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TinTin++ Mud Client

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  Topic: Why does 2.01.1 load two windows
wrxwagon

Replies: 5
Views: 1468

PostForum: General Discussion   Posted: Wed Oct 14, 2015 7:29 pm   Subject: Why does 2.01.1 load two windows
That's just my default file with actions and aliases. It did it before I changed that file name. Weird. I am running Windows 7 if that makes a difference?
  Topic: Why does 2.01.1 load two windows
wrxwagon

Replies: 5
Views: 1468

PostForum: General Discussion   Posted: Tue Oct 13, 2015 6:19 pm   Subject: Why does 2.01.1 load two windows
Yes. WinTin++ latest version. If I close the "empty" window the other one closes as well. Here is the command line parameters.

C:\Users\Me\Documents\WinTin++\mintty.exe -c mintty.con -i tt++.ic ...
  Topic: Why does 2.01.1 load two windows
wrxwagon

Replies: 5
Views: 1468

PostForum: General Discussion   Posted: Mon Oct 12, 2015 6:55 pm   Subject: Why does 2.01.1 load two windows
I'm dipping my toe back in to mudding again and downloaded the latest version. Now when I launch it loads two windows? Is this something new?
  Topic: Help setting a non blank variable
wrxwagon

Replies: 1
Views: 660

PostForum: Script Help   Posted: Mon Sep 13, 2010 8:56 am   Subject: Help setting a non blank variable
So this used to work back in the 1.9x series of wintin++. I recently started playing again and I'm having trouble with it:

#alias {set} {#var opponent %0}
#alias {ko} {set %0;kill $opponent}

s ...
  Topic: Can #prompt accept global variables?
wrxwagon

Replies: 1
Views: 835

PostForum: General Discussion   Posted: Wed Sep 08, 2010 10:43 am   Subject: Can #prompt accept global variables?
I multiplay three sessions and I record those sessions hp/mana/move in some global variables. If I use the #prompt command can I design the prompt to accept these global variables so it displays not ...
  Topic: Is there a way to wildcard actions together?
wrxwagon

Replies: 1
Views: 787

PostForum: General Discussion   Posted: Mon Oct 13, 2008 7:37 pm   Subject: Is there a way to wildcard actions together?
For example instead of:

#action {Blah OBLITERATES Blee} {rescue blee}
#action {Blah EVISCERATES Blee} {rescue blee}
#action {Blah DESTROYS Blee} {rescue blee}

could you:

#action {Blah *EVIS ...
  Topic: Trigger from two lines of mud text
wrxwagon

Replies: 2
Views: 967

PostForum: General Discussion   Posted: Sun Oct 05, 2008 10:18 pm   Subject: Trigger from two lines of mud text
Nicely done. Also answers my question about #delay working in fractions of a second. Thanks ScanduM!
  Topic: Trigger from two lines of mud text
wrxwagon

Replies: 2
Views: 967

PostForum: General Discussion   Posted: Wed Oct 01, 2008 8:48 pm   Subject: Trigger from two lines of mud text
Ok so my mud generates two kinds of corpses, corpses and remains. One message like this:

You receive 1838 experience points for the kill.
The stench of burnt metal lingers in the air.

The othe ...
  Topic: #delay variable not working...
wrxwagon

Replies: 3
Views: 1079

PostForum: General Discussion   Posted: Tue Feb 12, 2008 10:58 am   Subject: The fix
I was able to fix this behavior by making healdelay a "global" variable using the #all command. Not sure why I had to do that but it's working!
  Topic: #delay variable not working...
wrxwagon

Replies: 3
Views: 1079

PostForum: General Discussion   Posted: Sat Feb 09, 2008 5:54 pm   Subject: #delay variable not working...
Yes curmana is set in another session. When I trigger that prompt twice in succession using #showme I get two successive heals, when it should be pausing 4 seconds before the if statement is consider ...
  Topic: #delay variable not working...
wrxwagon

Replies: 3
Views: 1079

PostForum: General Discussion   Posted: Fri Feb 08, 2008 10:51 pm   Subject: #delay variable not working...
Ok this code worked, and now it's broken. I did the upgrade from 97.7 to 97.9

Here's the code:

#ACTION {< %0H %1M %2V >}
{
#all #var tankhp %0;
#a ...
 
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