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=About=
This has all changed significantly. I'm now building a new version and will have documentation and a download coming soon. maybe.
This is a package of configurations for TinTin++. Rather than show actual code here, this documentation will explain how to use the package.  


(An additional document will be created with specific code for common tasks)
-mike
 
To view the actual code:
Visit http://dyrdex.com/tintin/tintin.dyrdex/
Download the packages from http://dyrdex.com/tintin/ and open on your system.
 
==What it Does==
Connect to Realms with an alias 'go charname' and...
  -Load a config for that character (Set any specific alias, char's equipment, etc)
  -Load a config for his class      (Set primary 'hit', class triggers (think mage bot), other shared stuff for all chars in class.
  -Load a config based on if you're a magic user or not    (should we cast dispel or wear an amulet, q spring or c spring, etc)
  -Load a config based on guild/order affiliation          (set donation container names, hq navigation aliasing, order heal names, etc)
  -Load configs for 'modules' which all characters would want      (speedwalking, damage tracking, potion tracking, speech logging, etc)
  -Load a set of aliases by which other triggers/configs can be toggled on/off  (toggle re-spell triggers, autofighting, remote control, etc)
 
Provide some nice features:
  -Speedwalking
  -Autofighting (autoheal + autohit)
  -Inventory tracking, auto-restocking,
  -Custom prompt to show # of potions and spell duration's in prompt.
  -EQ damage tracking and auto-removal
  -Toggle-able re-spell triggers
  -Auto...track/re-arm/search/dig/style/drink/save. no-idle.
  -Speech control of alts.
 
==How does it do that?==
/speech_log.tin              The log of channel text.
/newtin/...                  The directory containing the goods.
    /main.tin                  Used to connect, read char, class, genre, order, and module configs.
    /mod_config.tin            The module config. Calls various modules contained in /scripts/...
    /scripts/...              Contains various purpose-built scripts, can be called from anywhere, or are toggle-able.
    /characters/...            Contains character config files.
    /classes/...              Contains class config files.
    /genres/...                Contains genre (and guild/order) config files.
 
==What it doesn't do==
 
One of the major assets of TinTin++ is that you can open multiple game connections out of the same tintin session.
This allows you to be multi and issue commands straight to different chars without any window hopping.
However, it also means you can't SEE all your chars simultaneously, you can only see ONE, with the rest running in the background.
This package DOES NOT "utilize" this feature. I prefer to SEE all my characters simultaneously.
 
You CAN do this in my package however. From an existing session the 'go CHARNAME' alias will still work to open a nested session.
 
I don't though, at least not yet. So, to multi, for me, I open multiple terminals and start the package in each of them.
 
==Disclaimer==
I'm not a programmer. I do webserver administration for a living. I know FreeBSD, spend my time watching/tweaking/restarting Apache/MySQL, postfix, firewalls, grepping logs, and piping some basic shell commands together. I have no clue what I'm doing as far as actual programming of anything really. Someone who knows how to program will likely think I'm a moron, which I fully admit. I'm sure there are wayyyyyy better ways to do some of this, and wayyyyy more stuff you can do if you know how. Unfortunately, I don't know how, so this is just a package that sets me up with the basic functionality, a few nice perks, and that's about it.
If you do know how to program this stuff - please by god e-mail me: dyrdex@gmail.com
 
= Installation Instructions =
 
==Get the files==
http://dyrdex.com/tintin/
Available in both .tar.gz and .zip format, as well as flat files.
 
That package actually also contains the tintin source, which you probably already have.
You really only need the following files:
  /tintin/main.tin
  /tintin/speech_log.tin
  /newtin
Just make sure they remain in that relative structure within your tintin directory.
 
If you do wanna run tintin itself out of the source in my archive, the tt++ executable there will need recompiled for your system
http://tintin.sourceforge.net/install.php
 
 
==Set Your Password==
Set your password in line 1 of /tintin/newtin/main.tin
#ALIAS          {go %0} {#ses %0 realmsofdespair.com 4000;%0;PASSWORD_HERE;&& \x0D && #cr};
(All chars must use same password under this setup)
 
==Connect==
 
I am stupid, and coded all paths relative to the tintin directory.
Add it to your $PATH
  or
cd /path/to/tintin/
 
Execute the tt++ executable followed by the path to the main.tin script. Like:
./path/to/tintin/src/tt++ /path/to/tintin/newtin/main.tin
 
I have a bash alias setup for this in my .bashrc:
alias runtin='~HOME/tintin/tt++ ~HOME/tintin/newtin/main.tin'
 
So for me, to run this I do:
cd tintin
runtin
 
Once tintin is up and running, to connect to the mud use the 'go %0' alias setup in main.tin. %0 is your character name.
go dyrdex
 
===Connection Scripting Explained===
This is just detail on what's happening under the hood, if you just want to start playing, do 'go charname' and skip to [[#Set_Required_Variables]]
 
