Difference between revisions of "Manual:Supported Protocols"
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The ECHO telnet option enables automatic password masking in Mudlet, hiding sensitive input from the screen with asterisks (****) during password entry. | The ECHO telnet option enables automatic password masking in Mudlet, hiding sensitive input from the screen with asterisks (****) during password entry. | ||
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=== For Game Server Administrators === | === For Game Server Administrators === | ||
Revision as of 16:37, 13 April 2026
Supported Protocols
Mudlet negotiates and supports the following telnet based protocols:
- CHARSET Telnet Option
- ECHO Telnet Option
- GMCP - Generic Mud Communication Protocol
- MNES - Mud New-Environ Standard
- MSDP - Mud Server Data Protocol
- MSP - Mud Sound Protocol
- MSSP - Mud Server Status Protocol
- MTTS - Mud Terminal-Type Standard
- MXP - Mud eXtension Protocol
- NAWS - Negotiate About Window Size
- NEW-ENVIRON Telnet Option
- OSC 8 - Hyperlink Protocol via Operating System Command 8
- TLS Transport Layer Security
Default Protocol Settings
CHARSET, GMCP, MSP, MSSP, MTTS, MXP, NAWS, and NEW-ENVIRON are enabled by default. MSDP and MNES may be enabled in the Settings menu. OSC 8 is enabled by default. TLS is enabled from the Connections dialog for supported games.
CHARSET (Encoding)
More and more game servers are looking beyond ASCII encoding to support extended character sets, like UTF-8 encoding, to meet demand for localization of language and the use of emoji characters.
Encoding in Mudlet
Reference our manual page on Unicode for more information on Unicode updating, scripting and trigger support in Mudlet.
Manual Encoding Updates
Mudlet supports manual selection of a server data encoding. Mudlet users may update the server data encoding for a profile by choosing Settings, General and selecting a server data encoding from the corresponding drop-down menu. The server data encoding defaults to ASCII. When the setting is changed, the selected encoding saves with the user's profile information.
Automated Encoding Updates
Negotiating the CHARSET telnet option provides game servers the capability to automatically request a preferred character set with Mudlet per RFC 2066. Game servers may send a telopt WILL CHARSET (42), Mudlet responds with a DO CHARSET (42), then the game server may send SB CHARSET (42) REQUEST (1) <separator_character> <charset>. Mudlet will respond with SB CHARSET (42) ACCEPTED (2) <charset> if it supports that character set. Mudlet will respond with SB CHARSET (42) REJECTED (3) if it refuses the requested character set(s). When Mudlet accepts a requested character set, it automatically updates the server data encoding viewable in the Settings menu. It is possible to send a list of requested character sets to Mudlet by appending additional "<separator_character> <charset>" byte groups to a SB CHARSET (42) REQUEST (1).
Success example:
| Server | Mudlet |
|---|---|
| IAC WILL CHARSET (42) | IAC DO CHARSET (42) |
| IAC SB CHARSET (42) REQUEST (1) <space> UTF-8 IAC SE | IAC SB CHARSET (42) ACCEPTED (2) UTF-8 IAC SE |
The following is an example of an attempted negotiation where the encoding was not available with Mudlet:
| Server | Mudlet |
|---|---|
| IAC WILL CHARSET (42) | IAC DO CHARSET (42) |
| IAC SB CHARSET (42) REQUEST (1) <space> DEEP-6 IAC SE | IAC SB CHARSET (42) REJECTED (3) IAC SE |
If a Mudlet user does not want to negotiate character set, they may choose the Settings, Special Options menu item in Mudlet and enable "Force CHARSET negotiation off". The following is an example of an attempted negotiation where "Force CHARSET negotiation off" is enabled.
| Server | Mudlet |
|---|---|
| IAC WILL CHARSET (42) | IAC DONT CHARSET (42) |
CHARSET negotiation is available in Mudlet 4.10+.
ECHO (Password Masking)
The ECHO telnet option enables automatic password masking in Mudlet, hiding sensitive input from the screen with asterisks (****) during password entry.
For Game Server Administrators
How It Works
When your game needs a password from a player:
- Send IAC WILL ECHO - This tells Mudlet "I will handle echoing characters"
- The player's typed password is masked with asterisks automatically
- After password entry, send IAC WONT ECHO - This tells Mudlet "I won't handle echoing anymore"
- Normal text echoing resumes
Implementation
When to send ECHO:
- At login prompts
- When creating new passwords
- During password change sequences
- Any time you ask for sensitive input
Basic sequence:
| Server Action | Telnet Sequence | Effect |
|---|---|---|
| Ask for password | IAC WILL ECHO | Mudlet starts masking input |
| Player types password | (player input masked) | Shows ******* on screen |
| Password received | IAC WONT ECHO | Mudlet stops masking, normal display resumes |
Example Implementation
Pseudocode for login:
# At login prompt
send_to_client("Password: ")
send_telnet_option(IAC, WILL, ECHO) # Start masking
# Read password (Mudlet displays asterisks)
password = read_input_from_client()
# Password received
send_telnet_option(IAC, WONT, ECHO) # Stop masking
send_to_client("\n")
# Verify password and continue...
Important Notes
- Always turn ECHO off after password entry - forgetting this will mask all subsequent player input
- Use for passwords only - don't leave ECHO on for normal gameplay
- Test thoroughly - ensure ECHO toggles work at all password prompts
- Handle reconnects - reset ECHO state when players reconnect or timeout
Telnet Byte Values
For low-level implementation:
| Command | Decimal | Hexadecimal |
|---|---|---|
| IAC (Interpret As Command) | 255 | 0xFF |
| WILL | 251 | 0xFB |
| WONT | 252 | 0xFC |
| ECHO | 1 | 0x01 |
Byte sequence to start masking: 255 251 1 (IAC WILL ECHO)
Byte sequence to stop masking: 255 252 1 (IAC WONT ECHO)
Testing
To verify ECHO works correctly:
- Connect to your game with Mudlet 4.20+
- Reach a password prompt
- Type characters - you should see asterisks (*) instead of your text
- After entering the password, normal echoing should resume
If masking doesn't work, check:
- Is your server sending IAC WILL ECHO before the password prompt?
- Is your server sending IAC WONT ECHO after receiving the password?
- Are the telnet bytes correct (255 251 1 and 255 252 1)?
User Settings
Players can disable password masking if desired via Settings → Special Options → Disable password masking. However, proper ECHO implementation still benefits players who keep masking enabled (the default).
See Also
GMCP
Generic Mud Communication Protocol, or GMCP, is a protocol for game servers to communicate information with game clients in a separate channel from the one which carries all of the text that makes up the game itself. Enabling the Debug window will show you GMCP events as they are coming in, and to get an idea of what information is currently stored, hit the Statistics button.
When working with GMCP on IRE games, this GMCP reference is a useful tool.
Using GMCP
Receiving GMCP data
To "trigger" on GMCP messages, you'll need to create an event handler - Mudlet will call it for you whenever relevant GMCP data is received.
As an example, create a new script and give it a name of the function you'd like to be called when the relevant GMCP message is received. Then, add the GMCP event you'd like the function to fire on under the registered event handlers left. Lastly, define the function - either in this or any other script - and you'll be done. The GMCP data received will be stored in the corresponding field of the gmcp table, which your function will read from.
Example:
The test_gmcp() function will be called whenever Char.Vitals is received from the game, and it'll echo the latest data on the screen.
Sending GMCP data
Certain modules will only send data when a request is made by your client. In Mudlet, you can make such a request using the command sendGMCP("command"). Read your game's relevant documentation, such as the IRE document on GMCP, for information about specific modules.
- See Also: sendGMCP
Managing GMCP modules
While some GMCP modules are enabled by Mudlet by default when you connect with a GMCP enabled game, others may not be 'standard' modules and are instead specific to the game itself. In order to provide a way to manage GMCP modules without scripts causing modules in use by other scripts to be disabled.
Registering user
While this step is no longer strictly required, you can register your 'user' with gmod using
gmod.registerUser("MyUser")
Where MyUser is your plugin/addon/whatever name. However, your user will be automatically registered if you enable or disable any modules using it. Which leads us to...
Enabling modules
Enabling a GMCP module is as easy as:
gmod.enableModule("MyUser", "Module.Name")
If MyUser has not been registered previously, then they will be automatically registered when you call this function. An example of a module which would need to be enabled this way is the IRE.Rift module provided by IRE MUDs.
-- add this to a login trigger, or anything that will get done just once per login
gmod.enableModule("<character name>", "IRE.Rift")
Another example would be the Combat module in Lithmeria, which isn't enabled by default:
-- add this to a login trigger, or anything that will get done just once per login
gmod.enableModule("<character name>", "Combat")
Disabling modules
Disabling a GMCP module is just as easy as enabling it:
gmod.disableModule("MyUser", "Module.Name")
The main difference being that the module will be turned on as soon as you enable it if it is not already enabled. If you disable it, it will not be disabled with the server until every user of that module has disabled it. This prevents script A from disabling modules that script B may still be using.
Thorough GMCP tutorial
A good GMCP tutorial that walks you through receiving and sending GMCP data is available here - take a read!
MSDP
MSDP (Mud Server Data Protocol) is a protocol for game servers to communicate information with game clients in a separate channel from the one which carries all of the text that makes up the game itself. Mudlet can be configured to use MSDP by clicking on the Settings button (or Options->Preferences in the menu, or <alt>p). The option is on the General tab.
Once MSDP is enabled, you will need to reconnect to the game so that Mudlet can inform the server it is ready to receive MSDP information. Please note that some servers don't both send MSDP and GMCP at the same time, so even if you enable both in Mudlet, the server will choose to send only one of them.
Enabling the Debug window will show you MSDP events as they are coming in, and to get an idea of what information is currently stored, hit the Statistics button. Also see MSDP reference for some of the commands and values your server might support.
Using MSDP
Receiving MSDP data
To "trigger" on MSDP messages, you'll need to create an event handler - Mudlet will call it for you whenever relevant MSDP data is received.
