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GMCP

From Iron Realms Nexus Client Documentation

Revision as of 16:02, 8 February 2016 by Jeremy (talk | contribs) (→‎Char)

Module and message names are not case sensitive. JSON key names are case sensitive.

Supported modules

  • Core - core functionality
  • Char - information about a character
  • Char.Skills - information about skills known by the player
  • Char.Items - information about items in inventory and room, with live updates
  • Comm.Channel - identification of communication channels and player lists
  • Room - various information about the current room
  • Redirect - redirect outpot to another window
  • IRE.Rift - IRE-specific, transmits information about the Rift contents
  • IRE.Composer - IRE-specific, used to edit bigger texts client-side
  • IRE.Wiz - used internally by the Nexus client
  • IRE.FileStore - used internally by the Nexus client
  • IRE.Misc - used internally by the fMUD and Nexus clients

Supported messages by modules

Core:

Sent by client:

Core.Hello

  • needs to be the first message that the client sends, used to identify the client
  • message body is an object with keys "client" and "version", containing the client's name and version
  • example: Core.Hello { "client": "Nexus", "version": "3.1.90" }

Core.Supports.Set

  • notifies the server about packages supported by the client
  • if another Core.Supports.* package has been received earlier, the list is deleted and replaced with the new one
  • message body is an array of strings, each consisting of the module name and version, separated by space
  • module version is a positive non-zero integer
  • most client implementations will only need to send Set once and won't need Add/Remove; exceptions are module implementations provided by plug-ins
  • example: Core.Supports.Set [ "Char 1", "Char.Skills 1", "Char.Items 1" ]

Core.Supports.Add

  • similar to Set, but appends the supported module list to the one sent earlier
  • if no list was sent yet, the behaviour is identical to Set
  • if the list includes module names that were already included earlier, the new version number takes precedence over the previously sent one, even if the newly sent number is lower
  • message body format is identical to that of Set

Core.Supports.Remove

  • removes specified modules from the list of supported modules
  • message body format is similar to Set, except that module version numbers are optional and ignored if given
  • example: Core.Supports.Remove [ "Char", "Char.Skills", "Char.Items" ]

Core.KeepAlive

  • causes the server to reset the timeout for the logged character, no message body

Core.Ping

  • causes the server to send a Core.Ping back
  • message body is a number which indicates average ping time from previous requests, if available
  • example: Core.Ping 120

Sent by server:

Core.Ping

  • Sent in reply to Core.Ping. No body.

Core.Goodbye

  • Sent by server immediately before terminating a connection
  • Message body is a string to be shown to the user - it can explain the reason for the disconnect
  • Example: Core.Goodbye "Goodbye, adventurer"

Char

Sent by client:

Char.Login

  • Used to log in a character, only interpreted if no character is logged in for that connection
  • Message body is an object with keys "name" and "password"
  • Example: Char.Login { "name": "somename", "password": "somepassword" }

Sent by server:

Char.Vitals

  • Basic character attributes such as health, mana, etc.
  • Message body is an object containing several variables
  • Additionally, each variable is included in a string, in the format name:cur/max
  • Interpretation of the variables is game specific
  • It is generally safe to assume that the known values are numbers (even though encoded as strings), but other datatypes can be present
  • The "charstats" attribute, if present, holds a list of strings that the client may choose to display to the player in a client-specific way, these hold information about the character state that the game wishes to show to the player
  • Example: Char.Vitals { "hp": "4500", "maxhp": "4800", "mp": "1200", "maxmp": "2500", "ep": "15000", "maxep": "16000", "wp": "14000", "maxwp": "15000", "nl": "10", "string": "H:4500/4800 M:1200/2500 E:15000/16000 W:14000/15000 NL:10/100" }

Char.StatusVars

  • sent by server after a successful login or after the module is enabled
  • contains a list of character variables (level, race, etc)
  • message body is an object
  • each object element is a name-caption pair, name is the internal name and caption the user-visible one
  • example: Char.StatusVars { "level": "Level", "race": "Race", "guild": "Guild" }