 
The connection script main.tin contains:
'''Trigger''' "Welcome to Realms of Despair" 
      Reads in:
      Character specific: newtin/characters/CHARNAME_up_stuff.tin
      Global Modules:    newtin/mod_config.tin
**IMPORTANT**
This trigger is essential for ALL other scripting to load.
If you exit out of realms/tintin without issuing 'quit' - i.e. going LinkDead you do not receive the Welcome screen upon next login.
Use the 'reload' alias after LD/RC to manually handle reloading of all configs. Or, quit properly, and log back in.
After successful login, the 'score' command is ran and the "Class:" there sets $char_class variable. Configs are then read based on that:
'''Trigger'''  "Class: %0"
    Reads in
    Class & Genre:      newtin/scripts/class_genre_conf.tin
          This script itself reads in two or more scripts: 
    Class config:      newtin/classes/${char_class}_classconfig.tin  (e.g Thief_classconfig.tin)
    Genre config:      newtin/genres/nonmagics.tin or magics.tin.
          The magic/nonmagic configs setup fly/dispel/createspring aliases based on potion usage or spellcasting.
    Recall script:    newtin/scripts/recallscript.tin
          This is just a simple alias to get/recite recall. However, since Barb's don't do that, I ended up making every class BUT barbs read this script.
          (Barb recalling managed directly out of Barb class config)
          (Vampires also pose a problem as they have SOME spells, they don't read a magic/non config, and are just managed out of their class config)
    Prompt script:    newtin/scripts/mana_prompt.tin  or  nonmana_prompt.tin  or  blood_prompt.tin
 
Finally, main.tin also triggers upon the presence of "Order:  Dragonslayer" in 'score' and reads in a DS specific config:
'''Trigger'''    "Order:  Dragonslayer"
    Organization config:  newtin/genres/dragonslayer.tin
 
Upon quitting the game, configs will be saved based on the connected character specifically, and his class.
newtin/characters/CHARNAME_up_stuff.tin
newtin/classes/CLASSNAME_classconfig.tin
So, the FIRST time you connect a new charname or class, you may receive a 'cannot read file' type warning since those don't get created until the first quit. Just quit (writes out configs), and you should be able to log back in without any errors.
 
==Set Required Variables==
 
1. Upon FIRST login with a char, you must set the Potion and Item(recall) container variables once by running this alias:
setinv    (Note: I always forget if its setinv or invset, so, I actually set up both, both work, all the time)
 
In case you ever want to set container variables manually, there are also aliases for that:
potcon CONTAINER  (Should set to my.CONTAINER)
itemcon CONTAINER  (Should set to my.CONTAINER)
 
These vars are saved out to your character config, so should only need set ONCE, or until you change your container setup.
 
2. Set your HIT variable:
hitis HITNAME  (alias for: #var hit HITNAME) (this gets saved to your Class config)
 
3. Set your Weapon name, keyword (used for DISARM trigger), and ficticious AC (used for auto-removal pre-scrap)
eqon
(identify your weapon via spell or scroll)
keyis KEYWORD (enter a valid keyword for your weapon, the most unique word available is best)
itemac ##    (weapons have no AC, but eq is stripped if AC is unset or < 4, so set to something higher than 4 or 99 to disable auto-strip)
eqoff
do eqstat to confirm the item was stored correctly.
--This is also the eq damage tracking system. See [[#EQ_Damage_Tracking]] for more.
 
4. Set the 'wearall' alias for your given set of equipment. (saved to Character config)
If you have no layerable equpiment, just do:
    #alias wearlall {wear all}
For Layered gear, obviously make this alias do everything you need. Most of mine are one of these:
    #alias wearall {wear cloak; wear all}
    #alias wearall {wear tunic;wear gamb;wear haub;wear hide;wear gry;wear runecape;wear tab;wear cloak;wear all}
 
=Commands=
This section provides a general list of aliases which are used either to control tintin stuff itself or are used 'in-game'.
 
This section will not reference which config each command is setup in, this is just a general outline of available commands.
 
==Client Commands==
'''Save/Load Options'''
charwrite      "Save to character config" mode. (Default)
classwrite    "Save to class config" mode. 
nowrite        "Don't save" mode. Useful for testing and development.
reload        Must be run after LD or RC. Since no 'welcome' message occurs, this manually triggers all config loads.
'''Prompt Related'''
line          Runs #split so you get an input line, and custom prompting.
                  *Custom prompting will only work if you have run 'line' and your prompt matches what scripting expects [[#Custom_Prompt]]
setnonmanaprompt Sets your in-game prompt so it triggers my tintin replacement prompt - for non-mana using classes.
setmanaprompt  Sets your in-game prompt so it triggers my tintin replacement prompt - for mana users
setbloodprompt Sets your in-game prompt so it triggers my tintin replacement prompt - for blood point users.
setlowbiemanaprompt  Can you guess?
'''AutoFight Related'''
fighton        Enables fight/heal loop
fightoff      Disables fight/heal loop
ver            Runs 'version' which triggers a 'heal or hit' action ONE_TIME (loopable via fighton/off)
hitis BLA      Set 'hit' to BLA
gogo          Fight script gets disabled by'too full' or 'out of heals'. Run gogo to re-enable fight scripting.
'''Speedwalking Related'''
finddir %0    Search the directions list for term %0 to find the short-hand code for the area and display full directions.
'''Inventory/EQ Management'''
findcons      If 'varseton' has been enabled, this will rescan your containers and set those variables for pot_con and item_con
setinv        Scan your inventory and take stock of everything currently tracked.
potcon BLA    Manually set pot_con to BLA  (would encourage you to actually enter my.BLA)
itemcon BLA    Manually set item_con to BLA (would encourage you to actually enter my.BLA)
'''EQ Tracking Related'''
eqstat        Show all tracked eq db data.
itemfind BLA  Show item BLA in the eq db.
eqset          Manually specify a piece of eq as being scanned for entry into the eq db.
itemac %0      Manually set ac/maxAC of item currently specified as being scanned.
keyis %0      Manually set the keyword of the item currently specified as being scanned.
remeq          Remove a piece of eq from the eq db.
 
