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Original documentation by Peter Unold
Table of Contents
-----------------
1) What is TinTin++? .............................
2) Giving Credit Where Credit is Due .............
3) Starting TinTin++ .............................
3) Basic Features ................................
4) Connecting to a MUD ...........................
5) Split Screen ..................................
6) Aliases .......................................
7) Actions .......................................
8) Highlights ....................................
9) Speedwalk .....................................
10) Tickers .......................................
11) Command Files .................................
12) Command History ...............................
13) Path Tracking .................................
14) Help ..........................................
T I N T I N ++
(T)he K(I)cki(N) (T)ick D(I)kumud Clie(N)t
========= What is TinTin++? =========
TinTin++ is a client program specialized to help playing muds. This is a
souped up version of TINTIN III with many new features.
========= Giving Credit Where Credit is Due ========
None of this work would be possible, without the work done by Peter Unold.
He was the author of TINTIN III, the base of TinTin++. Hats off to ya
Peter, You started the ball rolling.
========= Starting TinTin++ =========
The syntax for starting tintin is: ./tt++ [command file]
Read more about the command file in the 'files' section below. Remember
one thing however. All actions, aliases, substitutions, etc, defined when
starting up TinTin++ are inherited by all sessions.
If you want to get out of tintin after starting it type: #end or press
ctrl-c. If you want to paste text use shift-insert, text is automatically
copied upon selection.
======== Basic Features =========
I'll start by explaining some of the very basic and important features:
All TinTin++ commands starts with a '#'. (can be changed with #config)
Example: #help -- #help is a client command, and isn't send to the mud.
All TinTin++ commands can be abbreviated when typed.
Example: #he -- Typing #he is the same as typing #help
All commands can be separated with a ';'.
Example: n;l green;s;say Dan Dare is back! -- do these 4 commands
There are several ways ';'s can be overruled.
Example: \say Hello ;) -- Lines starting with a '\' aren't parsed by tintin.
Example: say Hello \;) -- The escape character can esape 1 letter.
======== Connecting to a Mud =========
Command: #session {session name} {mud address} {port}
Example: #session bob tintin.sf.net 4321
You can have more than one session, in which case you can switch between
sessions typing #<session name>.
You can get a list of all sessions by typing: #session.
======== Split Screen =========
Command: #split
The split command will create a separated input and output area. This
allows you to see the entire line that you are typing, without having
the mud scroll your text off the screen, or breaking up the line.
Using the #prompt command you can capture the prompt and place it on the
split line. To get rid of the split interface you can use #unsplit which
will restore the terminal settings to default.
========= Aliases =========
Command: #alias
Usage: #alias {name} {commands}
Use this command to define aliases. The variables %0, %1.. %9 contain the
arguments to the aliases-command as follows:
the %0 variable contains ALL the arguments.
the %1 variable contains the 1. argument
....
the %9 variable contains the 9. argument
Example: #alias nice say Hello Mr %1
If there are no variables on the right-side of the alias definition, any
arguments following the aliases-command will be appended to the command
string.
Example: #alias ff cast 'fireball' -- 'ff bob' equals: cast 'fireball' bob
If you want an alias to execute more commands, you must use braces.
Example: #alias ws {wake;stand}
To delete an alias use the #unalias command.
TinTin++ doesn't baby sit, and will not check for recursive aliases! You
can avoid recursion by escaping the entire line so it is send directly to
the mud.
Example: #alias put \put %1 in %2
========= Actions =========
Command: #action
Usage: #action {action-text} {commands}
Actions, also known as triggers, are used to define an action to take
place when a particular text appears on your screen. There are 99
variables you can use as wildcards in the action-text. These variables
are %1, %2....%9, %10....%98, %99.
Examples:
#action {You are hungry} {get bread bag;eat bread}
#action {%1 has arrived.} shake %1 -- shake hands with people arriving.
