Wrayth protocol: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(Added category)
m (update Front Ends category to proper capitalization)
 
(7 intermediate revisions by 5 users not shown)
Line 1: Line 1:
==Wrayth protocol==
The '''StormFront protocol''' is the XML protocol used to pass information between the game and the [[StormFront]] front end.
The '''Wrayth protocol''' is the XML protocol used to pass information between the GemStone IV game server and front-end clients. It is utilized by the official Wrayth client and unofficial frontends.


== Tags ==
==Core System Elements==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>mode</code> || Game mode indicator || id (GAME, LOGIN, CMGR)
|-
| <code>playerID</code> || Player identifier || id (numeric)
|-
| <code>settingsInfo</code> || Client/game settings || client, major, crc, instance
|-
| <code>app</code> || Application metadata || char, game, title
|-
| <code>endSetup</code> || Marks end of initial setup || (none)
|}


===Examples===
{| {{prettytable}}
<pre>
! Tag name
<mode id="GAME"/>
! Description
<playerID id='966483'/>
! Parameters
<settingsInfo client='1.0.1.28' major='19313' crc='3508957330' instance='GS4'/>
! Example
<endSetup/><app char="Nisugi" game="Prime" title="GemStone IV: Nisugi [Prime]"/>
! Contents
</pre>
! Notes
|-
| <a>
| Displays a link that is clickable to obtain a menu of interaction options or to send a command
|
*exist - A unique identifier for the object, for use in menus
*noun - The noun of the object, for use in menus or commands
*coord - An identifier for a command (optional)
| a <a exist="-26211" noun="door">heavy ironwood door</a>
<a exist="-10374531" coord="2524,1741" noun="ARMOR">ARMOR</a>
| Displays the contents as a clickable link
| Does not suppress following newlines
If coord is not specified, it is a menu, and exist and noun refer to the target of the menu. If it is specified, it is a command, and the exist and noun may be used in the command.
|-
| <clearContainer>
| Removes all text within the specified container window
|
*id - The id of the container window
| <clearContainer id="stow"/>
| No contents
|
|-
| <clearStream>
| Removes all text within the specified window
|
*id - The identifier for the window to remove text from
| <clearStream id="spellfront"/>
| No contents
|
|-
| <d>
| Displays a link that is clickable to send a command to the game
|
*cmd - The command to send to the game (optional)
| <d cmd='gaze Ildran'>GAZE {self}</d>
| Displays the contents as a clickable link
| If the cmd parameter is omitted, will send the contents of the tag
|-
| <inv>
| Adds text to a container window
|
*id - The id of the container window
| <inv id='stow'> a <a exist="675003" noun="cards">deck of red and green cards</a></inv>
| Appends contents (plus a newline) to the container window specified
|
|-
| <left>
<right>
| Changes the text of the left and right hand panels
|
*exist - Same as in <a>
*noun - Same as in <a>
| <right exist="674831" noun="dagger">dagger</right>
| Sends the contents to the left or right hand panel
|
|-
| <menu>
| Designates a menu
|
*id - A numerical id for the menu
*path - A path to the object being specified
*cat_list - The ordering of the menu item categories
| <menu id="0" path=" in #84744238" cat_list="1 2 3 4 5 6 7 8 9 10 11 12 13"><mi coord="2524,1613"/><mi coord="2524,1651"/>...<mi coord="2524,1740"/></menu>
| The contents should be a sequence of <mi> tags
| id appears to cycle through the numbers 0-9
The path is the location of the item
|-
| <mi>
| Designates an item in a menu
|
*coord - The command to be executed, same as in <a>
| <mi coord="2524,1573"/>
| No contents
|
|-
| <mode>
| Changes the execution mode
|
*id - The id of the new mode
| <mode id="CMGR"/>
| No contents
| Valid modes appear to be "GAME" (the usual execution mode) and "CMGR" (ignore all tags except another <mode> tag)
|-
| <output>
| Changes the typeface
|
*class - The typeface to be used
| <output class="mono"/>
| No contents
| Only valid values for class appear to be "mono" (fixed-width font) and "" (normal font)
|-
| <prompt>
| Signals a prompt
|
*time - A timestamp for the prompt
| <prompt time="1134928732">R&amp;gt;</prompt>
| Sends the contents to the story window
|
|-
| <pushBold>
<popBold>
| Makes text bold until a matching <popBold> tag
|
None
| <pushBold/>You have unread news articles.<popBold/>
| No contents
| Does not suppress following newlines
May nest
|-
| <pushStream>
<popStream>
| Sends text to specified window if it exists (story window instead) until next <popStream> tag
|
*id - The identifier of the window to send text to
| <pushStream id="logons"/> * <a exist="-10374531" noun="Ildran">Ildran</a> joins the adventure.<br><popStream/>
| No contents
| May nest
|-
| <spell>
| Changes the text of the prepared spell panel
|
*exist - Same as in <a>
| <spell exist='spell'>Spirit Warding I</spell>
| Sends the contents to the prepared spell panel
|
|}


==Stream Management==
== Special handling ==
Streams route text output to specific UI windows.
* Tags followed by newlines suppress the newline output to the screen except where noted above.

