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                    Original documentation by Peter Unold


                             Table of Contents
                             -----------------

     1)  What is TinTin++? .............................
     2)  Giving Credit Where Credit is Due .............
     3)  Starting TinTin++ .............................
     3)  Basic Features ................................
     4)  Connecting to a MUD ...........................
     5)  Split Screen ..................................
     6)  Aliases .......................................
     7)  Actions .......................................
     8)  Highlights ....................................
     9)  Speedwalk .....................................
    10)  Tickers .......................................
    11)  Command Files .................................
    12)  Command History ...............................
    13)  Path Tracking .................................
    14)  Help ..........................................





                               T I N T I N ++

                 (T)he K(I)cki(N) (T)ick D(I)kumud Clie(N)t






                   =========  What is TinTin++?  =========

     TinTin++ is a client program specialized to help playing muds. This is a
     souped up version of TINTIN III with many new features.





            =========  Giving Credit Where Credit is Due ========

     None of this work would be possible, without the work done by Peter Unold.
     He was the author of TINTIN III, the base of TinTin++.  Hats off to ya
     Peter, You started the ball rolling.





                   =========  Starting TinTin++  =========

     The syntax for starting tintin is: ./tt++ [command file]

     Read more about the command file in the 'files' section below. Remember
     one thing however. 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-c. If you want to paste text use shift-insert, text is automatically
     copied upon selection.






                     ========  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 #config)

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

     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 several 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.






                      ========  Connecting to a Mud  =========

     Command: #session {session name} {mud address} {port}

     Example: #session bob tintin.sf.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.






                      ========  Split Screen  =========

     Command: #split

     The split command will create a separated input and output area. This
     allows you to see the entire line that you are typing, without having
     the mud scroll your text off the screen, or breaking up the line.

     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.






                        =========  Aliases  =========

     Command: #alias

     Usage: #alias {name} {commands}

     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 1. argument
     ....
     the %9 variable contains the 9. 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.

     TinTin++ doesn't baby sit, and will not check for recursive aliases! You
     can avoid recursion by escaping the entire line so it is send directly to
     the mud.

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





                        =========  Actions  =========

     Command: #action

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

     Actions, also known as triggers, are used 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....%98, %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 the terminal 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.






                        =========  Highlights  =========

     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.






                       =========  Speedwalk  =========

     If you type a command consisting ONLY of numbers and the letters n, e, s,
     w, u, d - then this command can be interpreted as a serie of directions
     you want to go to.

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

     If you have problems with typing some commands that actually ONLY consists
     of these words, 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





                        =========  Tickers  =========

     Command: #ticker {name} {commands} {seconds}

     Every 60 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.

     #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.

     Use #untick to delete tickers.




                     =========  Command Files  =========

     When you order TinTin++ to read a commando file, tintin 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.





                    =========  Command History  =========

     If you want to use your command history you have 2 options. If you gave
     Mashiranou a 4 lines long tell about the weather or something, but she
     was AFK, and 15 minuts later she comes back to the keyboard and you want
     to give her the exact same message you would type: !tell mashiran
     TinTin++ will search through your command history for the command
     starting with 'tell mashiran' and execute it.

     Another slightly more flexible option is typing control-r which will
     display the reverse search prompt. Simply type in a substring of a
     command previously entered and it will keep showing matches till you
     find the command you are looking for.

     You can save and load your history with the #history write <filename>
     and #history read <filename> command.







                     =========  Path Tracking  =========

     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) if '#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.





                         =========  Help  =========

     Command: #help {subject}

     The help command is your friend, and also contains the most up to date
     information of all available tintin commands. If you type #help without
     an argument you will see the various help subjects, most of which aren't
     described in this manual since it only covers the basics to get you 
     started.


     Enjoy