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 Post subject: TinTin++ scripts
PostPosted: Wed Aug 24, 2011 12:52 pm 
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Mortal

Joined: Sat Dec 28, 2002 4:23 pm
Posts: 41
SK Character: Mila
Well I thought it would be nice if the tintin++ client users had a thread to share some scripts and macros and whatever makes their life easier in the SK world.

For me it is always easier to move around using the keypad. In fact I try to handle all room control with those buttons like looking around, closing and opening doors and of course moving.

So these are the macros I am using to do that in tintin++

Code:
#nop KEYPAD MAD
#nop NUM LOCK must be OFF
#nop Moving: 8=n 9=ne 6=e 3=se 2=s 1=sw 4=w 7=nw +=u -=d
#nop Looking: Press 5 then direction
#nop Open: Press 0 then direction
#nop Close: Press . then direction
#macro {\eOx} {n}
#macro {\eOu\eOx} {l n}
#macro {\eOp\eOx} {op n}
#macro {\eOn\eOx} {cl n}
#macro {\eOy} {ne}
#macro {\eOu\eOy} {l ne}
#macro {\eOp\eOy} {op ne}
#macro {\eOn\eOy} {cl ne}
#macro {\eOv} {e}
#macro {\eOu\eOv} {l e}
#macro {\eOp\eOv} {op e}
#macro {\eOn\eOv} {cl e}
#macro {\eOs} {se}
#macro {\eOu\eOs} {l se}
#macro {\eOp\eOs} {op se}
#macro {\eOn\eOs} {cl se}
#macro {\eOr} {s}
#macro {\eOu\eOr} {l s}
#macro {\eOp\eOr} {op s}
#macro {\eOn\eOr} {cl s}
#macro {\eOq} {sw}
#macro {\eOu\eOq} {l sw}
#macro {\eOp\eOq} {op sw}
#macro {\eOn\eOq} {cl sw}
#macro {\eOt} {w}
#macro {\eOu\eOt} {l w}
#macro {\eOp\eOt} {op w}
#macro {\eOn\eOt} {cl w}
#macro {\eOw} {nw}
#macro {\eOu\eOw} {l nw}
#macro {\eOp\eOw} {op nw}
#macro {\eOn\eOw} {cl nw}
#macro {\eOk} {u}
#macro {\eOu\eOk} {l u}
#macro {\eOm} {d}
#macro {\eOu\eOm} {l d}


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 Post subject: Re: TinTin++ scripts
PostPosted: Wed Aug 24, 2011 4:37 pm 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
I love you...

I'm totally trying this, will post some of my highlights I've been working on sometime soon too!


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 Post subject: Re: TinTin++ scripts
PostPosted: Thu Aug 25, 2011 12:50 pm 
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Mortal

Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Tintin++ is awesome! I've been using it to mud from work, because I can't install stuff on my desktop there.

I just run a vitrual machine with Arch linux in my home pc, log on from my work pc and run tintin++. Macros, Aliases, Triggers, Scripts... everything you need at your fingertips and with absolute control since you have to actually write everything up yourself.


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 Post subject: Re: TinTin++ scripts
PostPosted: Sun Aug 28, 2011 3:25 pm 
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Mortal

Joined: Tue Apr 26, 2011 6:35 am
Posts: 150
Tin Tin looks awesome, looks like I might be getting off Mush here soon.


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 Post subject: Re: TinTin++ scripts
PostPosted: Mon Aug 29, 2011 12:41 pm 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Here is my entire config file so far, minus some cabal/tribunal stuff. I'm sure some of my logging stuff could be better, but whatever, it works for me.

Code:
#CONFIG           {AUTO TAB}              {5000}
#CONFIG           {BUFFER SIZE}           {100000}
#CONFIG           {CONNECT RETRY}         {15}
#CONFIG           {COMMAND COLOR}         {<078>}
#CONFIG           {COMMAND ECHO}          {ON}
#CONFIG           {HISTORY SIZE}          {2500}
#CONFIG           {LOG}                   {HTML}
#CONFIG           {PACKET PATCH}          {0}
#CONFIG           {REPEAT ENTER}          {OFF}
#CONFIG           {REPEAT CHAR}           {\e[Z}
#CONFIG           {SCROLL LOCK}           {ON}
#CONFIG           {SPEEDWALK}             {OFF}
#CONFIG           {TINTIN CHAR}           {#}
#CONFIG           {VERBATIM}              {OFF}
#CONFIG           {VERBATIM CHAR}         {/}
#CONFIG           {VERBOSE}               {OFF}
#CONFIG           {WORDWRAP}              {ON}
#PATHDIR          {n}                     {s}                          {1}
#PATHDIR          {e}                     {w}                          {2}
#PATHDIR          {ne}                    {sw}                         {3}
#PATHDIR          {s}                     {n}                          {4}
#PATHDIR          {se}                    {nw}                         {6}
#PATHDIR          {w}                     {e}                          {8}
#PATHDIR          {nw}                    {se}                         {9}
#PATHDIR          {sw}                    {ne}                         {12}
#PATHDIR          {u}                     {d}                          {16}
#PATHDIR          {d}                     {u}                          {32}

