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GMCP COMM.CHANNEL
These are the messages in the GMCP
Comm.Channel
module.
Sent by client
Comm.Channel.Enable
-
The message body is a string which is the name of the
communication channel to enable
(
"songs"
) -
Example:
Comm.Channel.Enable "tales"
Sent by server
Comm.Channel.List
-
Sent automatically as the
Comm.Channel
module is enabled - Contains a list of the available communication channel
-
The message is an array of objects with the following
keys:
name
name of this channel ( "songs"
)caption
human-readable description ( "Songs"
)command
game command used ( "sing"
) -
Example:
Comm.Channel.List { { "caption": "Tells", "command": "tell", "name": "tells" } }
Comm.Channel.Text
- Sent as a message is heard or sent
-
The message is an object with the following keys:
channel
channel name destination
(for sent messages) name of the recipient talker
name of the sender; "you"
for sent messagestalker-type
optional type of the character (see below) text
text heard (may include ANSI codes) If set,
talker-type
is one of the stringsnpc
,ally
,neutral
, orenemy
. See also theRoom.Chars
<character> object'stype
field. -
Examples:
-
Comm.Channel.Text { "channel: "tells", "talker": "Gandalf", "talker-type": "ally", "text": "Gandalf tells you 'Fly, you fools!'" }
-
Comm.Channel.Text { "channel: "questions", "talker": "you", "destination": "Frodo" "text": "Where is the ring?" }
-
Generated on Thu Sep 5 18:09:40 2024