📄 tintin15.txt
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COMMAND: Highlight
Syntax: #highlight {<type>} {<text to highlight>}
Description: All occurrences of <text to be highlighted> will be
highlighted to <type> appearance. This command will only work
for those of you who will be working on a VT100 compatible
terminal.
<types> can be one of the following:
reverse, bold, blink, faint, italic, or a number from 1 to 8
the numbers represent colors 1 through 8 in the palette.
Added for v1.5, is the ability to use the color names and the
combination of names within to declaration. For instance, you now
able to specify {red,bold}. For old users of Tintin++, you will not
have to modify your coms file, cause we have implemented downwards
compatibility with v1.2 coms files.
Valid Color names are as follows:
red, blue, cyan, green, yellow, magenta, white, grey, black, brown,
charcoal, light red, light blue, light cyan, light magenta, light
green, b red, b blue, b cyan, b green, b yellow, b magenta, b white,
b grey, b black, b brown, b charcoal, b light red, b light blue,
b light cyan, b light magenta, b light green, bold, faint, blink,
italic, reverse
Example:
#highlight {bold} {obliterates} <= 'obliterates' in attack
messages will be in a bold
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appearance.
#highlight {red, blink} {Grimmy} <= 'Grimmy' will appear in a
blinking red color.
Some systems don't offer all colors/styles for vt100, so your milage
may vary on this one. (I know for SGI's running IRIX v4.0.5C, half of
the colors/styles don't work due to lack of support in the term file)
===============================
COMMAND: History
Syntax: #history
Description: This will show you the last 30 commands you typed.
You can use these in what is called 'History Substitution'.
Let's say you type '#history' and this is what you get:
14 look
13 s
12 w;chuckle
11 say Sorry.. I went the wrong way.. :)
10 cast 'heal' eto
9 pow Urquan
8 cuddle urquan
7 say Ohh.. that had to of left a mark.. You ok Urquan??
6 smile urquan
5 tell urquan You're young.. You'll adjust.. :-)
4 tell valgar can't we work Urquan a little harder??
3 cackle
2 pow tossa
1 pat tossa
0 #history
'History Substitution', if you don't want to retype one of the
30 previous lines, you can just type:
!<# of line to repeat> <and additional text you want to add>
or !<text>
an example of this would be: !4. That would tell valgar once
more that can't we get Urquan... If you typed !<text> it will
execute the last command that contained <text>.
Example:
#history <= Shows last 30 commands.
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===============================
COMMAND:IF
Syntax: #if {conditional} {command(s)}
Description: The if command is one of the most powerful commands
added since TINTINv3. It works similar to an if statement in
other languages, and is loosely based on the way C handles its
conditional statements. When an if command is encountered, the
conditional statement is evaluated, and if TRUE (any non-zero
result) the command(s) are executed. The if statement is only
evaluated if it is read, so you must nest the if statement inside
another statement (most likely an action command). The
conditional is evaluated exactly the same as in the math
command, only instead of storing the result, the result is used
to determine whether to execute the command(s). '#help math' for
more information.
Limitations: #if is not capable of comparing string values at this
time. This implementation is slated for the v2.0 release.
Examples:
#action {%0 gives you %1 gold coins} {#if {%%1>5000} {thank %%0}}
if someone gives you more than 5000 coins, thank them.
the %%1 and %%0 belong to the action, and not to the if, and that
is why the double % are needed.
#action {^<hp:%0 } {#if {%%0<100} {flee}}
If your status prompt is of the form <hp:100 ma:50 mo:100>, this
action will get your hit points, compare them to 100, if less
than 100, flee. Note though, that you will continue to flee,
because your prompt will still show your hp < 100. By using some
logic, you can add a trigger variable to help control this. Look
at the following:
(This need to be created beforehand)
#variable {trigfl} {0}
#alias resetflee {#var trigfl 0}
#alias setflee {#var trigfl 1}
(Now the action)
#action {^hp:%0 } {#if {(%%0<100) && ($trigfl=0)} {setflee;flee}
This action, upon receiving a prompt of less than 100 hp's, will
check to see if you have already fled (trigfl). If you have not,
then you will set the trigger, so that you won't flee for
infinity, and then make you flee once. Remember though, that
once your hp's are greater than 100 again, that to reset the
trigger, so that it will work for you once again.. :)
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===============================
COMMAND: Ignore
Syntax: #ignore
Description: This will toggle whether or not you want your
actions to be triggered or not. New for v1.5, #ignore only affects
the current session.