#nop ----------------Global Variables + Functions--------------------
#var ch_name none;
#var ch_pass none;
#var logfile none;
#var svr SK mud.shatteredkingdoms.org 1996;

#alias {start} {
   #showme Starting session...;
   #ses $svr;
}

#function {ShowInfo}
{             
   #showme Connected to $svr as $ch_name and logging to "$logfile".\n
}

#function {logses}
{
   #showme Starting log...;
        #send $ch_name;
        #send $ch_pass;
   #format {logfile} {$ch_name-%t.html} {%Y-%m-%d};
   #log append $logfile;
   @ShowInfo{}
}

#nop ----------------Character Connect Aliases-----------------------
#alias {conailee} {
   #var ch_name ailee;
   #var ch_pass ***;
   @logses{};
}

#alias {connevette} {
   #var ch_name nevette;
   #var ch_pass ***;
   @logses{};
}

#nop ---------------Global Common Aliases----------------------------
#alias {ja}
{   
   #if {"%0" == ""} {#send junk all}
   #if {"%0" != ""} {#send junk all.%0}
}

#alias {oa} {order all %0}
#alias {oab} {order all bash %0}
#alias {oak} {order all kill %0}
#alias {ra} {release all}
#alias {gac} {get all.coin}
#alias {setdef} {
   #send order %0 mode stun;
   #send order %0 stance defensive;
   #send order %0 aim lower
}

#nop -----------------Spells-----------------------------------------

#alias {det} {
   #if {"%0" == "inv"} {#send c 'detect invis'}
   #if {"%0" == "mag"} {#send c 'detect magic'}
   #if {"%0" == "bur"} {#send c 'detect buried'}
   #if {"%0" == "hid"} {#send c 'detect hidden'}
   #if {"%0" == "aur"} {#send c 'detect aura'}
   #if {"%0" == "hi"} {#send c 'detect hidden';
             #send c 'detect invis'} 
}
#alias {ffire} {c 'faerie fire' %0}
#alias {ff} {c 'faerie fog'}
#alias {arm} {c armor %0}
#alias {sex} {c 'change sex' %0}
#alias {mm} {c 'magic missile' %0}
#alias {vent} {c 'ventriloquate' %0}
#alias {cs} {c 'color spray' %0}
#alias {conlight} {c 'continual light' %0}
#alias {mfly} {c fly %0}
#alias {invis} {c invis %0}
#alias {big} {c enlarge %0}
#alias {small} {c shrink %0}
#alias {id} {c identify %0}
#alias {gs} {c 'giant strength' %0}
#alias {infra} {c infravision %0}
#alias {ms} {c sleep %0}
#alias {blast} {c 'acid blast' %0}
#alias {multi} {c 'mirror image'}
#alias {tp} {c teleport %0}
#alias {can} {c cancellation %0}
#alias {shield} {c shield}
#alias {under} {c understand}
#alias {airy} {c 'airy water' %0}
#alias {dispel} {c 'dispel magic' %0}
#alias {haste} {c 'haste' %0}
#alias {charm} {c 'charm person' %0}
#alias {eth} {c etherealform}
#alias {tongues} {c tongues %0}
#alias {locate} {c 'locate object' %0}
#alias {minv} {c 'mass invis' %0}
#alias {morph} {c polymorph %0}
#alias {sum} {c summon %0}
#alias {encarm} {c 'enchant armor' %0}
#alias {encwpn} {c 'enchant weapon' %0}
#alias {recharge} {c recharge %0}
#alias {soft} {c 'depetrification' %0}
#alias {stone} {c 'petrification' %0}
#alias {ga} {c gate %0}
#alias {ward} {c 'spell ward' %0}

