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- This document was written by Peter Unold. I (john l. miller) have included
- it in the WinTin release for those who don't already know how to use TinTin.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- T I N T I N
- I I I
- (T)he K(I)cki(N) (T)ick D(I)kumud Clie(N)t
-
- This is version 3.0 of TINTIN. Lotsa stuff has been changed since the last
- release. New features have been added. But TINTIN is still a small, fast
- client special designed to help dikumud-players in their slaughtering.
-
- ======================================Me==================================
- You can email me at: pjunold@daimi.aau.dk
- Feel free to mail if you discover any bugs, have any probs with the prog or
- have suggestions for any new(and useful) tintin-commands then lemmie hear.
-
- ===============================Compiling TINTIN===========================
- Before compiling you might wanna change some of the default values for your
- tintin setup. Look at the top of the file called 'tintin.h' for more info.
-
- I assume you have placed all the files in a directory. Then you type
- 'make'. After a moment there'll be a new file in the directory - 'tintin'.
- OK if you the program compiled without any problems, then go to next section
- and read on.
-
- Oh no! TINTIN didn't compile at first try. No worry - there's lots of
- informations in the makefile. Editing this file should get you going.
- If you know nothing about c- and unix-programming, then ask someone at your
- site who does. TINTIN III is really not a complicated program, and you
- properly just have to comment or uncomment a few flags in the makefile.
- If no one at your site can help, then feel free to gimmie a mail.
-
- ========================Starting and ending TINTIN========================
- The syntax for starting tintin is: tintin [commandfile]
- Read more about the commandfile in the 'files' section below. Remember one
- thing though. ALL ACTIONS, ALIASES AND SUBSTITUTIONS DEFINED WHEN STARTING
- UP TINTIN, ARE INHERITED BY ALL SESSIONS.
-
- If you wanna get out of tintin after starting it type: #end
-
- =================================Basic features===========================
- I'll start by explaining some of the very basic and important features:
-
- All TINTIN commands starts with a '#'. (can be changed with #char though)
- Example:
- #help <=#help is a command directed to the client and not the mud.
-
- All TINTIN commands can be abrevated when typed.
- Example:
- #he <=typing #he is the same as typing #help
-
- All commands can be seperated with a ';'.
- Example:
- n;l green;s;say Dan Dare is back! <=do these 4 commands
-
- There are 2 ways the command-split-at-';'s can be overruled.
- 1) typing '\;' on a line will be translated to a single ';'
- Example:
- say Hello \;) <=say Hello ;)
-
- 2) ';'s inside a "<---->" sentence will be parsed as normal ';'s
- Example:
- say "hello ;) How's going?" <=say hello ;) How's going.
-
- The last method is important when for example having an alias to execute
- more commands. More on that later.
-
- ===================Connecting to a mud - the #session command==============
- Command: session [[sessionname] mud-address]
- Usage: #session
-
- This is the command you use to connect to the muds. The session that
- you startup will become the active session. That is, all commands you
- type, will be send to this session.
-
- Here's a small example to get you started:
- It shows how I log into austin diku with 2 chars and play a bit with them.
-
- %tintin <=startup tintin
- #session snowy austin.daimi.aau.dk 4000 <=define a session named 'snowy',
- <<usual login stuff>> and connect to austin diku
- #session zork austin.daimi.aau.dk 4000 <=define a new session name 'zork'
- <<usual login stuff> and connect to austin diku
-
- When I type commands now, they are send to the char I loged in with.
- I can change the active char, by typing #sessionname
-
- #snowy <=make the char in the 'snowy'
- session the active one.
-
- When I type commands now, they are send to the 'snowy' char.
-
- If I wanna send a command to a session that isn't active, without having
- the trouble to activate it, I can type #sessionname command
- #zork say anybody here wanna die??? <=the 'zork' char will say this
- #zork "puke mayor;kill mayor" <=and do this..
-
- If I wanna see the text that a session recives without switching to it, I can
- type: #snoop sessionname. Remove the snoop by typing #snoop sessioname again.
- #snoop zork <=snoop the zork session
- #snoop zork <=unsnoop zork session
-
- If I want all sessions to recieve same command I type: #all command
- #all shout dikuMUD at 300mph or DON'T dikuMUD!
-
- You can get a list of all session by typing: #session. The current active
- session is marked with (active). Snooped sessions with (snooped).
-
- ====================================Alias==================================
- Command: alias
- Usage: #alias [aliased-command] [unaliases-command(s)]
-
- The syntax of the #alias command is almost like alias in csh.
- Use this command to define aliases. 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 Hullo Mr Ole
-
- If there're 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
-
- If you want an alias to execute more commands, you must use "s:
-
- #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 put pu &1 in &2 <=for dikuII maybe...
-
- To delete an alias use the #unalias command.
- #unalias eb <=delete the eb alias.
-
- WARNING! TINTIN III doesn't check for recursive aliases! That is surpose you type
- something like: #alias yo yo
- and then do a: yo
- then TINTIN goes into an endless loop.. #&*^@$&*^@$*^&@$#&*
-
- ====================================Action================================
- Command: action
- Usage: #action [action-text] [action-command(s)]
-
- Use this command to define an action to take place when a particular text
- appears on your screen. There're 10 variables you can use as wildcards in
- the action-text. These variables are &0, &1, &2....&9.
-
- Examples:
-
- #action BLEEDING recite recall <=recall when you get that
- nasty BLEEDING text.
-
- #action "are hungry" "get bread bag;eat bread" <=auto-eat
-
- #action "&0 has arrived." shake &0 <=shake hands with people
- that arrives.
