





















         TTTTTTT  IIIIIII  N     N  TTTTTTT  IIIIIII  N     N
            T        I     NN    N     T        I     NN    N    ++      ++
            T        I     N N   N     T        I     N N   N    ++      ++
            T        I     N  N  N     T        I     N  N  N  ++++++  ++++++
            T        I     N   N N     T        I     N   N N  ++++++  ++++++
            T        I     N    NN     T        I     N    NN    ++      ++
            T     IIIIIII  N     N     T     IIIIIII  N     N    ++      ++


                                     Version 1.5 

                                     Written by, 

                                     Bill Reiss,
                                   Joann Ellsworth,
                                   Jeremy C. Jack,
                                 and David A. Wagner

                       Docs written by Joann Ellsworth (c) 1994

        The use of this documentation,  for other "hacked" versions of Tintin++,
     without the expressed written consent by Joann Ellsworth, is prohibited.

























                            T I N T I N ++ v1.5
                             Table of Contents
                             -----------------
     1)  What is TinTin++? .............................    Pg. 3
     2)  TinTin++.  What's new? ........................    Pg. 3
         Split Screen ..................................    Pg. 3
         Tab Completion ................................    Pg. 3 
     3)  Giving Credit Where Credit is Due .............    Pg. 4
     4)  Compiling TinTin++ ............................    Pg. 4
     5)  Starting TinTin++ .............................    Pg. 5
     6)  Change in Format ..............................    Pg. 5
     7)  Variables .....................................    Pg. 6
     8)  Command Syntax ................................    Pg. 7
          Action .......................................    Pg. 8
          Alias ........................................    Pg. 9
          All ..........................................    Pg. 10
          Antisubstitute ...............................    Pg. 10
          Bell .........................................    Pg. 10
          Boss .........................................    Pg. 10
          Char .........................................    Pg. 11
          Cr ...........................................    Pg. 11
          Echo .........................................    Pg. 11
          End ..........................................    Pg. 11
          Gag ..........................................    Pg. 12
          Help .........................................    Pg. 12
          Highlight ....................................    Pg. 12
          History ......................................    Pg. 13
          If ...........................................    Pg. 14
          Ignore .......................................    Pg. 15
          Info .........................................    Pg. 15
          Killall ......................................    Pg. 15
          Log ..........................................    Pg. 15
          Loop .........................................    Pg. 15
          Map ..........................................    Pg. 16
          Mark .........................................    Pg. 16
          Math .........................................    Pg. 16
          Message ......................................    Pg. 17
          #NAME ........................................    Pg. 17
          #<number> ....................................    Pg. 17
          Nop ..........................................    Pg. 17
          Path .........................................    Pg. 18
          Pathdir ......................................    Pg. 18
          Presub .......................................    Pg. 18
          Read .........................................    Pg. 19
          Redraw .......................................    Pg. 19
          Return .......................................    Pg. 19
          Savepath .....................................    Pg. 19
          Session ......................................    Pg. 20
          Showme .......................................    Pg. 20
          Snoop ........................................    Pg. 20
          Speedwalk ....................................    Pg. 21
          Split ........................................    Pg. 21
          Substitute ...................................    Pg. 22
          Suspend ......................................    Pg. 23
          System .......................................    Pg. 23
          Tabadd .......................................    Pg. 23
          Tabdelete ....................................    Pg. 23
          Tablist ......................................    Pg. 23

                                          1






          Textin .......................................    Pg. 24
          Tick .........................................    Pg. 24
          Tickon/Tickoff ...............................    Pg. 24
          Tickset ......................................    Pg. 24
          Ticksize .....................................    Pg. 25
          Togglesub ....................................    Pg. 25
          Unaction .....................................    Pg. 25             
          Unalias ......................................    Pg. 25
          Unantisub ....................................    Pg. 26
          Ungag ........................................    Pg. 26
          Unhighlight ..................................    Pg. 26
          Unpath .......................................    Pg. 26
          Unsplit ......................................    Pg. 26
          Unsub ........................................    Pg. 27
          Unvariable ...................................    Pg. 27
          Variable .....................................    Pg. 27
          Version ......................................    Pg. 28
          Verbatim .....................................    Pg. 28
          Wildcard (Topic, not actual command) .........    Pg. 29
          Wizlist ......................................    Pg. 29
          Write ........................................    Pg. 29
          Zap ..........................................    Pg. 29
     9)  History of TinTin++ ...........................    Pg. 30
     10) The Future of TinTin++ ........................    Pg. 30



































                                          2






                                    T I N T I N ++
                            v1.5 Official Release version
                      (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, many new features
     have been added since III.  We saw room for improvement on the
     features available from TINTIN, and since we like the format of
     the program, we decided to use TINTIN as a base for what we 
     hope to make one of the most powerful clients around.

                     =========  TinTin++.  What's new?  =========

     Well, MANY bugs  have been  fixed (most listed  in the file  CHANGES).
     Some of  the more significant bug  fixes however, are fixes  to #loop,
     #split, suspending a session and coming back with the proper echo.
     The location of  the help file was  moved to the $HOME  directory, and
     now  tintin++ offers  compression of  that  file to  reduce the  space
     consumption.

          New commands to Tintin++ v1.5:

          retab               tablist             info
          textin              killall             pathdir
          suspend             tabadd              tabdelete
          cr                  wildcard


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

     In  order  to use  split  screen,  you  must have  a  VT-100/ANSI
     compatible terminal or  terminal emulator.  Split screen              
      just that, split the screen in two, with the top window being the
     output  window (text  from mud),  and the  bottom half  being the
     input window (typed text to the mud.)  This allows you to see the
     entire line  that you are  typing, without having the  mud scroll
     your text off the screen, or breaking the line up.  

