numeric str, then a "str_string" to show extreme strength. Or numeric, but float (18.6) | ||||
Vitals | Event | Yes | |||||
Worth | Event | No | Yes | Does not seem to fire when supposed to | |||
Comm | |||||||
Channel | Cache | No | No | FR-12 - Getting issue details... STATUS | Add history on channels, pollable (aka shout <40) | ||
Tell | Cache | Yes | Yes | ||||
Say | Cache | Yes | Yes | Does not work with "mutter" | |||
Game | |||||||
Time | Event | Yes | Could contain info from "date" command (Year, Month, Day, Hour, Minute) (note these are mud dates) | ||||
Who | Cache | Yes | Yes | ||||
users | ? | Yes | |||||
time | ? | Need verification | |||||
Omiqs | Cache | Yes | Yes | ||||
Group | |||||||
Faction | Cache | Yes | |||||
Party | Event | Yes | |||||
Groups | Cache | Yes* | Not sure, only have guild, dont know what it looks like with sig | ||||
Room | |||||||
Info | Cache | No? |
| ||||
WrongDir | Cache | Yes | Yes | Typo in name in help wiki, should be "WrongDir" | |||
Blockdir | Cache | Yes | Yes | Description Going into modules help |
Action.Round.Berserked - null
Mudlet does not really like the null object
- because it does not have a tostring method
- because it isnt a string
- because it isnt really a number
- because it isnt the lua nil object
We can workaround this in Lua by doing the following:
rd = gmcp.Action.Round rd.Berserked = tonumber(rd.Berserked) if rd.Berserked == nil then rd.Berserked = 0 end
This will replace the null with 0, however, it would be more convenient if the null was replaced with 0 on the server side to ensure consistent behavior.
Action.Round - Stale data
You crush Rat with your Talin Thunder for 36 HPs damage. Snake misses you. Rat misses you. Rat misses you. onGmcpActionRound { Hunting = { }, Round_Heartbeat_number = 1600625828, Protected_by = { "tarek" }, Berserked = "No", Fighting = { }, Damage_dealt = 4, Hibernating = "No", Meditating = "No", Calm = "Yes", Damage_received = 0 } onGmcpCharEffects() { ["Berserk Fatigue"] = 99 } ------------------- You flatten Snake with your Talin Thunder for 30 HPs damage. Snake misses you. Rat misses you. Rat misses you. Your Pendant of Power slashes Snake. onGmcpActionRound { Hunting = { }, Round_Heartbeat_number = 1600625828, Protected_by = { "tarek" }, Berserked = "No", Fighting = { }, Damage_dealt = 4, Hibernating = "No", Meditating = "No", Calm = "Yes", Damage_received = 0 } onGmcpCharEffects() { ["Berserk Fatigue"] = 97 } ------------------- You pulverize Rat with your Talin Thunder for 34 HPs damage. Snake misses you. Rat misses you. Rat misses you. You dealt the death blow to Rat. Rat dies. onGmcpActionRound { Hunting = { }, Round_Heartbeat_number = 1600625828, Protected_by = { "tarek" }, Berserked = "No", Fighting = { }, Damage_dealt = 4, Hibernating = "No", Meditating = "No", Calm = "Yes", Damage_received = 0 } onGmcpCharEffects() { ["Berserk Fatigue"] = 95 } ------------------- You crush Rat with your Talin Thunder for 32 HPs damage. Snake misses you. Rat misses you. onGmcpActionRound { Hunting = { }, Round_Heartbeat_number = 1600625828, Protected_by = { "tarek" }, Berserked = "No", Fighting = { }, Damage_dealt = 4, Hibernating = "No", Meditating = "No", Calm = "Yes", Damage_received = 0 } onGmcpCharEffects() { ["Berserk Fatigue"] = 93 } ------------------- You pulverize Snake with your Talin Thunder for 53 HPs damage. You pulverize Snake with your Talin Thunder for 26 HPs damage. Snake misses you. Rat misses you. You dealt the death blow to Snake. Snake dies. Your Pendant of Power slashes Rat. onGmcpActionRound { Hunting = { }, Round_Heartbeat_number = 1600625880, Protected_by = { "tarek" }, Berserked = "No", Fighting = { }, Damage_dealt = 57, Hibernating = "No", Meditating = "No", Calm = "No", Damage_received = 0 } onGmcpCharEffects() { ["Berserk Fatigue"] = 91 } -------------------
gmcp.Char.Action.Command / gmcp.Char.Effects
// Notice that "evade end" leads to unpredicted results // Also notice that evade end, does not trigger an instant gmcp.Char.Effects > evade onGmcpActionCommand { trigger = "command", initiate = "start", command = "evade" } --------------- You begin to concentrate on evading attack. ... onGmcpCharEffects() { ["Lockout : Commands"] = 0, Bless = 150, evade = 35 } ... onGmcpCharEffects() { Bless = 148, evade = 33 } .... > evade end onGmcpActionCommand { trigger = "command", initiate = "start", target = "end", command = "evade" } --------------- You grow tired of holding your defensive stance. ..... ..... ..... ..... ..... onGmcpCharEffects() { Bless = 146 }