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Announce News Post #3752

GMCP.Char.Vitals Changes

Written by: Eoghan
Date: Sunday, March 18th, 2018
Addressed to: Everyone


Hello, Imperian!

This post is directed at users of GMCP.

I have made two major modifications to the way we handle gmcp.Char.Vitals messages. If you don't know what that is, or don't use them, then you can disregard this post.

First, all characters using GMCP will now receive only a BRIEF version of this message (containing only hp/mp information and experience information). To continue to receive all of the information sent prior to this change, you can re-enable it using a new config option: GMCPVitalsAdvanced. This was done to reduce the overhead of GMCP being sent to those users that don't want or need the additional information

Second, we're now always sending all information about your vitals. Previously, some information was sent only when relevant, and not sent when it was not - for example, we would only send "bleed" when you were actually bleeding, but never send a "bleed" amount of 0. This is no longer the case -- you will now receive a "0" value if you aren't bleeding. This change impacts the following keys, which are now always sent (even when false):
bleed
flying
prone
stunned
deaf
blind
phased (if you have access to SABOTAGE)
res_weakness
vote

This change was made to facilitate easier access of these values for clients that don't clear them when they aren't sent (such as CMUD and Nexus).

Note that we do NOT send these values in blackout, so if your client is storing them, the values you have during blackout will be stale and incorrect.

If you have any questions, feel free to send me a message. If you notice odd behavior, as always, please file a bug report!

Penned by my hand on the 9th of Ferinus, in the year 159 AM.


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