tintin19.txt 11 KB

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  11. Original documentation by Peter Unold
  12. Table of Contents
  13. -----------------
  14. 1) What is TinTin++? .............................
  15. 2) Giving Credit Where Credit is Due .............
  16. 3) Starting TinTin++ .............................
  17. 3) Basic Features ................................
  18. 4) Connecting to a MUD ...........................
  19. 5) Split Screen ..................................
  20. 6) Aliases .......................................
  21. 7) Actions .......................................
  22. 8) Highlights ....................................
  23. 9) Speedwalk .....................................
  24. 10) Tickers .......................................
  25. 11) Command Files .................................
  26. 12) Command History ...............................
  27. 13) Path Tracking .................................
  28. 14) Advanced Features .............................
  29. 15) Help ..........................................
  30. T I N T I N ++
  31. (T)he K(I)cki(N) (T)ick D(I)kumud Clie(N)t
  32. ========= What is TinTin++? =========
  33. TinTin++ is a client program specialized to help playing muds. This is a
  34. souped up version of TINTIN III with many new features.
  35. ========= Giving Credit Where Credit is Due ========
  36. None of this work would be possible, without the work done by Peter Unold.
  37. He was the author of TINTIN III, the base of TinTin++. Hats off to ya
  38. Peter, You started the ball rolling.
  39. ========= Starting TinTin++ =========
  40. The syntax for starting tintin is: ./tt++ [command file]
  41. Read more about the command file in the 'files' section below. Remember
  42. one thing however. All actions, aliases, substitutions, etc, defined when
  43. starting up TinTin++ are inherited by all sessions.
  44. If you want to get out of tintin after starting it type: #end or press
  45. ctrl-d. If you want to paste text use shift-insert, text is automatically
  46. copied upon selection.
  47. ======== Basic Features =========
  48. I'll start by explaining some of the very basic and important features:
  49. All TinTin++ commands starts with a '#'. (can be changed with #config)
  50. Example: #help -- #help is a client command, and isn't send to the mud.
  51. All TinTin++ commands can be abbreviated when typed.
  52. Example: #he -- Typing #he is the same as typing #help
  53. All commands can be separated with a ';'.
  54. Example: n;l green;s;say Dan Dare is back! -- do these 4 commands
  55. There are several ways ';'s can be overruled.
  56. Example: \say Hello ;) -- Lines starting with a '\' aren't parsed by
  57. tintin.
  58. Example: say Hello \;) -- The escape character can esape 1 letter.
  59. ======== Connecting to a Mud =========
  60. Command: #session {session name} {mud address} {port} {filename}
  61. Example: #session bob tintin.sf.net 4321
  62. You can have more than one session, in which case you can switch between
  63. sessions typing #<session name>.
  64. You can get a list of all sessions by typing: #session.
  65. Providing a filename is optional.
  66. ======== Split Screen =========
  67. Command: #split
  68. The split command will create a separated input and output area. This
  69. allows you to see the entire line that you are typing, without having
  70. the mud scroll your text off the screen, or breaking up the line.
  71. Using the #prompt command you can capture the prompt and place it on the
  72. split line. To get rid of the split interface you can use #unsplit which
  73. will restore the terminal settings to default.
  74. ========= Aliases =========
  75. Command: #alias
  76. Usage: #alias {name} {commands}
  77. Use this command to define aliases. The variables %0, %1.. %99 contain
  78. the arguments to the aliases-command as follows:
  79. the %0 variable contains ALL the arguments.
  80. the %1 variable contains the 1st argument
  81. the %2 variable contains the 2nd argument
  82. ....
  83. the %99 variable contains the 99th argument
  84. Example: #alias nice say Hello Mr %1
  85. If there are no variables on the right-side of the alias definition, any
  86. arguments following the aliases-command will be appended to the command
  87. string.
  88. Example: #alias ff cast 'fireball' -- 'ff bob' equals: cast 'fireball' bob
  89. If you want an alias to execute more commands, you must use braces.
  90. Example: #alias ws {wake;stand}
  91. To delete an alias use the #unalias command.
  92. TinTin++ doesn't baby sit, and will not check for recursive aliases! You
  93. can avoid recursion by escaping the entire line so it is send directly to
  94. the mud.
  95. Example: #alias put \put %1 in %2
  96. ========= Actions =========
  97. Command: #action
  98. Usage: #action {action-text} {commands}
  99. Actions, also known as triggers, are used to define an action to take
  100. place when a particular text appears on your screen. There are 99
  101. variables you can use as wildcards in the action-text. These variables
  102. are %1, %2....%9, %10....%98, %99.
  103. Examples:
  104. #action {You are hungry} {get bread bag;eat bread}
  105. #action {%1 has arrived.} shake %1 -- shake hands with people arriving.
  106. #action {%1 tells you '%2'} {tell bob %1 told me '%2'} -- forward tells
  107. to Bob.