As an example, lets create a script that'll track whenever we move - that is, the room number changes. To begin with, we need to ask the game to be sending us updates whenever we move - so do:
lua sendMSDP("REPORT", "ROOM_VNUM")
in the command-line first to enable reporting of the room number and name. Then, create a new script and give it a name of the function you'd like to be called when the relevant MSDP message is received. Add the MSDP event you'd like the function to fire on under the registered event handlers - in our case, msdp.ROOM_VNUM. Lastly, define the function - either in this or any other script - and you'll be done. The MSDP data received will be stored in the corresponding field of the msdp table, which your function will read from.
Example:
The test_msdp() function will be called whenever ROOM_VNUM is received from the game, and it'll echo the latest data on the screen.
Sending MSDP data
You can use sendMSDP to send information via MSDP back to the game. The first parameter to the function is the MSDP variable, and all the subsequent ones are values. See the MSDP documentation for some examples of data that you can send:
-- ask the server to report your health changes to you. Result will be stored in msdp.HEALTH in Mudlet
sendMSDP("REPORT", "HEALTH")
-- client - IAC SB MSDP MSDP_VAR "SEND" MSDP_VAL "AREA NAME" MSDP_VAL "ROOM NAME" IAC SE in the documentation translates to the following in Mudlet:
sendMSDP("SEND", "AREA NAME", "ROOM NAME")
- See Also: sendMSDP
MSP
Want to add accessibility and excitement into your game? How about implementing sound and music triggers?
Mud Sound Protocol, or MSP, provides a way for games to send sound and music triggers to clients. Clients have the option to implement a framework where the corresponding triggers play. MSP triggers are sent in one direction to game clients and not to game servers. Sounds may be downloaded manually or automatically if conditions are met.
Games could use telnet option negotiation to signal clients support for MSP (WILL, WONT), and toggling MSP processing on and off (DO, DONT). This is communicated using TELOPT 90, which is reserved (unofficially) for the MSP protocol by our community. Games that do not support telnet option negotiation for MSP should provide a means for their players to toggle this feature on and off.
The latest specification for MSP is located here and available in PDF here.
MSP in Mudlet
Mudlet processes MSP sound and music triggers in three ways:
- MSP over OOB - Mudlet is capable of receiving hidden, out-of-band telnet sound and music triggers from game servers via messaging with TELOPT 90.
- MSP for Lua - Mudlet triggers may capture and invoke the receiveMSP function available through the Lua interpreter of Mudlet to process MSP.
- MSP over GMCP - Mudlet may receive GMCP events from game servers sent with the Client.Media package.
Sound or music triggers that contain a media file name will be searched for in the media folder of the corresponding Mudlet profile that matches the host for the game. If the media folder and the file are found by Mudlet, it will be played, given the host's operating system supports playing that type of media file. If the file is not found, Mudlet could initiate a download of the media file when provided a URL to find the file. Alternatively, game administrators may instruct players on other ways to transfer media files by 1) creating a media folder in their game's Mudlet profile and 2) copying files or extracting them from an archive (zip).
MSP is available in Mudlet 4.4+
Receiving MSP Data
Processing of MSP is enabled by default on new game profiles. Control whether the processing is on or off through the Settings menu in Mudlet.
MSP over OOB
Game administrators may send sound and music triggers over the out-of-bounds (hidden) telnet channel encoded with TELOPT 90 after performing telnet negotiation with Mudlet. The advantage to this is that all of the communication is behind the scenes with no additional trigger requirements for the player (see MSP over Lua). Games will send the bytes of out-of-band messages to Mudlet in a format like this:
IAC SB TELOPT_MSP !!SOUND(cow.wav L=2 V=100) IAC SE
Note: Game admins: This option does require a TELOPT 90 WILL message.
MSP for Lua
Check for MSP support with your game and enable any options that allow sound and music triggers to be sent to your screen.
You can download the package from Media:MSP.zip or follow the instructions below.
Create a sound trigger to invoke the Lua interpreter:
| Name | Text | Type | Script |
|---|---|---|---|
| Sound Trigger | ^!!SOUND\((\S+?)(?: (.+))?\)$ | perl regex |
|
Create a music trigger to invoke the Lua interpreter:
| Name | Text | Type | Script |
|---|---|---|---|
| Music Trigger | ^!!MUSIC\((\S+?)(?: (.+))?\)$ | perl regex |
|
Note: Game admins: Best practice is to implement a TELOPT 90 WILL message as a signal to the client that MSP is supported. This is not required.
If your game does not negotiate MSP, you can download Media:MSP-Alternate.zip or you can use this script in your trigger instead of receiveMSP for MSP Sound:
deleteLine()
local mspFile = nil
local mspVolume = 100
local mspLength = 1
local mspPriority = 50
local mspType = nil
local mspURL = nil
-- Strip !!SOUND() from the line
local line = matches[1]:sub(9, -2)
-- Break up the line into tokens
local tokens = line:split(" ")
-- Iterate through the tokens to discover MSP values
for index, value in ipairs(tokens) do
if index == 1 then
mspFile = value
elseif value:find("V=", 1, true) == 1 or value:find("v=", 1, true) == 1 then
mspVolume = tonumber(value:sub(3))
elseif value:find("L=", 1, true) == 1 or value:find("l=", 1, true) == 1 then
mspLength = tonumber(value:sub(3))
elseif value:find("P=", 1, true) == 1 or value:find("p=", 1, true) == 1 then
mspPriority = tonumber(value:sub(3))
elseif value:find("T=", 1, true) == 1 or value:find("t=", 1, true) == 1 then
mspType = value:sub(3)
elseif value:find("U=", 1, true) == 1 or value:find("u=", 1, true) == 1 then
mspURL = value:sub(3)
end
end
if mspFile == "Off" and mspURL == nil then
stopSounds()
else
playSoundFile(
{
name = mspFile,
volume = mspVolume,
loops = mspLength,
priority = mspPriority,
tag = mspType,
url = mspURL,
}
)
end
If your game does not negotiate MSP, you can use this script in your trigger instead of receiveMSP for MSP Music:
deleteLine()
local mspFile = nil
local mspVolume = 100
local mspLength = 1
local mspContinue = true
local mspType = nil
local mspURL = nil
-- Strip !!MUSIC() from the line
local line = matches[1]:sub(9, -2)
-- Break up the line into tokens
local tokens = line:split(" ")
-- Iterate through the tokens to discover MSP values
for index, value in ipairs(tokens) do
if index == 1 then
mspFile = value
elseif value:find("V=", 1, true) == 1 or value:find("v=", 1, true) == 1 then
mspVolume = tonumber(value:sub(3))
elseif value:find("L=", 1, true) == 1 or value:find("l=", 1, true) == 1 then
mspLength = tonumber(value:sub(3))
elseif value:find("C=", 1, true) == 1 or value:find("c=", 1, true) == 1 then
if tonumber(value:sub(3)) == 0 then
mspContinue = false
else
mspContinue = true
end
elseif value:find("T=", 1, true) == 1 or value:find("t=", 1, true) == 1 then
mspType = value:sub(3)
elseif value:find("U=", 1, true) == 1 or value:find("u=", 1, true) == 1 then
mspURL = value:sub(3)
end
end
if mspFile == "Off" and mspURL == nil then
stopMusic()
else
playMusicFile(
{
name = mspFile,
volume = mspVolume,
loops = mspLength,
continue = mspContinue,
tag = mspType,
url = mspURL,
}
)
end
MSP over GMCP
Reference Mudlet's documentation on the MUD Client Media Protocol specification for more information.
Note: Game admins: Do not implement a TELOPT 90 WILL message exchange when exclusively using this option.
MSP Troubleshooting
- Wildcards ? or * within the file name do not trigger automatic sound or music downloads. Ensure the sound was downloaded previously prior to using a wildcard.
- Mudlet < 4.11 would not play the MSP sound if it had unknown elements, Mudlet 4.12+ will ignore the unknown elements and do the best it can to play the sound.
MSP Specification
For more insight into the syntax of sound and music triggers, please reference the specification.
Sound packs
As most games have been around for a long time, they often use Mud Sound Protocol (MSP) to play sounds. We often find that the game administrators have documented a downloadable soundpack on their website, or that a 3rd party has made one. In Mudlet, a profile is created for each game, and you can manually create a media folder inside of it and drop in the media files (sound, music). For games using MSP, you can create simple triggers to play them which are documented above.
MSSP
Mud Server Status Protocol, or MSSP, provides a way for game crawlers (i.e. MSSP Mud Crawler) and game listing sites (search for Listings here) to gather detailed information about a game, including dynamic information like boot time and the current amount of online players. It also makes submitting a new game entry very simple on game listing sites. A player or administrator is only required to fill in the hostname and port and other information is gathered from behind the scenes.
MSSP in Mudlet
The MSSP data presented in Mudlet will enable MSSP standard data fields to be made accessible for scripting. Some useful fields include the game name, number of players, uptime, game hostname, game port, codebase, admin contact, Discord invite URL, year created, link to an icon, ip address, primary language, game location, website and several others may be available. It is up to the game in question to populate the data, so don't expect all fields to be filled in.
MSSP is available in Mudlet 4.1+.
Receiving MSSP Data
To receive MSSP data in Mudlet, these conditions must be met:
- The Enable MSSP box in the Settings window of Mudlet must be checked (default on).
- The game must negotiate MSSP with clients like Mudlet at its login screen. Details here.
To see whether your game supports MSSP, after connecting, type lua mssp. If the game does not support MSSP, you will see an empty table mssp = {}. If it does you will see information similar to the example below. The data may be accessed in a similar way to the instructions for GMCP listed above. Typically, MSSP data is only sent once per connection.
mssp = {
HOSTNAME = "stickmud.com",
VT100 = "1",
UPTIME = "1565657220",
MSDP = "0",
MCP = "0",
GMCP = "1",
PORT = "7680",
["MINIMUM AGE"] = "13",
PUEBLO = "0",
INTERMUD = "-1",
SKILLS = "100",
["HIRING BUILDERS"] = "0",
PLAYERS = "6",
CONTACT = "[email protected]",
CODEBASE = "LDMud 3.5.0 (3.5.1)",
["HIRING CODERS"] = "0",
["PAY FOR PERKS"] = "0",
LOCATION = "Canada",
GAMESYSTEM = "Custom",
MCCP = "0",
SUBGENRE = "Medieval Fantasy",
ROOMS = "10000",
STATUS = "Live",
FAMILY = "LPMud",
LEVELS = "150",
CREATED = "1991",
["PAY TO PLAY"] = "0",
IP = "24.138.28.11",
MOBILES = "-1",
GAMEPLAY = "Hack and Slash",
CLASSES = "8",
NAME = "StickMUD",
SSL = "7670", -- legacy key, use TLS now please!