==Global MUD Aliases==
recall        finds and uses a recall scroll
repwear        remove all; repair all; wearall
wearall        {wear x; wear y; wear z; etc) For handling layers.
trackgo MOB    auto track mob
stoptrack      force stop tracking
heal          quaff 1 heal  (q heal $pot_con)
heal4          quaff 4 heals
heale          quaff 8 heals
qtank          quaff tankset
spring        creates a mystical spring (quaffs potion if non-magic, casts if magic) (so..potions required)
dispel        wears amulet of dispersal or casts it depending on magic/non char. (amulet required)
shockstick    uses 'a sorcerer's walking stick' to cast shockshield
firestick      uses 'a staff of Barad-Dur' to cast fireshield
cameo          uses 'a jade cameo' to cast iceshield.
 
==Hit & Target Commands==
hit            ($hit $target) Both $hit and $target variables must be set
hitis HITNAME  Set's preferred hit variable. Alias for (#var hit HITNAME) Saves to CLASS config file.
targ MOB      Set's current target. Alias for (#var target MOB)
say target MOB Same
k MOB          Same.
kil MOB        Same.
bs MOB        Same.
vom MOB        Same.
Other initial attack commands could be setup similarly so that your attack itself sets the target.
 
==On/Off switches==
 
sancon/sancoff        requaff sanctuary potion upon expiration message
trueon/trueoff        requaff truesight potion upon expiration message
shieldsup/shieldsdown  request for fresh elem-shelds upon expiration via 'say SPELLNAME' (mage must be present)
    ***May revise or setup another option to use shockstick/firestick/cameo instead of requesting from Mage
celeston/celestoff    cleric only. recast of celestial might upon expiration.
tranceon/tranceoff    set magic/cleric to go back to trancing after any cast.
varseton/varsetoff    See above. Enable to re-run findcons or setinv to reset/scan variables for containers and potion on-hand numbers.
                        **Need to disable afterwards or everytime you pull out a potion/recall it'll reset the number to '1'
eqon/eqoff            Enable triggers to capture item data from 'identify' and update the item database for eq damage tracking.
fighton/fightoff      enable auto fight/heal loop.
immobon/immoboff      toggle re-immobilize trigger to constantly immob mob upon standing back up.
boton/botoff          toggle speech command responsiveness
    Bot Speech Commands:
        say fighton  - bot char runs 'fighton' to enable autofight triggers
        say fightoff  - bot char runs 'fightoff' to disable
        say immobon  - bot char runs 'immobon' to enable re-immob triggers
        say immoboff  - bot char runs 'immoboff' to disable
        say immo %0  - bot char runs "c 'immob' %0"
        * You CAN make YOURSELF a bot, and will respond to your own speech commands.
        **Might change these to tells to avoid public room spamming with this stuff
 
==Spell Triggers==
say spellme  - if mage present, casts 'spell' on you
say shields  - if mage present, casts all elemental shields on you
say all      - if cleric/mage present, casts all he can cast on you
*there are mage/cleric triggers for EVERYTHING they cast. See Mage/Cleric config.
 
=Modules=
Upon connection, 'modules' are loaded when main.tin reads in mod_config.tin.
 
I set it up this way so chunks of code could be enabled/disabled for debugging. Over time, will likely consolidate upwards.
 
<pre>
#READ newtin/scripts/basic_utilities.tin;    --A LOT in here. I keep adding to it. I've commented the script itself with details.
#READ newtin/scripts/dirslist.tin;          --Speedwalking Module
#READ newtin/scripts/quitscript.tin;        --An alias for 'quit' so that it saves char/class aliases/actions to their respective configs.
#READ newtin/scripts/onoffs.tin;            --The toggle-able stuff config, aliasing to turn things on/off.
#READ newtin/scripts/inventory.tin;          --Inventory/Potion tracking and management of 'in-stock' quantities.
#READ newtin/scripts/speech_logging.tin;    --Sets up logging of speech lines to a file (at /tintin/speech_log.tin)
#READ newtin/scripts/eq_tracking.tin        --Sets up equipment stat/damage tracking database
</pre>
 
==Basic Utilities==
 
This script is heavily commented, so it may just be best to read it directly. Sets up the majority of the basic command aliases and simple triggers.
 
/newtin/scripts/basic_utilities.tin
 
'''Synopsis'''
-Watches prompt to grab hp/maxHP variables, does a subtraction to get 'damage' variable.
-Trigger a "IF damaged, heal. ELSE, hit" statement upon seeing output of 'version' mud command
-Replace the output of ver "SMAUG 2.1" with "AUTOFIGHTING" just for visual clarification of what's happenin
-Targetting/Hit variable setting aliases
-Heal alising & 'getting full/drink spring' management
-Recall alias
-Auto Style (style %0 until successful)
-Auto Tracking
-Auto re-search, re-dig
-DISARMS trigger
-DH potion buyer char alias and triggering
-Tankset alias
-Elemental shield item aliases
-Anti-Idle auto-save ticker
 
==Speedwalking==
 
Aliasing to send chars to game areas from DH []
newtin/scripts/dirslist.tin
 
'''Usage'''
goBLA        Speedwalk to area BLA where BLA is my own shorthand for the area name. See list below.
 