  108. #action {tells you} #bell -- beep the terminal when you get a tell.
  109. You can have tintin ignore the actions if you type '#ignore action on'.
  110. You can see what commands TINTIN executes when an action triggers, by
  111. typing '#debug action on'.
  112. You can remove actions with the #unaction command.
  113. ========= Highlights =========
  114. Command: #highlight (remember you can abbreviate commands)
  115. Usage: #high {text} {color}
  116. This command works a bit like #action. The purpose of this command is to
  117. substitute text from the mud with color you provide. This command is a
  118. simplified version of the #substitute command.
  119. Examples:
  120. #high {Snowy} {light yellow} -- colors the word Snowy.
  121. #high {%1Snowy%2} {light yellow} -- colors a line containing Snowy
  122. Use #unhigh to delete highlights.
  123. ========= Speedwalk =========
  124. If you type a command consisting ONLY of numbers and the letters n, e, s,
  125. w, u, d - then this command can be interpreted as a serie of directions
  126. you want to go to.
  127. Example: ssw2n -- go south, south, west, north, north
  128. If you have problems with typing some commands that actually ONLY consists
  129. of these words, then type them in CAPS. For example when checking the NEWS
  130. or when asked to enter NEW as your name.
  131. You must enable speedwalking with: #config speedwalk on
  132. ========= Tickers =========
  133. Command: #ticker {name} {commands} {seconds}
  134. Every 60 seconds on a standard dikumud a so called tick occures. You
  135. regenerate faster hp/mana/mp if you're sleeping/resting during a tick. So
  136. it's pretty nice to know when the next tick occurs. TinTin++ helps you
  137. with that.
  138. #ticker {tick} {#show TICK!!!;#delay 50 #show 10 SECONDS TO TICK!} {60}
  139. This creates a ticker with the name {tick} which will print TICK!!!, as
  140. well as print a warning when the next tick will occure.
  141. Use #untick to delete tickers.
  142. ========= Command Files =========
  143. When you order TinTin++ to read a command file, tintin parses all the
  144. text in the file. You can use command files to keep aliases/actions in,
  145. login to a mud(name, password etc..) and basically all kinds of commands.
  146. You can make the command files with either a text editor (strongly
  147. suggested), or use the #write command to write out a file.
  148. Commands for files:
  149. #read filename -- read and execute the file.
  150. #write filename -- write all actions/aliases/substitutes known for the
  151. current session to a file.
  152. When you use #session you can tell it to read a command file with the 4th
  153. argument.
  154. Example: #session bob tintin.sf.net 4321 bobthemage.tin
  155. ========= Command History =========
  156. If you want to use your command history you have 2 options. If you gave
  157. Mashiranou a 4 lines long tell about the weather or something, but she
  158. was AFK, and 15 minuts later she comes back to the keyboard and you want
  159. to give her the exact same message you would type: !tell mashiran
  160. TinTin++ will search through your command history for the command
  161. starting with 'tell mashiran' and execute it.
  162. Another slightly more flexible option is typing control-r which will
  163. display the reverse search prompt. Simply type in a substring of a
  164. command previously entered and it will keep showing matches till you
  165. find the command you are looking for.
  166. ========= Path Tracking =========
  167. Tintin tries to keep track of your movement. That is whenever you type
  168. either north/south/east/west/up/down, tintin will push the direction and
  169. it's opposite direction into a queue (the path) if '#path new' has been
  170. used.
  171. Commands for path:
  172. #path new -- start path mode, and resets queue.
  173. #path end -- stop path mode.
  174. #path map -- show the path
  175. #path ins {forward} {backward} -- insert commands into the queue
  176. #path del -- forget last move in the path
  177. #path save {f|b} {alias} -- save the path to the given alias
  178. #path load {alias} -- load a path alias into the map queue
  179. #path walk {forward|backward} -- walk 1 step forward or backward of a queue.
  180. #action {Alas, you cannot go that way.} {#path del}
  181. real life example.. tatataaaa:
  182. You want a fast run to the master mindflayer and back. You go to the dump
  183. and type: #path new. Then you run down and kill the master. To go back you
  184. just type: #path save backward tmp;$tmp
  185. You could of course just as well have recalled out of there, but... Hell
  186. it's just an example.
  187. ========= Advanced Features =========
  188. Command: #run {name} {shell command}
  189. #run lets you run any console application interactively inside tintin.
  190. Learning how to use tintin will not only allow you to customize and
  191. automate a telnet connection, but any console application can be
  192. enhanced with triggers.
  193. ========= Help =========
  194. Command: #help {subject}
  195. The help command is your friend, and also contains the most up to date
  196. information of all available tintin commands. If you type #help without
  197. an argument you will see the various help subjects, most of which aren't
  198. described in this manual since it only covers the basics to get you
  199. started.
  200. Enjoy