TLS = "7670",
ANSI = "1",
ICON = "https://www.stickmud.com/favicon.ico",
RACES = "12",
UTF-8 = "0",
AREAS = "-1",
MXP = "0",
HELPFILES = "-1",
["XTERM 256 COLORS"] = "0",
MSP = "1",
OBJECTS = "9780",
WEBSITE = "https://www.stickmud.com",
GENRE = "Fantasy",
DISCORD = "https://discord.gg/erBBxt",
LANGUAGE = "English"
}
MTTS
MUD servers frequently seek information about the capabilities of a MUD Client. Despite the availability of various methods, achieving consistency and reliability in this endeavor has proven challenging. The Mud Terminal Type Standard (MTTS) aims to alleviate these issues by introducing a transparent and straightforward standard for MUD Clients to communicate their terminal capabilities. This standard builds upon and formalizes RFC 1091, which outlines the Telnet Terminal-Type Option.
MTTS in Mudlet
By incorporating the Mud Terminal-Type Standard (MTTS), Mudlet will communicate with interested servers that it possesses the following capabilities:
- Support for ANSI Color Codes: The client supports all common ANSI color codes.
- UTF-8 Character Encoding: The client utilizes UTF-8 character encoding.
- Support for 256 Color Codes: Mudlet is equipped to handle all 256 color codes.
- OSC Color Palette: Mudlet acknowledges support for the OSC color palette.
- Screen Reader Support: Mudlet offers support for screen readers, with opt-in functionality (not advertised by default).
- Truecolor Codes: Mudlet supports truecolor codes using semicolon notation.
- Mud New Environment Standard (MNES) Support: The client adheres to the Mud New Environment Standard for information exchange.
- TLS Encryption: The client supports Transport Layer Security for data encryption.
Screen Reader Opt-In
Users can find on the Accessibility tab under the Settings menu a checkbox identified as "Advertise screen reader use via protocols supporting this notice" which when checked will notify interested game servers. This information may be used to optimize the gaming experience.
Available MTTS Information
Through a Telnet TERMINAL-TYPE Option negotiation, Mudlet transfers a bitvector to game servers, (i.e., 2349) for processing. A bitvector, also known as a bitmap, is a data structure that represents a fixed-size sequence of binary digits or bits. In a bitvector, each bit corresponds to a specific position or index in the sequence, and its value can be either 0 or 1. The MTTS bitvector represents is a set of flags and boolean values, where each bit can represent the state of a particular boolean condition or flag. For example, if the third bit is set to 1, it indicates that the client is using UTF-8 character encoding. A 0 indicator would indicate that UTF-8 was not supported.
| Bit | Property | Meaning |
|---|---|---|
| 1 | ANSI | Client supports all common ANSI color codes. |
| 2 | VT100 | Client supports all common VT100 codes. |
| 4 | UTF-8 | Client is using UTF-8 character encoding. |
| 8 | 256 COLORS | Client supports all 256 color codes. |
| 16 | MOUSE TRACKING | Client supports xterm mouse tracking. |
| 32 | OSC COLOR PALETTE | Client supports OSC and the OSC color palette. |
| 64 | SCREEN READER | Client is using a screen reader. |
| 128 | PROXY | Client is a proxy allowing different users to connect from the same IP address. |
| 256 | TRUECOLOR | Client supports truecolor codes using semicolon notation. |
| 512 | MNES | Client supports the Mud New Environment Standard for information exchange. |
| 1024 | MSLP | Client supports the Mud Server Link Protocol for clickable link handling. |
| 2048 | TLS | Client supports Transport Layer Security for data encryption. |
Negotiating MTTS
Per the MTTS guidance, game servers should initiate up to 4 TTYPE requests to complete the TTYPE cycling routine within a given connection. If the connection is reset, negotiate TTYPE again. Reference the MTTS website for more information.
| Server | Mudlet |
|---|---|
| IAC DO TTYPE (24) IAC SE | IAC WILL TTYPE (24) IAC SE |
| IAC SB TTYPE (24) SEND (1) IAC SE | IAC SB TTYPE (24) IS (0) MUDLET IAC SE |
| IAC SB TTYPE (24) SEND (1) IAC SE | IAC SB TTYPE (24) IS (0) ANSI-TRUECOLOR IAC SE |
| IAC SB TTYPE (24) SEND (1) IAC SE | IAC SB TTYPE (24) IS (0) MTTS 2349 IAC SE |
| IAC SB TTYPE (24) SEND (1) IAC SE | IAC SB TTYPE (24) IS (0) MTTS 2349 IAC SE |
If a Mudlet user does not want to enable Mud Terminal Type Standard, they may choose the Settings, General menu item in Mudlet and toggle off the "Enable MTTS" checkbox.
MTTS is available in Mudlet 4.18+.
MXP
MXP is based loosely on the HTML and XML standards supported by modern web browsers. It is only "loosely" based upon these standards because games require dynamic, streaming text, rather than the page-oriented view of web browsers. Also, the existing standards are needlessly verbose for use on a game where text efficiency is important.
In addition, there are additional security concerns to worry about with MXP. While support for HTML tags within a line is desired, players on a game can exploit this power and cause problems. Certain HTML functions need to be restricted so that players cannot abuse them. For example, while it might be desirable to allow players to change the font or color of their chat messages, you would not want to allow them to display a large graphics image, or execute script commands on the client of other users. MXP handles this by grouping the various tags and commands into secure and open categories, and preventing the secure tags from being used by players.
Mudlet implements a subset of MXP features - the most popular ones that are actually in use. Mudlet supports MXP links (including send to prompt and open in browser in Mudlet 3.17+), pop-up menus, creation of custom elements, and line modes. As a game admin, you can ask what features are supported with the <SUPPORT> command.
MXP in Mudlet
Just like GMCP, MXP data is available in the mxp. namespace and events are raised. To see all MXP events, turn on Debug mode.
function testmxpsend()
print("Text for the link is: ".. mxp.send.href)
print("Commands to do are: ")
display(mxp.send.actions)
print("\n")
end
registerAnonymousEventHandler("mxp.send", "testmxpsend")
Note: Available in Mudlet 4.8+
Since Mudlet 4.20+ you can also display a different text to the player with the mxp.send.text variable.
e.g. in a shop you might like a click to purchase interface
mxp.send = {
actions = { "send([[buy apple]])" },
href = "buy apple", -- command sent when clicked
text = "a big apple", -- text shown to the player
}
Receiving MXP Data
Processing of MXP is enabled by default on new game profiles. Control whether the processing is on or off through the Settings menu in Mudlet.
Simple example of receiving MXP Data (Server owners)
<SEND href=\"&text;\"> go north... </SEND>"
This creates a clickable link that will enable the player to navigate without typing the directions into Mudlet. MXP sends the data immediately when clicked.
Advanced example of receiving MXP Data (Server owners)
<send href='examine "&name;"|get "&name;"' hint='Right mouse click to act on this item|Get &desc;|Examine &desc;|Look in &desc;' expire=get>\" ATT='name desc'>
This creates a clickable link that will 'examine' an item. It also enables a right-click function wherein the player can select to either examine or get the item (in this case &name; is the item and &desc; is the item's description ).
MXP Specification
MXP was originally developed and supported by the Zuggsoft team. For more insight into the syntax, reference the specification or the PDF here. Mudlet has a partial implementation version 1.0 of the MXP spec - to see what is supported, ask Mudlet with the <SUPPORT> tag.
NEW-ENVIRON
To enhance the player experience through sharing more client-supported details, the Telnet New-Environ Option may be used to transfer client environment variables from Mudlet to game servers. Sharing supporting information on information such as encoding, terminal emulation, and accessibility options aims to improve initial player setup and increase the retention rate for new gaming community members.
NEW-ENVIRON in Mudlet
Mudlet supports two methods of information exchange via NEW-ENVIRON, the first via RFC 1572: Telnet New-Environ Option (on by default), and the second is MNES: Mud New-Environ Standard (off by default), which shares a standardized set of client information across multiple clients.
Client Environment Variable Updates
Mudlet provides a user-friendly interface for managing environmental variables through its Settings menu. For certain environmental variables, manual selections made in the Settings menus can dynamically notify servers that have expressed interest in the client's environmental variables through the negotiation of the NEW-ENVIRON option. For instance, when a Mudlet user updates the data encoding for a server profile by navigating to Settings, General, and choosing a specific data encoding from the drop-down menu, this information becomes available for transmission via both the RFC (default) and MNES (requires user enabling) options.
Screen Reader Opt-In
Users can find on the Accessibility tab under the Settings menu a checkbox identified as "Advertise screen reader use via protocols supporting this notice" which when checked will notify interested game servers. This information may be used to optimize the gaming experience.
Available Client Environment Variables RFC 1572
Two types of variables are used per RFC 152, well-known variables defined with VAR (0) and for less common variables, USERVAR (3). Currently, per the RFC, Mudlet shares its variables via the USERVAR (3) type.