Some specific mobs or places: 
gokarl      Go to Karl in KoTR, remove all, repair all, and recall.
goseth      Go the whole way to the Chaos Maze in Seth's Fortress
gojade      From exit of chaos maze, go to outside Jade's room.
govla        Go to Vl'aresch (to favor)
goaen        Go to A'enari (to favor)
 
'''Search Function'''
If you're not sure of what the shorthand key for an area is, you can search for it with the 'finddir' alias
The full directions set is also displayed in case you want to see that for some reason. 
finddir BLA  Searches for the term BLA in the dirslist.tin file. Case insensitive, and any term in the area name will work.
finddir moon
#NOP Temple of the Moon = tom
#ALIAS {gotom} {nw;w;w;#4 n;e;look painting;open n;n;#49 w;#8 s;sw;#3 w;n};
 
CURRENT AREA LOCATIONS AVAILABLE:
<pre>
#NOP Area Name = Shorthand Key
 
#NOP Bartok Grove = bar
#NOP Shadowport = shad
#NOP Morgul Vale = morg
#NOP Blasted Lands = bl
#NOP Salburg = sal
#NOP Coral Depths = cd
#NOP Cursed Lands = cl
#NOP Darkhaven Art Gallery = dag
#NOP Dragon's Pass = dpass
#NOP Elemental Canyon = elem
#NOP Glimwinkles Windmill = glim
#NOP Kontaur = kon
#NOP La Chute Deu L'ancients = lachute
#NOP Lake of Tich'Pyga = tich
#NOP Lamech's Abandoned Manor = lam
#NOP Mithrill Hall = mith
#NOP Mountain of Lost Souls = mols
#NOP Nevermore = nev
#NOP Ocean Keep = ok
#NOP Sentinel = sent
#NOP Seth's Fortress = seth (Whole way to Chaos Maze -- DON'T WALK NORTH BY ACCIDENT)
#NOP Seth's Forress from exit of Chaos Maze to outside Jade's room. = jade
#NOP Shattered Refuge = shat
#NOP Temple of the Moon = tom
#NOP Tree of Life =  tol
#NOP Village of Edo = edo
#NOP Village of Tar'pa Cithm (Barbarian Hometown) = barb
#NOP The Wilds = wilds
#NOP Wyvern's Tower = wyv
#NOP Karl the repair guy and recall = karl
#NOP V'laresch = vla
#NOP A'enari = aen
#NOP MacMillan Family Farm = mac
#NOP Dunhill Demesnes = dun
 
** Incomplete, only have added areas as I go to them really. Many more to add and will probably add more specific people/mobs too.
</pre>
 
==Quit Script==
newtin/scripts/quitscript.tin
 
This is a stupid simple script that should probably just be condensed up into something else.
 
Sets up 'quit' as an alias for:
1. Write all actions/alises under the character_connected class out to the character config file. (e.g newtin/characters/GUY_connected_up.tin
2. Write all actions/alises under the char_class class out to the. (e.g. newtin/classes/Thief_classconfig.tin)
3. Sends the actual 'quit' command to the mod.
 
==Trigger Toggles==
newtin/scripts/onoffs.tin
 
Command aliases to enable/disable triger sets for specific purposes that we don't want enabled all the time:
See Above: [[#On.2FOff_switches]]
 
Description of functionality:
Each 'on' alias does:
1. Open new class (sanc_trig in example below)
    Read a script containing the trigger/alias we want into that class (all scripts read out of /newtin/scripts/)
    (Class is closed automatically after read)
2. ReOpen the default character_connected class.
Example Code:
#ALIAS {sancon} {
        #CLASS {sanc_trig} {read} {newtin/scripts/sanc_trig.tin};
        #CLASS ${char_connected}_up {open};
        }
 
Each 'off' script simply kills that class, which destroys all triggers/aliases which were setup in it:
1. Kill the class that was loaded by the 'on' alias
2. ReOpen the default character_connected class.
Code:
#ALIAS {sancoff} {
        #CLASS {sanc_trig} {kill};
        #CLASS ${char_connected}_up {open};
        }
 
==Inventory Mgmt==
Scripting to track inventory items, restock, etc.
Aliases: varseton/varsetoff, findcons, setinv.
Script: newtin/scripts/inv_vars.tin
Script: newtin/scripts/inventory.tin
 
Initial 'on hand' values are taken by enabling the inv_vars.tin trigger set. We don't always want these triggers enabled however, so they are a toggle.
varseton/varsetoff  (toggle inv_vars.tin triggers to set the following variables upon 'seeing' things via findcons and setinv aliases)
 
'''newtin/scripts/inv_vars.tin'''  - Sets up triggers for capturing the following variables: 
'''Variable'''        '''Definition'''
  OHrecalls    On-Hand recall scrolls quantity - can be standard recall scrolls, tribal runes, or Dragonslayer recalls
  OHheals      On-Hand heal potions quantity  - can be standard violet pots, or Dragonslayer heals.
  OHspringpots  On-Hand create-spring potions quantity
  OHtrues      On-Hand truesight potions
  OHsancs      On-Hand sanctuary potions
  OHblues      On-Hand mana potions (Currently setup for Dragonslayer orchid pots, didn't actually add "blue potions" cuz I forgot.
 
