tintin/docs/help.html
2026-01-03 18:36:23 +01:00

4780 lines
307 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<meta http-equiv='content-type' content='text/html; charset=utf-8'>
<meta name='viewport' content='width=device-width, initial-scale=1.0'>
<style type='text/css'>
body {font-family:Consolas;font-size:12pt}
a {text-decoration:none}
a:link {color:#06b}
a:visited {color:#6b0}
a:hover {text-decoration:underline}
a:active {color:#b06}
</style>
<body bgcolor='#000000'>
</head>
<pre>
<span style='background-color:#000'><span style='color:#FFF'>
</span><span style='color:#FF5'> ╭──────────────────────────────────────────────────────────────────────╮
<a href='index.html'>Home</a>
╰──────────────────────────────────────────────────────────────────────╯
<a href='#ACTION'>ACTION </a> <a href='#EDITING'>EDITING </a> <a href='#LOG'>LOG </a> <a href='#SCREEN'>SCREEN </a>
<a href='#ALIAS'>ALIAS </a> <a href='#ELSE'>ELSE </a> <a href='#LOOP'>LOOP </a> <a href='#SCREEN_READER'>SCREEN READER </a>
<a href='#ALL'>ALL </a> <a href='#ELSEIF'>ELSEIF </a> <a href='#MACRO'>MACRO </a> <a href='#SCRIPT'>SCRIPT </a>
<a href='#BELL'>BELL </a> <a href='#END'>END </a> <a href='#MAP'>MAP </a> <a href='#SEND'>SEND </a>
<a href='#BREAK'>BREAK </a> <a href='#ESCAPE_CODES'>ESCAPE CODES </a> <a href='#MAPPING'>MAPPING </a> <a href='#SESSION'>SESSION </a>
<a href='#BUFFER'>BUFFER </a> <a href='#EVENT'>EVENT </a> <a href='#MATH'>MATH </a> <a href='#SESSIONNAME'>SESSIONNAME </a>
<a href='#BUTTON'>BUTTON </a> <a href='#FOREACH'>FOREACH </a> <a href='#MATHEMATICS'>MATHEMATICS </a> <a href='#SHOWME'>SHOWME </a>
<a href='#CASE'>CASE </a> <a href='#FORMAT'>FORMAT </a> <a href='#MESSAGE'>MESSAGE </a> <a href='#SNOOP'>SNOOP </a>
<a href='#CAT'>CAT </a> <a href='#FUNCTION'>FUNCTION </a> <a href='#METRIC_SYSTEM'>METRIC SYSTEM </a> <a href='#SPEEDWALK'>SPEEDWALK </a>
<a href='#CHARACTERS'>CHARACTERS </a> <a href='#GAG'>GAG </a> <a href='#MOUSE'>MOUSE </a> <a href='#SPLIT'>SPLIT </a>
<a href='#CHAT'>CHAT </a> <a href='#GREETING'>GREETING </a> <a href='#MSDP'>MSDP </a> <a href='#SSL'>SSL </a>
<a href='#CLASS'>CLASS </a> <a href='#GREP'>GREP </a> <a href='#MSLP'>MSLP </a> <a href='#STATEMENTS'>STATEMENTS </a>
<a href='#COLORS'>COLORS </a> <a href='#HELP'>HELP </a> <a href='#NOP'>NOP </a> <a href='#SUBSTITUTE'>SUBSTITUTE </a>
<a href='#COMMANDS'>COMMANDS </a> <a href='#HIGHLIGHT'>HIGHLIGHT </a> <a href='#PARSE'>PARSE </a> <a href='#SUBSTITUTIONS'>SUBSTITUTIONS </a>
<a href='#CONFIG'>CONFIG </a> <a href='#HISTORY'>HISTORY </a> <a href='#PATH'>PATH </a> <a href='#SUSPEND'>SUSPEND </a>
<a href='#CONTINUE'>CONTINUE </a> <a href='#IF'>IF </a> <a href='#PATHDIR'>PATHDIR </a> <a href='#SWITCH'>SWITCH </a>
<a href='#COORDINATES'>COORDINATES </a> <a href='#IGNORE'>IGNORE </a> <a href='#PCRE'>PCRE </a> <a href='#SYSTEM'>SYSTEM </a>
<a href='#CR'>CR </a> <a href='#INDEX'>INDEX </a> <a href='#PORT'>PORT </a> <a href='#TAB'>TAB </a>
<a href='#CURSOR'>CURSOR </a> <a href='#INFO'>INFO </a> <a href='#PROMPT'>PROMPT </a> <a href='#TEXTIN'>TEXTIN </a>
<a href='#DAEMON'>DAEMON </a> <a href='#INTRODUCTION'>INTRODUCTION </a> <a href='#READ'>READ </a> <a href='#TICKER'>TICKER </a>
<a href='#DEBUG'>DEBUG </a> <a href='#KEYPAD'>KEYPAD </a> <a href='#REGEXP'>REGEXP </a> <a href='#TIME'>TIME </a>
<a href='#DEFAULT'>DEFAULT </a> <a href='#KILL'>KILL </a> <a href='#REPEAT'>REPEAT </a> <a href='#TRIGGERS'>TRIGGERS </a>
<a href='#DELAY'>DELAY </a> <a href='#LINE'>LINE </a> <a href='#REPLACE'>REPLACE </a> <a href='#VARIABLE'>VARIABLE </a>
<a href='#DRAW'>DRAW </a> <a href='#LIST'>LIST </a> <a href='#RETURN'>RETURN </a> <a href='#WHILE'>WHILE </a>
<a href='#ECHO'>ECHO </a> <a href='#LISTS'>LISTS </a> <a href='#RUN'>RUN </a> <a href='#WRITE'>WRITE </a>
