Author Topic: tintin++ config file with combat code and other tweeks  (Read 8453 times)

nauta

  • Posts: 2079
tintin++ config file with combat code and other tweeks
« on: January 10, 2016, 12:47:32 PM »
Inspired by the MUSH client xml that's floating around, here's roughly the same thing for tintin++.   Comments are welcome (I'm not a coder, and some of the highlights I haven't tested).

Code: [Select]
#EVENT {SESSION CONNECTED}
{
  #VAR {session[name]} {%0};
};
#nop ginka.armageddon.org or 206.72.201.199
#SESSION {arm} {206.72.201.199} {4050}
#CONFIG {packet patch} {0.5};
#CONFIG {command echo} {off};
#FORMAT {session[ScreenRows]} {%R};
#FORMAT {session[ScreenCols]} {%C};
#NOP #READ ${session[name]}_Variables.tin;
#NOP #READ General.tin;
#SPLIT 4 1;


#tick {keepalive}
{
#send {\xFF\xFB\x1F\}
}
{60}


#ALIAS {la}
{
   brief prompt on;
   l w; l e; l n; l s;
   brief prompt off;
}

#nop see bell helpfile - can use system to play a sound instead or showme \a\
#action {^%* has arrived %*} {#bell};
#action {^A foreign presence contacts your mind.} {#bell};

#nop #HIGHLIGHT {^%* [{N|W|E|S|U|D} *%} {bold white}
#HIGHLIGHT {attacks} {bold red}
#HIGHLIGHT {^You follow the %*} {bold white}
#HIGHLIGHT {^You are famished} {bold white}
#HIGHLIGHT {^You are starving} {bold white}
#HIGHLIGHT {^You lost your concentration} {bold white}
#HIGHLIGHT {^You notice } {bold white}
#HIGHLIGHT {^You suffer from dehydration} {bold white}
#HIGHLIGHT {{templar|tarantula|scrab|anakore|gortok|gith|bahamet|mekillot|cylops|ciclops|raptor} has arrived} {bold red}
#HIGHLIGHT {and knocks you over} {bold white}
#HIGHLIGHT {gives you} {bold white}
#HIGHLIGHT {^You're now wanted} {bold white}
#HIGHLIGHT {heroically darts in front of you, and knocks you out of the way!} {bold white}
#HIGHLIGHT {arrow flies in from} {bold white}
#HIGHLIGHT {^Your psychic barrier is crushed} {bold white}
#HIGHLIGHT {leaps in front of you, protecting you from harm} {bold white}
#HIGHLIGHT {asks you,} {bold white}
#HIGHLIGHT {^You leap in front of} {bold white}
#HIGHLIGHT {begins guarding you} {bold white}
#HIGHLIGHT {but fumble and drop your own weapon instead} {bold white}
#HIGHLIGHT {looks really sick, and shivers uncomfortably} {bold white}
#HIGHLIGHT {nimbly avoids your bash} {bold white}
#HIGHLIGHT {out of character} {bold white}
#HIGHLIGHT {protects you from harm} {bold white}
#HIGHLIGHT {crumples to the ground} {bold white}
#HIGHLIGHT {from your hands} {bold white}
#HIGHLIGHT {refuses to move} {bold white}
#HIGHLIGHT {^You fail the rescue} {bold white}
#HIGHLIGHT {rolls a pair} {bold white}
#HIGHLIGHT {rolls with your charge} {bold white}
#HIGHLIGHT {bat you} {bold white}
#HIGHLIGHT {says to you} {bold white}
#HIGHLIGHT {{charge|charges} into the fight} {bold white}
#HIGHLIGHT {darts in front of you, and knocks you out of the way} {bold white}
#HIGHLIGHT {sends you sprawling} {bold white}
#HIGHLIGHT {stops attacking} {bold white}
#HIGHLIGHT {stops fighting you, and begins fighting} {bold white}
#HIGHLIGHT {is not fighting anyone} {bold white}
#HIGHLIGHT {stops fighting} {bold white}
#HIGHLIGHT {rescues the} {bold white}
#HIGHLIGHT {throws you from its back} {bold white}
#HIGHLIGHT {throws} {bold white}
#HIGHLIGHT {too fast for you, so you lag behind} {bold white}
#HIGHLIGHT {tries to protect} {bold white}
#HIGHLIGHT {tries unsuccessfully to dart in front} {bold white}
#HIGHLIGHT {^A foreign presence contacts your mind} {bold white}
#HIGHLIGHT {falls in behind you} {bold white}
#HIGHLIGHT {^A loud bell chimes, echoing across the city} {bold white}
#HIGHLIGHT {^A staff member sends} {bold white}
#HIGHLIGHT {^But it also had a strange taste} {bold white}
#HIGHLIGHT {^You are wanted in} {bold white}
#HIGHLIGHT {^You feel burning poison in your blood, and suffer} {bold white}
#HIGHLIGHT {^You are dehydrated} {bold white}
#HIGHLIGHT {^You already have} {bold white}
#HIGHLIGHT {^You real from the blow} {bold white}
#HIGHLIGHT {To the {north|south|west|east}} {bold white}
#HIGHLIGHT {{North|South|West|East} of here} {bold white}
#HIGHLIGHT {chasm} {bold red}
#HIGHLIGHT {pit} {bold red}
#highlight {^     "%0"} {light cyan}
#highlight {^%* has arrived %*} {yellow}
#HIGHLIGHT {^At your table, %0:$} {bold white}
#highlight {a glowing leather-strapped} {bright green}
#highlight {^<primary hand> %*} {bold white}
#highlight {^<secondary hand> %*} {bold white}
#highlight {^<both hands>} {bold white}