Additionally, inv_vars.tin contains the pattern matching used by the 'findcons' alias to identify containers and set the pot_cont and item_con variables.
'''Container Pattern Matching''' - Currently Supported Containers:
  Dracocutis of the Isorla
  Gnomish crafted metal potion container
  a laundry basket
  a pouch of purple cloth
  Kahl's Green Dragonhide Pouch
  an old decaying basket
  an extradimensional portal 
  a small birch chest
Originally, I had this setup to simply grab a %0 and set that as the var, so it would work with ANY container, but that was problematic.
Discrepancies between container names and keywords were a pain to sort out. Given I only use 2/3 containers ever, was easier to script explicitly.
 
'''newtin/scripts/inventory.tin'''
This script is always enabled. It manages the upkeep of inventory 'on hand' values and the math for that.
 
There are two aliases contained here which set up your variables after enabling the above with 'varseton'
findcons      (does 'finditem heal' and 'finditem recall' to find potion and item containers (my setup is to keep things sorted as such)
setinv        (does 'exam $pot_con' and 'exam $item_con' to set 'on-hand' quantities for tracked items defined in inv_vars.tin
 
Synopsis of inventory.tin:
-Set minimum values of tracked potions. Useful for 'restock' aliasing, or 'low stock' notifications.
-Increment/Decrement 'on-hand' values based on 'putting' items in the container or 'quaff/recite' usage triggers.
 
==Speech/Channel Logging==
newtin/scripts/speech_logging.tin
 
The following channels are logged out to a file at /tintin/speech_log.tin
ordertalks
says, exclaims, wonders
tells you
chats
asks
answers
yells
 
To setup a secondary window for speech logging, which is nice during a run when too much text is flying by to catch conversation:
 
Open a new terminal window
tail -f /path/to/tintin/speech_log.tin
 
Of course, that will lack colorization. If you'd like to add color to that log to differentiate between the different channels logged:
Google about it, I used this primarily: https://unix.stackexchange.com/questions/8414/how-to-have-tail-f-show-colored-output
 
I ended up going with 'colorex'  (https://bitbucket.org/linibou/colorex/wiki/Home)
In a new terminal, I run:
tail -f speech_log.tin | colorex -y .\*ordertalks.\* --green .\*says.\* --green .\*exclaims.\* --cyan .\*tells.\* -r 'chats|asks|answers' -m .\*yells.\*
I would suggest adding an alias to that in your shell config. (In my case, this is .zshrc)
alias tinlog="tail -f speech_log.tin | colorex -y .\*ordertalks.\* --green .\*says.\* --green .\*exclaims.\* --cyan .\*tells.\* -r 'chats|asks|answers' -m .\*yells.\*"
 
 
==EQ Damage Tracking==
newtin/scripts/eq_tracking.tin
newtin/scripts/id_eq.tin
 
The eq_tracking.tin script contains the triggers for tracking ac, adjusting values, and auto-removing eq.
 
The id_eq.tin script is a toggle on/off script which must be enabled for initial gear scanning to set eq inventory and ac stats.
 
==='''Commands'''===
 
There are a few aliases entailed in this that you should be aware of:
eqon/eqoff                            Toggle triggers to capture item vars from 'identify' output
acset %0                              Manually set a piece of eq for entry. Use the FULL descriptive name of the object as shown in 'eq'
itemac %0                              Manually set items AC and Max AC to %0
keyis KEYWORD                          Set's the item's keyword for command usage
eqstat                                Display all tracked eq stats
itemfind ITEM                          Display specific item eq stats (matches based on item name, any terms found in item name work)
acset                                  Reset all AC values to max
repairall                              Reset all AC values to max, then issue in-game 'repair all' command
remeq                                  Remove a piece of eq from the tracked eq list
 
==='''How to Use'''===
====Entering Item Data====
Using 'identify' to auto-enter details:
eqon                                  Enables triggers to capture item vars
do identify on a piece of gear.        Capture item name, current AC, max AC values.
keyis KEYWORD                          Set functional keyword for item
..(repeat identify/keyis for all gear)
eqoff                                  Disables triggers so no further data is captured by subsequent 'identify's on other eq.
Manually Entering Items (Necessary for weapons and lights)
(I'm not sure what to set weapons/lights AC to as of yet, since we remove at ac '5' something like 9 seems safeish. Will gather more input.
eqset Full Item Name                  Set item to be scanned (also clears any existing info in the eq db for the item)
itemac %0                              Set the items AC and maxAC values to %0 (presumes item is currently at max ac)
keyis KEYWORD                          Set functional keyword for item
 
====Removing Item Data====
Removing Items
remeq ITEMNAME.
Sometimes removing items can be tricky because of the way special characters work. If necessary, just hard edit the variable:
quit from your character
open newtin/characters/CHARNAME_up_stuff.tin
edit the {eqlist} var (see below for formatting)
 
====Displaying Item Data====
eqstat                                Display all tracked eq stats
itemfind BLA                          Display all tracked eq stats for any items which include the term BLA anywhere in name or key.
 
====Auto-Removal of Items====
'''Warnings and Actions'''
Currently the script is configured to remove an item once it reaches an AC of '5' explicitly (line 16 newtin/scripts/eq_tracking.tin)
 
==='''Item DB'''===
This system essentially lets you build up an item db for each character.
It's not important to remove equipment from the db if you're not wearing it, the eqlist can contain tons of eq. If the trigger sees ANY of those names being damaged, its AC will be adjusted and actions taken accordingly. So, you can build a huge list for each char really.
 