{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>streamWindow</code> || UI window definition || id, title, subtitle, location, target, ifClosed, resident, save, scroll, timestamp
|-
| <code>clearStream</code> || Clear stream contents || id, ifClosed
|-
| <code>pushStream</code> || Push content to stream || id
|-
| <code>popStream</code> || Pop stream context || id
|-
| <code>stream</code> || Individual stream content line || id
|-
| <code>exposeStream</code> || Expose/show a stream || id
|}

===Stream Window IDs===
{| class="wikitable"
|-
! Stream ID !! Title !! Purpose
|-
| main || Story || Main game output
|-
| room || Room || Room description display
|-
| inv || My Inventory || Worn items
|-
| Spells || Spells || Available spells list
|-
| familiar || Familiar || Familiar messages
|-
| thoughts || Thoughts || ESP/telepathy
|-
| logons || Arrivals || Player arrivals
|-
| death || Deaths || Death notices
|-
| speech || Speech || Speech window
|-
| ambients || Ambients || Ambient messages
|-
| announcements || Announcements || Game announcements
|-
| bounty || Bounties || Bounty task info
|-
| society || Society Tasks || Society task info
|-
| loot || Loot || Loot window
|-
| charprofile || Character's Profile || Character profile
|-
| charsheet || Character Sheet || Character sheet
|}

===Examples===
<pre>
<streamWindow id='room' title='Room' subtitle=" - [Icemule Trace, South Road]" location='center' target='drop' ifClosed='' resident='true'/>
<streamWindow id='inv' title='My Inventory' target='wear' ifClosed='' resident='true'/>
<streamWindow id="Spells" title="Spells" ifClosed="" resident="true" scroll="manual"/>
<clearStream id='inv' ifClosed=''/>
<pushStream id='inv'/>Your worn items are:
<popStream/>
<clearStream id="Spells"/>
</pre>

'''Stream content example (thoughts/ESP):'''
<pre>
<pushStream id="thoughts"/>You hear the faint thoughts of Nisugi echo in your mind:
"Hello everyone!"
<popStream/>
</pre>

==Component System==
Components represent dynamic room/area content.

{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>compDef</code> || Component definition || id
|-
| <code>component</code> || Component instance || id
|}

'''Component IDs:'''
* room desc - Room description
* room objs - Room objects
* room players - Players in room
* room exits - Available exits
* sprite - Player's familiar/sprite

===Examples===
<pre>
<compDef id='room players'></compDef>
<compDef id='room exits'>Obvious paths: <d>east</d>, <d>west</d></compDef>
<compDef id='sprite'></compDef>

<component id='room players'>Also here: Lord <a exist="-10939058" noun="Huras">Huras</a></component>
<component id='room players'></component>
<component id='room objs'> You also see<b> <pushBold/>a <a exist="103330" noun="resident">disheveled resident</a><popBold/></b>.</component>
</pre>

==Container/Inventory System==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>container</code> || Container window || id, title, location, target, resident, save
|-
| <code>exposeContainer</code> || Expose container || id
|-
| <code>clearContainer</code> || Clear container contents || id
|-
| <code>deleteContainer</code> || Delete container from UI || id
|-
| <code>inv</code> || Inventory item line || id
|}

===Examples===
'''Looking in a container:'''
<pre>
<container id='393944944' title='Chest' target='#393944944' location='right'/>
<clearContainer id="393944944"/>
<inv id='393944944'>In the <a exist="393944944" noun="chest">chest</a>:</inv>
<inv id='393944944'> <a exist="393944946" noun="coins">some silver coins</a></inv>
<inv id='393944944'> a <a exist="393944945" noun="garnet">dark red-violet garnet</a></inv>
</pre>

'''Stow container (default storage):'''
<pre>
<exposeContainer id='stow'/>
<container id='stow' title="My Cloak" target='#225766691' location='right' save='' resident='true'/>
<clearContainer id="stow"/>
<inv id='stow'>In the <a exist="225766691" noun="cloak">cloak</a>:</inv>
<inv id='stow'> a <a exist="225766734" noun="feather">nacreous disir feather</a></inv>
</pre>

==Dialog System==
Dialogs are UI panels with controls and data.

{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>openDialog</code> || Create dialog window || id, type, title, location, target, height, width, resident
|-
| <code>dialogData</code> || Dialog content || id, clear
|-
| <code>closeDialog</code> || Close a dialog window || id
|-
| <code>exposeDialog</code> || Show a hidden dialog || id
|}

===Dialog IDs===
{| class="wikitable"
|-
! Dialog ID !! Purpose
|-
| combat || Combat controls
|-
| injuries || Injury display (player)
|-
| minivitals || Health/mana/stamina bars
|-
| stance || Stance indicator
|-
| expr || Experience/level info
|-
| encum || Encumbrance
|-
| Active Spells || Active spell list
|-
| Buffs || Active buffs
|-
| Debuffs || Active debuffs
|-
| Cooldowns || Ability cooldowns
|-
| mapMaster || Map controls
|-
| mapViewMain || Map view
|-
| espMasterDialog || ESP/telepathy controls
|-
| quick || Quick action bar (main)
|-
| quick-combat || Combat quick bar
|-
| quick-simu || Information quick bar
|-
| BetrayerPanel || Blood Points tracking
|-
| befriend || Friends & Enemies list
|-
| bank || Banking interface
|-
| injuries-{existID} || Target character injuries appraisal
|}

===Examples===
'''Opening and populating a dialog:'''
<pre>
<openDialog type='dynamic' id='minivitals' title='Stats' location='statBar'>
<dialogData id='minivitals'></dialogData>
</openDialog>

<openDialog type='dynamic' id='stance' title='Stance' location='right' height='50' width='190' resident='true'>
<dialogData id='stance'>
<progressBar id='pbarStance' value='100' text='defensive (100%)' top='5' left='-5' height='16' width='160' align='n' tooltip='Percent of stance contributing to defense'/>
</dialogData>
</openDialog>
</pre>

'''Updating dialog data:'''
<pre>
<dialogData id='combat'>
<progressBar id='pbarStance' value='100' text='defensive (100%)' top='51' width='130' height='16' left='0' align='n' tooltip='Percent of stance contributing to defense'/>
</dialogData>
</pre>

'''Banking dialog:'''
<pre>
<dialogData id='bank'>
<link id='depositallLnk' value='Deposit All' cmd='deposit all' align='w' top='30' left='0' height='30' width='90' echo='deposit all'/>
<link id='wealthnotesLnk' value='Check Notes' cmd='wealth notes' align='e' top='30' left='0' height='30' width='90' echo='wealth notes'/>
<closeButton id='closeMe' value='Close' cmd='' align='s' left='0' top='0' width='80'/>
</dialogData>
<exposeDialog id='bank'/>
<closeDialog id="bank"/>
</pre>

