GMCP

by Ssaliss

Back to Common Grounds.

Unknown2010-09-07 10:17:15
It was in a recent announcement from Sior. It just tells you when you try to move in the direction of a non-existent exit.
Ssaliss2010-09-07 10:29:33
Pretty much, yeah. Came at the same time as the updated vitals. Personally I don't use it since I pretty much completely rely on the GMCP-maps, but it was apparently designed to be used with personal mappers so they don't become unsynched as easilly.
Neos2010-09-07 11:04:17
Must have missed it, since I hadn't yet updated mudlet to show gmcp, so didn't pay as much attention to stuff relating to it.
Vadi2010-09-27 18:17:04
QUOTE
Bug #14095 Resolution: Your bug report has been reviewed and is not considered a bug. If
you feel it is a game balance concern, you should speak to your guild envoy.
--------------------------------------------------------------------------------
-------------
your power reserves aren't available in gmcp's Char.Vitals


Strange decision considering how some questionable content (Room.Info.WrongDir) has been added, and Sior wants us to make custom prompts client-side and all...
Ssaliss2010-09-27 18:26:13
QUOTE (Vadi @ Sep 27 2010, 08:17 PM) <{POST_SNAPBACK}>
Strange decision considering how some questionable content (Room.Info.WrongDir) has been added, and Sior wants us to make custom prompts client-side and all...

Power _is_ included now...

Char.Vitals { "hp": "4810", "maxhp": "4810", "mp": "6600", "maxmp": "6600", "ego": "6600", "maxego": "6000", "pow": "10", "maxpow": "10", "ep": "21886", "maxep": "21900", "wp": "30900", "maxwp": "30900", "nl": "0", "string": "NL:0/100 H:4810/4810 M:6600/6600 E:6600/6000 P:10/10 N:21886/21900 W:30900/30900 " }
Ssaliss2010-09-27 18:27:14
It's even been in this thread earlier:

QUOTE (Prav @ Sep 5 2010, 09:33 PM) <{POST_SNAPBACK}>
It's weird that current and max power is only sent in the string. =/

QUOTE (Ssaliss @ Sep 5 2010, 09:44 PM) <{POST_SNAPBACK}>
Hmm. I'd BUG that, actually.

QUOTE (Sior the Anomaly @ Sep 5 2010, 10:23 PM) <{POST_SNAPBACK}>
More specific?

QUOTE (Ssaliss @ Sep 5 2010, 10:28 PM) <{POST_SNAPBACK}>
Allow me.

All things in "string" can be found under their own heading, aside from power. There is no "power" or "maxpower" heading, as there is for "hp" and "maxhp".

At least I assume that's what he meant.

QUOTE (Prav @ Sep 6 2010, 02:06 AM) <{POST_SNAPBACK}>
Exactly. For health, there's hp and maxhp; for mana there's mp and maxmp; for ego there's ego and maxego; for endurance there's ep and maxep; for willpower there's wp and maxwp.

There's no pp and maxp for power sent anywhere other than the string as P:10/10.

This isn't really an issue, as you can still get the information from the string, but, it's a weird little... anomaly, if you will.

QUOTE (Sior the Anomaly @ Sep 6 2010, 03:53 AM) <{POST_SNAPBACK}>
Oops, this was overlooked. Expect this to be live soon!
Unknown2010-09-27 19:13:59
Power reserve % is different from current and max power. However, it's more along the same lines as karma and esteem, which are also not in the vitals message.
Ssaliss2010-09-27 19:18:42
D'oh. Reserves, not available power. Yeah, that's not in there. It'd fall into an idea instead of a bug to me though (as would esteem, karma, Demi-essence, etc). I've asked for Demi-essence to be added (after all, there is a NL for the non-Demis), and I wouldn't be averse to them adding reserves as well (or karma, esteem etc).
Sior2010-09-28 13:06:48
QUOTE (Vadi @ Sep 27 2010, 02:17 PM) <{POST_SNAPBACK}>
Strange decision considering how some questionable content (Room.Info.WrongDir) has been added, and Sior wants us to make custom prompts client-side and all...

One requires constant serverside string processing when any prompt needs to be sent (which happens incredibly often, especially in combat), and one does not!

As for reserves, they've never been part of the prompt/vitals message, just like other things in STATUS have not been.
Unknown2010-09-28 13:42:06
Reserves, karma, and esteem are all in SCORE, not STATUS. (Just to nitpick.)
Prav2010-11-16 19:45:03
Sorry to necro, but any idea what could cause this, or is this an issue with Lusternia's GMCP?