-
- #action "&0 says '&1'" "say &0 said &1" <=repeat all says.
-
- #action "tells you" #bell <=beep when you gets a tell
-
- #action <=show actions
- #action ws <=show action
- #unaction ws <=delete action
-
- 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.
-
- ===============================Substitutes================================
- Command: #substitute (remember you can abrevate commands....)
- Usage: #substitute [text] [substitute text]
-
- This command works a bit like #action. The purpose of this command is to
- substitute text from the mud with some text you provide. You can think of
- this command, as a kind of extended gag-command.
-
- Examples:
- Suppose you want all the occurences of the word 'Snowy' to be substituted
- with 'The King'. Then you'll type:
- #subs &0Snowy&1 &0The King&1
-
- Now suppose the mud sends you the line: Snowy har arrived.
- Then your substitution would get triggered and the variables would contain:
- &0 =nothing (there wasn't anything in front of the word 'Snowy')
- &1 = has arrived.
- Substituted into the line is then:
- The King has arrived.
-
- There IS in fact a serious purpose for this command. People using a setup like:
- Home<--------SLOW modem------->School<------FAST modem------------>mud site
- complain that they keep loosing their link, when the mud sends to much text too
- fast(as in fights on grimne-diku for example). The problem is that their own
- modem is too slow for the transfer. People like that can use the #sub command
- to reduce the amount of data transfered.
-
- Example: (grimne diku)
-
- #sub &0POWERMAD&1 &0PM&1
- #sub &0Black&1 &0B&1
- #sub &0obliterates&1 &0obr&1
-
- if the diku sends the line: Black obliterates POWERMAD.
- you'd see: B obr PM.
- If you didn't want to see anything from the lines with Black you'd do a:
- #sub Black . (i never liked this dot syntax...)
- and you''ll never see the lines.
-
- Use #unsub to delete substitutions.
-
- ================================Speedwalk===================================
- If you type a command consisting ONLY of letters n, e, s, w, u, d - then
- this command will be interpreted as a serie of directions you wanna go.
- Example: >sswn
- go south, south, west, north
-
- IF who have problems with typing some commands that actually ONLY consists
- of these words, then type'em in CAPS.
-
- Example: (can you make up more examples than this? Gnort told me this one...)
- NEWS
-
- If you don't like this speedwalk feature at all, then you can toggle it on/off
- with #speedwalk.
-
- ===================================Ticker===================================
- Every 75 seconds on a standard dikumud a so called tick occures. You
- regenerate faster hp/mana/mp if you`re sleeping/resting during a tick. So it's
- pretty nice to know when the next tick occures. TINTIN helps you with that.
- When you turn the ticker on in a session, you'll get warnings just before a
- tick occures. The real ticklenght isn't 100% stable. So you have to set the
- syncronize the ticker now and then. Use #tickset for that.
-
- commands for ticker:
- #tickon <=turns the ticker on in a session
- #tickoff <=turns the ticker off in a session
- #tick <=shows #seconds to next tick
- #tickset <=reset the ticker
- #ticksize <=set lenght of ticks. The ticklenght is not 75secs on
- some modified dikumuds.
-
- Here's some useful aliases/actions related to the ticker:
-
- #alias ? #tick
- #action "are hungry" "#tickset;say HA! my tickcounter is now perfectly set!"
-
- NOTICE the #ticksay. #ticktell etc. commands from v2.0 has been removed. You
- can find an example of how to implement these commands with aliases in the
- coms file.
-
- ===============================Commando files===============================
- When you order TINTIN to read a commandofile, TINTIN parse all the text in
- the file. You can use comandofiles to keep aliases/actions in, login to a
- mud(name, password etc..) and basically all kinds of commands(unlike v2.0).
- You can make the commandofiles with either a texteditor, or use the
- #writecoms commando to write out a file.
-
- commands for files:
- #read filename <=read and execute the file.
-
- #write filename <=write all actions/aliases/substitutes known for
- current session to a file.
-
- #writesession filename <=write all actions/aliases/substitutes known for
- current session BUT not enherited to a file.
-
- =============================Repeating commands============================
- You can repeat a command/commandline. The syntax is: #number command
-
- examples:
- #5 cackle
- #10 "buy bread;put bread bag" <=buy 10 breads and fill'em into a bag
- #1000 shout assholes!!!!! <=noshout yourself.
-
- ===================================History================================
- TINTIN has a limited subset of the csh history features.
- #history <=show the last 15 commands
- ! or !! <=repeats the last command
- !5 <=execute 5. last command
- !cast <=execute the last command in list starting with `cast`
-
- =============================Path commands================================
- TINTIN tries to keep track of your movement. That is whenever you type
- either north/south/east/west/up/down, TINTIN will push the direction into
- a queue(the path).
-
- commands for path:
- #mark <=mark beginning of path(ie reset queue)
- #path <=show the path
- #return <=go one step back in the path
- #unpath <=forget last move in the path
- #action "Alas, you cannot go that way..." #unpath
-
- real life example.. tatataaaa:
- You want a fast run to the master mindflayer and back. You go to dump
- and type: #mark. Then you run down and kill the master. To go back you
- just type: #30 #return
- You could ofcoz just as well have recalled outta there, but... Hell it's just
- an example.
-
- ==============================Other commands===============================
- #boss <=fill screen with serious looking stuff
- #char new-char <=change the tintin-char. The tintin-char is the
- char infront of all tintin-commands.
- #help <= ...
- #nop <=for comments in coms-files
- #system unix-command <=execute a unix-command
- #z <=cut link to current session. A faaaaast way out
-
-