#alias clelf {
change language allundean;
}

#alias cldwarf {
change language mirukkim;
}

#alias clsir {
change language sirihish;
}

#alias sheatha {
clean spear blood;
clean 2.spear blood;
sheath razor.spear back;
sheath carru.spear;
}

#alias drawa {
draw razor.spear;
draw carru.spear;
}

#alias skinn {
sheath razor back;
draw skinning sheath;
rem gloves;
}

#alias unskinn {
clean skinning blood;
sheath skinning sheath;
wear gloves;
draw razor;
}

#alias bow {
sheath razor.spear back;
sheath carru.spear;
rem bow; hold bow; pull quiver;
}

#alias unbow {
rem bow; wear bow;
rem arrow; put arrow quiver;
draw razor.spear;
draw carru.spear;
}

#alias unarmor {
get skirt pack; wear skirt waist;
get mesh pack; wear mesh hair;
get necklace pack;
get hat pack;
get bra pack;
get slippers pack;
rem pauldrons; put pauldrons pack;
rem chausses; put chausses pack;
rem webbed.boots; put webbed.boots pack; wear slippers;
rem cuirass; put cuirass pack; wear bra;
rem helm; put helm pack; wear hat;
rem spike; put spike pack;
rem spike; put spike pack; get strand pack; wear strand ankle;
rem gorget; put gorget pack; wear necklace neck;
get bracelet pack; rem bracer; put bracer pack; wear bracelet;
rem bracer; put bracer pack;
}

#alias armor {
get chausses pack; wear chausses;
get pauldrons pack; wear pauldrons;
rem necklace; put necklace pack; get gorget pack; wear gorget;
rem bracelet; put bracelet pack; get bracer pack; wear bracer;
get bracer pack; wear bracer;
rem strand; put strand pack; get spike pack; wear spike;
get spike pack; wear spike;
rem hat; put hat pack; get helm pack; wear helm head;
rem bra; put bra pack; get cuirass pack; wear cuirass;
rem slippers; put slippers pack; get webbed.boots pack; wear webbed.boots
rem skirt; put skirt pack;
rem mesh; put mesh pack;
}

#alias unbarmor {
rem pauldrons; put pauldrons large.bag;
rem chausses; put chausses large.bag;
rem webbed.boots; put webbed.boots large.bag;
rem cuirass; put cuirass large.bag;
rem helm; put helm large.bag;
rem spike; put spike large.bag;
rem spike; put spike large.bag;
rem gorget; put gorget large.bag;
rem bracer; put bracer large.bag;
rem bracer; put bracer large.bag;
}