The problem is that it is sending vitals multiple times per prompt:

QUOTE
->vitals<-
422h 402m 408e 100n 100w ex-
->vitals<-
422h 402m 408e 100n 100w ex-
->vitals<-
422h 402m 408e 100n 100w ex-
->vitals<-
->vitals<-
430h 402m 408e 100n 100w ex-
->vitals<-
->vitals<-
Do you really want to know what happened at the end of the Elder Wars? Better
get to voting for Lusternia!
Vote here: http://www.ironrealms.com/irex/tmsvote.php?id=lusternia
Thank you for your consideration!
438h 402m 408e 100n 100w ex-
->vitals<-
->vitals<-
->vitals<-
448h 402m 408e 100n 100w ex-invoke circle
->vitals<-
->vitals<-
->vitals<-
Spreading your arms wide, you spin clockwise and visualize a circle of
protection. A shimmering white orb springs up around you.
448h 372m 408e 100n 97w x-med
->vitals<-
You must recover equilibrium first.
448h 372m 408e 100n 97w x-
Vadi2010-11-16 19:46:43
I wrote it off as a bug in Lusternia's GMCP implementation, myself.
Unknown2010-11-16 19:47:34
I am guessing that it is not sending it multiple times, but that you are gagging some of your prompts.
Unknown2010-11-16 19:54:33
One thing I do want to say with regards to this is how utterly poor support for GMCP is in Lusternia. It really is bad. Very bad. Allow me to demonstrate.

CODE
table {
  'deaf': '0'
  'ep': '10323'
  'hp': '2890'
  'prone': '0'
  'flying': '0'
  'mp': '2660'
  'maxwp': '12200'
  'string': 'H:2890/2866 M:2660/2527 E:10323/13085 W:12200/12200 NL:99/100 '
  'cloak': '0'
  'right_arm': '1'
  'wp': '12200'
  'blind': '0'
  'left_arm': '1'
  'equilibrium': '1'
  'maxhp': '2866'
  'xp': '1248499'
  'maxxp': '1258188'
  'maxep': '13085'
  'maxmp': '2527'
  'balance': '1'
  'status': 'vampire'
  'fangbarrier': '0'
  'bleeding': '0'
  'nl': '99'
  'blood': '50'
}


I have asked on more than one occasion when improvements will be done to it here and have been told every time that "GMCP is finished" and that "No more support for GMCP will be forthcoming."

Come on guys, seriously? Sort it out.
Ssaliss2010-11-16 20:05:02
Vitals is sent multiple times when multiple stats are changed. For instance, by invoking circle you change your health and mana, both triggering a vitals message. Then there's a third when the actual prompt displays. It also sends vitals when regen ticks; it doesn't wait for a new prompt to update. So if you've got a passive ability draining mana and mana regeneration, you'll get plenty of vitals inbetween prompts if you're sitting idle.
Vadi2010-11-16 20:06:42
Regen tick vitals are fine and proper, they're necessary for UIs to update.
Unknown2010-11-16 20:09:33
QUOTE (Ssaliss @ Nov 16 2010, 08:05 PM) <{POST_SNAPBACK}>
Vitals is sent multiple times when multiple stats are changed. For instance, by invoking circle you change your health and mana, both triggering a vitals message. Then there's a third when the actual prompt displays. It also sends vitals when regen ticks; it doesn't wait for a new prompt to update. So if you've got a passive ability draining mana and mana regeneration, you'll get plenty of vitals inbetween prompts if you're sitting idle.


Seriously? Wow. Just wow.

I really do not know what to say to that. Whilst I can appreciate how fixing this from a coders POV could prove troublesome, there must be a middle ground here. Whilst not the most eloquent way to go about it, (and might even actually prove to cause more of a problem) maybe giving a short cooldown to the table refresh might work, but then we are back to the same issue....

"GMCP is finished."


sad.gif
Ssaliss2010-11-16 20:20:23
QUOTE (Vadi @ Nov 16 2010, 09:06 PM) <{POST_SNAPBACK}>
Regen tick vitals are fine and proper, they're necessary for UIs to update.

Oh, definitely. Just explaining why you'll sometimes get plenty of vitals ticks per prompt smile.gif
Vadi2010-11-16 20:28:05
The issue at hand is that those doubles are instant - from what you described, multiple stats being changed (one is enough). The issue is not with intermediate ticks.
Ssaliss2010-11-16 20:31:51
Right; them combining the two would be nice. Or heck, even send a single stat (i.e. { "mana" : 1250 }) would likely go a long way. If someone still uses the string form, then they'll get the update with the next prompt anyway.