                       =========  Tab Completion  =========

     Tab Completion  is a nice little  device that you will  grow fond
     of.   There exists a file, called tab.txt.  It contains a list of
     words, one word  per line.   How Tab Completion  works, is  after
     typing some  letters to a word, you press  the tab key.  Tintin++
     will look through  the list of words loaded from tab.txt and make
     an educated guess as to  what the whole word should be.   This is
     helpful for long words, or words that are not easy to type.  Also
     note that it would be wise to use words that are not too similar,
     for you might not get the right word that you are looking for.
          Example:
          (tab.txt contains)
          Grimmy
          Bamsemums
          celebdel
          tordenskjold


                                        3






          (you type)
          tord<Tab Key>  <=  Tintin++ will replace tord with tordenskjold.

     New to v1.5, you can now add and delete words to the  tablist, as well
     as re-read  an entirely  new tab.txt  file.   For adding and  deleting
     words from the  tab list, refer to the command  syntax section further
     on in the documentation.

                =========  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.

                      =========  Compiling TinTin++  =========

     Before compiling, you should look through the tintin
     configuration file, 'tintin.h'.  This file contains all the
     default settings,  and you can change them as  you please.  Also, look
     over the  compilation flags  in the Makefile.   Some  information will
     need to be  known about your machine,  that tintin++ needs to  know as
     well.

     TinTin++ was once written with GCC in mind.  It was originally
     compiled with GCC, and if your unix machine has GCC available, I
     would venture to say that will work with a little massaging of
     the Makefile.  You shouldn't have much problems trying to compile
     TinTin++ at all.  

     I presume that since you are reading this file, that you've
     figured out how to uncompress the file, and detar it :-).  The
     name of the directory that TinTin++ should run in can be anything
     your little heart desires.  One you have looked through
     'tintin.h', just type 'make', and watch her whirl.  If you get
     any warnings, or errors during compile, please mail us a log of
     the make, and changes you made, so that we can incorporate the
     changes in later releases.  If you don't know how to re-direct
     the make output to a file, here is a way to do it if you are
     using either csh or tcsh shells.  Instead of typing 'make', type
     'make >&! make.out &'.  That this does, is it runs the compile,
     in the background, while directing any output to make.out. 

     Oh no! TINTIN++ didn't compile at first try.  Don't give up.  You
     can try to compile to program using traditional C.  The first
     thing to try is to edit the makefile, such that CC=cc -O. 

     If you know nothing about C, and unix-programming, then ask
     someone at your site who does. TINTIN++ is really not a
     complicated program, and you probably just have to comment or
     uncomment a few flags in the makefile. If no one at your site can
     help, then feel free to give us a buzz via mail.








                                        4






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

     The syntax for starting tintin++ is: tt++ [-v] [commandfile]
     If no commandfile is given, tintin++ will look for a default
     commandfile called .tintinrc in your home directory.
     Read more about the commandfile in the 'files' section below.
     Remember one thing though. ALL ACTIONS, ALIASES, SUBSTITUTIONS,
     VARIABLES, HIGHLIGHTS, and ANTISUBSTITUTES DEFINED WHEN STARTING
     UP TINTIN ARE INHERITED BY ALL SESSIONS.  If you'd like to
     separate the sessions with different commandfiles, just type
     tintin++ and you are off and running. 

     -v is optional, and is used only when reading command files.
     If verbose is specified, messages concerning reading the files
     will not be in brief mode.

     If you want to get out of t++ after starting it type: #end or
     control-c 

     I'll start by explaining some of the very basic and important
     features:

     All TINTIN commands starts with a '#'. (can be changed with #char
     though, or if you specified a commandfile at startup, the first
     char in that file will be the tintin command char} 
     Example:
     #help <cmd>   <=#help is a command directed to the client and not
                     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 ';'.  The ';' is similar to
     a newline char.  This allows you to type multiple commands on one
     line.   Example:
     n;l green;s;say Dan Dare is back!    <=do these 4 commands

     There is a way the newline-char can be overruled, so that it will
     appear in the output of a say or tell or whatever.  By
     pre-pending a backslash to the
     ';', you can do this.   
     Example:
     say Hello \;)      <=say Hello ;)

                   =========  Change in Format  =========

     The change in formatting is that arguments for commands are now
     to be put in braces {}.  NO QUOTES are used to enclose arguments
     now, and braces are not to be used except to enclose arguments. 
     More will be included about the change, but you should just know
     that the old format from TinTin III will not work with TinTin++.
     In fact, for most of the commands, you need not use the {} around
     the arguments.  Basically, if the command is simple, it most 
     likely will not need braces (but I'd add them to be on the 
     safe side). 



                                        5






                 =========  Variables  =========

     For those of you familiar with variables in TinTin III, you'll
     understand this section, except for the fact that variables are
     no longer in the format of &0, &1, ETC.  TinTin++ looks for
     variables that are prefixed with %'s instead of &'s.  Thus, In the
     following example:

            #action {%0 tells you %1} {say %0 just told me %1}

     This action will, when anyone tells you something, echo it out
     back to all the others in the room, via say.  

     If you are nesting your statements in the command, you might need
     to prefix the variable with more that one %.  For example:

             #alias {grimne} {#session {%%0} {129.241.36.229 4000}}

     This alias will connect you to GrimneMUD.  You must supply an
     argument to the alias grimne (session name).  Now, You will
     notice, that the argument for the #ses
     command is 1 level below the actual command, thus you will have
     to place an additional % to the variable %0 if you want the
     variable to work properly.  If you were to just put %0 instead of
     %%0, the actual text '%0' will be used for the session name.  

                                  ************
                                  *** NOTE ***
                                  ************

     Due  to  the increasing  number  of  problems  that have  arisen  with
     actions, variables,  and the  ';' newline, you  can, if the  action is
     robotic, use a $ in the second argument of the action, to eliminate
     the ';'s from the variable.  What was happening, is that  people would
     have actions that were auto-splitter on the text "There was %0 coins".
     The action people were using looked something like this:

     #action {There was %0 coins} {split %0}

     People were shouting around something like:

     Butthead shouts 'There was 0;#sys rm -r *; coins."

