📄 tintin15.txt
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back to all the others in the room, via say.
If you are nesting your statements in the command, you might need
to prefix the variable with more that one %. For example:
#alias {grimne} {#session {%%0} {129.241.36.229 4000}}
This alias will connect you to GrimneMUD. You must supply an
argument to the alias grimne (session name). Now, You will
notice, that the argument for the #ses
command is 1 level below the actual command, thus you will have
to place an additional % to the variable %0 if you want the
variable to work properly. If you were to just put %0 instead of
%%0, the actual text '%0' will be used for the session name.
************
*** NOTE ***
************
Due to the increasing number of problems that have arisen with
actions, variables, and the ';' newline, you can, if the action is
robotic, use a $ in the second argument of the action, to eliminate
the ';'s from the variable. What was happening, is that people would
have actions that were auto-splitter on the text "There was %0 coins".
The action people were using looked something like this:
#action {There was %0 coins} {split %0}
People were shouting around something like:
Butthead shouts 'There was 0;#sys rm -r *; coins."
What Tintin++ would do in such a case, would assign 0;rm -r *; to %0
and send the line: split 0;#sys rm -r *; to the parser for tintin to
do it's thing. Hope people see the BAD thing about this.. That same
instance would delete every file and all subdirectories from within
your current directory.
A solution was created for such harassing instances. By using the $
in the second argument of the action command:
#action {There was %0 coins} {split $0}
Such shouts or echos would be parsed by tintin++ and sent to the
command queue as: split 0. The ;'s would be removed thus not doing
harm to your account or other nasty things that people have come up
with.
6
========= Command Syntax =========
Here is a list of all commands available in TinTin++ v1.5:
action alias all
antisubstitute bell boss
char cr echo
end gag help
highlight history if
ignore info killall
log loop map
mark math message
nop path pathdir
presub read redraw
retab return savepath
session showme snoop
speedwalk split substitute
suspend system tabadd
tabdelete tablist textin
tick tickoff tickon
tickset ticksize togglesubs
unaction unalias unantisubstitute
ungag unhighlight unpath
unsplit unsubstitute unvariable
variable verbatim version
wildcard wizlist write
writesession zap
7
===============================
COMMAND: Action
Syntax: #action {trigger text} {stuff to be done} {priority}
Description: Have the client search for a certain string of text from
the mud, if the client receives that string, it will execute the
command(s). Variables %0-9 are substituted from the input string, and
can be used in the command(s) side of the command. Previously, all
actions were stored alphabetically in the list, which meant that some
of the important actions could exist at the end of the list (which
could result in slow reaction times for those actions).
Priorities have been added to actions now. The third parameter of the
command will tell how important tintin should regard this action (0
most important, 9 least important). If no priority is given, a
default value of 5 is assigned.
If the string to be searched for starts with a ^, only the beginning
of the line will be searched.
If #action is type with no arguments, all actions defined are listed.
If #action is typed with only one argument, actions defined that match
that argument are displayed. The * character is valid in this case to
use as a 'wildcard'. See help wildcard.
Examples:
#action {Grimmy has arrived} {smile grimmy} {2}
If Grimmy enters the room, you will automatically smile at her. The
priority setting of two, means that it should be stored close to the
top of the list. (all actions with 1 and 0 set for priorities will be
checked before this one).
#action {^TICKCOUNTER: 5 seconds} {sleep} {0}
Since this string is 'anchored', it will only be triggered if it
starts at the beginning of a line. If your mud has a tickcounter set
up like this, this action will make you sleep at 5 seconds to tick.
#action
list all actions
#action *tell*
list all actions with the word 'tell' in them.
#action <= show actions
#action {ws} <= show action
#action {*ws*} <= show all actions that contain 'ws'
#unaction {ws} <= delete action
#unaction {*ws*} <= delete all actions that contain 'ws'
You can have tintin++ ignore the actions if you type '#ignore'.
Turn the ignoring off by typing '#ignore' again.
You can see what commands TINTIN++ executes when an action
triggers, by typing '#echo'. Turn this feature off by typing
'#echo' again.