Some client variables updates may be reported ad-hoc with an INFO (2) message. If there is no value for a defined variable, a VAL (1) will be sent without a value following it.
| Type | Variable | Example Values | Mudlet Default | OPT-IN | INFO | Purpose | Available |
|---|---|---|---|---|---|---|---|
| USERVAR | 256_COLORS | 1, 0 | 1 | Client supports all 256 color codes. 1 = Yes/True/ACK. | 4.18 | ||
| USERVAR | ANSI | 1, 0 | 1 | Client supports all common ANSI color codes. 1 = Yes/True/ACK. | 4.18 | ||
| USERVAR | BOLD_IS_BRIGHT | 2, 1, 0 | Yes | Use bright colors always (2), sometimes (1), or never (0). | future | ||
| USERVAR | CHARSET | UTF-8, ASCII | Yes | Encoding set in the client | 4.18 | ||
| USERVAR | CLIENT_NAME | MUDLET | MUDLET | Name of the client. | 4.18 | ||
| USERVAR | CLIENT_VERSION | 4/18, 4/17/2-DEV | Version of the client. | 4.18 | |||
| USERVAR | MTTS | 2349 | Yes | Bitvector defined in the Mud Terminal Type Standard (MTTS). | 4.18 | ||
| USERVAR | OSC_COLOR_PALETTE | 1, 0 | Client supports OSC and the OSC color palette. 1 = Yes/True/ACK. | 4.18 | |||
| USERVAR | OSC_HYPERLINKS | 1, 0 | 1 | Client supports OSC 8 hyperlinks per the standard specification with Mudlet extensions for enhanced styling and interactivity. 1 = Yes/True/ACK. | 4.20 | ||
| USERVAR | OSC_HYPERLINKS_COMPACT | 1, 0 | 1 | Client supports compact/shorthand JSON syntax for OSC 8 hyperlink configuration (e.g., s for style, c for color). 1 = Yes/True/ACK.
|
4.21 | ||
| USERVAR | OSC_HYPERLINKS_DISABLED | 1, 0 | 1 | Client supports the disabled parameter to create non-interactive hyperlinks that block clicks and context menus while preserving tooltips. 1 = Yes/True/ACK.
|
4.21 | ||
| USERVAR | OSC_HYPERLINKS_MENU | 1, 0 | 1 | Client supports the menu parameter for interactive right-click context menus on OSC 8 hyperlinks. 1 = Yes/True/ACK.
|
4.20 | ||
| USERVAR | OSC_HYPERLINKS_PRESETS | 1, 0 | 1 | Client supports the preset: URI scheme for defining reusable styling configurations that can be referenced by name. 1 = Yes/True/ACK.
|
4.21 | ||
| USERVAR | OSC_HYPERLINKS_PROMPT | 1, 0 | 1 | Client supports the prompt: URI scheme for pre-filling the command line. 1 = Yes/True/ACK.
|
4.20 | ||
| USERVAR | OSC_HYPERLINKS_SELECTION | 1, 0 | 1 | Client supports the selection parameter for stateful toggle behavior with radio-button (exclusive) and checkbox (multi-select) group support, including the :selected pseudo-class. 1 = Yes/True/ACK.
|
4.21 | ||
| USERVAR | OSC_HYPERLINKS_SEND | 1, 0 | 1 | Client supports the send: URI scheme for immediately executing commands. 1 = Yes/True/ACK.
|
4.20 | ||
| USERVAR | OSC_HYPERLINKS_SPOILER | 1, 0 | 1 | Client supports the spoiler parameter for click-to-reveal hidden content with redacted display until interaction. 1 = Yes/True/ACK.
|
4.21 | ||
| USERVAR | OSC_HYPERLINKS_STYLE_BASIC | 1, 0 | 1 | Client supports basic styling for OSC 8 hyperlinks including colors (foreground, background), text formatting (bold, italic), and simple text decorations (underline, strikeout, overline). 1 = Yes/True/ACK. | 4.20 | ||
| USERVAR | OSC_HYPERLINKS_STYLE_STATES | 1, 0 | 1 | Client supports interactive pseudo-class states for OSC 8 hyperlinks (:hover, :active, :visited, :focus, :focus-visible, :link, :any-link, :selected, :disabled) with state-specific styling and accessibility enhancements. 1 = Yes/True/ACK. | 4.21 | ||
| USERVAR | OSC_HYPERLINKS_TOOLTIP | 1, 0 | 1 | Client supports the tooltip parameter for displaying contextual help text when hovering over OSC 8 hyperlinks. 1 = Yes/True/ACK.
|
4.20 | ||
| USERVAR | OSC_HYPERLINKS_VISIBILITY | 1, 0 | 1 | Client supports the visibility parameter for automatic hide/reveal behavior including timed concealment, expiration triggers, and delayed reveal. 1 = Yes/True/ACK.
|
4.21 | ||
| USERVAR | SCREEN_READER | 1, 0 | 0 | Yes | Yes | Client is using a screen reader. 1 = Yes/True/ACK. | 4.18 |
| USERVAR | TERMINAL_TYPE | ANSI-TRUECOLOR, ANSI-256COLOR, ANSI, XTERM, VT100, DUMB | ANSI-TRUECOLOR | Terminal type of the client | 4.18 | ||
| USERVAR | TLS | 1, 0 | Client supports Transport Layer Security for data encryption. 1 = Yes/True/ACK. | 4.18 | |||
| USERVAR | TRUECOLOR | 1, 0 | Client supports truecolor codes using semicolon notation. 1 = Yes/True/ACK. | 4.18 | |||
| USERVAR | UTF-8 | 1, 0 | Yes | Client is using UTF-8 character encoding. 1 = Yes/True/ACK. | 4.18 | ||
| USERVAR | VT100 | 1, 0 | 0 | Client supports all common VT100 codes. 1 = Yes/True/ACK. This is not applicable for Mudlet and while defined, is not used. | 4.18 | ||
| USERVAR | WORD_WRAP | 100 | Yes | Client wraps text at this value | 4.18 |
Negotiating NEW-ENVIRON
Negotiating the NEW-ENVIRON Telnet option empowers game servers to request one, multiple, or all client environment variables configured within Mudlet. The process unfolds with the game server sending a Telopt DO NEW-ENVIRON (39), prompting Mudlet to respond with a WILL NEW-ENVIRON (39). Subsequently, the game server can send SB NEW-ENVIRON (39) SEND to receive all available environment variables. Mudlet responds with SB NEW-ENVIRON (39) IS (0) < VAR (0) | USERVAR (3) > "<variable>" [VAL (1)] ["<value>"] [ .. [ VAR (0) | USERVAR (3) ] "<variable>" VAL (1) "<value>"] containing the list of environmental variables.
Once an environmental variable is transmitted to a server within the ongoing connection, Mudlet replies with SB NEW-ENVIRON (39) INFO (2) < VAR (0) | USERVAR (3) > "<variable>" [VAL (1)] ["<value>"] messages for select variables. Importantly, no reply from the server is required in this context. If there is a need to specify a particular list of requested environmental variables to Mudlet, the format SB NEW-ENVIRON (39) SEND < VAR (0) | USERVAR (3) > "<variable>" [ .. < VAR (0) | USERVAR (3) > "<variable>" ] can be employed.
Success example #1 (one environmental variable):
| Server | Mudlet |
|---|---|
| IAC DO NEW-ENVIRON (39) IAC SE | IAC WILL NEW-ENVIRON (39) IAC SE |
| IAC SB NEW-ENVIRON (39) SEND (1) USERVAR (3) CHARSET IAC SE | IAC SB NEW-ENVIRON (39) IS (0) USERVAR (3) CHARSET VAL (1) UTF-8 IAC SE |
Success example #2 (all environmental variables):
| Server | Mudlet |
|---|---|
| IAC DO NEW-ENVIRON (39) IAC SE | IAC WILL NEW-ENVIRON (39) IAC SE |
| IAC SB NEW-ENVIRON (39) SEND (1) IAC SE | IAC SB NEW-ENVIRON (39) IS (0) USERVAR (3) 256_COLORS VAL (1) 1 USERVAR (3) ANSI VAL (1) 1 USERVAR (3) CHARSET VAL (1) UTF-8 USERVAR (3) CLIENT_NAME VAL (1) MUDLET USERVAR (3) CLIENT_VERSION VAL (1) 4/17/2-DEV USERVAR (3) USERVAR (3) MTTS VAL (1) 2349 USERVAR (3) OSC_COLOR_PALETTE VAL (1) 1 USERVAR (3) SCREEN_READER VAL (1) USERVAR (3) TERMINAL_TYPE VAL (1) ANSI-TRUECOLOR USERVAR (3) TLS VAL (1) 1 USERVAR (3) TRUECOLOR VAL (1) 1 USERVAR (3) UTF-8 VAL (1) 1 USERVAR (3) VT100 VAL (1) 0 USERVAR (3) WORD_WRAP VAL (1) 100 IAC SE |
| [ As updates occur in the client the following are possible... ] | |
| IAC SB NEW-ENVIRON (39) INFO (2) USERVAR (3) CHARSET VAL (1) UTF-8 IAC SE
IAC SB NEW-ENVIRON (39) INFO (2) USERVAR (3) MTTS VAL (1) 2349 IAC SE IAC SB NEW-ENVIRON (39) INFO (2) USERVAR (3) SCREEN_READER VAL (1) IAC SE IAC SB NEW-ENVIRON (39) INFO (2) USERVAR (3) UTF-8 VAL (1) 1 IAC SE IAC SB NEW-ENVIRON (39) INFO (2) USERVAR (3) WORD_WRAP VAL (1) 100 IAC SE |
If a Mudlet user does not want to negotiate environmental variables, they may choose the Settings, Special Options menu item in Mudlet and enable "Force NEW_ENVIRON negotiation off". The following is an example of an attempted negotiation where "Force NEW-ENVIRON negotiation off" is enabled.
| Server | Mudlet |
|---|---|
| IAC DO NEW-ENVIRON (39) IAC SE | IAC WONT NEW-ENVIRON (39) IAC SE |
NEW-ENVIRON negotiation is available in Mudlet 4.18+.
MNES
The Mud New-Environment Standard is an alternative way to share client-supported details between Mudlet to game servers. MNES is a variant of NEW-ENVIRON, not based on the RFC.
Activating MNES
If your game supports MNES, instruct users to toggle on the `Enable MNES` menu option on the General tab in Mudlet.
