Lolwot. When was the last time you saw me fight anything bigger than a butterfly? What in the name of god makes you think that I would think about abusing anything in combat?
I am retired and log into the forums maybe once every 2 months. It was a good 20 years, live your best lives, friends.
Just as an upfront definition, we will not be adding any GMCP metrics that have combat balance implications. This means no to combat-related balances, defences, afflictions, etc.
ETA - wilderness coordinates and date/time are already under consideration
Also seconding people visible in room, weather, time, and wielded items.
What about some sort of flag for beginning and ending a map display? Something like
Room title sent to client
<gmcp.Room.Info.mapOpen = true>
wilderness/sub/ocean map data sent
<gmcp.Room.Info.mapOpen = false>
Exit data sent to client (Exits are east, west, blah blah)
Basically, the idea here is that a gmcp event could tell a clientside trigger that we're definitely about to get a map, and then a gmcp event would tell us when we've finished receiving that map.
I want to say yes to people in the room, but for combat purposes. Not sure if that one's fair.
Since the only thing that prevents people from doing it by script now is titles, or lack of specific coloring for player names, I don't see why it wouldn't be fair. Besides, WHO HERE is balanceless, so this just helps us not lose lines in spam, and not spam the server repeatedly with WHO HERE commands, should someone want to script it.
I already have scripts that detect people coming and going, highlighting it. If the GMCP version was just a WHO HERE update then it would make such code much simpler without giving any extra visibility to those in the room. Just gives you a scripting handle on what you, ICly, should be able to see very easily.
Also seconding people visible in room, weather, time, and wielded items.
What about some sort of flag for beginning and ending a map display? Something like
Room title sent to client
<gmcp.Room.Info.mapOpen = true>
wilderness/sub/ocean map data sent
<gmcp.Room.Info.mapOpen = false>
Exit data sent to client (Exits are east, west, blah blah)
Basically, the idea here is that a gmcp event could tell a clientside trigger that we're definitely about to get a map, and then a gmcp event would tell us when we've finished receiving that map.
I'll have to say no, because GMCP is not supposed to be related to normal output by definition. It is already a problem that IRE misuses it in the Comms module like this.
A simple CONFIG option to prepend a line for the map starting and ending will do.
I want to say yes to people in the room, but for combat purposes. Not sure if that one's fair.
It won't change anything but make it less of a pain to deal with and make it more accessible to everybody. I already have a script that tracks who is in the room pretty accurately, and it was a bit of work relying on some big components.
I mentioned "visible" people specifically so this won't bypass shroud w/o thirdeye/hypersight or hidden w/o lifevision.
I want to say yes to people in the room, but for combat purposes. Not sure if that one's fair.
It won't change anything but make it less of a pain to deal with and make it more accessible to everybody. I already have a script that tracks who is in the room pretty accurately, and it was a bit of work relying on some big components.
I mentioned "visible" people specifically so this won't bypass shroud w/o thirdeye/hypersight or hidden w/o lifevision.
The only issue that they may have with that is Evade, Astralform, ect. It would have to only update on QL or visible messages, and would have to differentiate between in phase and outt of phase.
I want to say yes to people in the room, but for combat purposes. Not sure if that one's fair.
It won't change anything but make it less of a pain to deal with and make it more accessible to everybody. I already have a script that tracks who is in the room pretty accurately, and it was a bit of work relying on some big components.
I mentioned "visible" people specifically so this won't bypass shroud w/o thirdeye/hypersight or hidden w/o lifevision.
The only issue that they may have with that is Evade, Astralform, ect. It would have to only update on QL or visible messages, and would have to differentiate between in phase and outt of phase.
As with any gmcp events, it wouldn't give any information that you can't get from normal output. The gmcp event wouldn't be sent on evade and the like, just like you don't get Char.Vitals in blackout and so on.
The moral of the story is that there will be no new information that you didn't have before.
While that is technically true, the ease of use also serves as an incentive to get this information and will lead to more people doing it, which is a bit questionable in the case of things like evade. I'm not sure if seeing immediately whenever someone evaded in or out of your room would be a good thing to encourage, no matter if it's already technically possible now or not.
I'd also like it if the gmcp.Char.Items.add and remove tables were the same. Remove currently doesn't show the item name.
Why is this needed? If you keep track of what items are currently in the room, you should have their id's, so you'd know the name of any that is removed. Not that I'm fundamentally against adding it, but I believe GMCP information should be kept quite slim, in order not to add too much superfluous data for those with not-so-good internet connections.
CONFIG options to explicitly enable GMCP modules (& submodules/specific events?) for not-so-perfect internet line optimization. This is probably a lot more work than anyone wants to do. I cannot think of an efficient way for the server to handle this but it would be nice.*
*Actually, maps of commonly used configurations could probably make this pretty efficient.
Comments
Svof
Mudlet Discord join up
Svof
Mudlet Discord join up
Svof
Mudlet Discord join up
Svof
Mudlet Discord join up
→My Mudlet Scripts
→My Mudlet Scripts
*Actually, maps of commonly used configurations could probably make this pretty efficient.
Svof
Mudlet Discord join up