📄 tintin15.txt
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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.
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========= 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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