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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) Advanced Features .............................
- 15) 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-d. 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} {filename}
- 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.
- Providing a filename is optional.
- ======== 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.. %99 contain
- the arguments to the aliases-command as follows:
- the %0 variable contains ALL the arguments.
- the %1 variable contains the 1st argument
- the %2 variable contains the 2nd argument
- ....
- the %99 variable contains the 99th 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 occurs. TinTin++ helps you
- with that.
- #ticker {tick} {#show TICK!!!;#delay 50 #show 10 SECONDS TO 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 command 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.
- When you use #session you can tell it to read a command file with the 4th
- argument.
- Example: #session bob tintin.sf.net 4321 bobthemage.tin
- ========= 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.
- ========= 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.
- ========= Advanced Features =========
- Command: #run {name} {shell command}
- #run lets you run any console application interactively inside tintin.
- Learning how to use tintin will not only allow you to customize and
- automate a telnet connection, but any console application can be
- enhanced with triggers.
- ========= 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
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