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📄 tintin15.txt

📁 Linux下的MUD客户端程序
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     ===============================
     COMMAND: Ticksize

     Syntax: #ticksize <number>

     Description: defines the ticksize for the mud you are playing at.

     Most standard Diku's use a ticksize of 75 seconds.  I believe
     (Although I might be wrong), MERC's use ticksizes of 30 seconds. 
     This is where it is useful, for there is not tickcounter built
     into MERC.  

     Example:
     #ticksize 30   <= sets ticksize to 30 for MERC muds.. for
                    example.

     ===============================
     COMMAND: Togglesubs

     Syntax: #togglesubs

     Description: Similar to #ignore, #togglesubs will toggle whether
     or not subs will occur or not.

     Example:
     #togglesub     <= turns it on or off.

     ===============================
     COMMAND: Unaction

     Syntax: #unaction {<action to be deleted>}

     Description: Similar to unalias except for actions.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unalias

     Syntax: #unalias {<alias to remove>}

     Description: This command deletes aliases from memory in the
     active session. You can use wildcards to get rid of aliases with
     common text.

     Example:
     #unalias {eb}           <= delete the eb alias.
     #unalias {*eb*}         <= remove any alias that contains 'eb'
     #unalias {eb*}      <= removes any alias that starts with 'eb'.









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     ===============================
     COMMAND: Unantisub

     Syntax: #unantisub {<antisub to be deleted>}

     Description: Similar to Unalias except for antisubs.

     Example:
     <see unalias>

     ===============================
     COMMAND: Ungag

     Syntax: #ungag {<gag to be deleted>}

     Description: Similar to Unalias except for gags.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unhighlight

     Syntax: #unhighlight {<highlights to be deleted>}

     Description: Similar to Unalias except for highlights.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unpath

     Syntax: #unpath

     Description: Removes the last move off the 'Path-List'.

     Example:
     #unpath   <= removes last move off 'Path-List'.

     ===============================
     COMMAND: Unsplit

     Syntax: #unsplit 

     Description:  Turns  split-screen  mode off  and  returns  you to
     "full-screen" mode.

     Example:
     #unsplit       <= There you go.. You just turns split-screen off.









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     ===============================
     COMMAND: Unsubs

     Syntax: #unsubs {<subs to be deleted>}

     Description: Similar to Unalias except for subs.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unvariable

     Syntax: #unvariable {<vars to be deleted>}

     Description: Similar to Unalias except for variable.

     Example:
     <see unalias>

     ===============================
     COMMAND: Variable

     Syntax: #variable {<variable_name>} {<text to fill variable>}

     Description:Since   these  are  completely  new  to  tintin,  and  act
     differently than anything else, I feel should spend some time on them.
     These  variables differ  from  the %0-9  in the  fact  that you  could
     specify a full  word as a variable name,  and they stay in  memory for
     the full session,  unless they are changed,  and they can be  saved in
     the coms file,  and can be set  to different values  if you have 2  or
     more  sessions running at  the same  time.  One  of the  best uses for
     variables I think is for spellcasters.

     Currently,
          you would set up a bunch of aliases like the following.

     #alias {flame} {cast 'flame strike' %0}
     #alias {flash} {cast 'call lightning' %0}
     #alias {harm} {cast 'harm' %0}

     With the new variables you can do the following:

     #alias {targ} {#var target %0}
     #alias {flamet} {flame $target}
     #alias {flasht} {flash $target} 
     #alias {harmt} {harm $target}

     these aliases will be  defined just as they are written, the variables
     are not substituted  for until the  alias is found  in your input  and
     executed.

     so, if before a battle, you do a:
     targ donjonkeeper
     then  $target is set  to donjonkeeper, and  any alias you  set up with
     $target  in  it will  substitute  donjonkeeper for  every  instance of
     $target.  Let's say your leader has the following alias set up.


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     #alias {setttarg} {#var {target} {%0};gt target=%0}

     if he did a settarg lich, it would  set his $target to lich, and would
     send a:    <name> tells your group 'target=lich'

     you could then set an action like so.
     #action {^%0 tells your group 'target=%1'} {targ %1}
     then when  your leader  executed  his alias,  it would  also set  your
     variable to the target.  