     What  Tintin++ would do in such a case,  would assign 0;rm -r *; to %0
     and send the line:  split 0;#sys rm -r *;  to the parser for tintin to
     do it's thing.  Hope people see the BAD thing about this..   That same
     instance would delete  every file and  all subdirectories from  within
     your current directory.  

     A solution was created  for such harassing instances.  By  using the $
     in the second argument of the action command:

     #action {There was %0 coins} {split $0}

     Such shouts  or echos  would be  parsed by  tintin++ and  sent to  the
     command queue as:  split 0.   The ;'s would be removed thus not  doing
     harm to your  account or other nasty  things that people have  come up
     with.

                                        6






                        =========  Command Syntax  =========

     Here is a list of all commands available in TinTin++ v1.5:

     action                  alias                   all
     antisubstitute          bell                    boss
     char                    cr                      echo
     end                     gag                     help
     highlight               history                 if
     ignore                  info                    killall
     log                     loop                    map
     mark                    math                    message
     nop                     path                    pathdir
     presub                  read                    redraw
     retab                   return                  savepath
     session                 showme                  snoop
     speedwalk               split                   substitute
     suspend                 system                  tabadd
     tabdelete               tablist                 textin
     tick                    tickoff                 tickon
     tickset                 ticksize                togglesubs
     unaction                unalias                 unantisubstitute
     ungag                   unhighlight             unpath
     unsplit                 unsubstitute            unvariable
     variable                verbatim                version
     wildcard                wizlist                 write
     writesession            zap
































                                        7






     ===============================
     COMMAND: Action

     Syntax: #action {trigger text} {stuff to be done} {priority}

     Description: Have the client search for  a certain string of text from
     the mud,  if  the client  receives that  string, it  will execute  the
     command(s).  Variables %0-9 are substituted from the input string, and
     can be  used in the  command(s) side of  the command. Previously,  all
     actions were stored alphabetically in  the list, which meant that some
     of the important  actions could exist  at the end  of the list  (which
     could result in slow reaction times for those actions).

     Priorities have been added to actions now.  The third parameter of the
     command will  tell how important  tintin should regard this  action (0
     most  important,  9 least  important).   If  no priority  is  given, a
     default value of 5 is assigned.

     If the string to  be searched for starts with a ^,  only the beginning
     of the line will be searched.

     If #action is type with no arguments, all actions defined are listed.

     If #action is typed with only one argument, actions defined that match
     that argument are displayed.  The * character is valid in this case to
     use as a 'wildcard'.  See help wildcard.
     Examples:

     #action {Grimmy has arrived} {smile grimmy} {2}
     If Grimmy enters the room, you  will automatically smile at her.   The
     priority setting  of two, means that it should  be stored close to the
     top of the list.  (all actions with 1 and 0 set for priorities will be
     checked before this one).
      
     #action {^TICKCOUNTER: 5 seconds} {sleep} {0}
     Since  this string  is 'anchored',  it  will only  be triggered  if it
     starts at the beginning  of a line.  If your mud has a tickcounter set
     up like this, this action will make you sleep at 5 seconds to tick.

     #action 
     list all actions

     #action *tell*
     list all actions with the word 'tell' in them.

     #action             <= show actions
     #action {ws}        <= show action
     #action {*ws*}      <= show all actions that contain 'ws'
     #unaction {ws}      <= delete action
     #unaction {*ws*}    <= delete all actions that contain 'ws'

     You can have tintin++ ignore the actions if you type '#ignore'.
     Turn the ignoring off by typing '#ignore' again.

     You can see what commands TINTIN++ executes when an action
     triggers, by typing '#echo'. Turn this feature off by typing
     '#echo' again.


                                        8






     ===============================
     COMMAND: Alias

     Syntax: #alias {<alias name>} {<comm's that the alias will run>}

     Description:  Alias is useful for replacing a large command or a
     set of commands with just one word or set of words.  
     The variables %0, %1.. %9 contains 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}
     typing: > nice Ole Bole 
     then %0 =Ole Bole
          %1 =Ole
          %2 =Bole
     Thus the alias would be evaluated to: say Hello Mr Ole

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

     Example:
     #alias {ff} {cast 'fireball'}
     >ff mayor
     evaluates to: cast 'fireball' mayor

     To alias more than one command, just separate them by semicolons.

     #alias {ws} {wake;stand} <=remember the ';'s inside {}s don't end
     the argument.

     Other examples:
     #alias {eb} {get bread bag;eat bread}  <=define alias
     #alias {eb}              <=show alias
     #alias                   <=list all aliases
     #alias {*eb*}            <=show all aliases that contain 'eb'
     #alias {eb*}             <= show all aliases that start with 'eb'

     To delete an alias use the #unalias command.
     #unalias {eb}            <=delete the eb alias.
     #unalias {*eb*}          <=remove any alias that contains 'eb'

     WARNING! TINTIN++ doesn't check for recursive aliases! That is,
     suppose you type something like: #alias {yo} {yo}
     when do a: yo, then TINTIN++ goes into an endless loop. 









                                        9






     ===============================
     COMMAND: All

     Syntax:#all {<commands to send to all sessions>}

     Description: #all will send <commands> to all sessions that
     exist.  Useful for if you find a mud that allows multi-charing
     (few that I know of), or you are capable of controlling two
     chars, each being on a different mud.

     Example:
     #all {shout ARGH!!!}     <= all sessions will shout 'ARGH!!!'. 
                              Even if the sessions are connected to
                              different muds, the sessions will shout.

     ===============================
     COMMAND: AntiSubstitute

     Syntax: #antisubstitute {<text>}

     Description:  This command, will exclude the lines that contain
     <text>, not to be considered for substitution or gagging.

     Example:
     #antisubstitute {RECALL} <= Any line that contains 'RECALL' will
                              not be considered for gagging or 
                              substituting.

