Difference between revisions of "TinTin++"
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− | #var {nemotes} {1d5} #variable for the number of emotes you have, easier to edit 1d5 in one place than a bunch. So if you have 6 emotes you change it | + | #var {nemotes} {1d5} #variable for the number of emotes you have, easier to edit 1d5 in one place than a bunch. So if you have 6 emotes you change it to 1d6. |
#list {emotes} {create} {emote ex1} {emote ex2} {emote ex3} {emote ex4} {emote ex5} #nop pool of emotes to draw from. | #list {emotes} {create} {emote ex1} {emote ex2} {emote ex3} {emote ex4} {emote ex5} #nop pool of emotes to draw from. | ||
Revision as of 03:40, 2 November 2015
This is all very wip.
Contents
What is Tintin++?
TinTin++ (from now on called tt) is a mud client, dating back over 20 years, making it one of the oldest mud clients around.
Website: http://tintin.sourceforge.net/
History?
Started as 700 lines of c code, posted on Usenet by Peter Unold on April 1, 1992.
Why TinTin++?
Cross platform, runs on Windows, Mac OSX, Gnu/Linux, BSD, Soloris.
Installing
Windows
It's suggested on vista and above that you install and use it under cygwin. Get cygwin from here. For those on Vista and lower download the WinTin++ installer from here.
Mac OSX
Gnu/Linux(s)
Arch Linux
tt can be found in the aur.
Download the snapshot, extract it, run makepkg where you extracted it.
curl -O https://aur.archlinux.org/cgit/aur.git/snapshot/tintin.tar.gz tar xzf tintin.tar.gz cd tintin makepkg -sri
makepkg -sri should grab any dependencies, compile and install tt.
BSD(s)
Both freebsd and openbsd have it in ports.
Solaris
Post Install
TinTin++ and 4D
Examples
Example TinTin++ file: http://4dimensions.org/wiki/index.php/User:Isidora
"Simple" emote on move script.
#alias {up} { #if {@rand{1d00} < 21} {u;$emotes[@rand{$nemotes}]} {u} #nop if the random number is less than 21, move up then get a random emote from the list $emotes. Otherwise if the number was greater than 21, just move up. } #var {nemotes} {1d5} #variable for the number of emotes you have, easier to edit 1d5 in one place than a bunch. So if you have 6 emotes you change it to 1d6. #list {emotes} {create} {emote ex1} {emote ex2} {emote ex3} {emote ex4} {emote ex5} #nop pool of emotes to draw from. #function {rand} #nop simple random number function. you put for example 1d100 in the {} and in generates a random number between 1 and 100. { #math result {%0} }