===Target Injuries Appraisal Dialog===
When you <code>appraise</code> another character, a dynamic injuries dialog opens showing their wounds:

<pre>
<openDialog type='dynamic' id='injuries-10070682' title='Dicate&apos;s Injuries' location='right'>
<dialogData id='injuries'>
<skin id='injuredSkin' name='InjuriesPanel'
controls='nsys,leftArm,rightArm,rightLeg,leftLeg,head,rightFoot,leftFoot,rightHand,leftHand,rightEye,leftEye,back,neck,chest,abdomen'/>
<closeButton id='cancel' value='Close' cmd=''/>
</dialogData>
</openDialog>
<dialogData id="injuries-10070682">
<image id="head" name="Injury1"/>
<image id="neck" name="Injury2" cmd="tend Dicate neck" tooltip="tend Dicate's neck"/>
<image id="rightArm" name="Injury3" cmd="tend Dicate right arm"/>
...
</dialogData>
</pre>

'''Key Elements:'''
* Dialog ID: injuries-{existID} where existID is the target's object ID
* Body part images with injury levels: Injury1 (minor), Injury2 (moderate), Injury3 (severe)
* Clickable cmd attributes for tending wounds
* Body parts tracked: head, neck, rightArm, leftArm, rightLeg, leftLeg, rightHand, leftHand, chest, abdomen, back, rightEye, leftEye, rightFoot, leftFoot, nsys

==UI Control Elements==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>progressBar</code> || Progress indicator || id, value, text, customText, top, left, height, width
|-
| <code>cmdButton</code> || Command button || id, value, cmd, echo, tooltip
|-
| <code>dropDownBox</code> || Dropdown selector || id, value, cmd, content_text, content_value
|-
| <code>upDownEditBox</code> || Numeric input || id, value, min, max
|-
| <code>label</code> || Text label || id, value, justify
|-
| <code>link</code> || Clickable link || id, value, cmd, echo, URL
|-
| <code>menuLink</code> || Menu link || id, value, exist, noun
|-
| <code>image</code> || UI image/button || id, name, cmd, echo, tooltip
|-
| <code>radio</code> || Radio button || id, value, text, cmd, group
|-
| <code>skin</code> || UI skin/theme || id, name, controls
|-
| <code>closeButton</code> || Close button || id, value, cmd
|-
| <code>sep</code> || Separator || (none)
|}

===Progress Bar IDs===
{| class="wikitable"
|-
! ProgressBar ID !! Dialog !! Purpose
|-
| health || minivitals || Health bar (main)
|-
| health2 || injuries || Health bar (injuries)
|-
| mana || minivitals || Mana bar
|-
| spirit || minivitals || Spirit bar
|-
| stamina || minivitals || Stamina bar
|-
| pbarStance || combat/stance || Stance indicator
|-
| encumlevel || encum || Encumbrance level
|-
| mindState || expr || Mind state (experience absorption)
|-
| nextLvlPB || expr || Progress to next level
|}

===Examples===
'''Progress bars (vitals):'''
<pre>
<progressBar id='health' value='100' text='health 223/223' customText='t' left='0%' top='0%' width='25%' height='100%'/>
<progressBar id='mana' value='98' text='mana 426/431' left='25%' customText='t' top='0%' width='25%' height='100%'/>
<progressBar id='spirit' value='100' text='spirit 10/10' left='50%' customText='t' top='0%' width='25%' height='100%'/>
<progressBar id='stamina' value='100' text='stamina 112/112' left='75%' customText='t' top='0%' width='25%' height='100%'/>
<progressBar id='encumlevel' value='0' text='None' top='5' left='-5' align='n' width='160' height='15'/>
</pre>

'''Command buttons:'''
<pre>
<cmdButton id='cmdDefStance' value='defense' cmd='_stance defensive' tooltip='Assume a Defensive Stance' echo='stance defensive' height='20' width='55' top='70' left='0' align='nw'/>
<cmdButton id='cmdTarget' value='target' cmd='target random' tooltip='Select a Random Target' height='20' width='55' top='93' left='0' align='nw'/>
<cmdButton id='cmdAttack' value='attack' cmd='attack' height='20' width='50' left='0' top='93' tooltip='Attack Current Target' align='ne'/>
</pre>

'''Dropdown box:'''
<pre>
<dropDownBox id='dDBStance' value="defensive" cmd='_stance %dDBStance%' content_text='offensive,advance,forward,neutral,guarded,defensive' content_value='offensive,advance,forward,neutral,guarded,defensive' align='n' top='70' left='0' height='20' width='80' tooltip='Stance Selection'/>
</pre>

'''Labels:'''
<pre>
<label id='encumblurb' value='You are not encumbered enough to notice.' top='10' left='0' align='n' width='160' height='50' justify='0'/>
</pre>

==Navigation Elements==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>nav</code> || Navigation/room info || rm (room ID)
|-
| <code>compass</code> || Compass container || (contains dir elements)
|-
| <code>dir</code> || Direction indicator || value (n, s, e, w, ne, nw, se, sw, up, down, out)
|}

===Examples===
<pre>
<nav rm='12345'/>
<compass><dir value="e"/><dir value="out"/></compass>
<compass><dir value="n"/><dir value="s"/><dir value="e"/><dir value="w"/></compass>
</pre>

==Interactive/Link Elements==
===Hyperlink Element (<code><a></code>)===
Creates clickable links for objects, players, and coordinates.