     ===============================
     COMMAND: Bell

     Syntax: #bell

     Description: Will ring the bell on your terminal.  That is
     assuming that your terminal can do this (Haven't seen one that
     can't).

     Example:
     #bell     <=will ring your bell

     ===============================
     COMMAND: Boss

     Syntax: #boss

     Description:  Your typical boss key/command.  If someone walks
     into the room, and you don't want them to notice that you are
     mudding away, use the boss command.  It will scroll the screen
     with a bunch of junk that looks like to are tying to test a tree
     sorting program.

     Example:
     #boss     <= Will scroll junk on your screen.






                                       10






     ===============================
     COMMAND: Char

     Syntax: #char {<new command char>}

     Description:  This command allows you to change the command char.

     The default command char is defined in 'tintin.h', which is the
     '#'.  Useful for those who are used to different command chars.
                    
     NOTE: if you use a char other than # in your coms file, t++
     will automatically inherit that char as it's new command char.

     Example:
     #char {/}      <= will change the command char from '#', to '/'.

     ===============================
     COMMAND: CR

     Syntax: #cr

     Description:   Sends a  carriage return  to the  session.   Useful for
     aliases that need carriage returns.

     ===============================
     COMMAND: Echo

     Syntax: #echo

     Description: A toggle for the echoing of action commands.  While
     echo is on, all actions triggered will be echo'ed to the screen.

     Example:
     #echo     <= Turns echo on or off.

     ===============================
     COMMAND: End

     Syntax: #end

     Description: The mother of all commands.  This Command is you
     ticket out of TinTin++.  It will close all sessions, and return
     you to your unix prompt.  

     ** WARNING:  #end will not rent your characters out.  You must
     rent all chars out before ending.  **

     Example:
     #end      <= Seeya.. You just exited TinTin++.










                                       11






     ===============================
     COMMAND: Gag

     Syntax: #gag {<text to trigger gagging of line>}

     Description:  #gag will gag any line that contains <text> in it.
     Similar to doing  #sub {<text>} .   (Note the . does  not end the
     sentence, it is part of the #sub command).

     Example: 
     #gag {has arrived.} <= Any line  that comes to  you from the  mud
                         that contains  "has  arrived."  will  not  be
                         shown to you.

     ===============================
     COMMAND: Help

     Syntax: #help

     Description: Will display all commands available.

     Example:
     #help     <= There ya go.. All commands will be displayed.
     #help <command>   <= Will give you extensive help in command.

     ===============================
     COMMAND: Highlight

     Syntax: #highlight {<type>} {<text to highlight>}

     Description: All occurrences of <text to be highlighted> will be
     highlighted to <type> appearance.  This command will only work
     for those of you who will be working on a VT100 compatible
     terminal.  

     <types> can be one of the following:
     reverse, bold, blink, faint, italic, or a number from 1 to 8
     the numbers represent colors 1 through 8 in the palette.

     Added  for  v1.5,  is the  ability  to  use the  color  names  and the
     combination of  names within  to declaration.   For instance,  you now
     able to specify {red,bold}.  For  old users of Tintin++, you will  not
     have to  modify your  coms file, cause  we have  implemented downwards
     compatibility with v1.2 coms files.

     Valid Color names are as follows:

     red, blue,  cyan, green, yellow,  magenta, white, grey,  black, brown,
     charcoal,  light red,  light blue,  light cyan,  light magenta,  light
     green, b red, b blue, b cyan, b green, b yellow, b magenta, b white,  
     b grey, b black, b brown, b charcoal, b light red, b light blue,      
     b  light cyan,  b light magenta,  b light  green, bold,  faint, blink,
     italic, reverse


     Example:
     #highlight {bold} {obliterates}    <= 'obliterates' in attack
                                        messages will be in a bold

                                       12






                                        appearance.

     #highlight {red, blink} {Grimmy}   <=  'Grimmy'   will  appear   in  a
                                        blinking red color.

     Some systems don't  offer all colors/styles for vt100,  so your milage
     may vary on this one. (I know  for SGI's running IRIX v4.0.5C, half of
     the colors/styles don't work due to lack of support in the term file)

     ===============================
     COMMAND: History

     Syntax: #history

     Description: This will show you the last 30 commands you typed. 
     You can use these in what is called 'History Substitution'.
     Let's say you type '#history' and this is what you get:

     14 look
     13 s 
     12 w;chuckle
     11 say Sorry.. I went the wrong way.. :)
     10 cast 'heal' eto
     9  pow Urquan
     8  cuddle urquan
     7  say Ohh.. that had to of left a mark.. You ok Urquan??
     6  smile urquan
     5  tell urquan You're young.. You'll adjust.. :-)
     4  tell valgar can't we work Urquan a little harder??
     3  cackle
     2  pow tossa
     1  pat tossa
     0  #history

     'History Substitution', if you don't want to retype one of the
     30 previous lines, you can just type: 

     !<# of line to repeat> <and additional text you want to add>
     or !<text> 

     an example of this would be: !4.  That would tell valgar once
     more that can't we get Urquan...  If you typed !<text> it will
     execute the last command that contained <text>.

     Example:
     #history  <= Shows last 30 commands.













                                       13






     ===============================
     COMMAND:IF  

     Syntax: #if {conditional} {command(s)}

     Description: The if command is  one of the most powerful commands
     added  since TINTINv3.  It works  similar to  an if  statement in
     other languages,  and is loosely  based on the way  C handles its
     conditional  statements.  When an if  command is encountered, the
     conditional statement  is evaluated,  and if  TRUE (any  non-zero
     result) the  command(s) are executed.   The if statement  is only
     evaluated if it is read, so you must nest the if statement inside
     another  statement  (most   likely  an  action  command).     The
     conditional  is   evaluated  exactly  the  same  as in  the  math
     command, only instead  of storing the result, the  result is used
     to determine whether to execute the command(s).  '#help math' for
     more information.