     Another  use for  variables  would be  to set  a  variable $buffer  to
     whoever the current buffer is.  This would be useful in fights
     where the mob switches, or where many rescues are needed.  You
     could set up healing aliases with $buffer in them, and set the
     $buffer variable in an action that is triggered by each switch,
     and each rescue, or just rescues, or whatever.  Then in a
     confusing battle, you will have a better shot at healing the
     right person.

     ************   Variables for now, have to be alpha-only
     *** NOTE ***   You cannot use variable names like:
     ************   text1, text2.  Support for this will be in v2.0

     ===============================
     COMMAND: Verbatim

     Syntax: #verbatim

     Description:  Toggle  verbatim mode on and off.  When in verbatim
     mode,  text will not be  parsed, and will be  sent 'as is' to the
     mud.  Tab completion and history scrolling are still available in
     verbatim mode.  It is  helpful for writing messages, doing online
     creation, and the like.

     ===============================
     COMMAND: Version

     Syntax: #version

     Description:  Displays version # of tintin++.



















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     ===============================
     Topic: Wildcards

     You may use wildcards with certain commands such as #alias, #action,
     #substitute, #unalias, etc.  In commands like #alias, wildcards are
     only valid when you use exactly one argument.  Wildcards are always
     valid for commands like #unalias.  The only wildcard currently
     supported is *, which matches any string 0 or more characters long.
     The wildcard meaning of * may be escaped using the backslash, \.

     Examples:

     #action {*miss*}
          shows all actions which contain the word miss in them
     #unaction {*miss*}
          removes all actions which contain the word miss in them
     #unaction {\*\*\* PRESS RETURN:}
          removes the action which triggers on the line *** PRESS RETURN:

     Many thanks to Spencer Sun for letting me steal some code for this...
     If anyone is interested in having full ls-style regexps, email us
     and maybe it'll be included in 2.0.


     ===============================
     COMMAND: Wizlist

     Syntax: #wizlist

     Description: Gives a list of all who you should thank for their
     hard work on TinTin++.  

     Example:
     #wizlist  <= displays a list of names you should never forget. :)

     ===============================
     COMMAND: Write

     Syntax: #write {<filename>}

     Description: This allows you to save all of your aliases,
     actions, subs, etc. to a file for later retrieval.  

     Example:
     #write {grimmy}     <= writes all commands to 'grimmy'.

     ===============================
     COMMAND: Zap

     Syntax: #zap

     Description: Closes active session.  

     *** Warning! *** This command does not rent you on a mud.  It
     just terminates the connection to the mud.  

     Example:
     #zap      <= Seeya!!! You've just killed your session.

                                       29








                 =========  History of TinTin++  =========

     I (Bill) started mudding in January of 1993, and I almost immediately
     found a copy of tintin3.0 on an FTP server.  I liked the ease of
     the commands, the power and flexibility possible, and the ease of
     creating sessions.  There were, however, a couple of bugs in
     tintin3, and I started by fixing those.  I then asked some
     friends what they'd like to see in tintin, and after a few weeks,
     I had made some noticeable changes that I wanted to share.  Along
     with the new power of the program came new difficulties, and it
     became apparent that format changes were necessary.  This version
     includes those changes, as well as a horde of new features, and a
     converter program to convert your old coms file to t++v1.1
     format.

     First there was TinTin I, and people were happy, but then they
     cried for more.  Then TinTin II came out, and once again, people
     were happy.  They turned unhappy, and then TinTin III was
     created.  And life was grand.  Bugs in III were discovered, and
     many left TinTin completely for use of PMF.

     First version of TinTin++ was v0.6  This version corrected            
       bug involving repetitive actions, and added other features.

     Other versions followed, that were just bug fixes to previous
     improvements.  With the introduction of TinTin++ v1.0b, a new 
     bracing convention was created.  With all the new commands, many
     were happy, but there were still some bugs to be squashed.  Bill
     and Dave and others were greatly responsible for the quality
     product  of TinTin++  v1.0b.  Joann  got involved  for v1.1b and  is a
     development team member along with David Wagner.

                =========  The Future of TinTin++  ========

     In the distribution, a file called TODO will briefly describe
     what is in store for  the next release of TinTin++.   If you have  any
     suggestions, don't  hesitate to mail us.  Our mailing addresses can be
     found in the CREDITS file.

     ENJOY!!!



















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