{| class="wikitable"
|-
! Attribute !! Description
|-
| exist || Game object ID (numeric, can be negative)
|-
| noun || Object noun/type
|-
| coord || Click coordinates (x,y format)
|-
| char || Character name (for player links)
|-
| game || Game code (GSIV, GST)
|}

===Examples===
<pre>
<a exist="225766824" noun="bandolier">leather bandolier</a>
<a exist="-11225598" noun="Ludge">Ludge</a>
<a exist="103330" noun="resident">disheveled resident</a>
<a exist="-10939058" noun="Huras">Huras</a>
</pre>

===Direct Command Link Element (<code><d></code>)===
Creates clickable command links in text. When clicked, executes the command specified in the <code>cmd</code> attribute (or the tag contents if <code>cmd</code> is omitted). Commonly used for compass directions but works for any command.

{| class="wikitable"
|-
! Attribute !! Description
|-
| cmd || Command to execute (optional - if omitted, executes tag contents as the command)
|}

===Examples===
'''Compass directions (no cmd attribute - executes tag contents):'''
<pre>
<compDef id='room exits'>Obvious paths: <d>east</d>, <d>west</d></compDef>
<compDef id='room exits'>Obvious exits: <d>northeast</d>, <d>out</d></compDef>
</pre>

'''Movement message (with cmd attribute):'''
<pre>
Lord <a exist="-10939058" noun="Huras">Huras</a> just went <d cmd='go west'>west</d>.
</pre>

'''Store commands:'''
<pre>
shield: <d cmd="store SHIELD clear">an <a exist="412277454" noun="buckler">old krodera buckler</a></d> (<d cmd='store set'>put in sheath</d>)
weapon: <d cmd="store WEAPON clear">a <a exist="412277485" noun="baselard">sleek gleaming steel baselard</a></d> (<d cmd='store set'>put in sheath</d>)
</pre>

==Character State Elements==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>indicator</code> || Status indicator || id, visible (y/n)
|-
| <code>spell</code> || Current prepared spell || (text content)
|-
| <code>left</code> || Left hand item || exist, noun
|-
| <code>right</code> || Right hand item || exist, noun
|-
| <code>prompt</code> || Command prompt || time (unix timestamp)
|-
| <code>roundTime</code> || Action round time || value (seconds)
|-
| <code>castTime</code> || Spell cast time || value (seconds)
|}

===Indicator IDs===
{| class="wikitable"
|-
! Indicator ID !! Status
|-
| IconKNEELING || Kneeling
|-
| IconPRONE || Prone
|-
| IconSITTING || Sitting
|-
| IconSTANDING || Standing
|-
| IconSTUNNED || Stunned
|-
| IconHIDDEN || Hidden
|-
| IconINVISIBLE || Invisible
|-
| IconDEAD || Dead
|-
| IconWEBBED || Webbed
|-
| IconJOINED || Joined group
|}

===Examples===
'''Character state elements:'''
<pre>
<indicator id='IconSTANDING' visible='y'/>
<indicator id='IconHIDDEN' visible='y'/>
<indicator id='IconHIDDEN' visible='n'/>
<indicator id='IconSTUNNED' visible='y'/>
<indicator id='IconINVISIBLE' visible='n'/>

<spell>None</spell>
<spell>Fire Spirit (111)</spell>

<left exist="394466807" noun="bow">ghezyte long bow</left>
<left exist="" noun=""/>
<right exist="417169523" noun="arrows">glowbark arrows</right>

<prompt time="1767310975">&gt;</prompt>
<roundTime value='1767333503'/>
<castTime value='1767250287'/>
</pre>

==Text Formatting Elements==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>pushBold</code> || Start bold text || (none)
|-
| <code>popBold</code> || End bold text || (none)
|-
| <code>b</code> || Bold wrapper || (none)
|-
| <code>output</code> || Output formatting/font switch || class
|-
| <code>style</code> || Text style || id (roomName, roomDesc, etc.)
|-
| <code>preset</code> || Styled action text || id (speech, whisper, thought)
|}

===Output Class Values===
* <code><output class="mono"/></code> - Switch to monospace font
* <code><output class=""/></code> - Switch back to normal font

===Examples===
'''Bold text (monster highlighting):'''
<pre>
<b> <pushBold/>a <a exist="103330" noun="resident">disheveled resident</a><popBold/></b>
</pre>

'''Room styling:'''
<pre>
<popBold/><resource picture="0"/><style id="roomName" />[Cobblestone Path]
<style id="roomDesc"/>The narrow cobblestone path winds between aged buildings...
</pre>

'''Speech/whisper preset:'''
<pre>
<preset id="whisper">(OOC) You whisper,</preset> "Rallying at 0d7d2dc1." to your group.
<preset id="whisper">(OOC) <a exist="-10070682" noun="Dicate">Dicate's</a> player whispers to the group,</preset> "Joined cluster group 0d7d2dc1."
<preset id="speech">Nisugi says,</preset> "Hello!"
</pre>

'''Font switching:'''
<pre>
<output class="mono"/>
Name Mana Known/Cast
Minor Elemental Edge (902) 1 Yes
Elemental Defense I (401) 1 Yes
<output class=""/>
</pre>

==Menu System==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>menu</code> || Menu container || id, path, cat_list
|-
| <code>mi</code> || Menu item || coord
|-
| <code>menuImage</code> || Image in menu || (for quick bar menus)
|}

==Settings/Flags System==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>flag</code> || Player setting flag || id, status (on/off), desc
|}

'''Example flags:'''
* Player Log On, Player Log Off, Player Disconnect
* Room Names, Room Descriptions, Brief Room Description
* Monster Bold, Default Group Open

===Examples===
<pre>
<flag id="Player Log On" status='off' desc="Show logon messages."/>
<flag id="Player Log Off" status='off' desc="Show logoff messages."/>
<flag id="Player Disconnect" status='off' desc="Show disconnection messages."/>
<flag id="Room Names" status='on' desc="Display the name of the room in which you are located."/>
<flag id="Room Descriptions" status='on' desc="Display room descriptions."/>
<flag id="Brief Room Description" status='off' desc="Display room descriptions in shortened form."/>
<flag id="Monster Bold" status='on' desc="Highlight monster names."/>
<flag id="Default Group Open" status='on' desc="Allow others to join your group."/>
<flag id="Automatically Activate ESP Amulets" status='on' desc="Activate items for THINKing automatically."/>
<flag id="Automatically Gather Coins" status='on' desc="Gather coins when searching your kills."/>
</pre>

