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TreeBranchItemTypeFires when expectedContent as ExpectedBugsComments/future dev
Action





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

Heartbeat
CacheYesYes



Damage_dealt
Yes
Round
Yes
Cache




Idle
Yes
NoDoes not always update heartbeat or contain content from the correct heartbeats (see Round_Heartbeat_number). Output belowRound_Heartbeat_numberNoFires every round, but sometimes "get stuck" with stale content. See notice belowHuntingNoNo contentsI am not sure this information is available in the game using normal commands, might want to add, or extend "fights", note that no helpfile exist on "fights"
Yes



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


Berserked
Yes
*
  • Possibly indicate berserk level?
  • Yes

    Shows Berserk levels

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


    Protecting_here
    YesYes



    Fighting
    No

    Yes
    No contents
    Yes



    Hibernating
    YesYes
    • Should this be in Char.Effects?


    Meditating
    No

    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
    does not fire "end" when spell is successfully cast (bless at me)

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

    Command
    Event
    No
  • target does not show target, but shows entire command (aka bless at me"
    • 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.

    on "evade end" shows "initiate=start" and "target=end"WieldingYes

    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 belowMissing Several attributes from sheet:
    Major: Wimpy, Encumberance (here or inventory
    ?
    )
  • 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
    Cache
    Yes?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
    YesYes
    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
    }