Example:
#ignore <= Toggles it on or off..
===============================
COMMAND: Info
Syntax: #info
Description:# Displays the number of actions, aliases, variables,
substitutes, antisubstitutes, and highlights for the current session.
Also will report on the toggles set for that session as well. If no
session is active, then the statistics on the defaults are given.
===============================
COMMAND: Killall
Syntax: #killall
Description: Killall deletes all aliases, actions, subs, antisubs,
highlights, variables in one fell swoop. Useful now, so you don't
have to exit tintin++ to load up a new coms file.
===============================
COMMAND: Log
Syntax: #log {<filename>}
Description: Will record all input and output of session to
<filename>.
Example:
#log grimmy.log <= starts log...
... <= playing, having fun...
#log grimmy.log <= ends log...
===============================
COMMAND: Loop
Syntax: #loop {#from,#to} {<command>}
Description: #loop will run a command in a loop, and
assign the numbers ranging from #from to #to in
variable %0 for use in {<command>}.
Example:
#loop {1,5} {get all %0.corpse} <= will get all
corpses ranging from
1.corpse to 5.corpse.
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===============================
COMMAND: Map
Syntax: #map <direction>
Description: Will add a direction to the end of the current
path. Useful for mapping while following someone.
Example:
#action {$leader leaves %0.} {#map {%%0}}
if the person stored in $leader leaves the room, the direction is
added to the end of the path.
===============================
COMMAND: Mark
Syntax: #mark
Description: For speedwalking, this commands marks the beginning
of the path.
Example:
#mark <= There ya go. You marked the beginning of the path.
===============================
COMMAND: Math
Syntax: #math {<var>} {<math ops>}
Description: This will allow you to do math operations on
variables or just plain old numbers, and stores the result in
<var>. All numbers should be integers, for it only performs
integer math.
Example:
Let's say you have a variable $mana, which equals the amount of
mana you have. You then could do:
#math {heals} {$mana/40} <= takes $mana/40 and applies result to
variable 'heals'.
I have an extensive example of math used in a coms file that is
shipped to you with the package.
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===============================
COMMAND: Message
Syntax: #message {<type>}
Description: This toggles whether messages concerning these types
of commands will be displayed. If off, it will get rid of the
defined/deleted messages for that command type.
Valid types are alias, action, substitute, antisubstitute,
highlight, or variable.
Example:
If you wish to see no messages concerning variables, you can type
#message {variable}
and you wont see messages like variable defined, etc...
The same holds for the other types of messages.
===============================
COMMAND: #NAME
Syntax: #<session_name> <commands>
Description: Will send <commands> to <session_name>
Example:
#grim shout Peach Pit now closing.. <= makes session 'grim'
shout 'Peach Pit now
closing..'
===============================
COMMAND: #<number>
Syntax: #<number of times to repeat> {Commands}
Description: This allows you to do repetitive commands nice and
easily.
Example:
#5 {buy bread;put bread bag} <= will buy 5 breads, and put 5
breads in a bag.
#2 {#g cast 'power' urquan} <= This will make the character in
session 'g' cast 'power' on urquan
2 times.
===============================
COMMAND: Nop
Syntax: #nop <text>
Description: #nop is similar to a remark statement. You can use
#nop to make comments.
Example:
#nop fleetr = flee trigger <= just gives an explanation of
what fleetr stands for.
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===============================
COMMAND: Path
Syntax: #path
Description: This will display the path you have traveled from the
#mark'ed beginning.
Example:
#path <= displays current path traveled from #mark onward.
===============================
COMMAND: Pathdir
Syntax: #pathdir <odd_dir> {text to send to mud for odd_dir}
New for v1.5
Description: This command allows the user to enter odd directions, so
that speedwalk can interpret these directions and send the right text
to the mud.
Example:
#pathdir {nw} {nw} <= Will send {nw} to the mud anytime {nw} is seen
in a speedwalk expression.
===============================
COMMAND: Presub
Syntax: #presub
Description: Will toggle whether or not substituted output can trigger
actions. For example, let's say you have done the following:
#sub {%0tells you %1BLEEDING%2} {%0tries to make you BLEED.}
then, you have:
#action {%0 tried to make you BLEED.} {tell %0 Oh. I'm scared.}
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