==Client Settings (stgupd)==
Used within <code>&lt;!-- CLIENT --&gt;</code> markers for client-side settings:

<pre>
<!-- CLIENT --><stgupd><panels>...</panels><!-- ENDCLIENT -->
<!-- CLIENT --><stgupd><stream>...</stream><!-- ENDCLIENT -->
</pre>

===Nested Elements in stgupd===
{| class="wikitable"
|-
! Element !! Description
|-
| panels || Panel layout configuration
|-
| stream || Stream window settings
|-
| misc || Miscellaneous settings
|-
| toggles || Toggle settings
|-
| group || Group container (id: Left, Right)
|-
| w || Window configuration
|-
| m || Setting value
|-
| s || Toggle state
|}

==UI State Control==
===Monopolize Element===
{| class="wikitable"
|-
! Element !! Description
|-
| <code>monopolize</code> || Game takes exclusive control of a stream
|}

When <code>monopolize id="main"</code> is set, the game blocks all other text/streams until released with <code>monopolize id=""</code>.

===Examples===
<pre>
<monopolize id="main"/>You get a room key from the innkeeper and wander off to your room...
... (inn rest sequence) ...
<indicator id='IconINVISIBLE' visible='n'/><monopolize id=""/><output class=""/>
</pre>

==Miscellaneous Elements==
{| class="wikitable"
|-
! Element !! Description !! Key Attributes
|-
| <code>switchQuickBar</code> || Switch active quick bar || id
|-
| <code>updateverbs</code> || Update available verbs || default
|-
| <code>cmdlist</code> || Command list || (none)
|-
| <code>cmdtimestamp</code> || Command timestamp || data
|-
| <code>pushInputState</code> || Input state control || state
|-
| <code>popInputState</code> || Pop input state || (none)
|}

===Examples===
<pre>
<switchQuickBar id="quick"/>
<switchQuickBar id="quick-simu"/>
<switchQuickBar id="quick-combat"/>
</pre>

==Special Behaviors==
===Newline Suppression===
Tags followed by newlines suppress newline output '''except''' for:
* <code><a></code> (hyperlinks)
* <code><pushBold></code> (bold start)

===Mixed Content===
Output contains both XML tags and plain text on the same lines. Parsers must handle interleaved content.

===Negative Exist IDs===
Room/NPC objects often have negative exist values (e.g., -11225598).

==Common Attributes Reference==
{| class="wikitable"
|-
! Category !! Attributes
|-
| Layout || top, left, height, width, align, anchor_top, anchor_left, anchor_right, justify, location
|-
| Identity || id, exist, noun
|-
| Behavioral || cmd, echo, value, visible, resident, ifClosed
|-
| Content || title, subtitle, text, tooltip, content_text, content_value
|}

==Complete Element Summary==
'''Total Unique Elements: 60+'''

{| class="wikitable"
|-
! Category !! Count !! Elements
|-
| Core || 5 || mode, playerID, settingsInfo, app, endSetup
|-
| Streams || 6 || streamWindow, clearStream, pushStream, popStream, stream, exposeStream
|-
| Components || 2 || compDef, component
|-
| Containers || 5 || container, exposeContainer, clearContainer, deleteContainer, inv
|-
| Dialogs || 4 || openDialog, dialogData, closeDialog, exposeDialog
|-
| Controls || 12 || progressBar, cmdButton, dropDownBox, upDownEditBox, label, link, menuLink, image, radio, skin, closeButton, sep
|-
| Navigation || 3 || nav, compass, dir
|-
| Interactive || 2 || a, d
|-
| Character State || 7 || indicator, spell, left, right, prompt, roundTime, castTime
|-
| Formatting || 6 || pushBold, popBold, b, output, style, preset
|-
| Menu || 3 || menu, mi, menuImage
|-
| Settings || 1 || flag
|-
| Miscellaneous || 7 || switchQuickBar, updateverbs, cmdlist, cmdtimestamp, pushInputState, popInputState, monopolize
|}


[[Category:Front Ends]]
[[Category:Front Ends]]

Latest revision as of 16:15, 4 January 2026

Wrayth protocol

The Wrayth protocol is the XML protocol used to pass information between the GemStone IV game server and front-end clients. It is utilized by the official Wrayth client and unofficial frontends.

Core System Elements

Element Description Key Attributes
mode Game mode indicator id (GAME, LOGIN, CMGR)
playerID Player identifier id (numeric)
settingsInfo Client/game settings client, major, crc, instance
app Application metadata char, game, title
endSetup Marks end of initial setup (none)

Examples

<mode id="GAME"/>
<playerID id='966483'/>
<settingsInfo client='1.0.1.28' major='19313' crc='3508957330' instance='GS4'/>
<endSetup/><app char="Nisugi" game="Prime" title="GemStone IV: Nisugi [Prime]"/>

Stream Management

Streams route text output to specific UI windows.