#alias barmor {
get chausses large.bag; wear chausses;
get pauldrons large.bag; wear pauldrons;
get gorget large.bag; wear gorget;
get bracer large.bag; wear bracer;
get bracer large.bag; wear bracer;
get spike large.bag; wear spike;
get spike large.bag; wear spike;
get helm large.bag; wear helm head;
get cuirass large.bag; wear cuirass;
get webbed.boots large.bag; wear webbed.boots
}

#alias myprompt {
#nop prompt m:%m/%M h:%h/%H mv:%v/%V s:%t/%T [%s %w %E %e] %L:%S;
prompt h:%h/%H mv:%v/%V s:%t/%T [%s %w %E %e] %L:%S\n;
}

#nop log everything
#format {logfile} {arm/logs/%t.html} {%Y-%m-%d};
#log append $logfile;

Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

KankWhisperer

  • Posts: 1498
Re: tintin++ config file with combat code and other tweeks
« Reply #1 on: January 11, 2016, 02:12:12 PM »
You real from the blow.  8)

nauta

  • Posts: 2079
Re: tintin++ config file with combat code and other tweeks
« Reply #2 on: January 21, 2016, 09:56:35 AM »
Hey, thanks!  I also noted some duplicates in there too.  I just started whacking them out from the xml file whitt (or someone) posted.

Question to tintin++ users:  Has anyone played with the prompt stuff?  It hurts my head.  

Here's what I want: at the bottom of my screen, I want two prompt lines, one for mana, hitpoints, movement, and stun, the other for things like: position, speed, time, and ldesc.  I actually have it now, but it's kind of flaky (if I resize my screen it gets all wonked up with a horizontal line).  Anyway, here's the code I have -- help appeciated!

Code: [Select]
#split 0 2;

#alias myprompt {
prompt h:%h/%H mv:%v/%V s:%t/%T [%s %w %E %e] %L:%S;
}

#prompt {h:%1/%2 mv:%3/%4 s:%5/%6 [%7 %8 %9 %10] %11:%12} {<078>hp:%1/%2 mv:%3/%4 s:%5/%6} {2}

#ACTION {^h:%1/%2 mv:%3/%4 s:%5/%6 [%7 %8 %9 %10] %11:%12}
{
   #showme {<078>%7 %8 %9 %10 [%11:%12]} {1};
}
{5}

The output looks something like this (bottom two lines of my screen in game):
Code: [Select]
hp:2/762 mv:552/785 s:983/999
standing running light late at night [ldesc : is doing jumping jacks.:standing]
(Yes, my race is silt skimmer.)

I just whacked that code out during the lag time, so it might be more wonky than just the resize bug.  All help solicited!
« Last Edit: January 21, 2016, 10:01:34 AM by nauta »
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

azuriolinist

  • Posts: 161
Re: tintin++ config file with combat code and other tweeks
« Reply #3 on: February 03, 2016, 07:56:53 PM »
Works good for me! The prompt becoming a horizontal line is normal, I find, and maybe has something to do with resizing adjusting the line limit. Having Arm send the prompt to the client again should fix it (by entering a new command or such).

nauta

  • Posts: 2079
Re: tintin++ config file with combat code and other tweeks
« Reply #4 on: February 03, 2016, 08:07:34 PM »
Here's one after much tweaking -- seems more stable than the other.  This also has combat highlights.
Code: [Select]
#EVENT {SESSION CONNECTED}
{
  #VAR {session[name]} {%0};
};
#nop ginka.armageddon.org or 206.72.201.199
#SESSION {arm} {206.72.201.199} {4050}
#CONFIG {packet patch} {0.5};
#CONFIG {command echo} {off};
#FORMAT {session[ScreenRows]} {%R};
#FORMAT {session[ScreenCols]} {%C};
#SPLIT 0 3;


#tick {keepalive}
{
#send {\xFF\xFB\x1F\}
}
{60}

#ALIAS {la}
{
  l w;
  l e;
  l n;
  l s;
}

#alias {test}
{
  #showme A giant scrab has arrived from the west walking like crazy.;
  #showme A foreign presence contacts your mind.
}

#action {beeps you.$} {
                 #system mplayer beep-07.mp3 > /dev/null &;
}

