Connect Screen and MOTD
Every connection is shown a few fixed messages: the connect screen when it arrives, the
message of the day (MOTD) after a player logs in, a goodbye when they quit, and a few others.
With the messages package installed, each one is an attribute on a thing called Messages, and
staff change a message by setting that attribute.
| You are | You want to | Read |
|---|---|---|
| Staff | know which message shows when | The messages |
| Staff | put news in front of everyone who logs in | Changing the MOTD |
| Staff | change what a new connection sees | Changing the connect screen |
| Staff | install it, or go back to plain text | Running the Messages object |
In the game, help messages has the same table in short form, and help @motd covers the
temporary messages.
The messages
Section titled “The messages”| Attribute | Shown |
|---|---|
CONNECT | at the connect screen, before anyone logs in |
MOTD | to every player after logging in |
WIZMOTD | after the MOTD, to wizards and royalty |
GUEST | after the MOTD, to a guest |
NEWUSER | after register creates an account: how to make or claim a first character |
REGISTER | instead of creating a character while player creation is off |
DOWN | before the refusal while logins are off |
QUIT | after the goodbye on QUIT and LOGOUT |
This is what a player sees on login with the package’s own messages. The MOTD greets them and says
how many are online; a wizard also gets the staff notice from WIZMOTD:
> connect Gus gus-pw-1Welcome back, Gus!
─┤ Welcome to SharpMUSH ├─────────────────────────────────────────────────────Hello, Gus. 6 players are connected.Type help for the commands, or WHO to see who is here.
[STAFF] Nothing new for staff. Leave a note here with @wizmotd <message>.And the goodbye from QUIT:
> QUITGOODBYE.
Goodbye from SharpMUSH. Come back soon!REGISTER, DOWN, NEWUSER and GUEST only show while the game is in a particular state: player
creation off, logins off, a new account just made, or a guest connected. They are short notices in
the same style.
Each attribute is softcode, run as the Messages object when its message is shown. %# is the
player who will see it (the object itself at the connect screen, where nobody has logged in yet),
and %0 is the connection’s descriptor. An attribute that comes out empty shows nothing, and a
message the object has no attribute for shows the stored text from the portal instead.
Changing the MOTD
Section titled “Changing the MOTD”@listmotd says where the messages come from, and so which object to change. On this game it is
#42:
> @listmotdCurrent Message of the Day settings: Messages come from: Messages(#42) (messages_object)Temporary Message of the Day (cleared on restart): Connect MOTD: (not set) Wizard MOTD: (not set) Down MOTD: (not set) Full MOTD: (not set)News for a while: @motd
Section titled “News for a while: @motd”For news that matters for a day or two, @motd <text> shows your line in place of the MOTD
attribute until you clear it, without touching the object:
> @motd The server restarts at 22:00 for an upgrade. Back by 22:15.Connect MOTD set.The next player to log in sees it where the greeting would be:
> connect Hana hana-pw-1Welcome back, Hana!The server restarts at 22:00 for an upgrade. Back by 22:15.@motd/clear brings the MOTD attribute back, and a restart clears it too:
> @motd/clearConnect MOTD cleared.@wizmotd <text> does the same for the staff notice.
A lasting change: the MOTD attribute
Section titled “A lasting change: the MOTD attribute”To change the greeting itself, set the attribute. This one keeps the package’s heading and greeting and adds a line of news:
> &MOTD #42=%r[u(FUN`SECTION,Welcome to [mudname()])]%rHello, [name(%#)]. The harbour festival opens on Friday at 8pm.%rType [cmdlink(help,help,Read the help)] for the commands.Messages/MOTD - Set.Every login from then on shows it:
> connect Hana hana-pw-1Welcome back, Hana!
─┤ Welcome to SharpMUSH ├─────────────────────────────────────────────────────Hello, Hana. The harbour festival opens on Friday at 8pm.Type help for the commands.FUNSECTIONdraws the heading rule, andcmdlink()makeshelpa link a player can click in the portal or a client that supports links.think u(#42/MOTD)` shows you the result as it stands, without
logging in again.
Changing the connect screen
Section titled “Changing the connect screen”The connect screen is what a new connection sees before it logs in. The package’s CONNECT puts
the logo beside the ways in:
== == Welcome to SharpMUSH! ==== ==== ======= ======= ─┤ New here? ├───────────────────────────── ========= ========= register <name> [email] <password> =========== =========== make <character> <password> =================== ===== ─┤ Just looking? ├───────────────────────── ======- =========== ====== connect guest ====== ========= ====== ─┤ Have an account? ├──────────────────────====== = ======= = ====== login <name-or-email> <password>====== == ===== == ====== play <character> ===== === === === ===== claim <character> <password> ===== ==== = ==== ===== ─┤ Playing a character? ├────────────────── ==== ===== ===== ==== connect <character> <password> === ==== ==== === ─┤ Any time ├────────────────────────────── === === ===- === WHO who is online == === === == QUIT leave the game = == == = = =The web portal and MXP or Pueblo clients get the logo as a picture instead (once mud_url is set),
and a narrow screen gets the commands under the logo. A section is left out while the option behind
it is off: no “New here?” while player_creation is off, no “Just looking?” while guests is.
The list of commands is its own attribute, FUNMENU, so a connect screen of your own can reuse it. Try the new screen with think` first, since a mistake here is seen by everyone who connects:
> think [u(#42/FUN`MENU)]%r%rThe harbour festival opens on Friday at 8pm.Welcome to SharpMUSH!
─┤ New here? ├────────────────────────────────────────────────────────────────register <name> [email] <password>make <character> <password>─┤ Just looking? ├────────────────────────────────────────────────────────────connect guest─┤ Have an account? ├─────────────────────────────────────────────────────────login <name-or-email> <password>play <character>claim <character> <password>─┤ Playing a character? ├─────────────────────────────────────────────────────connect <character> <password>─┤ Any time ├─────────────────────────────────────────────────────────────────WHO who is onlineQUIT leave the game
The harbour festival opens on Friday at 8pm.Then set it:
> &CONNECT #42=[u(FUN`MENU)]%r%rThe harbour festival opens on Friday at 8pm.Messages/CONNECT - Set.The next connection to arrive gets the screen from the think above, without the logo.
The connect screen carries no command links, since nobody is logged in to click them. The layout
functions it uses (flex(), figure(), rule(), fields()) are in
Layout Functions; see
Visual Layouts and Images for how they fit each reader’s screen.
Running the Messages object
Section titled “Running the Messages object”A new game does not install the messages package; it shows the stored text of each message until
an administrator chooses the Messages object, in the setup wizard or from the
packages page. It depends on nothing else.
Installing it creates the Messages object and sets the messages_object option to it, which
switches the game to reading its messages from the object. Removing the package puts the option back
as it was, unless it has been changed since. The Messages page of the
admin panel (/admin/messages) switches back to the stored text, and edits
that text, without removing the package.