The Item DB is stored in the 'eqlist' variable. Each item name is a nested variable, and each items ac, max ac, and keyword, are nested within each item name:
 
#var {eqlist} {
                {Andvarinaut}{{ac}{16}{acMAX}{16}{key}{andvar}}
                {the ring of the ancient gods}{{ac}{12}{acMAX}{12}{key}{ancient}}
                {scales of alpha \& omega}{{ac}{40}{acMAX}{40}{key}{1.scales}}
                }
Generically:    {FULL ITEM NAME} {Current AC}{##} {Max AC}{##} {Keyword}{Key for item}
(In your config script that'll all be condense so it looks like one long string)
This took me a lont time to figure out, so, if you want to mess with stuff, it's probably useful information to show how to call each var:
$eqlist[]                      Outputs all item full names
$eqlist[Andvarinaut][ac]      Outputs 16
$eqlist[Andvarinaut][key]      Outputs andvar
The damage trigger basically adjusts #var $eqlist[%0][ac] by -1 anytime it sees the message '%0 gets damaged'.
 
==='''Screenshots'''===
 
==Spell Tracking==
newtin/scripts/spell_tracking.tin
 
Tracks spell durations in seconds, stored in variables. Can be incorported into custom prompting, or consulted via other means.
Currently only tracking Truesight and Sanctuary.
Gives 5 second count-down to spell elapsed.
Announces spell elapsed.
 
Spell Durations:
Truesight        120 seconds
Sanctuary        TBD
 
 
==ReCasting==
newtin/scripts/nonfight_recast.tin
 
This needs fully revised, and should prrrrobably just be disabled for now. (comment it out of newtin/mod_config.tin)
 
When NOT fighting ($fighting var = 0) failure message triggers "!" (resend last command)
 
That works well enough if you're casting spells one by one.
It fails entirely when trying to do 'all' or 'shields' for instance and a spell in the middle fails.
That spell is lost, and instead the final spell of the group is recast.
If THAT Spell is already applied, then even a successful cast will result in failure messages indefinitely...
  -You've now got a runaway trigger firing! You're Welcome!
 
When Fighting ($fighting var = 1), failure message triggers "version" (triggers my heal/hit triggers)
 
This is basically currently geared for auto re-hitting with a mage/ceric via qspike or virtue.
The logic would go:
  VERSION -> check health -> IF necessary (heal + rerun version) ELSE -> cast hit spell
  FAILED  -> rerun version
  SUCCESS -> rerun version
 
See point 7 of To Do list below for plans to identify WHICH spells have failed and recast those specifically.
 
=Misc=
 
==Custom Prompt==
 
Custom prompting via tintin works by staging the tintin #prompt command to pattern match your in-game prompt, and then substitute/rearrange that however you want.
 
The tintin prompt is useful because you can configure it to include tintin variables, and MSDP data.
 
===Split Mode===
Custom prompts in tintin only work when in #split mode. The command is simple and I have even-simpler aliases:
Command to split or unsplit the screen:
  #split
  #unsplit
Alias setup in main.tin
  line
  unline
 
===Pattern Matching===
TinTin's custom prompting is essentially a trigger on your in-game prompt. It works like this:
Trigger setup on to fire on your actual in-game prompt by pattern matching the whole string.
Gag that in-game prompt and substitute it with a custom tintin prompt on a specific line.
 
Thus, for tintin custom prompting to work, your in game prompt must match what the custom prompting scripts expect.
I've made alises which will adjust your in-game prompt accordingly
NOTE: You should run 'prompt' and 'fprompt' in-game and note those down first, as this will blow them away:
 
Depending on if your class uses mana, no-mana, blood, or if you are a lowbie and want to see exp, set your in-prompt:
setmanaprompt            Mage, Cleric, Ranger, Fathomer, Augurer, etc.
setnonmanaprompt        Thief, Warrior, Barbarian
setbloodprompt          Vampire
setlowbiemanaprompt      Lowbie-Mana Users
  (I didn't setup a lowbie-non-mana user yet, it's a pain, just use the mana one and deal with the extraneous field)
 
The script newtin/scripts/class_genre_conf.tin specifies which tintin prompt to load for each class.
I have heavily commented these scripts so hopefully it takes you less time to figure out how these work than it took me.
/newtin/scripts/mana_prompt.tin
/newtin/scripts/nonmana_prompt.tin
/newtin/scripts/blood_prompt.tin
/newtin/scripts/lowbie_mana_prompt.tin
*Yes, these COULD also be combined into a single script, given that only 1 is gonna match your in-game prompt. But, too lazy to condense.
 
===Output===
The output is a two-line prompt that displays both regular prompt data as well as inventory stock, and soon, spell durations:
Example mana-user prompt:
Regular Prompt:
    (Dyredex) 1366/1366hp 1750/1750mn 590/590mv 903 HY True (0) Sanc (0)
    $1,230,442 (37.hl 99.mn 2.ts 2.sp)
Fighting Prompt
    (Dyredex) 1366/1366hp 1750/1750mn 590/590mv 903 HY True (25) Sanc (109)
    $1,230,442 (37.hl 99.mn 2.sn 2.ts 2.sp) (Slightly scratched) .:|||:.
 