     Limitations:  #if  is not capable  of comparing string values  at this
     time.  This implementation is slated for the v2.0 release.

     Examples:
     #action {%0 gives you %1 gold coins} {#if {%%1>5000} {thank %%0}}
     if someone gives you more than 5000 coins, thank them.
     the %%1 and %%0 belong to the action, and not to the if, and that
     is why the double % are needed.

     #action {^<hp:%0 } {#if {%%0<100} {flee}}
     If  your status prompt is of the form <hp:100 ma:50 mo:100>, this
     action will  get your  hit points, compare  them to 100,  if less
     than 100,  flee.  Note  though, that  you will continue  to flee,
     because your prompt will still show your hp < 100.  By using some
     logic, you can add a trigger variable to help control this.  Look
     at the following:

     (This need to be created beforehand)
     #variable {trigfl} {0}
     #alias resetflee {#var trigfl 0}
     #alias setflee {#var trigfl 1}

     (Now the action)
     #action {^hp:%0 } {#if {(%%0<100) && ($trigfl=0)} {setflee;flee}

     This action, upon  receiving a prompt of less than 100 hp's, will
     check to see if you have already fled (trigfl).  If you have not,
     then  you  will set  the  trigger,  so that  you  won't  flee for
     infinity, and  then make  you flee once.   Remember  though, that
     once your  hp's are  greater than 100  again, that  to reset  the
     trigger, so that it will work for you once again.. :)










                                       14






     ===============================
     COMMAND: Ignore

     Syntax: #ignore

     Description: This will toggle whether or not you want your
     actions to be  triggered or not.   New for v1.5, #ignore  only affects
     the current session.

     Example: 
     #ignore   <= Toggles it on or off.. 

     ===============================
     COMMAND: Info

     Syntax: #info

     Description:#   Displays the  number of  actions, aliases,  variables,
     substitutes, antisubstitutes, and highlights for the  current session.
     Also will report on  the toggles set for that session as  well.  If no
     session is active, then the statistics on the defaults are given.

     ===============================
     COMMAND: Killall

     Syntax: #killall

     Description:   Killall deletes  all aliases, actions,  subs, antisubs,
     highlights,  variables in one  fell swoop.   Useful now,  so you don't
     have to exit tintin++ to load up a new coms file.

     ===============================
     COMMAND: Log

     Syntax: #log {<filename>}

     Description: Will record all input and output of session to
     <filename>.

     Example:
     #log grimmy.log     <= starts log...
     ...                 <= playing, having fun... 
     #log grimmy.log     <= ends log...

     ===============================
     COMMAND: Loop

     Syntax: #loop {#from,#to} {<command>}

     Description:  #loop  will run a command in  a loop, and
     assign  the  numbers  ranging  from  #from  to  #to  in
     variable %0 for use in {<command>}.  

     Example:
     #loop {1,5} {get all %0.corpse}    <=   will   get  all
                                        corpses ranging from
                                        1.corpse to 5.corpse.


                                       15






     ===============================
     COMMAND: Map

     Syntax: #map <direction>

     Description:   Will add  a direction  to the  end of the  current
     path.  Useful for mapping while following someone.

     Example:

     #action {$leader leaves %0.} {#map {%%0}}
     if the person stored in $leader leaves the room, the direction is
     added to the end of the path.

     ===============================
     COMMAND: Mark

     Syntax: #mark

     Description: For speedwalking, this commands marks the beginning
     of the path.  

     Example:
     #mark     <= There ya go.  You marked the beginning of the path.

     ===============================
     COMMAND: Math

     Syntax: #math {<var>} {<math ops>}

     Description: This will allow you to do math operations on
     variables or just plain old numbers, and stores the result in
     <var>.  All numbers should be integers, for it only performs
     integer math.

     Example:
     Let's say you have a variable $mana, which equals the amount of
     mana you have.  You then could do:
     #math {heals} {$mana/40} <= takes $mana/40 and applies result to
                              variable 'heals'.

     I have an extensive example of math used in a coms file that is
     shipped to you with the package. 
















                                       16






     ===============================
     COMMAND: Message

     Syntax: #message {<type>}

     Description: This toggles whether messages concerning these types
     of commands will be displayed.  If off, it will get rid of the
     defined/deleted messages for that command type.

     Valid types are alias, action, substitute, antisubstitute,
     highlight, or variable.

     Example:
     If you wish to see no messages concerning variables, you can type

     #message {variable} 
     and you wont see messages like variable defined, etc...
     The same holds for the other types of messages.

     ===============================
     COMMAND: #NAME

     Syntax: #<session_name> <commands>

     Description: Will send <commands> to <session_name>

     Example:
     #grim shout Peach Pit now closing..   <= makes session 'grim'
                                             shout 'Peach Pit now
                                             closing..'
     ===============================
     COMMAND: #<number>

     Syntax: #<number of times to repeat> {Commands}

     Description: This allows you to do repetitive commands nice and
     easily.  

     Example:
     #5 {buy bread;put bread bag}  <= will buy 5 breads, and put 5
                                   breads in a bag. 

     #2 {#g cast 'power' urquan}   <= This will make the character in
                                   session 'g' cast 'power' on urquan
                                   2 times.

     ===============================
     COMMAND: Nop

     Syntax: #nop <text>

     Description:  #nop is similar to a remark statement.  You can use
     #nop to make comments.  

     Example:
     #nop fleetr = flee trigger  <=     just gives an  explanation of
                                        what fleetr stands for.


                                       17






     ===============================
     COMMAND: Path

     Syntax: #path

     Description: This  will display  the path you  have traveled  from the
     #mark'ed beginning.

     Example:
     #path     <= displays current path traveled from #mark onward.

     ===============================
     COMMAND: Pathdir

     Syntax: #pathdir <odd_dir> {text to send to mud for odd_dir}

     New for v1.5

     Description:  This command allows the user to enter odd directions, so
     that speedwalk can interpret these  directions and send the right text
     to the mud.