Char.Status

  • values of character values defined by StatusVars
  • a full list is sent by server right after StatusVars, and changes are sent in subsequent messages as they occur
  • with the exception of the initial Status message, messages only contain changed values; if a variable is not included, it has not changed since the previous Status message
  • message body is an object
  • each object element is a name-value pair, name is the internal name defined by the StatusVars message and value is the variable value
  • example: Char.Status { "level": "58", "guild": "Guild" }

Char.Skills

 Sent by client:
   - Char.Skills.Get
     * Sent by client to request skill information
     * message body is an object with keys "group" and "name"
     * if both group and name is provided, the server will send Char.Skills.Info for the specified skill
     * if group is provided but name is not, the server will send Char.Skills.List for that group
     * otherwise the server will send Char.Skills.Groups
     * example: Char.Skills.Get { "group": "elemancy", "name": "firelash" }
 Sent by server:
   - Char.Skills.Groups
     * groups of skills available to the character
     * sent by server on request or at any time (usually if the list changes)
     * for IRE games, groups are skills like Survival or Elemancy
     * message body is an array of strings, each being one name
     * example: Char.Skills.Groups [ "Survival", "Perception", "Elemancy", "Crystalism" ]
   - Char.Skills.List
     * list of skills in a group available to the character
     * sent by server on request only
     * for IRE games, this is the list visible on AB <skillname>
     * message body is an object with keys "group" and "list", where group is the group name as a string
     * the list value is an array of strings, each being the name of one skill
     * example: { "group": "Elemancy", "list": ["Light", "Stoneskin", "Firelash"] }
   - Char.Skills.Info
     * information about a single skill, only sent upon request
     * message body is an object, keys are "group", "skill", and "info", values are strings
     * group and skill identify the request, info is a description (usually multi-line) of the skill's functionality and usage
     * Example: Char.Skills.Info { "group": "Elemancy", "skill": "Firelash", "blah blah" }

Char.Items

 Sent by client:
   - Char.Items.Inv
     * request for the server to send the list of items in player's inventory
     * message body is empty
     * causes the server to send back an appropriate Char.Items.List message
   - Char.Items.Contents
     * request for the server to send the list of items located inside another item
     * message body is a number identifying the item
     * causes the server to send back an appropriate Char.Items.List message
 Sent by server:
   - Char.Items.List
     * list of items at a specified location (room, inv, held container)
     * message body is an object with keys "location" and "items"
     * location value is a string, "inv", "room", or "repNUMBER" - the last one is container identification
     * items value is an array, whose each item is an object with keys "id", "name" and optionally "attrib"
     * id is a number identifying the item, name is a string containing a short player-visible item descrption
     * attrib is a string consisting of characters describing item properties:
       "w" = worn, "W" = wearable but not worn, "l" = wielded, "g" = groupable, "c" = container, "t" = takeable
       "m" = monster, "d" = dead monster, "x" = should not be targetted (guards, ...)
     * example: Char.Items.List { "location": "room", "items": [ {"id": 54685, "name": "an apple"}, {"id": 85462, "name": "a tiny worm"}] }
   - Char.Items.Add
     * informs the client about an item being added to the specified location
     * message body is an object with keys "location" and "item"
     * location is same as with List, item is an object with the same structure as one item from the items array of List
     * example: Char.Items.Add { "location": "room", "item": {"id": 123988, "name": "a cat"} }
   - Char.Items.Update
     * informs the client about an item's attributes being changed - only sent for inventory items
     * message body syntax the same as with Add
   - Char.Items.Remove
     * informs the client about an item being removed from the location
     * message body is an object with keys "location" and "item"
     * location is same as with List, item is an integer value identifying the item
     * example: Char.Items.Remove { "location": "room", "item": 123988 }

