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WieldingYes
TreeBranchItemTypeFires when expectedContent as ExpectedBugsComments/future dev
Action





Possible add "you are attacked by" type information here.

Heartbeat
CacheYesYes



Damage_dealt
YesYes



Idle
YesYes



Heartbeat_number
YesYes



Xp
YesYes



Damage_received


YesYes


Round
CacheYesYes*
observed issue with stale heartbeat, not repeatable


Round_Heartbeat_number
YesYes*
Request: Add "Singing/Playing", here or effects (bard)


Calm
YesYes*
I am not sure this information is available in the game using normal commands


Berserked
YesYes

Shows Berserk levels

  • 0 → not in berserk or does not have berserk
  • 1 → B1
  • 2 → B2
  • 3 → B3


Protecting_here
YesYes



Fighting
YesYes



Hibernating
YesYes
  • Should this be in Char.Effects?


Meditating
YesYesDoes not update when meditating
  • should this be in Char.Effects?


Damage_dealt
YesYes
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 (big grin)


Damage_received
YesYes


Spell
EventNo
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-8
Note, stoneskin used to work on (end) event

Command
Event
No
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-4
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-6
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-7

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
EventNo*Yes
  • does not fire instantly when cancelling an effect
  • Seems not to fire instantly when a a new effect is applied (not 100% sure that this is still relevant...)
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
EventNoYes
Future, include item weight?CarryingYesMoneyYes*

Is this neccessary when we have worth?

Format is verbose

  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-2



Carrying
NoYes
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-2



Wielding
NoYes
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-2

  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-9
  • Add main hand, second hand
  • Maybe! rename to "Held" (semantically same as Worn)


Worn
NoYes
  • Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-2
Add location (Char.Inventory.Worn.Body= ...)

Skills


Event
Yes



Untrained?
Yes


Spells
Cache
No

Sometimes include a "0x0C" char (FF, form feed).

Jira
serverJira
serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
keyFR-11

  • In courage and symbol transformation on "learnable: maj"
  • In holy storm, "damage roll"."3 rounds".Maximum

    Change "learnable" from string to "learnable.maj" etc?

    Status
    Event
    No

    Yes
    Bug on




    ac
    , see belowMajor: Wimpy, Encumberance (here or inventory

    Missing Several attributes from sheet:

    ?
    )
  • Sex, Deity, Repository level, Alignment, Intoxication, Quest points, Achieved points, total xp
  • Possibly include "walking mode" here?

    Possibly include "schools" here?

    ac?NoShows 24 when AC on sheet is -25

    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
    EventNoYesDoes not seem to fire when supposed to
    Comm







    Channel
    CacheNoNo
    Shout does not work (does not fire Channel

    Jira
    serverJira
    serverId66fd2cf2-0b60-3662-bd9a-027f8a1d0f24
    keyFR-12

    Add history on channels, pollable (aka shout <40)

    Tell
    CacheYesYes


    Say
    CacheYesYes
    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
    NoNonever fired
    YesYes



    users
    ?Yes



    time
    ?Need verification


    Omiqs
    Cache
    No
    Yes
    No
    Yes
    never fired


    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?
    • prev_num seems not to work anymore
    • desc includes mud colors (would prefer to keep \n's and strip colors)




    WrongDir
    CacheYesYes
    Typo in name in help wiki, should be "WrongDir"

    Blockdir
    CacheYes
    ?Not sure what this means, i can see it has fired on some chars, it does not indicate a movement that was blocked (e.g. by thorn hedge). It does not indicate a direction blocked by wall of thorns
    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:

    Code Block
    languagelua
    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

    Code Block
    themeMidnight
    titlePay attention to the 'Round_Heartbeat_number' and how it staus at 5828 for many rounds, until it sudeenly updates to 5880
    linenumberstrue
    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 

    Code Block
    themeMidnight
    // 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
    }