Tintin++: A Mud client.
So, sometimes I play a mud. It happens once every few years. When I do, it's always the same one: Avendar. This is my mud client config script. I am a giant nerd.
Some of these things came from http://avendar.wikidot.com/mudclients:tintin
Normal default config stuff.
#CONFIG {256 COLORS} {ON} #CONFIG {AUTO TAB} {5000} #CONFIG {BUFFER SIZE} {20000} #CONFIG {CHARSET} {ASCII} #CONFIG {COLOR PATCH} {OFF} #CONFIG {COMMAND COLOR} {<078>} #CONFIG {COMMAND ECHO} {ON} #CONFIG {CONNECT RETRY} {15} #CONFIG {HISTORY SIZE} {1000} #CONFIG {LOG} {RAW} #CONFIG {PACKET PATCH} {0.00} #CONFIG {REPEAT CHAR} {!} #CONFIG {REPEAT ENTER} {OFF} #CONFIG {SCROLL LOCK} {ON} #CONFIG {SPEEDWALK} {ON} #CONFIG {TINTIN CHAR} {#} #CONFIG {VERBATIM} {OFF} #CONFIG {VERBATIM CHAR} {\} #CONFIG {VERBOSE} {OFF} #CONFIG {WORDWRAP} {ON} #PATHDIR {d} {u} {32} #PATHDIR {e} {w} {2} #PATHDIR {n} {s} {1} #PATHDIR {ne} {sw} {3} #PATHDIR {nw} {se} {9} #PATHDIR {s} {n} {4} #PATHDIR {se} {nw} {6} #PATHDIR {sw} {ne} {12} #PATHDIR {u} {d} {16} #PATHDIR {w} {e} {8}
#SES ave avendar.net 9999 #SPLIT 1
Auto drinking & eating.. but with support for not fucking it up if you have a spell active that needs you to be still.
#ACTION {^You begin preparing to greet the coming Dawn.} {#var QUIET TRUE;clear} {5} #ACTION {^You complete the Rite of Dawn} {#var QUIET FALSE} {5} #ACTION {^With a word of power, you melt away, and the ground opens to swallow you.} {#var QUIET TRUE;clear} {5} #ACTION {^You grow restless in the earth, and rise up from the ground.} {#var QUIET FALSE;clear} {5} #ACTION {^As you finish chanting, a rune forms, hovering in your vision, hiding you from the world as long as you remain still.} {#var QUIET TRUE;clear} {5} #ACTION {^You disturb the air rune, and you shimmer back into view.} {#var QUIET FALSE} {5} #ACTION {^You are hungry.} {#if {"$QUIET"=="FALSE"} {get almonds bag;eat almonds}} {5} #ACTION {^You are thirsty.} {#if {"$QUIET"=="FALSE"} {drink water;drink water}} {5}
Highlights to make things a bit clearer
#highlight {You have become better at %*} {yellow} #highlight {Your skill at %* improves, %*} {yellow} #highlight {You feel more attuned to %*} {yellow} #highlight {PK} {red} #highlight {You gained %1 exploration point and %2 experience points!} {yellow} #highlight {You gained %1 exploration %*} {yellow} #highlight {%* begins to move unsteadily as petrification overtakes %*!} {light green} #highlight {%* appears to be having trouble keeping upright.} {light green} #highlight {%* is blinded by the sand in %* eyes!} {light green} #highlight {Mud builds up on %*, impeding %* motion!} {light green} #highlight {Quicksand forms beneath %*, and %* begins to sink!} {light green} #highlight {Mud starts to build up on %*, but %* darts clear of it!} {light magenta} #highlight {%* resists your spell.} {light magenta} #highlight {%* is unaffected by your petrification!} {light magenta} #highlight {You lost your concentration.} {light magenta} #highlight {You are encumbered by your armor, and fumble the spell.} {light magenta}
You receive 429 experience points
#action {You receive %1 experience points} {#var last-xp ${%1}; #math {num-remaining} {${last-xp} / ${tnl} }} {5} #action {%* \e[1;31m%1tnl %*} {#var tnl ${%1}} {5}
Enables logging. Originally pulled from the tintin++ website here.
#format {logfile} {/home/jabrahms/Dropbox/avendar/%t.log} {%Y-%m-%d}; #log append $logfile;
maybe include in the future. ``` #variable {colors[0]} {250} #variable {colors[1]} {150} #variable {colors[bracket]} {150}
#variable {spells[Arm]} {0} #variable {spells[Shld]} {0} #variable {spells[Det]} {0}
#function {setprompt} { #variable {prompt} {} #foreach {$spells[]} {spell} { #format {prompt} {%s %s} {$prompt} {<$colors[bracket]>[<$colors[$spells[$spell]]>$spell<$colors[bracket]>]<000>} } #showme {$prompt} {1} } #tick {setprompt} {@setprompt{}} {10}
#action {Your force shield shimmers then fades away.} {#variable {spells[Shld]} {0}} #action {You are surrounded by a force shield.} {#variable {spells[Shld]} {1}} #action {You feel someone protecting you.} {#variable {spells[Arm]} {1}} #action {You feel less armored.} {#variable {spells[Arm]} {0}} #action {You no longer see invisible objects.} {#variable {spells[Det]} {0}} #action {Your senses tingle.} {#variable {spells[Det]} {1}} ```
#action {%0 disarms you and sends your weapon flying!} {wear all;get 1.;get 1.;get 1.;get 1.;get 1.;hold smooth} #action {%0 disarms you and sends %* flying!} {wear all;get 1.;get 1.;get 1.;get 1.;get 1.;hold smooth}
Prompt goodness
#prompt {[%1/%2hp %3/%4ma %5mv %6tnl :%7: *%7-%8* (%9) -%10-]} {[<160>%1<160>/%2hp <160>%3<260>/%4ma %5mv <210>%6tnl <220>:%7: <160>*%7-%8* (%9)]} {}
Make battle easier to parse (hopefully).
#SUBSTITUTE {You fail to reach your opponent in the fray.} {NOFRAY %0} #SUBSTITUTE {%* tries to disarm you, but fails.} {DISARM %0} #HIGHLIGHT {%* disarms you and sends your weapon flying!} {light red} #SUBSTITUTE {%* disarms you and sends your weapon flying!} {DISARM %0} #SUBSTITUTE {You raise a block of stone from the earth to stop%*} {YOU PHALANX %0} #SUBSTITUTE {You parry%*} {YOU PARRY %0} #SUBSTITUTE {You %* parry %*} {YOU PARRY %0} #SUBSTITUTE {%* pauses under their unnatural density, and crumples to the ground briefly!} {DENSITY %0} #SUBSTITUTE {%* slams into you, but firmly rooted in the earth, you knock them away!} {BASH %0} #SUBSTITUTE {You evade %* bash,} {BASH %0}