TinTin++ Mud Client Manual  
Get TinTin++ Mud Client at SourceForge.net. Fast, secure and Free Open Source software downloads
TinTin++ Mud Client Manual
space
On this page you'll find a brief introduction to using TinTin++. More detailed information can be found in the individual help sections.
space
Starting and ending TinTin++
space
The syntax for starting TinTin++ is: ./tt++ [command file]

Read more about the command file in the 'files' section below. Remember one thing though. All actions, aliases, substitutions, etc, defined when starting up TinTin++ are inherited by all sessions.

If you want to get out of TinTin++ after starting it type: #end or press ctrl-d on an empty line. If you want to paste text use shift-insert, text is automatically copied upon selection.
space
Basic features
space
I'll start by explaining some of the very basic and important features:

All TinTin++ commands starts with a '#'. (can be changed with #config)

Example: #help -- #help is a mud client command, and isn't send to the mud server.

All TinTin++ commands can be abbreviated when typed.

Example: #he -- Typing #he is the same as typing #help

All commands can be separated with a ';'.

Example: n;l green;s;say Dan Dare is back! -- do these 4 commands

There are 3 ways ';'s can be overruled.

Example: \say Hello ;) -- Lines starting with a '\' aren't parsed by TinTin++.

Example: say Hello \;) -- The escape character can esape 1 letter.

Example: #config verbatim off -- Everything is send as is, unless it starts with a '#'
space
Help
space
Command: #help {subject}

The help command is your friend. Type #help without an argument to see all available help subjects. Keep in mind that the internal help files are more up to date than the online help files.
space
Connecting to a mud
space
Command: #session {session name} {mud address} {port}

Example: #session someone tintin.sourceforge.net 4321

You can have more than one session, in which case you can switch between sessions typing #<session name>.

You can get a list of all sessions by typing: #session. The current active session is marked with (active). Snooped sessions with (snooped). MCCP sessions (mud client compression protocol) with (mccp).
space
Split
space
Command: #split

The split command will create a separated input and output area.

Using the #prompt command you can capture the prompt and place it on the split line. To get rid of the split interface you can use #unsplit which will restore the terminal settings to default.
space
Alias
space
Command: #alias

Usage: #alias {name} {commands}

The syntax of the #alias command is almost like alias in csh.
Use this command to define aliases. The variables %0, %1.. %9 contain the arguments to the aliases-command as follows:
the %0 variable contains ALL the arguments.
the %1 variable contains the 1st argument
....
the %9 variable contains the 9th argument

Example: #alias nice say Hello Mr %1

If there are no variables on the right-side of the alias definition, any arguments following the aliases-command will be appended to the command string.

Example: #alias ff cast 'fireball' -- 'ff bob' equals: cast 'fireball' bob

If you want an alias to execute more commands, you must use braces.

Example: #alias ws {wake;stand}

To delete an alias use the #unalias command.

WARNING! TinTin++ doesn't baby sit, and hence does not check for recursive aliases! You can avoid recursion by escaping the entire line.

Example: #alias put \put %1 in %2

Or by using the send command.

Example: #send put %1 in %2
space
Action
space
Command: #action

Usage: #action {action-text} {commands}

Use this command to define an action to take place when a particular text appears on your screen. There are 99 variables you can use as wildcards in the action-text. These variables are %1, %2....%9, %10...%99.

Examples:

#action {You are hungry} {get bread bag;eat bread}

#action {%1 has arrived.} shake %1 -- shake hands with people arriving.

#action {%1 tells you '%2'} {tell bob %1 told me '%2'} -- forward tells to Bob.

#action {tells you} #bell -- beep when you get a tell.

You can have TinTin++ ignore the actions if you type '#ignore action on'.

You can see what commands TinTin++ executes when an action triggers, by typing '#debug action on'.

You can remove actions with the #unaction command.
space
Highlight
space
Command: #highlight (remember you can abbreviate commands)

Usage: #high {text} {color}

This command works a bit like #action. The purpose of this command is to substitute text from the mud with color you provide. This command is a simplified version of the #substitute command.

Examples:

#high {Snowy} {light yellow} -- colors the word Snowy.

#high {%1Snowy%2} {light yellow} -- colors a line containing Snowy

Use #unhigh to delete highlights.
space
Speedwalk
space
If you type a command consisting ONLY of letters and numbers n, e, s, w, u, d - then this command can be interpreted as a serie of movement commands.

Example: ssw2n -- go south, south, west, north, north

If you have problems with typing some commands that actually ONLY consists of these letters, then type them in CAPS. For example when checking the NEWS or when asked to enter NEW as your name.

You must enable speedwalking with: #config speedwalk on/off
space
Ticker
space
Command: #ticker {name} {commands} {seconds}

Every 60 seconds on a standard dikumud a so called tick occures. You regenerate hp/mana/move faster 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.

#ticker {tick} {#delay 50 #show 10 SECONDS TO TICK!;#show TICK!!!} {60}

This creates a ticker with the name {tick} which will print TICK!!!, as well as print a warning when the next tick will occure.

You can remove tickers with #untick
space
Command files
space
When you order TinTin++ to read a commando file, it parses all the text in the file. You can use command files to keep aliases/actions in, login to a mud(name, password etc..) and basically all kinds of commands.

You can make the command files with either a text editor (strongly suggested), or use the #write command to write out a file.

Commands for files:

#read filename -- read and execute the file.

#write filename -- write all actions/aliases/substitutes known for the current session to a file.
space
Repeating Commands
space
You can repeat a command, the syntax is: #number command

Examples:

#5 cackle -- if you just killed bob the wizard.
#10 {buy bread;put bread bag} -- repeat these 2 commands 10 times.
#100 ooc assholes!!!!! -- nochannel yourself.
space
History
space
TinTin++ has a limited subset of the csh history features.

! -- repeat the last command
!cast -- repeat the last command starting with cast
ctrl-r -- enter the reverse history search mode.
space
Path commands
space
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 and it's opposite direction into a queue (the path), that is, if a #path new has been used.

Commands for path:

#path new -- start path mode, and resets queue.
#path end -- stop path mode.
#path map -- show the path
#path ins {forward} {backward} -- insert commands into the queue
#path del -- forget last move in the path
#path save {f|b} {alias} -- save the path to the given alias
#path load {alias} -- load a path alias into the map queue
#path walk {forward|backward} -- walk 1 step forward or backward of a queue.

#action {Alas, you cannot go that way.} {#path del}

real life example.. tatataaaa:
You want a fast run to the master mindflayer and back. You go to the dump and type: #path new. Then you run down and kill the master. To go back you just type: #path save backward tmp;tmp
You could of course just as well have recalled out of there, but... Hell it's just an example.
space