#action {%1 tells you '%2'} {tell bob %1 told me '%2'} -- forward tells
to Bob.
#action {tells you} #bell -- beep the terminal when you get a tell.
You can have tintin ignore the actions if you type '#ignore action on'.
You can see what commands TINTIN executes when an action triggers, by
typing '#debug action on'.
You can remove actions with the #unaction command.
========= Highlights =========
Command: #highlight (remember you can abbreviate commands)
Usage: #high {text} {color}
This command works a bit like #action. The purpose of this command is to
substitute text from the mud with color you provide. This command is a
simplified version of the #substitute command.
Examples:
#high {Snowy} {light yellow} -- colors the word Snowy.
#high {%1Snowy%2} {light yellow} -- colors a line containing Snowy
Use #unhigh to delete highlights.
========= Speedwalk =========
If you type a command consisting ONLY of numbers and the letters n, e, s,
w, u, d - then this command can be interpreted as a serie of directions
you want to go to.
Example: ssw2n -- go south, south, west, north, north
If you have problems with typing some commands that actually ONLY consists
of these words, then type them in CAPS. For example when checking the NEWS
or when asked to enter NEW as your name.
You must enable speedwalking with: #config speedwalk on
========= Tickers =========
Command: #ticker {name} {commands} {seconds}
Every 60 seconds on a standard dikumud a so called tick occures. You
regenerate faster hp/mana/mp if you're sleeping/resting during a tick. So
it's pretty nice to know when the next tick occures. TinTin++ helps you
with that.
#ticker {tick} {#delay 50 #show 10 SECONDS TO TICK!;#show TICK!!!} {60}
This creates a ticker with the name {tick} which will print TICK!!!, as
well as print a warning when the next tick will occure.
Use #untick to delete tickers.
========= Command Files =========
When you order TinTin++ to read a commando file, tintin parses all the
text in the file. You can use command files to keep aliases/actions in,
login to a mud(name, password etc..) and basically all kinds of commands.
You can make the command files with either a text editor (strongly
suggested), or use the #write command to write out a file.
Commands for files:
#read filename -- read and execute the file.
#write filename -- write all actions/aliases/substitutes known for the
current session to a file.
========= Command History =========
If you want to use your command history you have 2 options. If you gave
Mashiranou a 4 lines long tell about the weather or something, but she
was AFK, and 15 minuts later she comes back to the keyboard and you want
to give her the exact same message you would type: !tell mashiran
TinTin++ will search through your command history for the command
starting with 'tell mashiran' and execute it.
Another slightly more flexible option is typing control-r which will
display the reverse search prompt. Simply type in a substring of a
command previously entered and it will keep showing matches till you
find the command you are looking for.
You can save and load your history with the #history write <filename>
and #history read <filename> command.
========= Path Tracking =========
Tintin tries to keep track of your movement. That is whenever you type
either north/south/east/west/up/down, tintin will push the direction and
it's opposite direction into a queue (the path) if '#path new' has been
used.
Commands for path:
#path new -- start path mode, and resets queue.
#path end -- stop path mode.
#path map -- show the path
#path ins {forward} {backward} -- insert commands into the queue
#path del -- forget last move in the path
#path save {f|b} {alias} -- save the path to the given alias
#path load {alias} -- load a path alias into the map queue
#path walk {forward|backward} -- walk 1 step forward or backward of a queue.
#action {Alas, you cannot go that way.} {#path del}
real life example.. tatataaaa:
You want a fast run to the master mindflayer and back. You go to the dump
and type: #path new. Then you run down and kill the master. To go back you
just type: #path save backward tmp;tmp
You could of course just as well have recalled out of there, but... Hell
it's just an example.
========= Help =========
Command: #help {subject}
The help command is your friend, and also contains the most up to date
information of all available tintin commands. If you type #help without
an argument you will see the various help subjects, most of which aren't
described in this manual since it only covers the basics to get you
started.
Enjoy