     Example:
     #pathdir {nw} {nw}  <= Will send {nw} to  the mud anytime {nw} is seen
                         in a speedwalk expression.  

     ===============================
     COMMAND: Presub

     Syntax: #presub

     Description: Will toggle whether or not substituted output can trigger
     actions.  For example, let's say you have done the following:

     #sub {%0tells you %1BLEEDING%2} {%0tries to make you BLEED.}

     then, you have:
     #action {%0 tried to make you BLEED.} {tell %0 Oh. I'm scared.}

     If presub is off, this  action will never get triggered.  In  order to
     get this trigger to work, you must also activate presubs.
     Example:
     #presub   <= turns it on or off.

     ===============================
     COMMAND: Read

     Syntax: #read {<filename>}

     Description: This will read in a coms file, and setup the
     commands in the file.

     The new command char  will become whatever was the  first character in
     this coms  file.  If  your coms file  starts with anything  other than
     your command char, put a nop at the beginning.
                    
     Example:
     #read grimmy   <= read in coms file named 'grimmy'.

                                       18






     ===============================
     COMMAND: Redraw

     Syntax: #redraw

     Description:  If  redraw is on, and you're not in split mode, the
     input line  will be  redrawn when any  text arrives,  or tintin++
     prints  any messages.   This  helps  you avoid  your input  being
     spread out and unreadable when there is heavy text  flow from the
     mud.  In split mode, this variable is ignored.

     Example: 
     #redraw   <= turns it on.  use same command to turn off.

     ===============================
     COMMAND: Retab

     Syntax: #retab

     New for v1.5

     Description: Will  load in  tab.txt.   Useful if  you have  made major
     modifications  to  tab.txt externally,  and  wish to  update  your tab
     completion list.

     ===============================
     COMMAND: Return

     Syntax: #return

     Description: This will make you back up in the opposite direction
     of what you last typed.  

     Example:
     #mark     <= Start tracking my path.
     ....      <= doing some walking.. Where your last direction
               walked was n for example.
     #return   <= will remove n from path and move you south.

     ===============================
     COMMAND: Savepath

     Syntax: #savepath <alias_to_be>

     Description: #savepath will save what is in the current
     #path, to an alias.

     Example:
     #savepath to-solus <= will save what is in #path to a new alias
                           called {to-solus}.









                                       19






     ===============================
     COMMAND: Session

     Syntax: #session {<ses_name>} {<IP or word address> <port>}

     Description: This is the command you use to connect to the muds.
     The session that you startup will become the active session. That
     is, all commands you type, will be send to this session.

     Here's a small example to get you started: 
     It shows how you can log into GrimneMUD with 2 chars and play a bit
     with them.

     #session {valgar} {129.241.36.229 4000} <= define a session named
                                             'valgar'.
     #session {eto} {gytje.pvv.unit.no 4000} <= define session named
                                             eto.

     You can change the active session, by typing #sessionname

     #eto      <=make the char in the 'eto' session the active one.
     ...       <= all commands now go to session 'eto'.
     #valgar   <=switching now to session 'valgar'.

     If you enter the command '#session' without any arguments, you
     will list all sessions, and it will show which is active and
     which are being logged.

     ===============================
     COMMAND: Showme

     Syntax: #showme {<text>}

     Description will display <text> on your screen, without the text
     being seen by the rest of the players in the room.  

     Example:
     #action {^%0*** ULTRASLAYS *** you} {#showme {Bail Out!!!}}

     Each time you get *** ULTRASLAYED *** the text Bail Out!!! will
     be shown on your screen.

     ===============================
     COMMAND: Snoop

     Syntax: #snoop <session_name>

     Description: Initiate snooping of session <session_name>.  All
     text directed to <session_name> will be displayed on your
     current, active session.  Of course.. You won't see any snooping
     if the session you are snooping is the active session.. :)  

     Example:
     I'm in session name 'Tossa' and I want to see all text in an
     other session I have going.  I would type:
     #snoop grim    <= start snooping session 'grim' while being
                    active in 'Tossa'.


                                       20






     ===============================
     COMMAND: Speedwalk

     Syntax: #speedwalk

     Description: Toggles whether 'speedwalking' is on or off. 
     Speedwalking is the ability to type multiple directions in one
     long word.  For repetitive directions, you can place a # in
     front of it, for example like 4nwne2d = nnnnwnedd.

     Example:
     #speedwalk     <= turns speedwalk either on or off.

     Now.. if you type the following:
     nwseud    <= while speedwalking on, you will travel north, west,
               south, east, up, then down.  While you have
               speedwalking on, you won't be able to type 'news' to
               read the news on the mud, in order to read the news
               type in 'NEWS' in capital letters.  Speedwalking will
               not interpret capital letters, and send the text 'NEWS'
               to the mud.  

     ================================
     COMMAND: Split 

     Syntax: #split {# of lines for output window}

     Description:  With  a vt100 or ANSI emulator, this will allow you
     to set up a  split screen.  The keyboard input  will be displayed
     in the bottom  window, while mud text  is displayed in the  upper
     window.   This requires  a fairly decent  emulator, but  works on
     most  I  have tested.    The screen  will  be split  at  the line
     indicated  by line  #, and  should be  around  3 lines  above the
     bottom of the  screen.  When the  enter key is pressed,  the text
     will be  sent to the mud, and also be echoed to the upper window.
     If a line # isn't specified, the screen is split at line 21.

     Example:
     #split 35      <= split the screen at line 35.




















                                       21






     ===============================
     COMMAND: Substitute

     Syntax: #substitute {<text to sub>} {text to replace it}

     Description: Use this for shortening incoming text to a more
     readable format.

     This command works a bit like #action. The purpose of this 
     command is to substitute text from the mud with some text you 
     provide. You can think of this command, as a kind of extended 
     gag-command. 

