JMC Tutorial

This JMC tutorial has been created by Emao. It is here to help you better use the Jaba Mud Client, better known
as JMC. This tutorial is available so that Devil's Silence players can acquaint themselves better with the oftentimes
difficult JMC commands. (There are no pk scripts here, nor will there ever be as we do not condone the use of
triggers in pk — if you use them, you take the responsibility for them being abused.)

<><><><><><><><><><><><><><><><><>Commands<><><><><><><><><><><><><><><><><>
The following are useful commands that are entered at the command line. Each one refers to JMC itself,
they don’t actually go to the mud.
•#connect - Used to connect to a mud. For example, #connect dsmud.com 5000 would connect you to DS.

•#alias - This command is the same as alias on the mud. Once something is aliased, whenever you type it,
the string you aliased it to will be entered. For example, #alias {k} {kill guest}, this will alias "k" to kill guest.
When you then type "k" and push enter, "kill guest" will be sent to the mud.

•#unalias - Removes a previously made alias. Syntax: #unalias {alias name}

•#bell - Whenever this command is entered you computer will beep. It’s useful when you use a quest to beep
when you can quest again. Syntax: #bell

•#echo - Echo is a toggleable command that is either on or off. When echo is on you will see when a trigger
goes off and what it did.

•#gag - Similar to the forget command on the mud. Whenever a string is gagged you will not see it.
For example, #gag {Draksinus}, whenever a line comes up with the word Draksinus you will not see it.

•#highlight - When something is highlighted it will show up the color you chose to highlight it as. Syntax: #highlight
{color} {string} Example: #highlight {red} {You sure are bleeding!} Whenever the string "You sure are bleeding!"
appears it will be red.

•#substitute - The string you substitute will be replaced with whatever you substitute it with. Syntax: #substitute
{what you’re substituting} {what you’re substituting it with} For example: #substitute {HINT} {Tick!}, whenever
HINT is shown, it will be replaced with Tick!

•#antisubstitute - This is used in conjunction with the #gag and #substitute commands. When something is
antisubstituted it will not be gagged or substituted. For example, if Draksinus is gagged, but Draksinus has
arrived. is antisubstituted, you will see Draksinus has arrived, but nothing else with the word Draksinus.
Syntax: #antisbustitute {string}

•#hotkey - When a hotkey is defined, when you push it the string you set it to will be typed. For example, if F1
is a hotkey for #connect dsmud.com 5000, when you push it, it will connect. Syntax: #hotset {key name}
{string to be typed} To define a key, press the following: shift + ctrl + alt + the key.

•#variable - A variable is a word that has data stored in it. For example, if you were to create a variable called
chip, and assign it with the value lays, then when the date of chips is accessed it will show the word lays. Syntax:
#variable {name} {data}, to retrieve information from a variable put a $ in front of the variables name. For example,
#variable {book} {Peter Pan}, the variable called book now has the value Peter Pan. If you were to type $book
in the command line and push enter it would send the value of book to the mud, so it would send Peter Pan to
the mud.

•#showme - What ever is put as the string will be shown on the mud. This command is useful to use with variables.
Syntax: #showme {string} In the previous example, if you were to type #showme {$book} it would show you the
value of book, Peter Pan.

•#tick - This shows you how many seconds are remaining until the next tick. Syntax: #tick

•#tickset - This command sets the size of a tick in seconds. A standard tick is 60 seconds. Syntax:
#tickset {60}

•#tickon - This turns on the tick timer at the bottom right hand corner of the screen, below the command input line.

•#tickoff - This turns off the tick timer.

•#info - This will show you how many actions, aliases, etc. you have.

•#zap - This disconnects you from your current session. It will not quit you off, you will just go link dead,
which is a bad thing to do.

Note: Most # commands can be turned off or deleted by using the command name beginning with un, for example

  1. ungag will remove a previously made gag.

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<><><><><><><><><><><><><><><>Triggers and Scripts<><><><><><><><><><><><><><><>
The following are a few useful triggers/scripts and descriptions of what they do.

#tickset 60
#tickon
#action {^[HINT]} {#tickset}
Description: The first command sets the length of a tick to 60 seconds. The next command turns on the timer.
The #action then calls #tickset every time [HINT] appears.

#action {^ A -=HUGE=- pile of platinum coins is here! Get it before someone else does!} {get pile}
Description: Every time you walk by a pile of platinum it will automatically pick it up.

#action {^You learn from your mistakes, and your %0 skill improves.} {gt %0 improved!}
#action {^You have become better at %0!} {gt Better at %0!}
Description: Whenever you get better at a skill it will give a message over group tell and show what
skill was improved.

#action {^ Some Lost Souls lie here.} {get soul}
#action {^ The Tears of the Damned lie here.} {get tear}
#action {^ Some Forgotten Knowledge lies here.} {get knowledge}
#action {^ The Shackles of Betrayal lie here.} {get shackle}
#action {^ The Crown of Sorrows lies here.} {get crown}
Description: These triggers will pick up any and all aquest targets you see in the room.
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<><><><><><><><><><><><><><><><><>Profiles<><><><><><><><><><><><><><><><><>
A profile is loaded as soon as JMC starts. It contains all of the information regarding triggers, actions,
aliases, highlights, etc. Some times it may be useful to have several profiles, for example, if you had several
characters and wanted to keep them separated, two profiles could be helpful. Just incase JMC crashes or
something odd happens its good to keep a backup profile with all of your standard information so you don’t
have to remake all of your highlights and settings when you lose a profile.

To create/load/save a profile click on the file tab and select which one you want. Removing a profile is slightly
trickier. To remove a profile you need to go into your JMC folder, then find the file (profile name).set. Start
by deleting that file. Then go into the settings folder and delete the file (profile name).opt. Once those two
are deleted and JMC is restarted the profile should be gone. Due to the fact you have to delete .set files in
the JMC folder I would highly advise you don’t try and delete a profile.
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<><><><><><><><><><><><><><><><><>Objects<><><><><><><><><><><><><><><><><>
An object is anything like a trigger, alias, action, etc. Essentially its anything you’ve created to enhance the mud
client's operation. To edit an object go to Edit -> JMC objects then click on the tab of the object you want
to edit. It is possible to add objects from here as well if you don’t like the # command lines.
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<><><><><><><><><><><><><><><><><>Options<><><><><><><><><><><><><><><><><>
JMC has several options to help make the client fit into your style of mudding. Several commands can be
accessed by clicking on the Options menu, then clicking on options again, a description of those follows:

Command char: This is the character at the beginning of the previously stated commands. If # is a key used on
the mud then it would be useful to change it to something else. Once changed commands will be called by this
new character instead of #.

Command delimiter: JMC automatically sets this to a semi colon. This is the character that will signify the end
of a command. For example, if you type back gypsy;circle, it will enter back gypsy, recognize that that’s the end
of a command, then enter circle. It can be thought of as an automatic carriage return.

Min string length in history: JMC keeps track of what you type - this is called the history. The minimum
string length means anything smaller will not be kept in the history. If it were to be set to 1 then all directions such
as e/w/n/s/u/d would be kept in the history.

History size: This determines how many lines will be kept in the history.

By just clicking on the options menu you can access the following commands:

Scroll buffer: This determines how many lines you will be able to scroll up in the JMC terminal. The higher
the number the more lines you will be able to see when you scroll up. Increasing the size of this will allow you
to see more, but it will also increase the amount of RAM JMC needs to run.

Font and color: Both work just like they would in a standard word processing program. They change
the font and color of what you see on the output window.
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