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TinTin++ Mud Client

autologin script

 
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moghedine



Joined: 10 Apr 2006
Posts: 6

PostPosted: Mon Apr 10, 2006 2:27 pm    Post subject: autologin script Reply with quote

I'm a noob to tintin++ scripting so i thought i could post my general guidelines for the script I want to make, and if anyone has some suggestions, just respond at your leisure.

Im going to make a script that upon typing something like run (x)
1) loads a set of actions
2) auto logs in once
3) cash runs an area
4) logs out
5) sets timer to relog in random(25-35 minutes)
6) repeats steps 1-5 (x) amounts of time

PS is there online a more extensive list of all #commands avail in tintin?
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3274

PostPosted: Mon Apr 10, 2006 8:58 pm    Post subject: Reply with quote

You can type: #help <subject> for more information, and there's a link to a manual and some example scripts on the web page.

Code:

#var count 0

#alias {start}
{
    #ses cashrun mymud.com 4321;
    moghedine;
    mypassword;
    #cr;
    cashrunarea
}

#alias cashrunarea
{
    dostuff;
    domorestuff;
    done
}

#alias {done}
{
    quit;
    #math count $count + 1;
    #if {$count < 5}
    {
        #math delay 1d10 + 25;
        #gts #delay $delay start;
    }
}


gts is the name of the unconnected startup session, load these 3 aliasses into it with #read and they'll be inherited by every session started from it. 1d10 (one 10 headed dice) generates a random number.

Asuming you understand most of it the only thing left to script is step 3, to cash run the area. That might be a bit tricky.
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Kelmvor



Joined: 18 Apr 2006
Posts: 12

PostPosted: Wed Apr 19, 2006 5:42 am    Post subject: Reply with quote

I'd like an autologin script myself. Since I have a file that logs when I start tt++, it has 2 alias that I'd like to expand:
#alias {Log Char} {#session Char 127.0.0.1 4000;Char;Charpass}
Problem is, it would take the password wrong and disconnect me. Thinking, I added a delay:
#alias ...;Char;#delay {5} Charpass}
Which did the same thing. Anyone got any clues?

The mud is running SmaugFUSS 1.7 (fixed up Smaug 1.4a), and I know there was a problem with the auto-login with Zmud back in the day, so I'm wondering if anyone has any ideas about this one.
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Scandum
Site Admin


Joined: 03 Dec 2004
Posts: 3274

PostPosted: Wed Apr 19, 2006 2:09 pm    Post subject: Reply with quote

#alias {Log Char} {#session Char 127.0.0.1 4000;Char;Charpass}

I reckon that isn't the real alias because aliasses with a space in the name do not work; they will in the next version though. What you could try is:

#alias {logchar} {#session Char 127.0.0.1 4000;#delay 1 Char;#delay 2 Charpass}

If that doesn't do the trick you can post the addy and I'll look into it.
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moebius



Joined: 27 Jan 2005
Posts: 96

PostPosted: Mon Apr 24, 2006 11:41 am    Post subject: Reply with quote

Some mud's don't like it when you stuff text immediately on a connect and will disconnect you. You might get better results using an action for the login process:

#action {^Username:} {#unaction {^Username: }; username}
#action {^Password:} {#action {^Password:}; password}

You should also be very careful with anything that automatically sends your password, other players might catch on to your script and figure out a way to trick your script into telling them your password.
_________________
StrangeMUD - strangemud.net:9332
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