#ALIAS {alert}
{
#if {$alertstatus==0}
{
#action {^%* has arrived %*} {
                 #system mplayer beep-07.mp3 > /dev/null &;
#system echo alert;
};
#action {^A foreign} {
                 #system mplayer beep-07.mp3 > /dev/null &;
#system echo alert;
};

#variable alertstatus 1;
#showme {Alerting to all actions.};
};
#else
{
#unaction {^%* has arrived %*};
#unaction {^A foreign};
#variable alertstatus 0;
#showme {Alert mode is now off.};
}
}

#HIGHLIGHT {The body of } {cyan}
#HIGHLIGHT {The head of } {cyan}
#HIGHLIGHT {gives you} {light cyan}
#HIGHLIGHT {You follow} {cyan}
#HIGHLIGHT {You are famished%*} {yellow}
#HIGHLIGHT {You are starving%*} {yellow}
#HIGHLIGHT {You lost your concentration} {bold white}
#HIGHLIGHT {You notice } {cyan}
#HIGHLIGHT {You suffer from dehydration%*} {yellow}
#HIGHLIGHT {{carru|templar|tarantula|scrab|anakore|gortok|gith|bahamet|mekillot|cylops|ciclops|raptor} has arrived} {bold red}
#HIGHLIGHT {You're now wanted%*} {bold white}
#HIGHLIGHT {Your psychic barrier is crushed%*} {light cyan}
#HIGHLIGHT {asks you,} {light cyan}
#HIGHLIGHT {out of character} {light cyan}
#HIGHLIGHT {refuses to move} {cyan}
#HIGHLIGHT {says to you} {light cyan}
#HIGHLIGHT {throws you from its back} {cyan}
#HIGHLIGHT {too fast for you, so you lag behind} {cyan}
#HIGHLIGHT {A foreign presence contacts your mind%*} {light cyan}
#HIGHLIGHT {falls in behind you} {cyan}
#HIGHLIGHT {A loud bell chimes, echoing across the city%*} {light cyan}
#HIGHLIGHT {A staff member sends} {light cyan}
#HIGHLIGHT {a strange taste} {yellow}
#HIGHLIGHT {You are wanted in} {bold white}
#HIGHLIGHT {You feel burning poison in your blood, and suffer%*} {yellow}
#HIGHLIGHT {You are dehydrated%*} {yellow}
#HIGHLIGHT {You already have} {light cyan}
#HIGHLIGHT {{seem|seems} to have {your|his|her|its} hands full} {light cyan}
#HIGHLIGHT {To the {north|south|west|east}} {cyan}
#HIGHLIGHT {{walks|runs|sneaks|run|sneak|walk} {north|south|west|east|up|down}} {cyan}
#HIGHLIGHT {{North|South|West|East} of here} {cyan}
#HIGHLIGHT {chasm} {bold red}
#HIGHLIGHT {pit} {bold red}

#NOP COMBAT!
#HIGHLIGHT {attack reversed} {bold red}
#HIGHLIGHT {fumbles} {bold red}
#HIGHLIGHT {{knocks|knock} a } {bold red}
#HIGHLIGHT {crumples to the ground} {bold red}
#HIGHLIGHT {{reel|reels} from the blow} {bold red}
#HIGHLIGHT {arrow flies in from} {bold red}
#HIGHLIGHT {attacks {the|a} } {bold red}

#HIGHLIGHT {and knocks you over} {yellow}
#HIGHLIGHT {{leaps|leap} in front of } {yellow}
#HIGHLIGHT {begins guarding } {yellow}
#HIGHLIGHT {fumble and drop} {bold red}
#HIGHLIGHT {looks really sick, and shivers uncomfortably} {yellow}
#HIGHLIGHT {nimbly avoids your bash} {yellow}
#HIGHLIGHT {protects you from harm} {bold red}
#HIGHLIGHT {from your hands} {yellow}
#HIGHLIGHT {fail the rescue} {yellow}
#HIGHLIGHT {rolls with your charge} {yellow}
#HIGHLIGHT {bat you} {yellow}
#HIGHLIGHT {{charge|charges} into the fight} {yellow}
#HIGHLIGHT {darts in front of you} {yellow}
#HIGHLIGHT {sends you sprawling} {yellow}
#HIGHLIGHT {stops attacking} {yellow}
#HIGHLIGHT {begins fighting} {yellow}
#HIGHLIGHT {is not fighting anyone} {yellow}
#HIGHLIGHT {stops fighting} {yellow}
#HIGHLIGHT {rescues the} {yellow}
#HIGHLIGHT {throws} {yellow}
#HIGHLIGHT {tries to protect} {yellow}
#HIGHLIGHT {tries unsuccessfully to dart in front} {yellow}