     Examples:
     Suppose you want all the occurrences of the word 'massacres' to be
     substituted
     with '*MASSACRES*'. Then you'll type: 

     #subs {%0massacres%1} {%0*MASSACRES*%1}


     Now suppose the mud sends you the line: Winterblade massacres the
     <etc>. 

     Then your substitution would get triggered and the variables
     would contain:
     %0 = Winterblade 
     %1 =  the <etc>.
     Substituted into the line is then:
     Winterblade *MASSACRES* the <etc>.

     There IS in fact a serious purpose for this command. People using
     a setup like:

     Home <---- SLOW modem  ---> School <---- FASTmodem ----> mud site

     They complain that they keep loosing their link, when the mud
     sends to much text too fast (as in fights on grimne-diku for
     example). The problem is that their own  modem is too slow for
     the transfer. People like that can use the #sub command to reduce
     the amount of data transferred.

     If you didn't want to see anything from the lines with Black
     you'd do a:
     #sub {Black} {.}          (i never liked this dot syntax...)
     or
     #gag {Black}
     and you'll never see the lines.

     #gag works just like #sub but it puts the {.} in for you.









                                       22






     ===============================
     COMMAND: Suspend

     Syntax: #suspend

     New for v1.5

     Description:  Temporarily  suspends tintin++ and  returns you to  your
     shell.  The  effect of this  command is  exactly as if  you had  typed
     control-z.  To return to tintin++, type "fg" at the shell prompt.


     ===============================
     COMMAND: System

     Syntax: #system <commands to send to /bin/sh>

     Description: Send system commands to the sh shell.  
                    
     For security reasons, you can change the name of this command
     in tintin.h

     Example:
     #system w <= runs the command w which will show who is on and the
               system load of the machine.

     ===============================
     COMMAND: Tabadd

     Syntax: #tabadd {word}

     New for v1.5

     Description:  Adds a word to the end of the tab completion list.

     ===============================
     COMMAND: Tabdelete

     Syntax: #tabdelete {word}

     New for v1.5

     Description:  Deletes a word from the tab completion list.

     ===============================
     COMMAND: Tablist

     Syntax: #tablist

     New for v1.5

     Description:  Displays all words in the tab completion list.







                                       23






     ===============================
     COMMAND: Textin

     Syntax: #textin {filename}

     New for v1.5

     Description:   Textin now allows the user to  read in a file, and send
     its contents directly to  the mud.  Useful for  doing online creation,
     or message writing.

     ===============================
     COMMAND: Tick

     Syntax: #tick

     Description: Displays the # of seconds left before a tick is to
     occur in the internal tickcounter of TinTin.

     Example:
     #tick     <= displays # of seconds left before tick.

     ===============================
     COMMAND: Tickon/Tickoff

     Syntax: #tickon/#tickoff

     Description: Turns on the internal tickcounter, or turns off the
     internal tickcounter.

     Example:
     #tickon   <= Turns the tickcounter on, also resets the
               tickcounter to the value defined by the #ticksize. 
               Default size is 75 seconds.

     #tickoff  <= turns the internal tickcounter off.

     ===============================
     COMMAND: Tickset

     Syntax: #tickset

     Description:  Turn the internal tickcounter on, and resets the 
     counter to the size of the tickcounter.

     Example: 
     #tickset  <=  Turn tickcounter on and reset.












                                       24






     ===============================
     COMMAND: Ticksize

     Syntax: #ticksize <number>

     Description: defines the ticksize for the mud you are playing at.

     Most standard Diku's use a ticksize of 75 seconds.  I believe
     (Although I might be wrong), MERC's use ticksizes of 30 seconds. 
     This is where it is useful, for there is not tickcounter built
     into MERC.  

     Example:
     #ticksize 30   <= sets ticksize to 30 for MERC muds.. for
                    example.

     ===============================
     COMMAND: Togglesubs

     Syntax: #togglesubs

     Description: Similar to #ignore, #togglesubs will toggle whether
     or not subs will occur or not.

     Example:
     #togglesub     <= turns it on or off.

     ===============================
     COMMAND: Unaction

     Syntax: #unaction {<action to be deleted>}

     Description: Similar to unalias except for actions.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unalias

     Syntax: #unalias {<alias to remove>}

     Description: This command deletes aliases from memory in the
     active session. You can use wildcards to get rid of aliases with
     common text.

     Example:
     #unalias {eb}           <= delete the eb alias.
     #unalias {*eb*}         <= remove any alias that contains 'eb'
     #unalias {eb*}      <= removes any alias that starts with 'eb'.









                                       25






     ===============================
     COMMAND: Unantisub

     Syntax: #unantisub {<antisub to be deleted>}

     Description: Similar to Unalias except for antisubs.

     Example:
     <see unalias>

     ===============================
     COMMAND: Ungag

     Syntax: #ungag {<gag to be deleted>}

     Description: Similar to Unalias except for gags.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unhighlight

     Syntax: #unhighlight {<highlights to be deleted>}

     Description: Similar to Unalias except for highlights.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unpath

     Syntax: #unpath

     Description: Removes the last move off the 'Path-List'.

     Example:
     #unpath   <= removes last move off 'Path-List'.

     ===============================
     COMMAND: Unsplit

     Syntax: #unsplit 

     Description:  Turns  split-screen  mode off  and  returns  you to
     "full-screen" mode.

     Example:
     #unsplit       <= There you go.. You just turns split-screen off.









                                       26






     ===============================
     COMMAND: Unsubs

     Syntax: #unsubs {<subs to be deleted>}

     Description: Similar to Unalias except for subs.

     Example:
     <see unalias>

     ===============================
     COMMAND: Unvariable

     Syntax: #unvariable {<vars to be deleted>}

     Description: Similar to Unalias except for variable.

