I'd like to suggest that, just like the GUI, basic telnet connections should have a way to subscribe to the realtime feed to the character attributes. I'm not sure in which format that data should be sent, but it would be great for VI players where they can keep an eye on the experience changes etc without spamming the 'experience' command after every action, or checking the stats in every zone etc, etc.
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Okies, after conferring with the Code Warriors:
Half of this is simple and will be in the next server code push, probably late tonight Pacific time. There'll be the ability to make exp changes verbose - you'll get a game channel message similar to my speculation above. There'll be some analogously verbose command for the toggle, figure "ToggleIsVerboseExpChanges", which tells the developers what it does, and which you can alias to anything you like.
RT notices of attribute changes though are cumbersome to implement. This actually has to do with keeping the code as simple and clean as possible - not because the code is complex. Right now each attribute is calculated dynamically as it's needed, then the entire attribute set is sent as a data blat to GUIs for update. Implementing something user-friendly for communication to the game channel would requiring cache-ing individual attribute values server-side, comparing them, then sending just the deltas. That's doable, it's just work, so it won't be in the next few days. We will study it though, to think about the simplest way to get it done.
Thanks much for the quick response! I'll be parsing the data client-side either way, so I wouldn't mind if it's a blob of data or user-friendly text. But since other people may use it too, I'll let you figure which way should be the preferred way to implement it :d
Mark Phillips wrote:Okies, after conferring with the Code Warriors:
Half of this is simple and will be in the next server code push, probably late tonight Pacific time. There'll be the ability to make exp changes verbose - you'll get a game channel message similar to my speculation above. There'll be some analogously verbose command for the toggle, figure "ToggleIsVerboseExpChanges", which tells the developers what it does, and which you can alias to anything you like.
RT notices of attribute changes though are cumbersome to implement. This actually has to do with keeping the code as simple and clean as possible - not because the code is complex. Right now each attribute is calculated dynamically as it's needed, then the entire attribute set is sent as a data blat to GUIs for update. Implementing something user-friendly for communication to the game channel would requiring cache-ing individual attribute values server-side, comparing them, then sending just the deltas. That's doable, it's just work, so it won't be in the next few days. We will study it though, to think about the simplest way to get it done.