#alias {cl} {c 'cause light' %0}
#alias {ds} {c 'death shroud' %0}
#alias {bli} {c blindness %0}
#alias {ct} {c 'chill touch' %0}
#alias {deaf} {c deafness %0}
#alias {ani} {c animate %0}
#alias {cs} {c 'cause serious' %0}
#alias {weak} {c weaken %0}
#alias {hex} {c curse %0}
#alias {pois} {c poison %0}
#alias {slow} {c slow %0}
#alias {cc} {c 'cause critical' %0}
#alias {feeb} {c feeblemind %0}
#alias {plague} {c plague %0}
#alias {fear} {c fear %0}
#alias {vt} {c 'vampiric touch' %0}
#alias {cun} {c 'control undead' %0}
#alias {mrift} {c rift %0}
#alias {drain} {c 'energy drain' %0}
#alias {fod} {c 'finger of death' %0}

#nop ---------------------Highlights---------------------------------
#highlight {You rub the dirt out of your eyes.} {<003>}
#highlight {%* is blinded by the dirt %*} {<003>}
#highlight {You are momentarily stunned as you hit the ground hard.} {<001>}
#highlight {You can't see a thing!} {<001>}
#highlight {%* slams into %*} {<001>}
#highlight {%* is DEAD!!} {<001>}
#highlight {You have become better at %*} {<006>}
#highlight {You learn from your mistakes and improve at %*.} {<006>}
#highlight {%* appears to be blinded.} {<003>}
#highlight {You utter the words, %*} {<030>}
#highlight {You failed.} {<001>}
#highlight {Your spell of %* appears to have no affect.} {<010>}
#highlight {You regain your footing.} {<030>}
#highlight {%* regains %* footing.} {<003>}
#highlight {%* hits the ground %*} {<003>}
#highlight {%* but end up tripping yourself!} {<001>}


I have a reason for some of the more redundant stuff like ShowInfo, but haven't gotten around to toying with them. If anything, the highlights might be found useful, possibly all the sorc/necro alias.


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 Post subject: Re: TinTin++ scripts
PostPosted: Mon Aug 29, 2011 1:07 pm 
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Mortal

Joined: Sat Dec 28, 2002 4:23 pm
Posts: 41
SK Character: Mila
I saw you set up some pathdirs over there.

Do you actually use paths?

Me, except an emergency recall I have to take me to the healer in case I get blinded, I prefer to actually move around by myself, since you never know what you will meet on your way. But I am curious on how actually u use the paths.


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 Post subject: Re: TinTin++ scripts
PostPosted: Mon Aug 29, 2011 1:19 pm 
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Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Cybertroll wrote:
I saw you set up some pathdirs over there.

Do you actually use paths?

Me, except an emergency recall I have to take me to the healer in case I get blinded, I prefer to actually move around by myself, since you never know what you will meet on your way. But I am curious on how actually u use the paths.


Actually, not really, no. I kept those from the bare basic template I built on, never really used them and could probably stand to remove them.

Also, there are some highlights I haven't converted from my old client yet that I am meaning to, namely the condition track of an enemy as you attack it. Also thinking of making a chat grabber and party info screen too, seen some examples and think I can adjust it to SK relatively simply. Just a matter of free time.


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 Post subject: Re: TinTin++ scripts
PostPosted: Mon Aug 29, 2011 1:24 pm 
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Mortal

Joined: Sat Dec 28, 2002 4:23 pm
Posts: 41
SK Character: Mila
the_me wrote:
Also thinking of making a chat grabber and party info screen too, seen some examples and think I can adjust it to SK relatively simply. Just a matter of free time.


I gave that a try, wanting to have a separate split with tells. However I couldn't find a way to scroll back in that window, if something moved over the lines I'd set on #split, there was no way to read it. If you crack that, let me know, I am very interested. I might try to work on that again during the week, if I find some time.


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 Post subject: Re: TinTin++ scripts
PostPosted: Tue Aug 30, 2011 6:00 am 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Sure will. Found this on their site, I believe it sends it to another window: http://tintin.sourceforge.net/scripts/window.php

But not sure, haven't fooled around with it. I actually use #grep a lot for chat searches... should probably whip up some quickie alias for grabbing say/tell/reply/cabal blah blah, would use it.


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 Post subject: Re: TinTin++ scripts
PostPosted: Wed Aug 31, 2011 2:31 am 
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Mortal

Joined: Sat Dec 28, 2002 4:23 pm
Posts: 41
SK Character: Mila
the_me wrote:
Sure will. Found this on their site, I believe it sends it to another window: http://tintin.sourceforge.net/scripts/window.php" target="_BLANK" target="_BLANK


Yeap that was the one I also used as a basis for my own. Yet there was no way that I could add a scrollbar to the 6 line-splitted window. After the 6th tell/reply you couldn't see the history of the conversation.

PS: Glory to GREP! Solving problems for decades :)


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