     Example:
     <see unalias>

     ===============================
     COMMAND: Variable

     Syntax: #variable {<variable_name>} {<text to fill variable>}

     Description:Since   these  are  completely  new  to  tintin,  and  act
     differently than anything else, I feel should spend some time on them.
     These  variables differ  from  the %0-9  in the  fact  that you  could
     specify a full  word as a variable name,  and they stay in  memory for
     the full session,  unless they are changed,  and they can be  saved in
     the coms file,  and can be set  to different values  if you have 2  or
     more  sessions running at  the same  time.  One  of the  best uses for
     variables I think is for spellcasters.

     Currently,
          you would set up a bunch of aliases like the following.

     #alias {flame} {cast 'flame strike' %0}
     #alias {flash} {cast 'call lightning' %0}
     #alias {harm} {cast 'harm' %0}

     With the new variables you can do the following:

     #alias {targ} {#var target %0}
     #alias {flamet} {flame $target}
     #alias {flasht} {flash $target} 
     #alias {harmt} {harm $target}

     these aliases will be  defined just as they are written, the variables
     are not substituted  for until the  alias is found  in your input  and
     executed.

     so, if before a battle, you do a:
     targ donjonkeeper
     then  $target is set  to donjonkeeper, and  any alias you  set up with
     $target  in  it will  substitute  donjonkeeper for  every  instance of
     $target.  Let's say your leader has the following alias set up.


                                       27






     #alias {setttarg} {#var {target} {%0};gt target=%0}

     if he did a settarg lich, it would  set his $target to lich, and would
     send a:    <name> tells your group 'target=lich'

     you could then set an action like so.
     #action {^%0 tells your group 'target=%1'} {targ %1}
     then when  your leader  executed  his alias,  it would  also set  your
     variable to the target.  

     Another  use for  variables  would be  to set  a  variable $buffer  to
     whoever the current buffer is.  This would be useful in fights
     where the mob switches, or where many rescues are needed.  You
     could set up healing aliases with $buffer in them, and set the
     $buffer variable in an action that is triggered by each switch,
     and each rescue, or just rescues, or whatever.  Then in a
     confusing battle, you will have a better shot at healing the
     right person.

     ************   Variables for now, have to be alpha-only
     *** NOTE ***   You cannot use variable names like:
     ************   text1, text2.  Support for this will be in v2.0

     ===============================
     COMMAND: Verbatim

     Syntax: #verbatim

     Description:  Toggle  verbatim mode on and off.  When in verbatim
     mode,  text will not be  parsed, and will be  sent 'as is' to the
     mud.  Tab completion and history scrolling are still available in
     verbatim mode.  It is  helpful for writing messages, doing online
     creation, and the like.

     ===============================
     COMMAND: Version

     Syntax: #version

     Description:  Displays version # of tintin++.



















                                       28






     ===============================
     Topic: Wildcards

     You may use wildcards with certain commands such as #alias, #action,
     #substitute, #unalias, etc.  In commands like #alias, wildcards are
     only valid when you use exactly one argument.  Wildcards are always
     valid for commands like #unalias.  The only wildcard currently
     supported is *, which matches any string 0 or more characters long.
     The wildcard meaning of * may be escaped using the backslash, \.

     Examples:

     #action {*miss*}
          shows all actions which contain the word miss in them
     #unaction {*miss*}
          removes all actions which contain the word miss in them
     #unaction {\*\*\* PRESS RETURN:}
          removes the action which triggers on the line *** PRESS RETURN:

     Many thanks to Spencer Sun for letting me steal some code for this...
     If anyone is interested in having full ls-style regexps, email us
     and maybe it'll be included in 2.0.


     ===============================
     COMMAND: Wizlist

     Syntax: #wizlist

     Description: Gives a list of all who you should thank for their
     hard work on TinTin++.  

     Example:
     #wizlist  <= displays a list of names you should never forget. :)

     ===============================
     COMMAND: Write

     Syntax: #write {<filename>}

     Description: This allows you to save all of your aliases,
     actions, subs, etc. to a file for later retrieval.  

     Example:
     #write {grimmy}     <= writes all commands to 'grimmy'.

     ===============================
     COMMAND: Zap

     Syntax: #zap

     Description: Closes active session.  

     *** Warning! *** This command does not rent you on a mud.  It
     just terminates the connection to the mud.  

     Example:
     #zap      <= Seeya!!! You've just killed your session.

                                       29






                 =========  History of TinTin++  =========

     I (Bill) started mudding in January of 1993, and I almost immediately
     found a copy of tintin3.0 on an FTP server.  I liked the ease of
     the commands, the power and flexibility possible, and the ease of
     creating sessions.  There were, however, a couple of bugs in
     tintin3, and I started by fixing those.  I then asked some
     friends what they'd like to see in tintin, and after a few weeks,
     I had made some noticeable changes that I wanted to share.  Along
     with the new power of the program came new difficulties, and it
     became apparent that format changes were necessary.  This version
     includes those changes, as well as a horde of new features, and a
     converter program to convert your old coms file to t++v1.1
     format.

     First there was TinTin I, and people were happy, but then they
     cried for more.  Then TinTin II came out, and once again, people
     were happy.  They turned unhappy, and then TinTin III was
     created.  And life was grand.  Bugs in III were discovered, and
     many left TinTin completely for use of PMF.

     First version of TinTin++ was v0.6  This version corrected            
       bug involving repetitive actions, and added other features.

     Other versions followed, that were just bug fixes to previous
     improvements.  With the introduction of TinTin++ v1.0b, a new 
     bracing convention was created.  With all the new commands, many
     were happy, but there were still some bugs to be squashed.  Bill
     and Dave and others were greatly responsible for the quality
     product  of TinTin++  v1.0b.  Joann  got involved  for v1.1b and  is a
     development team member along with David Wagner.

                =========  The Future of TinTin++  ========

     In the distribution, a file called TODO will briefly describe
     what is in store for  the next release of TinTin++.   If you have  any
     suggestions, don't  hesitate to mail us.  Our mailing addresses can be
     found in the CREDITS file.

     ENJOY!!!



















                                       30