KEY:
True (#) = rounds remaining on truesight
Sanc (#) = rounds remaining on sanctuary
hl = heals on hand
mn = mana potions on hand
sn = sanctuary pots on hand.
ts = truesights on hand
sp = create spring potions on hand
 
TO COME:
Once msdp support is fixed, LOTS will be changed here. Any of the following are available, most importantly affect string.
Char name, affect string, alignment, experience, xp to next level, current health, max health, level, race, class, mana, max mana, wimpy, number of practices, gold, movement, max movement, blood, hitroll, damroll, ac, str, int, wis, dex, con cha, lck, base str, base int, base wis, base dex, base con, base cha, base lck, favor, weight, current opponent, current opponent health, area name, room exits, room name, world time.
 
==Restock/Reset==
Eventual plan is to have a full 'character reset' alias that would:
1. Recall 
2. Repair
3. Restock to specific quotas
4. ReFavor
5. Potentially even return to 'last area' gone to.
 
Recall/Repair are scripted. Refavor will take 2 seconds. Restocking is in the works, then must put em all together in one big alias.
 
Restocking alias:
Currently, this is only available to chars in Dragonslayer given that it uses DS specific potion names and donation room containers.
 
newtin/genres/dragonslayer.tin
Alias: restock
Usage: Must be in DS donation room. Will 'restock' up to defined "Minimum" quotas.
        Only heals, trues, sancs, create-springs are currently tracked. Will add the rest once this much works perfectly.
        "Minimum" Quotas must be specified in newtin/scripts/inventory.tin  (should add aliasing to set these more easily)
                  #VAR {min_heals} {100}
                  #VAR {min_trues} {5}
                  #VAR {min_sancs} {5}
                  #VAR {min_springs} {5}
Notes:
      For heals, the code is smart enough to 'get' in batches of 10, so you can get large quantities to attain a quota of whatever (default 100)
      For the others, the code is dumber, and if you want/need more then one 'get' it's going to fail cuz it'll just try "get ## potion" which you can't carry.
 
Alias: 100heals
Usage: Must be in DS donation room. Get's 100 heals and puts them in your $pot_con
 
Alias: gettank
Usage: Must be in the DS donation room. Get's a full tankset and puts it in your $pot_con
 
==AutoFight==
===Compenents===
 
/newtin/scripts/fighton.tin
      Toggled on/off by 'fighton' and 'fightoff' aliases specified in /newtin/scripts/onoffs.tin
 
Some aspects of this stuff are actually always enabled in newtin/scripts/basic_utilities.tin
- hp tracking
- 'version' triggering heal/hit check
- hit and target aliasing
 
'''Variables Used''':
$hp        Current HP: captured from prompt
$hpMAX      Max HP: captured from prompt
$damage    Result of MaxHP - Current HP = Damage taken.
$fighting  Used to flag us fighting or not, essentially gets used to intiate FIRST command to start loop and that's all.
$canquaff  Used to determine if we are even able to quaff a potion. If not, disables further attempts to do so to prevent runaway failures. 
'''Triggers Used''': 
1. '''(CHARNAME)F'''  : My fprompt starts with this. The 'F' makes it different from regular prompt so it fires this trigger.
            ALWAYS: set hp/maxhp/damage variables based on frprompt fields.
            IF $fighting variable is set to 0 (we are not yet fighting) set it to 1 and run 'ver'. Go to 2.
            ELSEIF: $fighting variable is set to 1 (we are already fighting i.e. have already started the heal/hit loop) Then: Do nothing.
                    (This starts the fight, and heal/hit loop with the initial send of 'ver'. Then it ignores further fprompts.
2. '''SMAUG 2.1'''  : Output of('ver' command) triggers the IF statements:
            IF the 'canquaff' variable is set to 0, it means we're out of heals or totally full, so don't do anything.
                    (Prevents runaway heal attempts)
            ELSEIF damage > 100; THEN heal & run 'version' again.
                    (Thus heals one at a time: check, heal, recheck, heal, recheck, heal, up to dam < 100.
            ELSE damage < 100; THEN $hit the $target
   
    If you run 'ver' without 'fighton' being enabled the logic stops here, you would heal until you hit, and then nothing happens.
    If 'fighton' is enabled, then the following step is also applied, which loops back to running 'ver' to restart everything once more.
       
3. '''Your hit *''' : Output of various class 'hit' commands. See below for included hit messages so far.
                    (Upon display, run ver. Ver waits in mud buffer for hit lag to resolve, then shows asap. Go To 2.
                   
 
'''Aliases Used''':
fighton    Enables recursive loop
fightoff  Disables looping
ver        Runs 'version'
targ %0    Sets $target variable (multiple aliases for this, see [[#Hit_.26_Target_Commands]]
gogo      Re-enables the package if it gets disabled by inability to quaff heals. See 'Additional Triggers' just below in this section.
 
 
'''ALIAS: fighton'''
 
This alias reads in the necessary triggers to cause additional 'version' commands which restart the loop indefinitely.
Triggers re-start the loop by doing 'version' upon hit messages. Currently supported hit messages:
Your circle
Your leap
Your suspiric grasp
Your rending grip
Your smash
You lunge (smash miss)
%0 leaving him stunned!
You try to stun (stun miss)
Your blast of air
 
'''ALIAS: fightoff'''
 
Disables the triggers above so that hit messages do not trigger further 'version' commands to restart the loop.
 
===Logic===
When we see the Fprompt if you're not currently flagged as 'fighting'($fighting = 1) then set fighting=1 and issue 'version' to initiate heal/hit check.
"Version" triggers an HP check, heals up if necessary to witihn 100 hp of max, then issues a $hit to $target. 
Monitor for various 'hit' messages. Upon those hit messages - issue 'version' once more. This will appear on sceen as soon as hit lag resolves.
If a spell attack fails, re-run 'version' once more.
 