Element Description Key Attributes
streamWindow UI window definition id, title, subtitle, location, target, ifClosed, resident, save, scroll, timestamp
clearStream Clear stream contents id, ifClosed
pushStream Push content to stream id
popStream Pop stream context id
stream Individual stream content line id
exposeStream Expose/show a stream id

Stream Window IDs

Stream ID Title Purpose
main Story Main game output
room Room Room description display
inv My Inventory Worn items
Spells Spells Available spells list
familiar Familiar Familiar messages
thoughts Thoughts ESP/telepathy
logons Arrivals Player arrivals
death Deaths Death notices
speech Speech Speech window
ambients Ambients Ambient messages
announcements Announcements Game announcements
bounty Bounties Bounty task info
society Society Tasks Society task info
loot Loot Loot window
charprofile Character's Profile Character profile
charsheet Character Sheet Character sheet

Examples

<streamWindow id='room' title='Room' subtitle=" - [Icemule Trace, South Road]" location='center' target='drop' ifClosed='' resident='true'/>
<streamWindow id='inv' title='My Inventory' target='wear' ifClosed='' resident='true'/>
<streamWindow id="Spells" title="Spells" ifClosed="" resident="true" scroll="manual"/>
<clearStream id='inv' ifClosed=''/>
<pushStream id='inv'/>Your worn items are:
<popStream/>
<clearStream id="Spells"/>

Stream content example (thoughts/ESP):

<pushStream id="thoughts"/>You hear the faint thoughts of Nisugi echo in your mind:
"Hello everyone!"
<popStream/>

Component System

Components represent dynamic room/area content.

Element Description Key Attributes
compDef Component definition id
component Component instance id

Component IDs:

  • room desc - Room description
  • room objs - Room objects
  • room players - Players in room
  • room exits - Available exits
  • sprite - Player's familiar/sprite

Examples

<compDef id='room players'></compDef>
<compDef id='room exits'>Obvious paths: <d>east</d>, <d>west</d></compDef>
<compDef id='sprite'></compDef>

<component id='room players'>Also here: Lord <a exist="-10939058" noun="Huras">Huras</a></component>
<component id='room players'></component>
<component id='room objs'>  You also see<b> <pushBold/>a <a exist="103330" noun="resident">disheveled resident</a><popBold/></b>.</component>

Container/Inventory System

Element Description Key Attributes
container Container window id, title, location, target, resident, save
exposeContainer Expose container id
clearContainer Clear container contents id
deleteContainer Delete container from UI id
inv Inventory item line id

Examples

Looking in a container:

<container id='393944944' title='Chest' target='#393944944' location='right'/>
<clearContainer id="393944944"/>
<inv id='393944944'>In the <a exist="393944944" noun="chest">chest</a>:</inv>
<inv id='393944944'> <a exist="393944946" noun="coins">some silver coins</a></inv>
<inv id='393944944'> a <a exist="393944945" noun="garnet">dark red-violet garnet</a></inv>

Stow container (default storage):

<exposeContainer id='stow'/>
<container id='stow' title="My Cloak" target='#225766691' location='right' save='' resident='true'/>
<clearContainer id="stow"/>
<inv id='stow'>In the <a exist="225766691" noun="cloak">cloak</a>:</inv>
<inv id='stow'> a <a exist="225766734" noun="feather">nacreous disir feather</a></inv>

Dialog System

Dialogs are UI panels with controls and data.

Element Description Key Attributes
openDialog Create dialog window id, type, title, location, target, height, width, resident
dialogData Dialog content id, clear
closeDialog Close a dialog window id
exposeDialog Show a hidden dialog id

Dialog IDs

Dialog ID Purpose
combat Combat controls
injuries Injury display (player)
minivitals Health/mana/stamina bars
stance Stance indicator
expr Experience/level info
encum Encumbrance
Active Spells Active spell list
Buffs Active buffs
Debuffs Active debuffs
Cooldowns Ability cooldowns
mapMaster Map controls
mapViewMain Map view
espMasterDialog ESP/telepathy controls
quick Quick action bar (main)
quick-combat Combat quick bar
quick-simu Information quick bar
BetrayerPanel Blood Points tracking
befriend Friends & Enemies list
bank Banking interface
injuries-{existID} Target character injuries appraisal

Examples

Opening and populating a dialog:

<openDialog type='dynamic' id='minivitals' title='Stats' location='statBar'>
  <dialogData id='minivitals'></dialogData>
</openDialog>

<openDialog type='dynamic' id='stance' title='Stance' location='right' height='50' width='190' resident='true'>
  <dialogData id='stance'>
    <progressBar id='pbarStance' value='100' text='defensive (100%)' top='5' left='-5' height='16' width='160' align='n' tooltip='Percent of stance contributing to defense'/>
  </dialogData>
</openDialog>

Updating dialog data:

<dialogData id='combat'>
  <progressBar id='pbarStance' value='100' text='defensive (100%)' top='51' width='130' height='16' left='0' align='n' tooltip='Percent of stance contributing to defense'/>
</dialogData>

Banking dialog:

<dialogData id='bank'>
  <link id='depositallLnk' value='Deposit All' cmd='deposit all' align='w' top='30' left='0' height='30' width='90' echo='deposit all'/>
  <link id='wealthnotesLnk' value='Check Notes' cmd='wealth notes' align='e' top='30' left='0' height='30' width='90' echo='wealth notes'/>
  <closeButton id='closeMe' value='Close' cmd='' align='s' left='0' top='0' width='80'/>
</dialogData>
<exposeDialog id='bank'/>
<closeDialog id="bank"/>

Target Injuries Appraisal Dialog

When you appraise another character, a dynamic injuries dialog opens showing their wounds:

<openDialog type='dynamic' id='injuries-10070682' title='Dicate's Injuries' location='right'>
  <dialogData id='injuries'>
    <skin id='injuredSkin' name='InjuriesPanel'
          controls='nsys,leftArm,rightArm,rightLeg,leftLeg,head,rightFoot,leftFoot,rightHand,leftHand,rightEye,leftEye,back,neck,chest,abdomen'/>
    <closeButton id='cancel' value='Close' cmd=''/>
  </dialogData>
</openDialog>
<dialogData id="injuries-10070682">
  <image id="head" name="Injury1"/>
  <image id="neck" name="Injury2" cmd="tend Dicate neck" tooltip="tend Dicate's neck"/>
  <image id="rightArm" name="Injury3" cmd="tend Dicate right arm"/>
  ...
</dialogData>

Key Elements:

  • Dialog ID: injuries-{existID} where existID is the target's object ID
  • Body part images with injury levels: Injury1 (minor), Injury2 (moderate), Injury3 (severe)
  • Clickable cmd attributes for tending wounds
  • Body parts tracked: head, neck, rightArm, leftArm, rightLeg, leftLeg, rightHand, leftHand, chest, abdomen, back, rightEye, leftEye, rightFoot, leftFoot, nsys

UI Control Elements

Element Description Key Attributes
progressBar Progress indicator id, value, text, customText, top, left, height, width
cmdButton Command button id, value, cmd, echo, tooltip
dropDownBox Dropdown selector id, value, cmd, content_text, content_value
upDownEditBox Numeric input id, value, min, max
label Text label id, value, justify
link Clickable link id, value, cmd, echo, URL
menuLink Menu link id, value, exist, noun
image UI image/button id, name, cmd, echo, tooltip
radio Radio button id, value, text, cmd, group
skin UI skin/theme id, name, controls
closeButton Close button id, value, cmd
sep Separator (none)

Progress Bar IDs

ProgressBar ID Dialog Purpose
health minivitals Health bar (main)
health2 injuries Health bar (injuries)
mana minivitals Mana bar
spirit minivitals Spirit bar
stamina minivitals Stamina bar
pbarStance combat/stance Stance indicator
encumlevel encum Encumbrance level
mindState expr Mind state (experience absorption)
nextLvlPB expr Progress to next level

Examples

Progress bars (vitals):

<progressBar id='health' value='100' text='health 223/223' customText='t' left='0%' top='0%' width='25%' height='100%'/>
<progressBar id='mana' value='98' text='mana 426/431' left='25%' customText='t' top='0%' width='25%' height='100%'/>
<progressBar id='spirit' value='100' text='spirit 10/10' left='50%' customText='t' top='0%' width='25%' height='100%'/>
<progressBar id='stamina' value='100' text='stamina 112/112' left='75%' customText='t' top='0%' width='25%' height='100%'/>
<progressBar id='encumlevel' value='0' text='None' top='5' left='-5' align='n' width='160' height='15'/>

Command buttons:

<cmdButton id='cmdDefStance' value='defense' cmd='_stance defensive' tooltip='Assume a Defensive Stance' echo='stance defensive' height='20' width='55' top='70' left='0' align='nw'/>
<cmdButton id='cmdTarget' value='target' cmd='target random' tooltip='Select a Random Target' height='20' width='55' top='93' left='0' align='nw'/>
<cmdButton id='cmdAttack' value='attack' cmd='attack' height='20' width='50' left='0' top='93' tooltip='Attack Current Target' align='ne'/>

Dropdown box:

<dropDownBox id='dDBStance' value="defensive" cmd='_stance %dDBStance%' content_text='offensive,advance,forward,neutral,guarded,defensive' content_value='offensive,advance,forward,neutral,guarded,defensive' align='n' top='70' left='0' height='20' width='80' tooltip='Stance Selection'/>

Labels:

<label id='encumblurb' value='You are not encumbered enough to notice.' top='10' left='0' align='n' width='160' height='50' justify='0'/>

Navigation Elements

Element Description Key Attributes
nav Navigation/room info rm (room ID)
compass Compass container (contains dir elements)
dir Direction indicator value (n, s, e, w, ne, nw, se, sw, up, down, out)

Examples

<nav rm='12345'/>
<compass><dir value="e"/><dir value="out"/></compass>
<compass><dir value="n"/><dir value="s"/><dir value="e"/><dir value="w"/></compass>

Interactive/Link Elements

Hyperlink Element (<a>)

Creates clickable links for objects, players, and coordinates.

Attribute Description
exist Game object ID (numeric, can be negative)
noun Object noun/type
coord Click coordinates (x,y format)
char Character name (for player links)
game Game code (GSIV, GST)

Examples

<a exist="225766824" noun="bandolier">leather bandolier</a>
<a exist="-11225598" noun="Ludge">Ludge</a>
<a exist="103330" noun="resident">disheveled resident</a>
<a exist="-10939058" noun="Huras">Huras</a>

Direct Command Link Element (<d>)

Creates clickable command links in text. When clicked, executes the command specified in the cmd attribute (or the tag contents if cmd is omitted). Commonly used for compass directions but works for any command.

Attribute Description
cmd Command to execute (optional - if omitted, executes tag contents as the command)

Examples

Compass directions (no cmd attribute - executes tag contents):

<compDef id='room exits'>Obvious paths: <d>east</d>, <d>west</d></compDef>
<compDef id='room exits'>Obvious exits: <d>northeast</d>, <d>out</d></compDef>

Movement message (with cmd attribute):

Lord <a exist="-10939058" noun="Huras">Huras</a> just went <d cmd='go west'>west</d>.

Store commands:

  shield: <d cmd="store SHIELD clear">an <a exist="412277454" noun="buckler">old krodera buckler</a></d> (<d cmd='store set'>put in sheath</d>)
  weapon: <d cmd="store WEAPON clear">a <a exist="412277485" noun="baselard">sleek gleaming steel baselard</a></d> (<d cmd='store set'>put in sheath</d>)

Character State Elements

Element Description Key Attributes
indicator Status indicator id, visible (y/n)
spell Current prepared spell (text content)
left Left hand item exist, noun
right Right hand item exist, noun
prompt Command prompt time (unix timestamp)
roundTime Action round time value (seconds)
castTime Spell cast time value (seconds)

Indicator IDs

Indicator ID Status
IconKNEELING Kneeling
IconPRONE Prone
IconSITTING Sitting
IconSTANDING Standing
IconSTUNNED Stunned
IconHIDDEN Hidden
IconINVISIBLE Invisible
IconDEAD Dead
IconWEBBED Webbed
IconJOINED Joined group

Examples

Character state elements:

<indicator id='IconSTANDING' visible='y'/>
<indicator id='IconHIDDEN' visible='y'/>
<indicator id='IconHIDDEN' visible='n'/>
<indicator id='IconSTUNNED' visible='y'/>
<indicator id='IconINVISIBLE' visible='n'/>

