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Pre-populated Variables #75

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chrisspanton opened this issue Oct 5, 2020 · 2 comments
Open

Pre-populated Variables #75

chrisspanton opened this issue Oct 5, 2020 · 2 comments
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enhancement New feature or request

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@chrisspanton
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Given the foundation of variables/triggers attached to users, how can we take this to the next logical step to add value?

One idea that came to me, is to pre-populate some compelling variables. This can either be done through populated triggers, or server-side information.

  • With triggers, I could imagine a default trigger for capturing say prompt, and saving that into variables for users to leverage.

This has the dual-effect of giving ideas how to use these features, and providing a template for doing so.

  • Done through server-side information, I could see fun things like how much damage you've just caused, average damage for a fight, etc. This type of data has historically not been made available to users, though I could see it being a fun addition.

Thoughts?

@chrisspanton chrisspanton added the enhancement New feature or request label Oct 5, 2020
@Thridi
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Thridi commented Oct 5, 2020

I, personally, believe this to be a great idea. Most clients come as "base systems", and fail to enable everyday users to take full advantage of the system. If we were to build GMCP into the system as well, we could also use variables to pull out values.
(https://tintin.mudhalla.net/protocols/gmcp/)

@Seifert69
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Given the foundation of variables/triggers attached to users, how can we take this to the next logical step to add value?

One idea that came to me, is to pre-populate some compelling variables. This can either be done through populated triggers, or server-side information.

* With triggers, I could imagine a default trigger for capturing say prompt, and saving that into variables for users to leverage.

This has the dual-effect of giving ideas how to use these features, and providing a template for doing so.

* Done through server-side information, I could see fun things like how much damage you've just caused, average damage for a fight, etc. This type of data has historically not been made available to users, though I could see it being a fun addition.

Thoughts?

@chrisspanton Super nice idea. :-)

I think the idea of capturing hp, mana, ep is so great and generic it should just be hard coded into the client which already has access to these. It would be a tad much back and forth if each prompt would cause a command sent to the server :-D

On sending extra info form the server that's straight forward. Same way it's done for room exits for example. Just HTML tags that the client interprets.

@Thridi could you plz double click on the above for me? :-) I am not familiar with either.

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