The Loop:
With 'fighton' enabled, the logical loop is as such:
0. k MOB (sets $targ as MOB) (The $hit variable is also already defined upon login via the class config, can be reset with 'hitis HITNAME' as well)
1. IF the Fprompt appears, flag us as fighting, and issue initial 'version' command. (Also IF the Fprompt appears again, and we're flagged fighting, do nothing)
      -This is used to START a fight at first sight of Fprompt by sending 'ver', but not sending additional ones on each subsequent fprompt.
2. Version appears on screen. Triggers step 3. 
3. IF damage is greater than 100, take a heal and ReRun 'version'. Return to step 2.
    ELSEIF damage is less than 100. Proceed to step 4.
4. Issue a hit to the target
5. Hit message appears on the screen. Triggers step 6. (Hit lag active)
6. Send 'version' command to mud, it sits in mud buffer while hit lag resolves.
7. Hit lag resolves. Version command processed. Return to step 2.
8. Regular (non-fprompt) appears on screen (fight is over): set $fighting variable to 0.
 
===Additional Triggers===
"You Cannot Circle" -------------> reset $hit variable from 'circle' to 'leap'
"...has no blood to feed upon" --> fightoff (should make this just switch the attack to a none-blood attack)
(Spell MISS messages) -----------> version (rerun heal/hit trigger)
"You are too full..." -----------> set's the 'can quaff' flag to 'no' and disables further fight/heal triggering. Back to manual control.
"You don't see that" ------------> (out of heals) does the same as above. Back to manual control.
 
==Remote Control==
There is a toggle which enables characters to receive command from remote characters via 'say'.
boton/botoff    Setup in /newtin/scripts/onoffs.tin
 
Currently, the only 'say' commands setup are:
say fighton  (character who's implemented 'boton' would execute 'fighton' autofighting loop)
say fightoff (character who's implemented 'boton' would execute 'fightoff' to disable autofighting loop)
say immobon  (bot char enables re-immobilize trigger to constantly immob)
say immoboff (bot char disabled re-immobilize trigger)
say immo %0  (bot character casts immob against mob %0)
 
And the over-arching wildcard 'do THIS':
tell BOTCHAR 'foo bar'  (bot char executes 'foo bar')
 
===Additional TO DO===
1. Add more 'remote control' commands so that tank can say/tell things to bots for specific actions.
    -May convert all these to 'tells' to reduce public room spam. Could also control characters from entirely different areas, could be neat)
2. Add in triggers to handle status ailments or whatnot
3. Vette all 'hit messages' and find all 'miss messages'.
4. Find all 'you can't do that' messages and setup auto-change-hit triggers upon those, similar to "you cannot circle" above.
4. KNOWN BUG: Too many 'ver' commands get sent to mud.
    This bug occurs in the following case:
        1. You are fighting more than 1 mob.
        2. The first mob dies. The prompt toggles back to non-fighting prompt for a split second.
        3. The other mob in the room is the same 'target' name as the initial opponent.
    The bug itself:
        1. You issue a hit to your opponent. They die upon that hit.
        2. That hit message has already triggered another 'ver' and it's already in the mud buffer waiting processing.
        3. The prompt will change from fprompt to regular prompt. Set's $fighting var to 0 (not fighting).
        3. 'ver' output triggers heal/hit. If you hit:
        4. Since the mob is dead, you would TYPICALLY get a failure message ala "They're not here" etc.
            4a. This may not happen if... there is another mob by the same target name in the room! So then:
        6. BUG: The hit in the muds command buffer intended for target A lands on new target B
        7. This hit message triggers a 'ver', let's call it "ver A".
            7a. This means the original hit/heal loop is essentially uninterrupted, triggered by target A and hitting target B after A died.
        8. The prompt flips back to the frompt upon hitting target B.
        9. The Fprompt triggers a check on the $fighting, since its 0, triggers another 'ver'. let's call it "ver b"
 
    End result:
        You get 2 'ver' outputs
              (AUTOFIGHTING) <--Carried over from original fight, still going.
              (AUTOFIGHTING) <--Initiated because prompt flipped back to regular and then fprompt again, resetting $fighting var. Fight re-initiated.
        Triggering 2 actions
              (You HIT the TARGET)
              (You HIT the TARGET)
        Which trigger 2 more 'ver' outputs, and this all now runs in clumps of 2 checks and 2 actions. If you kill a 3rd mob, it goes to 3, etc.
    Solutions:
        Manage the $fighting variable better upon death? Perhaps delay it's removal several seconds to allow hits in buffer to resolve?
 
=To Do=
 
1. Setup custom prompting to show spell durations via duration timers.
  -Find spell durations in seconds.
  -Action: spell message = new.ticker, every 1 second, while spell.time var is < spell.duration, +1 to spell.duration variable.
  -ACTION: spell.time == spell.duration, unticker new.ticker, set the spell.time to 0. maybe echo an alert just beforehand.
 
2. Re-casting improvements:
track 'last casted' and if it fails, store it as a 'needs recasted' var, and cast those until they receive success message.
How to track last INPUT command? Not sure that's possible. Log inputs and tail the last 1 line?
 
X. Once realms fixes MSDP support, MSDP integration.

Latest revision as of 19:06, 3 December 2020

This has all changed significantly. I'm now building a new version and will have documentation and a download coming soon. maybe.

-mike