#highlight {^     "%0"} {light cyan}
#highlight {has arrived from %*} {yellow}
#highlight {^At your table,} {light cyan}
#highlight {a glowing leather-strapped} {bright green}
#highlight {^<primary hand> %*} {light cyan}
#highlight {^<secondary hand> %*} {light cyan}
#highlight {^<both hands> %*} {light cyan}


#alias pose {
change ldesc %0
}

#alias clelf {
change language allundean;
}

#alias cldwarf {
change language mirukkim;
}

#alias clsir {
change language sirihish;
}

#alias sheatha {
clean razor.spear blood;
clean razor.sword blood;
sheath razor.spear back;
sheath razor.sword;
}

#alias drawa {
draw razor.spear;
draw razor.sword;
}

#alias skinn {
sheath razor.spear back;
draw skinning boots;
rem gloves;
}

#alias unskinn {
clean skinning blood;
sheath skinning boots;
wear gloves;
draw razor.spear;
}

#alias bow {
sheath razor.spear back;
sheath razor.sword;
rem bow; hold bow; pull quiver;
}

#alias unbow {
rem bow; wear bow;
rem arrow; put arrow quiver;
draw razor.spear;
draw razor.sword;
}

#alias unarmor {
get skirt pack; wear skirt waist;
get mesh pack; wear mesh hair;
get necklace pack;
get hat pack;
get bra pack;
get slippers pack;
rem pauldrons; put pauldrons pack;
rem chausses; put chausses pack;
rem webbed.boots; put webbed.boots pack; wear slippers;
rem cuirass; put cuirass pack; wear bra;
rem helm; put helm pack; wear hat;
rem spike; put spike pack;
rem spike; put spike pack; get strand pack; wear strand ankle;
rem gorget; put gorget pack; wear necklace neck;
get bracelet pack; rem bracer; put bracer pack; wear bracelet;
rem bracer; put bracer pack;
}

#alias armor {
get chausses pack; wear chausses;
get pauldrons pack; wear pauldrons;
rem necklace; put necklace pack; get gorget pack; wear gorget;
rem bracelet; put bracelet pack; get bracer pack; wear bracer;
get bracer pack; wear bracer;
rem strand; put strand pack; get spike pack; wear spike;
get spike pack; wear spike;
rem hat; put hat pack; get helm pack; wear helm head;
rem bra; put bra pack; get cuirass pack; wear cuirass;
rem slippers; put slippers pack; get webbed.boots pack; wear webbed.boots
rem skirt; put skirt pack;
rem mesh; put mesh pack;
}

#alias unbarmor {
rem pauldrons; put pauldrons large.bag;
rem chausses; put chausses large.bag;
rem webbed.boots; put webbed.boots large.bag;
rem cuirass; put cuirass large.bag;
rem helm; put helm large.bag;
rem spike; put spike large.bag;
rem spike; put spike large.bag;
rem gorget; put gorget large.bag;
rem bracer; put bracer large.bag;
rem bracer; put bracer large.bag;
}

#alias barmor {
get chausses large.bag; wear chausses;
get pauldrons large.bag; wear pauldrons;
get gorget large.bag; wear gorget;
get bracer large.bag; wear bracer;
get bracer large.bag; wear bracer;
get spike large.bag; wear spike;
get spike large.bag; wear spike;
get helm large.bag; wear helm head;
get cuirass large.bag; wear cuirass;
get webbed.boots large.bag; wear webbed.boots
}


#alias {hpsi} {
psi %0;
phem eyes go cross-eyed;
}

#alias myprompt {
   prompt hH:%h/%H vV:%v/%V tT:%t/%T w(%w) E(%E) e(%e) s(%s) [L(%L)] S(%S) FINPROMPT;
}