<spell>None</spell>
<spell>Fire Spirit (111)</spell>

<left exist="394466807" noun="bow">ghezyte long bow</left>
<left exist="" noun=""/>
<right exist="417169523" noun="arrows">glowbark arrows</right>

<prompt time="1767310975">></prompt>
<roundTime value='1767333503'/>
<castTime value='1767250287'/>

Text Formatting Elements

Element Description Key Attributes
pushBold Start bold text (none)
popBold End bold text (none)
b Bold wrapper (none)
output Output formatting/font switch class
style Text style id (roomName, roomDesc, etc.)
preset Styled action text id (speech, whisper, thought)

Output Class Values

  • <output class="mono"/> - Switch to monospace font
  • <output class=""/> - Switch back to normal font

Examples

Bold text (monster highlighting):

<b> <pushBold/>a <a exist="103330" noun="resident">disheveled resident</a><popBold/></b>

Room styling:

<popBold/><resource picture="0"/><style id="roomName" />[Cobblestone Path]
<style id="roomDesc"/>The narrow cobblestone path winds between aged buildings...

Speech/whisper preset:

<preset id="whisper">(OOC) You whisper,</preset> "Rallying at 0d7d2dc1." to your group.
<preset id="whisper">(OOC) <a exist="-10070682" noun="Dicate">Dicate's</a> player whispers to the group,</preset> "Joined cluster group 0d7d2dc1."
<preset id="speech">Nisugi says,</preset> "Hello!"

Font switching:

<output class="mono"/>
   Name                            Mana     Known/Cast
   Minor Elemental Edge (902)        1          Yes
   Elemental Defense I (401)         1          Yes
<output class=""/>

Menu System

Element Description Key Attributes
menu Menu container id, path, cat_list
mi Menu item coord
menuImage Image in menu (for quick bar menus)

Settings/Flags System

Element Description Key Attributes
flag Player setting flag id, status (on/off), desc

Example flags:

  • Player Log On, Player Log Off, Player Disconnect
  • Room Names, Room Descriptions, Brief Room Description
  • Monster Bold, Default Group Open

Examples

<flag id="Player Log On" status='off' desc="Show logon messages."/>
<flag id="Player Log Off" status='off' desc="Show logoff messages."/>
<flag id="Player Disconnect" status='off' desc="Show disconnection messages."/>
<flag id="Room Names" status='on' desc="Display the name of the room in which you are located."/>
<flag id="Room Descriptions" status='on' desc="Display room descriptions."/>
<flag id="Brief Room Description" status='off' desc="Display room descriptions in shortened form."/>
<flag id="Monster Bold" status='on' desc="Highlight monster names."/>
<flag id="Default Group Open" status='on' desc="Allow others to join your group."/>
<flag id="Automatically Activate ESP Amulets" status='on' desc="Activate items for THINKing automatically."/>
<flag id="Automatically Gather Coins" status='on' desc="Gather coins when searching your kills."/>

Client Settings (stgupd)

Used within <!-- CLIENT --> markers for client-side settings:

<!-- CLIENT --><stgupd><panels>...</panels><!-- ENDCLIENT -->
<!-- CLIENT --><stgupd><stream>...</stream><!-- ENDCLIENT -->

Nested Elements in stgupd

Element Description
panels Panel layout configuration
stream Stream window settings
misc Miscellaneous settings
toggles Toggle settings
group Group container (id: Left, Right)
w Window configuration
m Setting value
s Toggle state

UI State Control

Monopolize Element

Element Description
monopolize Game takes exclusive control of a stream

When monopolize id="main" is set, the game blocks all other text/streams until released with monopolize id="".

Examples

<monopolize id="main"/>You get a room key from the innkeeper and wander off to your room...
... (inn rest sequence) ...
<indicator id='IconINVISIBLE' visible='n'/><monopolize id=""/><output class=""/>

Miscellaneous Elements

Element Description Key Attributes
switchQuickBar Switch active quick bar id
updateverbs Update available verbs default
cmdlist Command list (none)
cmdtimestamp Command timestamp data
pushInputState Input state control state
popInputState Pop input state (none)

Examples

<switchQuickBar id="quick"/>
<switchQuickBar id="quick-simu"/>
<switchQuickBar id="quick-combat"/>

Special Behaviors

Newline Suppression

Tags followed by newlines suppress newline output except for:

  • <a> (hyperlinks)
  • <pushBold> (bold start)

Mixed Content

Output contains both XML tags and plain text on the same lines. Parsers must handle interleaved content.

Negative Exist IDs

Room/NPC objects often have negative exist values (e.g., -11225598).

Common Attributes Reference

Category Attributes
Layout top, left, height, width, align, anchor_top, anchor_left, anchor_right, justify, location
Identity id, exist, noun
Behavioral cmd, echo, value, visible, resident, ifClosed
Content title, subtitle, text, tooltip, content_text, content_value

Complete Element Summary

Total Unique Elements: 60+

Category Count Elements
Core 5 mode, playerID, settingsInfo, app, endSetup
Streams 6 streamWindow, clearStream, pushStream, popStream, stream, exposeStream
Components 2 compDef, component
Containers 5 container, exposeContainer, clearContainer, deleteContainer, inv
Dialogs 4 openDialog, dialogData, closeDialog, exposeDialog
Controls 12 progressBar, cmdButton, dropDownBox, upDownEditBox, label, link, menuLink, image, radio, skin, closeButton, sep
Navigation 3 nav, compass, dir
Interactive 2 a, d
Character State 7 indicator, spell, left, right, prompt, roundTime, castTime
Formatting 6 pushBold, popBold, b, output, style, preset
Menu 3 menu, mi, menuImage
Settings 1 flag
Miscellaneous 7 switchQuickBar, updateverbs, cmdlist, cmdtimestamp, pushInputState, popInputState, monopolize