Difference between revisions of "TinTin++"

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(Examples)
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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 too 1d6.
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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 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 02:40, 2 November 2015

This is all very wip.

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}
}

Sources