#ACTION {hH:%1/%2 vV:%3/%4 tT:%5/%6 w(%7) E(%8) e(%9) s(%10) [%11] S(%12) FINPROMPT}
{
   #var {armspeed} {%7};
   #replace {armspeed} {running} {R};
   #replace {armspeed} {walking} {W};
   #replace {armspeed} {sneaking} {S};

   #var {armweight} {%8};
   #replace {armweight} {no problem} {NP};
   #replace {armweight} {light} {L};
   #replace {armweight} {easily manageable} {EM};
   #replace {armweight} {manageable} {M};
   #replace {armweight} {heavy, but M} {*HBM*};
   #replace {armweight} {VERY heavy} {*VH*};
   #replace {armweight} {heavy, but manageable} {*HM*};
   #replace {armweight} {unbelievably heavy} {*UH*};

   #var {armtime} {%9};
   #replace {armtime} {early afternoon} {EA};
   #replace {armtime} {late afternoon} {LA};
   #replace {armtime} {early morning} {EM};
   #replace {armtime} {late morning} {LM};
   #replace {armtime} {high sun} {HS};
   #replace {armtime} {before dawn} {BD};
   #replace {armtime} {dawn} {dawn};
   #replace {armtime} {dusk} {dusk};
   #replace {armtime} {late at night} {LN};

   #var {armldesc} {%11};
   #replace {armldesc} {ldesc : } {};

   #showme {h:%1/%2 mv:%3/%4 s:%5/%6} {3};
   #showme {%12} {2};
   #showme {$armspeed $armweight $armtime $armldesc} {1};
}
{1}

#SUBSTITUTE {hH:%*FINPROMPT} {}

#format {logfile} {logs/%t.html} {%Y-%m-%d};
#log append $logfile;
« Last Edit: February 03, 2016, 10:50:42 PM by nauta »
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

CodeMaster

  • Posts: 1024
Re: tintin++ config file with combat code and other tweeks
« Reply #5 on: February 03, 2016, 10:41:25 PM »
#alias {hpsi} {
psi %0;
phem [redacted]
}

Careful you don't out yourself!

[edit: but sweet config all the same]
« Last Edit: February 03, 2016, 10:44:29 PM by CodeMaster »
The neat, clean-shaven man sends you a telepathic message:
     "I tried hairy...Im sorry"

nauta

  • Posts: 2079
Re: tintin++ config file with combat code and other tweeks
« Reply #6 on: February 03, 2016, 10:51:25 PM »
Fixed it.
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

JackGibbons

  • Posts: 293
Re: tintin++ config file with combat code and other tweeks
« Reply #7 on: February 04, 2016, 12:43:02 AM »
Is phem a tintin or a game command? I can't seem to find it in-game, yet it seems to be sending it to the world. Unless it only sends lines with a ; at the end (it's sending the psi, for example).
> who
Immortals
---------

There are 0 visible Immortals currently in the world.

There are 0 players currently in the world, other than yourself.

"Only the Lonely" - Roy Orbison

azuriolinist

  • Posts: 161
Re: tintin++ config file with combat code and other tweeks
« Reply #8 on: February 04, 2016, 03:12:12 AM »
Phem is short for phemote.

Miradus

  • Posts: 1398
Re: tintin++ config file with combat code and other tweeks
« Reply #9 on: February 04, 2016, 11:53:32 AM »
That script horks up my vtmap. I tried to put it to the top but I can't get it to stay on one line at the 18 font size.

Right now I'm trying to get it to #SUB or #HIGHLIGHT the numbers in my prompt for health and movement. Green if max or near max, yellow if below a certain threshold, or red if very low. Colors improve the visibility a lot for me. Any ideas on how to do that?

JackGibbons

  • Posts: 293
Re: tintin++ config file with combat code and other tweeks
« Reply #10 on: February 04, 2016, 03:54:02 PM »
Phem is short for phemote.

Oh, right. I forgot about command abbreviation. Off the top of my head, I can't imagine why you'd want to hemote at the same time you psi any given argument. If I shared my mushclient config, I'd have some obscure aliases too, I think.
> who
Immortals
---------

There are 0 visible Immortals currently in the world.