Mud New-Environ Standard Client Environment Variables MNES
MNES leverages VAR (0) to transfer up to five client environment variables. Some client variables updates may be reported ad-hoc with an INFO message. If there is no value for a defined variable, a VAL (1) will be sent without a value following it.
| Type | Variable | Example Values | Mudlet Default | INFO | Purpose |
|---|---|---|---|---|---|
| VAR | CHARSET | UTF-8, ASCII | Yes | Encoding set in the client | |
| VAR | CLIENT_NAME | MUDLET | MUDLET | Name of the client. | |
| VAR | CLIENT_VERSION | 4/18, 4/17/2-DEV | Version of the client. | ||
| VAR | MTTS | 2349 | Yes | Bitvector defined in the Mud Terminal Type Standard (MTTS). | |
| VAR | TERMINAL_TYPE | ANSI-TRUECOLOR, ANSI-256COLOR, ANSI, XTERM, VT100, DUMB | ANSI-TRUECOLOR | Terminal type of the client |
Negotiating MNES
The primary differences between MNES and the out-of-the-box RFC 152 NEW-ENVIRON implementation is that MNES sends no more than 5 client environment variables ("IPADDRESS" will not be implemented in Mudlet), it uses a VAR (0) for the SEND (1), IS (0), and INFO (2) messages, and returns a multiple client variable response in multiple IS (0) messages.
| Server | Mudlet |
|---|---|
| IAC DO NEW-ENVIRON (39) IAC SE | IAC WILL NEW-ENVIRON (39) IAC SE |
| IAC SB NEW-ENVIRON (39) SEND IAC SE | IAC SB NEW-ENVIRON (39) IS (0) VAR (0) CHARSET VAL (1) UTF-8 IAC SE
IAC SB NEW-ENVIRON (39) IS (0) VAR (0) CLIENT_NAME VAL (1) MUDLET IAC SE IAC SB NEW-ENVIRON (39) IS (0) VAR (0) CLIENT_VERSION VAL (1) 4/17/2-DEV IAC SE IAC SB NEW-ENVIRON (39) IS (0) VAR (0) MTTS VAL (1) 2349 IAC SE IAC SB NEW-ENVIRON (39) IS (0) VAR (0) TERMINAL_TYPE VAL (1) ANSI-TRUECOLOR IAC SE |
| [ As updates occur in the client the following are possible... ] | |
| IAC SB NEW-ENVIRON (39) INFO (2) VAR (0) CHARSET VAL (1) ASCII IAC SE
IAC SB NEW-ENVIRON (39) INFO (2) VAR (0) MTTS VAL (1) 2345 IAC SE |
MNES negotiation is available in Mudlet 4.18+.
NAWS
The NAWS (Negotiate About Window Size) protocol allows the client to inform the server of the current dimensions of the terminal window. This is useful for servers to adjust their output formatting dynamically based on the client's terminal size.
Activation
NAWS is automatically negotiated during the Telnet session if the server supports it. Mudlet will respond to the server's DO NAWS request with WILL NAWS and send the current terminal dimensions.
Negotiation
When NAWS is enabled, Mudlet sends the terminal dimensions (width and height) to the server using the following format:
IAC SB NAWS <width high byte> <width low byte> <height high byte> <height low byte> IAC SE
- Width: The width of the terminal in characters, sent as two bytes (high byte first).
- Height: The height of the terminal in characters, sent as two bytes (high byte first).
- IAC: Interpret As Command (0xFF).
- SB: Subnegotiation Begin (0xFA).
- SE: Subnegotiation End (0xF0).
Example
If the terminal size is 80x24, Mudlet will send the following sequence:
IAC SB NAWS 0x00 0x50 0x00 0x18 IAC SE
0x00 0x50represents the width (80 in decimal).0x00 0x18represents the height (24 in decimal).
Implementation in Mudlet
Mudlet calculates the terminal dimensions dynamically and sends updates when the window size changes.
Notes
- NAWS is supported by most modern MUD servers.
- Mudlet ensures compliance with the Telnet protocol by doubling any
IACbytes in the width or height values to avoid confusion with actual Telnet commands.
Troubleshooting
If NAWS does not appear to work:
- Ensure the server supports NAWS and requests it during the Telnet negotiation.
- Verify that the terminal dimensions are correctly set in Mudlet.
- Check for any network issues that might interfere with Telnet sub-negotiations.
References
- RFC 1073 - Telnet Window Size Option
OSC 8: Hyperlink Protocol
OSC 8 is a standardized terminal escape sequence that enables clickable hyperlinks in terminal output. Mudlet extends the OSC 8 standard with enhanced styling and interactivity features, providing a safer and more powerful alternative to MXP.
Quick Start
Want to try OSC 8 hyperlinks immediately? Send this command in Mudlet:
say !osc8-docs
Feature Overview
| Feature | Description | Version |
|---|---|---|
| Basic Links | Send commands, pre-fill input, open URLs | |
| Visual Styling | Colors, fonts, decorations | |
| Interactive States | Hover, active, visited effects | |
| Tooltips | Custom hover text | |
| Context Menus | Right-click menus | |
| Visibility | Auto-hide/reveal links | |
| Spoilers | Click-to-reveal hidden text | |
| Disabled Links | Non-clickable display links | |
| Selection | Stateful toggle links | |
| Compact Syntax | Shorthand property names | |
| Presets | Reusable style templates |
Tier 1: Fundamentals
Understanding OSC Sequences
Purpose
OSC (Operating System Command) sequences are part of the ANSI escape sequence family. They allow terminals to receive structured commands from servers, including hyperlink definitions.
How It Works
- Server sends an escape sequence starting with
ESC ](escape + right bracket) - The sequence contains command data (like a URL)
- The sequence ends with a String Terminator:
ESC \(escape + backslash) - The terminal processes the command and renders the result
Key Characters
| Character | ASCII | Hex | Description |
|---|---|---|---|
| ESC | 27 | 0x1B | Escape character - starts all ANSI sequences |
| ] | 93 | 0x5D | Right bracket - identifies OSC sequences |
| \ | 92 | 0x5C | Backslash - with ESC forms String Terminator |
| ; | 59 | 0x3B | Semicolon - separates parameters |
Note: "Note: Mudlet requires proper termination with either ST (ESC ) Mudlet 4.20 or BEL (0x07) Mudlet 4.20+. Missing terminators cause text to buffer without displaying (with a 4096-byte safety limit)."
Basic Links
Purpose
Create clickable text that performs actions when clicked—sending commands to the game, pre-filling input, or opening web pages.
How It Works
OSC 8 hyperlinks work like HTML tags with opening and closing sequences:
- Opening sequence defines the link target:
ESC ] 8 ; ; URI ESC \ - Link text appears between sequences (can include ANSI formatting)
- Closing sequence ends the clickable region:
ESC ] 8 ; ; ESC \
Structure
ESC ] 8 ; params ; URI ESC \ visible text ESC ] 8 ; ; ESC \
│ │ │ │
│ │ └── Link target (URL/command) │
│ └── Optional parameters (unused) │
└── OSC 8 identifier └── Empty = close link
URI Schemes
| Scheme | Action | Example | Capability Variable |
|---|---|---|---|
send: |
Immediately sends command to game | send:look |
OSC_HYPERLINKS_SEND |
prompt: |
Places command in input line for editing | prompt:cast fireball |
OSC_HYPERLINKS_PROMPT |
http: / https: |
Opens in default web browser | https://mudlet.org |
OSC_HYPERLINKS |
ftp: |
Opens in default handler | ftp://files.example.com |
OSC_HYPERLINKS |
Examples
Send a command:
ESC ] 8 ; ; send:look ESC \ Look ESC ] 8 ; ; ESC \
Pre-fill input:
ESC ] 8 ; ; prompt:cast%20fireball ESC \ Cast Fireball ESC ] 8 ; ; ESC \
Open webpage:
ESC ] 8 ; ; https://www.mudlet.org ESC \ Visit Mudlet ESC ] 8 ; ; ESC \
Capability Detection
USERVAR OSC_HYPERLINKS = "1" USERVAR OSC_HYPERLINKS_SEND = "1" USERVAR OSC_HYPERLINKS_PROMPT = "1"
Percent Encoding
Purpose
JSON configuration is passed as a URL parameter, requiring special characters to be percent-encoded per RFC 3986.
How It Works
- Special characters are replaced with
%XXwhere XX is the hex value - The entire JSON config object must be encoded
- Spaces in commands use
%20
Common Encodings
| Character | Encoded | When to Encode |
|---|---|---|
| Space | %20 |
In commands: cast%20fireball
|
" |
%22 |
In JSON strings |
{ |
%7B |
JSON object start |
} |
%7D |
JSON object end |
: |
%3A |
JSON key-value separator |
, |
%2C |
JSON element separator |
& |
%26 |
In web URL query strings |
# |
%23 |
In web URL fragments |
What to Encode
Always encode:
- The entire JSON object in the
configparameter - Spaces in command URIs
Never encode:
- URI scheme (
send:,https://) - Parameter structure (
?,=,&in URL structure)
Example
Human-readable:
{"style": {"color": "red"}}
Percent-encoded:
%7B%22style%22%3A%7B%22color%22%3A%22red%22%7D%7D
Complete URI:
send:attack?config=%7B%22style%22%3A%7B%22color%22%3A%22red%22%7D%7D
Encoding Tools
- JavaScript:
encodeURIComponent() - Python:
urllib.parse.quote() - Lua:
socket.url.escape()or custom implementation
Tier 2: Visual Styling
JSON Configuration
Purpose
Mudlet extends OSC 8 with JSON-based configuration for rich visual customization while maintaining standard protocol compatibility.
How It Works
- Append
?config=to your URI - Follow with percent-encoded JSON
- Mudlet parses the JSON and applies styling/behavior
Structure
SCHEME:COMMAND?config=PERCENT_ENCODED_JSON
Configuration Object
{
"style": { }, // Visual appearance
"tooltip": "", // Hover text
"menu": [ ], // Right-click options
"title": "", // Menu header (string or {text, style})
"visibility": { }, // Auto-hide/reveal
"selection": { }, // Toggle state
"spoiler": false, // Hidden text
"disabled": false // Non-clickable
}
Style Properties
Purpose
Control the visual appearance of hyperlink text including colors, fonts, and decorations.