8
===============================
COMMAND: Alias
Syntax: #alias {<alias name>} {<comm's that the alias will run>}
Description: Alias is useful for replacing a large command or a
set of commands with just one word or set of words.
The variables %0, %1.. %9 contains 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}
typing: > nice Ole Bole
then %0 =Ole Bole
%1 =Ole
%2 =Bole
Thus the alias would be evaluated to: say Hello Mr Ole
If there are no variables on the right-side of the alias
definition, any arguments following the aliases-command will be
appended to the unaliases-command.
Example:
#alias {ff} {cast 'fireball'}
>ff mayor
evaluates to: cast 'fireball' mayor
To alias more than one command, just separate them by semicolons.
#alias {ws} {wake;stand} <=remember the ';'s inside {}s don't end
the argument.
Other examples:
#alias {eb} {get bread bag;eat bread} <=define alias
#alias {eb} <=show alias
#alias <=list all aliases
#alias {*eb*} <=show all aliases that contain 'eb'
#alias {eb*} <= show all aliases that start with 'eb'
To delete an alias use the #unalias command.
#unalias {eb} <=delete the eb alias.
#unalias {*eb*} <=remove any alias that contains 'eb'
WARNING! TINTIN++ doesn't check for recursive aliases! That is,
suppose you type something like: #alias {yo} {yo}
when do a: yo, then TINTIN++ goes into an endless loop.
9
===============================
COMMAND: All
Syntax:#all {<commands to send to all sessions>}
Description: #all will send <commands> to all sessions that
exist. Useful for if you find a mud that allows multi-charing
(few that I know of), or you are capable of controlling two
chars, each being on a different mud.
Example:
#all {shout ARGH!!!} <= all sessions will shout 'ARGH!!!'.
Even if the sessions are connected to
different muds, the sessions will shout.
===============================
COMMAND: AntiSubstitute
Syntax: #antisubstitute {<text>}
Description: This command, will exclude the lines that contain
<text>, not to be considered for substitution or gagging.
Example:
#antisubstitute {RECALL} <= Any line that contains 'RECALL' will
not be considered for gagging or
substituting.
===============================
COMMAND: Bell
Syntax: #bell
Description: Will ring the bell on your terminal. That is
assuming that your terminal can do this (Haven't seen one that
can't).
Example:
#bell <=will ring your bell
===============================
COMMAND: Boss
Syntax: #boss
Description: Your typical boss key/command. If someone walks
into the room, and you don't want them to notice that you are
mudding away, use the boss command. It will scroll the screen
with a bunch of junk that looks like to are tying to test a tree
sorting program.
Example:
#boss <= Will scroll junk on your screen.
10
===============================
COMMAND: Char
Syntax: #char {<new command char>}
Description: This command allows you to change the command char.
The default command char is defined in 'tintin.h', which is the
'#'. Useful for those who are used to different command chars.
NOTE: if you use a char other than # in your coms file, t++
will automatically inherit that char as it's new command char.
Example:
#char {/} <= will change the command char from '#', to '/'.
===============================
COMMAND: CR
Syntax: #cr
Description: Sends a carriage return to the session. Useful for
aliases that need carriage returns.
===============================
COMMAND: Echo
Syntax: #echo
Description: A toggle for the echoing of action commands. While
echo is on, all actions triggered will be echo'ed to the screen.
Example:
#echo <= Turns echo on or off.
===============================
COMMAND: End
Syntax: #end
Description: The mother of all commands. This Command is you
ticket out of TinTin++. It will close all sessions, and return
you to your unix prompt.
** WARNING: #end will not rent your characters out. You must
rent all chars out before ending. **
Example:
#end <= Seeya.. You just exited TinTin++.
11
===============================
COMMAND: Gag
Syntax: #gag {<text to trigger gagging of line>}
Description: #gag will gag any line that contains <text> in it.
Similar to doing #sub {<text>} . (Note the . does not end the
sentence, it is part of the #sub command).
Example:
#gag {has arrived.} <= Any line that comes to you from the mud
that contains "has arrived." will not be
shown to you.
===============================
COMMAND: Help
Syntax: #help
Description: Will display all commands available.
Example:
#help <= There ya go.. All commands will be displayed.
#help <command> <= Will give you extensive help in command.
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