There are 0 players currently in the world, other than yourself.

"Only the Lonely" - Roy Orbison

nauta

  • Posts: 2079
Re: tintin++ config file with combat code and other tweeks
« Reply #11 on: February 04, 2016, 04:00:29 PM »
Phem is short for phemote.

Oh, right. I forgot about command abbreviation. Off the top of my head, I can't imagine why you'd want to hemote at the same time you psi any given argument. If I shared my mushclient config, I'd have some obscure aliases too, I think.

Well, it's 'hpsi' and I do it now and then rather than 'psi', because it's a peeve of mine to sit in a room with someone who is waying yet giving zero outward signs that would distinguish them from an NPC/idler.  But it's also annoying to have to type out an hemote each time.  It's sort of a heartbeat.
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

JackGibbons

  • Posts: 293
Re: tintin++ config file with combat code and other tweeks
« Reply #12 on: February 04, 2016, 07:15:10 PM »
Phem is short for phemote.

Oh, right. I forgot about command abbreviation. Off the top of my head, I can't imagine why you'd want to hemote at the same time you psi any given argument. If I shared my mushclient config, I'd have some obscure aliases too, I think.

Well, it's 'hpsi' and I do it now and then rather than 'psi', because it's a peeve of mine to sit in a room with someone who is waying yet giving zero outward signs that would distinguish them from an NPC/idler.  But it's also annoying to have to type out an hemote each time.  It's sort of a heartbeat.

That makes sense. Some kind of subtle sign of concentration, glassy eyes, distant look associated with using a mental power, instead of merely appearing to be AFK.

/my derail
> who
Immortals
---------

There are 0 visible Immortals currently in the world.

There are 0 players currently in the world, other than yourself.

"Only the Lonely" - Roy Orbison

JackGibbons

  • Posts: 293
Re: tintin++ config file with combat code and other tweeks
« Reply #13 on: February 04, 2016, 07:17:30 PM »
#HIGHLIGHT {^You real from the blow} {bold white}

This one won't work, right? Since it's 'reel'?
> who
Immortals
---------

There are 0 visible Immortals currently in the world.

There are 0 players currently in the world, other than yourself.

"Only the Lonely" - Roy Orbison

Miradus

  • Posts: 1398
Re: tintin++ config file with combat code and other tweeks
« Reply #14 on: February 04, 2016, 07:58:25 PM »
Yeah, should work.

I can read in the hp and mv values into variables just fine, I just haven't figured out how to spit them back to me on the prompt line with substitute using color yet. :) I can't seem to get it to read an #ELSEIF during the #sub.

azuriolinist

  • Posts: 161
Re: tintin++ config file with combat code and other tweeks
« Reply #15 on: February 04, 2016, 09:37:42 PM »
Yeah, should work.

I can read in the hp and mv values into variables just fine, I just haven't figured out how to spit them back to me on the prompt line with substitute using color yet. :) I can't seem to get it to read an #ELSEIF during the #sub.

#SUB only reads text, as far as I know. You can use #action instead of #prompt. You'll have to make use of #split, adding in some bottom border height (e.g., #split {} {2}). Then have the #action input the variables into their split lines using #showme (e.g., #showme {<example prompt>} {1}).

An example would be...

Code: [Select]
#split {} {2}
#ACTION {^h:%1/%2 mv:%3/%4 s:%5/%6 [%7 %8 %9 %10] %11:%12}
{
   #var {position} {%12};
   #if {"$position" != "standing"} {
     #var {position} {<faa>$position<099>};
   };
   #showme {<078>%7 %8 %9 %10 [%11:$position]} {1};
   #showme {<078>hp:%1/%2 mv:%3/%4 s:%5/%6} {2};
   #line gag;
}

...which checks if %12 is equal to standing and, if not, makes the variable display in red.

Miradus

  • Posts: 1398
Re: tintin++ config file with combat code and other tweeks
« Reply #16 on: February 04, 2016, 09:47:54 PM »
That's pretty elegant. I can work with that. Thanks!

Case

  • Helper
  • Posts: 3018
Re: tintin++ config file with combat code and other tweeks
« Reply #17 on: March 07, 2016, 03:03:47 AM »
I'm not using tintin++, but I'm coloring my prompt using delimits quite neatly.

