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📄 tintin15.txt

📁 Linux下的MUD客户端程序
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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.













                                       13








     ===============================
     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.. :)










                                       14








     ===============================
     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.


                                       15








     ===============================
     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. 
















                                       16








     ===============================
     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.


                                       17








     ===============================
     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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