Exact hit points of opponents will not be shown and those of you spoofing the flash client will not be able to once this protocol goes in-game. Hp % is just that, you will get a % that the mob, tank, etc is alive. If you see 77, it means he is 77% health, etc.
For more information on what variables will be set, please check help msdp in-game.
Splork
"MSDP" "MSDP PROTOCOL"
See Also: MXP MSP MSSP TELNET
MUD servers often want to send additional data to a MUD client that doesn't necessarily
need to be displayed, as well as needing a way to identify clients that support out-of-band data.
The MUD Server Data Protocol seeks to address these issues by providing a transparant and straight
forward out-of-band protocol for MUD servers to send variables and their values to MUD clients that
can be both generic, and specific for the MUD in question. Using generic variables will allow
generic client interface scripts that work on all MSDP MUDs.
The following clients support MSDP: tintin++, wintin++, mushclient, mudlet, fmud, decafmud, and cmud/zmud.
Soon there will be a forum on the website, including plugin support and instructions on how to setup
some of the above mentioned clients to work with MSDP. These can make for some pretty powerful graphically
oriented GUIs.
The following variables are currently set by Slothmud. If you wish additional variables, please
send request to
splork@slothmud.org SERVERID
WORLDTIME
CHARACTERNAME
LEVEL
CLASS
HEALTH
HEALTHMAX
MANA
MANAMAX
MOVEMENT
MOVEMENTMAX
AC
HONOR
DRACHMA
ALIGNMENT
EXPERIENCE
MONEY
STR
CON
DEX
WIS
INT
STRPERM
CONPERM
DEXPERM
WISPERM
INTPERM
HITROLL
DAMROLL
OPPONENTHEALTH
OPPONENTHEALTHMAX
OPPONENTLEVEL
OPPONENTNAME
AREANAME
ROOMNAME
ROOMVNUM
TERRAIN
CONTINENT
WEAPONDAM,
WEAPON_DAM,
STAB_DAM,
STAB_DAM_CAP,
UNDEAD_CONT,
UNDEAD_CONT_CAP,
SPELL_BONUS,
SPELL_BONUS_CAP,
HEAL_BONUS,
HEAL_BONUS_CAP,
CHARISMA,
CHARISMA_CAP,
FLAILDAM,
KICKDAM,
HAND_DAM,
HAND_DAM_CAP,
DAM_RED,
DAM_RED_CAP,
SEX,
GROUP_LEADER,
TANK_HEALTH,
TANK_HEALTH_MAX,
TANK_LEVEL,
TANK_NAME,
LEVEL_SEC,
LEVEL_TER,
LEVEL_QUA,
LEVEL_QUI,
LEVEL_HEX,
LEVEL_SEP,
LEVEL_OCT,
LEVEL_AVA,
CITIZEN,
CLASS,
CLASS_SEC,
CLASS_TER,
CLASS_QUA,
CLASS_QUI,
CLASS_HEX,
CLASS_SEP,
CLASS_OCT,
CLASS_AVA,