<trigger priority="1410" newline="false" prompt="true" id="141">
  <pattern>|{standing|sitting|resting}|</pattern>
  <value>#cw teal</value>
</trigger>

Kinda stuff in CMUD.

Gonzak

  • Posts: 2
tintin config file with combat code and other tweeks
« Reply #18 on: April 24, 2016, 01:52:46 PM »
The problem with this guide is that it doesnt show whether mythical units are to be used instead "normal" units or not... Are you able to add this?

nauta

  • Posts: 2079
Re: tintin config file with combat code and other tweeks
« Reply #19 on: April 26, 2016, 02:39:45 PM »
The problem with this guide is that it doesnt show whether mythical units are to be used instead "normal" units or not... Are you able to add this?

I'm confused about what you are asking...
Your mulish noble mindbender with a secret base warded against apparitions of psychically projected ankheg janitors.

CodeMaster

  • Posts: 1024
Re: tintin++ config file with combat code and other tweeks
« Reply #20 on: April 26, 2016, 04:01:32 PM »
It's a bot. :)
The neat, clean-shaven man sends you a telepathic message:
     "I tried hairy...Im sorry"

Ath

  • Legend
  • Posts: 1076
Re: tintin++ config file with combat code and other tweeks
« Reply #21 on: May 03, 2016, 02:20:25 PM »
How is tintin with setting up aliases?  I have aliases that I've setup that will do certain scripted functions with certain mobs for when I do animations.  For example, a certain tentacle creature can grab onto a PC and drag it a room, then spawn said tentacle and force it to attack the person that got grabbed.  All of it is based on commands I can do in game, but with variables I've setup.  I type:  grab <player> <direction>  and then it has a target and direction the drag is done.  Can you do this with tintin?
Ourla:  You're like the oil paint on the canvas of evil.

Harmless

  • Posts: 2598
Re: tintin++ config file with combat code and other tweeks
« Reply #22 on: May 03, 2016, 03:55:39 PM »
How is tintin with setting up aliases?  I have aliases that I've setup that will do certain scripted functions with certain mobs for when I do animations.  For example, a certain tentacle creature can grab onto a PC and drag it a room, then spawn said tentacle and force it to attack the person that got grabbed.  All of it is based on commands I can do in game, but with variables I've setup.  I type:  grab <player> <direction>  and then it has a target and direction the drag is done.  Can you do this with tintin?

Definitely.

I would recommend a chain of commands be separated in time with the #delay command. I have never been an imm in a mud so I dunno what commands you use but here is an example. Each part will be separated in time by seconds. The alias should take two arguments but be warned that argument wildcards in tintin was always a fuzzy topic for me so please test it to be sure it takes them right. Period drelimited keywords should work. If you want to enter the alias in your client then delete all the carriage returns and spaces to separate each line by ;

Code: [Select]

#alias {grab %1 %2} {
     Echo A tentacle appears from below and shoots towards ~%1!;
     #delay 1 {Drag %1 %2};
     #delay 2 {mload (vnum for tentacle mob)};
     #delay 3 {echo A black tentacle begins to thrash violently at ~%1!};
     #delay 4 {order black.tentacle kill %1};
}

Useful tips: Commands |  |Storytelling:  1  2

Ath

  • Legend
  • Posts: 1076
Re: tintin++ config file with combat code and other tweeks
« Reply #23 on: May 03, 2016, 06:07:16 PM »
Thank you.  MUSHClient has been going buggy for me as of late, so I'm thinking of trying something new.  I have a very heavily customized setup that helps with a lot of staff side functions and the aliases that I've been building to help me with animations.  I've been able to pull off some really fun things.
Ourla:  You're like the oil paint on the canvas of evil.

MarshallDFX

  • Posts: 1481
Re: tintin++ config file with combat code and other tweeks
« Reply #24 on: October 10, 2016, 05:45:12 PM »
Just wanted to say thanks to nauta for or this.  I am using tt++ on Ubuntu because potato and mudlet seemed to be being weird - suppressing the last line of output and stuff.  I've modified it a fair bit, but I'm making heavy use of nauta's script.