Properties
| Property | Type | Description | Example Values |
|---|---|---|---|
color |
String | Text foreground color | "red", "#ff0000", "rgb(255,0,0)"
|
bg |
String | Background color | "blue", "#000080"
|
bold |
Boolean | Bold weight | true, false
|
italic |
Boolean | Italic style | true, false
|
underline |
Boolean/String | Underline style | true, "wavy", "dotted", "dashed"
|
overline |
Boolean/String | Overline style | true, "wavy", "dotted", "dashed"
|
strikethrough |
Boolean/String | Strikethrough style | true, "wavy", "dotted", "dashed"
|
text-decoration-color |
String | Color for underline/overline/strikethrough | "red", "#ff0000"
|
Note: OSC 8 links are not underlined by default (unlike traditional hyperlinks). Add "underline": true explicitly if desired.
Color Formats
Mudlet supports all standard color formats via Qt's QColor parser:
Named colors (147+ CSS3/X11 names):
"color": "red" "color": "dodgerblue" "color": "darkslategray"
Hexadecimal:
"color": "#ff0000" // 6-digit "color": "#f00" // 3-digit shorthand
RGB function:
"color": "rgb(255, 0, 0)" // Integer 0-255 "color": "rgb(100%, 0%, 0%)" // Percentage
Examples
Red bold text:
{"style": {"color": "red", "bold": true}}
Blue background with white text:
{"style": {"color": "white", "bg": "blue"}}
Wavy green underline:
{"style": {"underline": "wavy", "text-decoration-color": "green"}}
Capability Detection
USERVAR OSC_HYPERLINKS_STYLE_BASIC = "1"
Interactive States
Purpose
Add dynamic visual feedback with pseudo-class states, similar to CSS hover effects in web browsers.
How It Works
- Define base style properties at the top level of
style - Add state-specific overrides as nested objects
- When a state activates, its properties override the base
- Multiple states can be active; higher priority wins
Available States
| State | Trigger | Priority | Use Case |
|---|---|---|---|
active |
Mouse button pressed | 1 (highest) | Click feedback |
hover |
Mouse cursor over link | 2 | Highlight on mouseover |
focus-visible |
Keyboard focus indicator | 3 | Accessibility |
focus |
Any focus (keyboard/mouse) | 4 | Focus ring |
visited |
Link clicked previously | 5 | Show history |
selected |
Selection state active | 6 | Toggle indicators |
disabled |
Link is disabled | 7 | Unavailable options |
link |
Unvisited link | 8 | Distinct unvisited style |
any-link |
Always applies | 9 (lowest) | Universal styling |
Note: The visited state resets when Mudlet restarts (session-scoped).
Examples
Hover color change:
{
"style": {
"color": "blue",
"hover": {"color": "red"}
}
}
Button-like press effect:
{
"style": {
"bg": "green",
"color": "white",
"hover": {"bg": "lightgreen"},
"active": {"bg": "darkgreen"}
}
}
Link vs visited states:
{
"style": {
"link": {"color": "blue", "underline": true},
"visited": {"color": "purple", "strikethrough": true}
}
}
Capability Detection
USERVAR OSC_HYPERLINKS_STYLE_STATES = "1"
Tier 3: Enhanced Interactivity
Tooltips
Purpose
Display custom hover text to provide guidance, hints, or additional information about a link.
How It Works
- Add
"tooltip"property to JSON configuration - Text appears when user hovers over the link
- Replaces default system tooltip
Configuration
| Property | Type | Description | Default |
|---|---|---|---|
tooltip |
String | Custom hover text | Auto-generated based on link type |
Examples
Simple tooltip:
{"tooltip": "Click to attack the enemy"}
Tooltip with styling:
{
"style": {"color": "red", "bold": true},
"tooltip": "Warning: This action cannot be undone!"
}
Capability Detection
USERVAR OSC_HYPERLINKS_TOOLTIP = "1"
Context Menus
Purpose
Provide multiple actions from a single link via right-click menus, enabling rich interaction without cluttering the display.
How It Works
- Left-click executes the primary URI action
- Right-click displays the context menu
- Each menu item can have its own command
- Use
"-"to create visual separators
Configuration
| Property | Type | Description |
|---|---|---|
menu |
Array | Array of menu items |
title |
String/Object | Non-clickable header label above menu items |
Menu item format:
{"Label Text": "scheme:command"}
Separator:
"-"
Title (simple):
{"title": "Lamb and Barley Stew", "menu": [...]}
Title with styling:
{
"title": {
"text": "Lamb and Barley Stew",
"style": {"color": "#5fbdaf", "bold": true}
},
"menu": [...]
}
Note: For Mudlet, title defaults to teal (#5fbdaf) when no style is specified. title has no effect if menu is not configured.
Examples
Basic combat menu:
{
"menu": [
{"Attack": "send:attack"},
{"Defend": "send:defend"},
"-",
{"Flee": "send:flee"}
]
}
Menu with tooltip:
{
"menu": [
{"Fireball": "send:cast fireball"},
{"Ice Bolt": "send:cast ice bolt"},
"-",
{"Heal": "send:cast heal"}
],
"tooltip": "Right-click for spell options"
}
Note: Links with menus automatically show "Right-click for menu" tooltip if no custom tooltip is provided.
Capability Detection
USERVAR OSC_HYPERLINKS_MENU = "1"
Tier 4: Dynamic Behavior
Visibility
Purpose
Automatically hide or reveal hyperlink text based on time delays or user triggers. Perfect for temporary hints, dismissible prompts, or progressive disclosure interfaces.
How It Works
Conceal action:
- Link appears normally when printed
- User clicks the link (starts delay timer if set) OR expire trigger fires
- After delay/trigger, link text is replaced with spaces
Reveal action:
- Link text replaced with spaces when printed (starts hidden)
- Delay timer starts immediately OR expire trigger fires
- Link text becomes visible
Reveal-then-conceal:
- Link starts hidden
- Reveals via delay or expire trigger
- After revealed, clicking hides it
Configuration
| Property | Type | Description | Default |
|---|---|---|---|
action |
String/Array | Required. "conceal", "reveal", or ["reveal", "conceal"] |
— |
delay |
Number | Milliseconds before action (1000 = 1 second) | — |
expire |
Object | Triggers that immediately perform the action | — |
wholeline |
Boolean | Conceal entire line, not just link text (primarily for deletion) | false
|
Expire triggers:
| Property | Type | Description | Default |
|---|---|---|---|
input |
Boolean | Trigger when user sends any command | false
|
prompt |
Boolean | Trigger on GA/EOR prompt from server | false
|
output |
Boolean | Trigger when new output arrives after idle gap | false
|
outputDelay |
Number | Milliseconds of silence defining idle gap | 500
|
Examples
Click to dismiss after delay:
{"visibility": {"action": "conceal", "delay": 500}}
Hide on next server prompt:
{"visibility": {"action": "conceal", "expire": {"prompt": true}}}
Hide when user sends a command:
{"visibility": {"action": "conceal", "expire": {"input": true}}}
Delayed hint (reveal after 5 seconds):
{"visibility": {"action": "reveal", "delay": 5000}}
Appear then click to dismiss:
{"visibility": {"action": ["reveal", "conceal"], "delay": 3000}}
Delete entire line on click:
{"visibility": {"action": "conceal", "delay": 0, "wholeline": true}}
Capability Detection
USERVAR OSC_HYPERLINKS_VISIBILITY = "1"
Spoilers
Purpose
Hide text content until clicked, with automatic styling and tooltip generation. A simpler alternative to visibility-based concealment for hints, secrets, and puzzle answers.
How It Works
- Link appears with background color matching text (invisible)
- Automatic "Click to reveal" tooltip guides the user
- First click reveals the hidden text
- Subsequent clicks execute the link function (unless disabled)
- Tooltip clears after reveal
Configuration
| Property | Type | Description | Default |
|---|---|---|---|
spoiler |
Boolean | Enable spoiler behavior | false
|
disabled |
Boolean | Prevent function execution after reveal | false
|
Automatic Styling
Spoiler background is automatically generated based on the original background's luminance:
Formula: Y = 0.2126×R + 0.7152×G + 0.0722×B
| Luminance | Background Generation |
|---|---|
| < 0.1 (very dark) | Fixed rgb(40, 40, 40)
|
| < 0.5 (dark) | Original background lightened 140% |
| ≥ 0.5 (light) | Original background darkened 140% |
Examples
Basic spoiler:
{"spoiler": true}
Reveal-only spoiler (no function execution):
{"spoiler": true, "disabled": true}
Spoiler with custom revealed styling:
{
"spoiler": true,
"style": {"color": "yellow", "italic": true}
}
Spoiler with menu:
{
"spoiler": true,
"menu": [
{"Show Again": "send:hint"},
{"Disable Hints": "send:hints off"}
]
}
Spoilers vs Visibility
| Feature | Spoilers | Visibility |
|---|---|---|
| Automatic background | Yes (color-matched) | No (manual styling) |
| Automatic tooltip | Yes ("Click to reveal") | No (manual config) |
| First-click behavior | Reveal only | Execute function |
| State persistence | Per-instance | N/A |
| Best for | Hints, answers, secrets | Temporary UI elements |
Capability Detection
USERVAR OSC_HYPERLINKS_SPOILER = "1"
Disabled Links
Purpose
Display links that cannot execute their function when clicked. Useful for locked content, unavailable options, or reveal-only spoilers.
How It Works
- Link displays with optional disabled styling
- Left-click does nothing (no function execution)
- Right-click menus are blocked (completely non-interactive)
- Can combine with spoilers for reveal-only behavior
Note: Disabled state is permanent. To re-enable, the server must send a new link.
Configuration
| Property | Type | Description | Default |
|---|---|---|---|
disabled |
Boolean | Prevent link function execution | false
|
Styling
Use the disabled pseudo-class for visual feedback:
{
"disabled": true,
"style": {
"color": "gray",
"disabled": {
"color": "darkgray",
"strikethrough": true
}
}
}
Examples
Basic disabled link:
{"disabled": true}
Disabled with menu defined (menu blocked):
{
"disabled": true,
"menu": [
{"Why locked?": "send:help locked"},
{"Requirements": "send:requirements"}
],
"tooltip": "Requires level 10 - menu blocked"
}
Note: Even though a menu is defined, it will not appear because the link is disabled. Use this pattern when you want to prepare menu options for when the link becomes enabled.
