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 | No | Inconsistent naming (underscore vs space, re. Action.Round) | ||||
Idle | Yes | Yes | |||||
Heartbeat number | Yes | No | Inconsistent naming (underscore vs space, re. Action.Round) | ||||
Xp | Yes | Yes | |||||
Damage received | Yes | No | Inconsistent naming (underscore vs space, re. Action.Round) | ||||
Round | Cache | Yes | No | Does not always update heartbeat or contain content from the correct heartbeats (see Round_Heartbeat_number). Output below | |||
Round_Heartbeat_number | No | Fires every round, but sometimes "get stuck" with stale content. See notice below | |||||
Hunting | No | No contents | I 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" | ||||
Calm | Yes* | I am not sure this information is available in the game using normal commands | |||||
Berserked | Yes* |
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Protecting_here | Yes | ||||||
Fighting | No | No contents | |||||
Hibernating | Yes |
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Meditating | No | Does not update when meditating |
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Damage_dealt | 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 | ||||||
Spell | Event | No |
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Command | Event | No |
Added output below | I don't really have a usecast for this yet, as most of the persistant states are covered by effects. It would be relevant to determine "success" of commands like "bash". I am also not certain it needs to include the "cast" command, or "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 | Yes | Future, include item weight? | ||||
Carrying | Yes | ||||||
Money | Yes* | Is this neccessary when we have worth? Format is verbose | |||||
Wielding | Yes | Add main hand, second hand | |||||
Worn | Yes | Add location (Char.Inventory.Worn.Body= ...) | |||||
Skills | Event | Yes | |||||
Untrained | ? | Yes | |||||
Spells | Cache | No | Sometimes include a "0x0C" char (FF, form feed).
| Change "learnable" from string to "learnable.maj" etc? | |||
Status | Event | No | Bug on ac, see below | Missing Several attributes from sheet:
Possibly include "walking mode" here? Possibly include "schools" here? | |||
ac | ? | No | Shows 24 when AC on sheet is -25 | ||||
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 | Yes | |||||
Comm | |||||||
Channel | Cache | No | No | Shout does not work (does not fire Channel | 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 | No | No | never fired | |||
Omiqs | Cache | No | No | 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? |
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WrongDir | Cache | Yes | Yes | 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 |
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 } ------------------- |
// 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 } |