Comm.Channel

 Sent by client:
   - Comm.Channel.Players
     * request for the server to send Comm.Channel.Players
     * no message body
 Sent by server:
   - Comm.Channel.Players
     * list of players and organizations (city, guild, ...) that they share with this player
     * message body is an array with each element describing one player
     * each element is an object with keys "name" and "channels", name is a string, channels is an array
     * the channels array may be omitted if empty; if given, it is a list of organization names
     * example: Comm.Channel.Players [{"name": "Player1", "channels: ["Some city", "Some guild"]}, {"name": "Player2"}]
   - Comm.Channel.List
     * list of communication channels available to the player, sent on login/negotiation and if changed
     * message body is an array of objects, each object representing one channel
     * each object has keys "name", "caption" and "command" - name is internal name, caption is player-visible name, command is command used to communicate over this channel
     * example: Comm.Channel.List [{"name":"ct", "caption":"Some city", "command":"ct"}, {"name":"gt", "caption":"Some guild", "command":"gt"}]
   - Comm.Channel.Start
     * informs the client that text that follows is something said over a communication channel
     * message body is a text containing the channel name
     * for tells from/to another player, the channel name is "tell Name"
     * Example: Comm.Channel.Start "ct"
     * Example: Comm.Channel.Start "tell Player1"
   - Comm.Channel.End
     * ends a channel text started by Comm.Channel.Start
     * message body is a text containing the channel name

Room

 Sent by server:
   - Room.Info
     * Contains information about the room that the player is in. Some of these may be IRE-specific
     * Message body is an object with the following keys
     * "num" - number identifying the room
     * "name" - string containing the brief description
     * "area" - string containing area name
     * "environment" - string containing environment type ("Hills", "Ocean", ...)
     * "coords" - room coordinates (string of numbers separated by commas - area,X,Y,X,building, building is optional
     * "map" - map information - URL pointing to a map image, followed by X and Y room (not pixel) coordinates on the map
     * "details" - array holding further information about a room - shop,bank,...
     * "exits" - object containing exits, each key is a direction and each value is the number identifying the target room
     * Example: Room.Info {"num": 12345, "name": "On a hill", "area": "Barren hills", "environment": "Hills", "coords": "45,5,4,3", "map": "www.imperian.com/itex/maps/clientmap.php?map=45&level=3 5 4", "exits": { "n": 12344, "se": 12336 }, "details": [ "shop", "bank" ] }
   - Room.WrongDir
     * Sent if the player attempts to move in a non-existant direction using the standard movement commands
     * Upon receiving this message, the client can safely assume that the specified direction does not lead anywhere at this time
     * Message body is a string with the name if the non-existant exit
     * Example: Room.WrongDir "ne"

Redirect

 Sent by server:
   - Redirect.Window
     * Specifies a window to redirect further input to
     * Message body is a string specifying the window to redirect to
     * The main window is referred to as "main", and is the default if the message body is omitted or empty
     * Example: Redirect.Window "map"


IRE.Rift

 Sent by server:
   - IRE.Rift.List
     * contents of a Rift storage
     * sent upon receiving the IRE.Rift.Request message
     * message body is an array, with each element being an object containing three keys - "name" is item name, "amount" is a number holding the item's amount, and "desc" is user-visible description
   - IRE.Rift.Change
     * sent whenever the item amount in a Rift changes
     * message body is an object with the same structure as one element of an array sent with the IRE.Rift.List message
 Sent by client:
   - IRE.Rift.Request
     * asks the server to send the Rift contents using the IRE.Rift.List message

IRE.Composer

 Sent by server:
   - IRE.Composer.Edit
     * sent by the server when the player enters an in-game editor. Body is an object, with keys "title" and "text". Text contains the current buffer, title is a title that can be shown to the user.
 Sent by client:
   - IRE.Composer.SetBuffer
     * Sent by the client upon successfully editing a text which was sent to the client in an IRE.Composer.Edit message earlier
     * Sending this message only changes the edit buffer, but does not end the editing session
     * on IRE games, the client may send the command *save to save a text, or command *quit to abort editing (IRE.Composer.SetBuffer is not sent in this case) - this behaviour is IRE-specific and is one of the reasons why the Composer module is in the IRE namespace