Disabled spoiler (reveal-only):
{"spoiler": true, "disabled": true}
Common Use Cases
- Locked content - Options requiring prerequisites (completely non-interactive)
- Unavailable actions - Choices that can't be taken currently
- Cooldowns - Temporarily disabled abilities
- Information display - Show options without any interaction
- Reveal-only spoilers - Allow text reveal without triggering commands
- Future-proofing - Define menus that will work when link is re-enabled
Capability Detection
USERVAR OSC_HYPERLINKS_DISABLED = "1"
Tier 5: Stateful Links
Selection
Purpose
Create interactive, toggleable links that maintain state—like radio buttons, checkboxes, reaction buttons, or voting systems.
How It Works
- Links are organized into named groups
- Clicking toggles the selection state
- Visual style updates immediately via
selectedpseudo-class - Server receives callback with
&selected=trueor&selected=false - In exclusive mode, selecting one deselects others in the group
Selection Modes
Radio Button Mode ("exclusive": true, default):
- Only one link per group can be selected
- Selecting a new link deselects others
- Use for: difficulty settings, class selection, single-choice options
Checkbox Mode ("exclusive": false):
- Multiple links per group can be selected
- Each toggles independently
- Use for: reactions, multi-select filters, feature toggles
Configuration
| Property | Type | Description | Default |
|---|---|---|---|
group |
String | Required. Group identifier for related links | — |
value |
String | Required. Unique identifier within group | — |
toggle |
Boolean | Allow deselecting by clicking again | true
|
selected |
Boolean | Initial selection state | false
|
exclusive |
Boolean | Radio (true) vs checkbox (false) mode | true
|
disabled |
Boolean | Prevent selection changes | false
|
Note: Selection state is per-console. Different windows maintain independent states.
Server Callback
When clicked, the URI is modified to include selection state:
- Selecting:
send:react?type=like&selected=true - Deselecting:
send:react?type=like&selected=false
Styling
Use selected and disabled pseudo-classes:
{
"selection": {"group": "reactions", "value": "like"},
"style": {
"color": "gray",
"selected": {"color": "blue", "bold": true},
"disabled": {"color": "darkgray", "strikethrough": true},
"hover": {"color": "lightblue"}
}
}
Examples
Social reactions (checkbox mode):
{
"selection": {
"group": "post_123_reactions",
"value": "thumbs_up",
"exclusive": false
},
"style": {
"color": "gray",
"selected": {"color": "blue", "bold": true}
}
}
Difficulty selection (radio mode):
{
"selection": {
"group": "difficulty",
"value": "hard",
"exclusive": true
},
"style": {
"bg": "gray",
"selected": {"bg": "red", "bold": true}
}
}
Pre-selected option:
{
"selection": {
"group": "combat_mode",
"value": "aggressive",
"selected": true
}
}
Non-toggleable (must select different option):
{
"selection": {
"group": "thread_following",
"value": "thread_456",
"toggle": false
}
}
Disabled option:
{
"selection": {
"group": "poll",
"value": "sold_out",
"disabled": true
},
"style": {
"disabled": {"strikethrough": true}
}
}
Capability Detection
USERVAR OSC_HYPERLINKS_SELECTION = "1"
Tier 6: Optimization
Compact Syntax
Purpose
Reduce JSON size by 30-80% using single-letter property abbreviations. Especially valuable when generating many styled links.
How It Works
- Replace verbose property names with abbreviations
- Mudlet recognizes both forms
- Can mix shorthand and full names in same config
- No functionality difference—purely size optimization
Shorthand Mappings
| Category | Full Name | Shorthand |
|---|---|---|
| Top-level | style | s |
| menu | m | |
| tooltip | t | |
| title | ti | |
| visibility | v | |
| selection | sel | |
| disabled | d | |
| spoiler | sp | |
| Style | color | c |
| bg | bg | |
| bold | b | |
| italic | i | |
| underline | u | |
| overline | o | |
| strikethrough | st | |
| text-decoration-color | tdc | |
| Pseudo-class | hover | h |
| active | a | |
| visited | vi | |
| focus | f | |
| focus-visible | fv | |
| link | l | |
| any-link | al | |
| selected | sl | |
| disabled | d |
Note: The disabled property appears in two categories:
- Top-level (
d): Controls interactivity.{"d":true}prevents clicks. - Pseudo-class (
d): Controls appearance.{"s":{"d":{"c":"gray"}}}
Examples
Full syntax (91 characters):
{"style": {"color": "red", "bold": true, "hover": {"color": "yellow"}}}
Shorthand syntax (54 characters):
{"s": {"c": "red", "b": true, "h": {"c": "yellow"}}}
Mixing formats:
{"s": {"c": "red"}, "tooltip": "Full name works too"}
When to Use
Use shorthand when:
- Generating 10+ links per line
- Network bandwidth constrained
- Links generated programmatically
Use full names when:
- One-off custom links
- Readability is priority
- Debugging configurations
Capability Detection
USERVAR OSC_HYPERLINKS_COMPACT = "1"
Presets
Purpose
Define commonly-used styles once, then reference them by name. Reduces repetition and centralizes style management.
How It Works
- Define preset at connection time using
preset:URI scheme - Reference preset in links with
?preset=NAME - Override preset properties with additional
&config= - Presets are session-scoped (cleared on disconnect)
Defining Presets
ESC ] 8 ; ; preset:NAME?config=JSON ESC \ ESC ] 8 ; ; ESC \
Note: Preset definitions have empty text between sequences—they only register the style.
Example definitions:
ESC ] 8 ; ; preset:btn?config={"s":{"bg":"green","c":"white","b":true}} ESC \ ESC ] 8 ; ; ESC \
ESC ] 8 ; ; preset:danger?config={"s":{"c":"red","b":true}} ESC \ ESC ] 8 ; ; ESC \
Using Presets
Simple usage:
send:attack?preset=danger
With property overrides:
send:attack?preset=btn&config=%7B%22t%22%3A%22Attack%22%7D
Deep Merge Behavior
Override config is deep-merged with preset (override wins):
| Preset | Override | Result |
|---|---|---|
{"s":{"c":"red","b":true}} |
{"s":{"c":"blue"}} |
{"s":{"c":"blue","b":true}}
|
{"s":{"c":"red"}} |
{"t":"Tooltip"} |
{"s":{"c":"red"},"t":"Tooltip"}
|
Size Comparison
| Format | Example | Encoded Size | Reduction |
|---|---|---|---|
| Full JSON | {"style":{"color":"red","bold":true}} |
~141 chars | Baseline |
| Shorthand | {"s":{"c":"red","b":true}} |
~88 chars | 38% |
| Preset | ?preset=danger |
~17 chars | 88% |
Note: Presets require initial definition overhead but pay off after 2-3 uses.
Capability Detection
USERVAR OSC_HYPERLINKS_PRESETS = "1"
Reference
Quick Reference: JSON Structure
{
"style": {
"color": "value",
"bg": "value",
"bold": true,
"italic": true,
"underline": true,
"overline": true,
"strikethrough": true,
"text-decoration-color": "value",
"hover": { /* same properties */ },
"active": { /* same properties */ },
"visited": { /* same properties */ },
"selected": { /* same properties */ },
"disabled": { /* same properties */ }
},
"tooltip": "Hover text",
"menu": [
{"Label": "scheme:command"},
"-",
{"Label2": "scheme:command2"}
],
"title": "Header text", // or {"text": "...", "style": {...}}
"visibility": {
"action": "conceal",
"delay": 5000,
"expire": {
"input": true,
"prompt": true,
"output": true,
"outputDelay": 500
},
"wholeline": false
},
"selection": {
"group": "group_name",
"value": "unique_value",
"toggle": true,
"selected": false,
"exclusive": true,
"disabled": false
},
"spoiler": false,
"disabled": false
}
Quick Reference: NEW-ENVIRON Variables
| Tier | Variable | Feature |
|---|---|---|
| 1 | OSC_HYPERLINKS | Basic protocol support |
| OSC_HYPERLINKS_SEND | send: scheme
| |
| OSC_HYPERLINKS_PROMPT | prompt: scheme
| |
| 2 | OSC_HYPERLINKS_STYLE_BASIC | Colors, bold, italic, decorations |
| OSC_HYPERLINKS_STYLE_STATES | Hover, active, visited states | |
| 3 | OSC_HYPERLINKS_TOOLTIP | Custom tooltips |
| OSC_HYPERLINKS_MENU | Context menus | |
| 4 | OSC_HYPERLINKS_VISIBILITY | Auto-hide/reveal |
| OSC_HYPERLINKS_SPOILER | Spoiler text | |
| OSC_HYPERLINKS_DISABLED | Non-clickable links | |
| 5 | OSC_HYPERLINKS_SELECTION | Stateful selection |
| 6 | OSC_HYPERLINKS_COMPACT | Shorthand syntax |
| OSC_HYPERLINKS_PRESETS | Style presets |
Quick Reference: Shorthand Mappings
| Full | Short | Full | Short | Full | Short |
|---|---|---|---|---|---|
| style | s | color | c | hover | h |
| menu | m | bg | bg | active | a |
| tooltip | t | bold | b | visited | vi |
| visibility | v | italic | i | focus | f |
| selection | sel | underline | u | selected | sl |
| spoiler | sp | strikethrough | st | disabled | d |
| title | ti |
Security & Limitations
Trusted URI Schemes
Only these schemes are supported (others are rejected):
send:,prompt:http:,https:,ftp:preset:(for definitions only)
Limits
- URL length: Maximum 4096 characters
- Invalid JSON: Silently ignored (link still works without styling)
- Multi-line visibility: Only single-line links support visibility management
Reserved Parameters
The following parameter names are reserved for Mudlet's OSC 8 extensions and cannot be used in web URLs without percent-encoding:
config– JSON configuration for link styling and behaviorpreset– Named style preset reference
When Parameters Become Reserved
These parameters only need encoding when the client advertises the corresponding capabilities:
| Parameter | Reserved When Client Advertises |
|---|---|
config |
Any of: OSC_HYPERLINKS_STYLE_BASIC, OSC_HYPERLINKS_STYLE_STATES, OSC_HYPERLINKS_TOOLTIP, OSC_HYPERLINKS_MENU, OSC_HYPERLINKS_VISIBILITY, OSC_HYPERLINKS_SPOILER, OSC_HYPERLINKS_DISABLED, OSC_HYPERLINKS_SELECTION, OSC_HYPERLINKS_COMPACT |
preset |
OSC_HYPERLINKS_PRESETS |
Impact on Web URLs
If your web URL contains these parameter names, they must be percent-encoded to avoid conflicts:
| Original URL | Corrected URL |
|---|---|
https://example.com/?config=value
|
https://example.com/?%63%6F%6E%66%69%67=value
|
https://api.game.com/?preset=normal
|
https://api.game.com/?%70%72%65%73%65%74=normal
|
Percent-Encoding Reference
| Parameter | Encoded Form |
|---|---|
| config | %63%6F%6E%66%69%67 |
| preset | %70%72%65%73%65%74 |
For server-side convenience, the Cryosphere-MUD/mudlet-url-munger C++ library can automatically percent-encode reserved parameter names in URLs before sending them via OSC 8.
Implementation Guidance
For Game Servers
Progressive Enhancement Strategy
Level 1: Basic Links
- Detect
OSC_HYPERLINKS=1 - Use simple
send:/prompt:schemes - Provide plain text fallbacks
Level 2: Visual Enhancement
- Check
OSC_HYPERLINKS_STYLE_BASIC=1 - Add colors, bold, italic formatting
- Use full JSON property names
Level 3: Interactive Features
- Verify
OSC_HYPERLINKS_STYLE_STATES=1 - Add hover, active, visited effects
Level 4: Advanced Interactions
- Check for MENU, TOOLTIP, TITLE, VISIBILITY, SELECTION support
- Implement context menus and dynamic visibility
Level 5: Optimization
- Verify COMPACT and PRESETS support
- Define presets at connection time
- Use shorthand syntax for high-volume links
Decision Tree
OSC_HYPERLINKS support?
├─ NO → Use MXP, ANSI, or plain text
└─ YES → Use OSC 8 with detected feature level
├─ PRESETS? → Define presets, use ?preset=name
├─ COMPACT? → Use shorthand (s, c, m, etc.)
└─ Otherwise → Use full JSON property names
For Client Developers
Implementation Levels
Level 1: Parse OSC 8 sequences, support send:/prompt:/http: schemes
Level 2: Parse JSON config, implement basic styling
Level 3: Implement pseudo-class states with priority
Level 4: Add menus, tooltips, title, visibility, selection managers
Level 5: Add shorthand expansion table
Level 6: Implement preset storage and deep merge
Key Implementation Notes
- Presets are session-scoped (clear on disconnect)
- Selection state is per-console (independent windows)
- Visibility only works on single-line links
- Spoiler background uses luminance formula: Y = 0.2126R + 0.7152G + 0.0722B
See Also
- MXP Protocol - Alternative hyperlink protocol
References
- OSC 8 Specification - Egmont Koblinger
- ANSI Escape Codes - Wikipedia
- RFC 3986 - URI Generic Syntax
- CSS Text Decoration Level 3 - W3C
TLS (Secure Connections)
To connect to a game using Transport Layer Security (TLS) for more security, tick the 'Secure' box in the profile connection settings:
Note that the game must support a secure (TLS) connection in order for this to work, and this feature is available in Mudlet 3.17+.
If you are a games admin/developer, check out this or this example on how to setup a secure connection to your game, as well as MSSP data in order to let Mudlet know that you do have a secure connection available.
Secure connection prompt
To encourage enhanced data transfer protection and privacy, Mudlet will respond to the detection of the TLS (or SSL legacy) key of MSSP (Mud Server Status Protocol) and prompt a user not on a TLS (Transport Layer Security) connection with a choice to reconnect with the advertised TLS port from MSSP.
If the user selects Yes, Mudlet automatically updates the port with the TLS value gathered from MSSP, check-marks the Secure checkbox on the connection dialog, then reconnects. If the user selects No, Mudlet automatically updates a profile preference so they are not asked again for the current profile, then reconnects. This preference may be controlled on the Settings->Connection menu. This preference is enabled by default.
Supported Protocols for Specific Games
Mudlet includes support for the legacy, game specific ATCP and channel 102 protocols. Please use standards based protocols in the future (i.e., GMCP) vs. requesting to add a new game specific one.
ATCP
Mudlet includes support for ATCP. This is primarily available on IRE-based MUDs, but Mudlet's implementation is generic enough such that any it should work on others.
Note: ATCP has been overtaken by GMCP, prefer to use that instead.
The latest ATCP data is stored in the atcp table. Whenever new data arrives, the previous is overwritten. An event is also raised for each ATCP message that arrives. To find out the available messages available in the atcp table and the event names, you can use display(atcp).
Note that while the typical message comes in the format of Module.Submodule, ie Char.Vitals or Room.Exits, in Mudlet the dot is removed - so it becomes CharVitals and RoomExits.
- Example
room_number = tonumber(atcp.RoomNum)
echo(room_number)
Triggering on ATCP events
If you’d like to trigger on ATCP messages, then you need to create scripts to attach handlers to the ATCP messages. The ATCP handler names follow the same format as the atcp table - RoomNum, RoomExits, CharVitals and so on.
While the concept of handlers for events is to be explained elsewhere in the manual, the quick rundown is this - place the event name you’d like your script to listen to into the Add User Defined Event Handler: field and press the + button to register it. Next, because scripts in Mudlet can have multiple functions, you need to tell Mudlet which function should it call for you when your handler receives a message. You do that by setting the Script name: to the function name in the script you’d like to be called.
For example, if you’d like to listen to the RoomExits event and have it call the process_exits() function - register RoomExits as the event handler, make the script name be process_exits, and use this in the script:
function process_exits(event, args)
echo("Called event: " .. event .. "\nWith args: " .. args)
end
Feel free to experiment with this to achieve the desired results. A ATCP demo package is also available on the forums for using event handlers and parsing its messages into Lua datastructures.
Mudlet-specific ATCP
See ATCP Extensions for ATCP extensions that have been added to Mudlet.
Aardwolf’s 102 subchannel
Similar to ATCP, Aardwolf includes a hidden channel of information that you can access in Mudlet. Mudlet deals with it in the same way as with ATCP, so for full usage instructions see the ATCP section. All data is stored in the channel102 table, such that you can do:
display(channel102)
... to see all the latest information that has been received. The event to create handlers on is titled channel102Message, and you can use the sendTelnetChannel102(msg) function to send text via the 102 channel back to Aardwolf.
-- Function for detecting AFK status on Aardwolf mud.
function amIafk()
for k,v in pairs(channel102) do
if k==100 and v==4 then
return true
end
end
return false
end
Adding support for a telnet protocol
In addition to supporting ATCP, GMCP, Aardwolf's 102 and MXP, Mudlet has open telnet support - meaning that for any telnet protocol it doesn't support, it has the tools you can use to build the support for. This does not mean Mudlet supports other protocols "out of the box" - you will either have to get code that adds the support, or you could create it yourself.
The basic tools that you need are addSupportedTelnetOption(), sendSocket() and the sysTelnetEvent.
Create an event handler that goes off on sysTelnetEvent - which is raised whenever an unsupported telnet option is encountered. Your logic handling will start in this event handler. Once you decide what you'd like to send to the game, use sendSocket() to send raw data as-is. Finally, when your logic is done, use addSupportedTelnetOption() to register your telnet option with Mudlet, so it will respond with telnet DO on a query from the game server. See this MSDP snippet for a barebones example.
API philosophy
Adding a support for a new telnet protocol will involve adding the user-facing API. It best for users if it was in the same style as Mudlets handling of other protocols. To see how it's done exactly, check out GMCP, ATCP or Aardwolf 102 examples - but the gist of it is provided below.
Mudlet has a built-in event system, which is used to broadcast messages in an independent way. With it, people can "trigger" on 102, ATCP or GMCP events with Lua functions that get called whenever an event they're interested in is raised. Use the event system to provide your users with a way to react to new protocol data.
Events have names, and optionally, any amount of data with them. For protocol support, Mudlet prefixes the relevant message received name with the protocol name in lowercase. For example, an ATCP Char.Vitals getting updated would raise an event titled "atcp.Char.Vitals". A GMCP Room.Info message would raise a "gmcp.Room.Info" message.
Additionally, Mudlet also allows catch-all event - in case the user wants to use one event handler for a variety of sub-events (it's not uncommon for games to use Main.Sub.Add, Main.Sub.Remove, Main.Sub.List to keep track of a list, for example, while conserving data). To accomplish this, it raises events for every relevant namespace - that is, a Main.Sub.Add event will raise protocol.Main.Sub and protocol.Main.Sub.Add events. While it is entirely possible for one event handler to react to multiple events, this is provided for convenience.
For storing protocol data, Mudlet uses an aptly named global table - gmcp for GMCP data, atcp for ATCP data. Data is stored in the same way it is received and the event is raised for - so a Char.Vitals message's contents will be stored in gmcp.Char.Vitals, a Room.Info's contents in gmcp.Room.Info. If there were was any nested data within the message, it is stored as a table within the proper namespace - ie, a "details" JSON array of a GMCP Room.Info message would be stored in gmcp.Room.Info.details. Use a global table with the protocol name in lowerspace for storing permanent data that your users will read from.
That's it! If you'll need any Mudlet-related help, feel free to post on our forums. Once you're done, package your work for distribution which you can optionally post in the finished scripts section.
telnet:// and telnets:// URI Schemes
Mudlet registers as a system handler for telnet:// and telnets:// URI schemes on Windows, Linux, and macOS. Links follow the format telnet://[user@]host[:port] per RFC 4248, with telnets:// as the TLS-encrypted variant.
- Default port: 23 (
telnet://), 992 (telnets://) - Optional username in the URI is stored in the profile's auto-login field
- Existing profiles matching the host and port are reused automatically
See Connecting via telnet:// links for usage details.