<a href='#EDIT'>EDIT </a> <a href='#LOCAL'>LOCAL </a> <a href='#SCAN'>SCAN </a> <a href='#ZAP'>ZAP </a>
<a name='ACTION'></a>
ACTION
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>message</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>priority</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The #action command can be used to respond with one or several
commands to a specific message sent by the server. The %1-%99
variables are substituted from the message and can be used in the
command part of the action.
If the message starts with a ~ color codes must be matched. You can
enable #config {convert meta} on to display meta characters.
For more information on pattern matching see the section on PCRE.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {%1 tells you '%2'} {tell %1 I'm afk.}
Actions can be triggered by the #show command. If you don't want a
#show to get triggered use: #line ignore #show {text}
Actions are ordered alphabetically and only one action can trigger at
a time. To change the order you can assign a priority, which defaults
to 5, with a lower number indicating a higher priority. The priority
can be a floating point number and should be between 1 and 9.
To remove an action with %* as the message, use #unaction {%%*} or
#unaction {&bsol;%*}. Alternatively you could wrap the action inside a
class, and kill that class when you no longer need the action.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove an action with the #unaction command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#PCRE'>pcre</a>, <a href='#GAG'>gag</a>, <a href='#HIGHLIGHT'>highlight</a>, <a href='#PROMPT'>prompt</a> and <a href='#SUBSTITUTE'>substitute</a>.
<a name='ALIAS'></a>
</span><span style='color:#FF5'> ALIAS
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #alias </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>priority</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The #alias command can be used to shorten up long or oftenly used
commands. The %1-99 variables are substituted from the arguments when
using an alias and represent the 1st till 99th word which can be used
in the commands part of the alias. If %0 is used it will contain all
arguments. The priority part is optional and determines the priority
of the alias, it defaults to 5.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias {k} {kill %1;kick}
Typing 'k orc' would result in attacking the orc followed by a kick.
You can create multi-word aliases by using variables in the name
section.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias {k %1 with %2} {draw %2;attack %1;slash %1 with %2;
kick at %2;strike %1 with %2}
Using the above alias you could type k blue smurf with battle axe
To have an alias that matches all user input, use %* as the name.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias {%*} {#show You wrote: %0}
Aliases are ordered alphabetically and only one alias can trigger at
a time. To change the order you can assign a priority, which defaults
to 5, with a lower number indicating a higher priority. The priority
can be a floating point number.
To remove an alias with %* as the name, use #unalias {%%*} or #unalias
{&bsol;%*}. Alternatively you can wrap the alias inside a class, and kill
that class when you no longer need the alias.
For more information on pattern matching see the section on PCRE.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove an alias with the #unalias command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CURSOR'>cursor</a>, <a href='#HISTORY'>history</a>, <a href='#KEYPAD'>keypad</a>, <a href='#MACRO'>macro</a>, <a href='#SPEEDWALK'>speedwalk</a> and <a href='#TAB'>tab</a>.
<a name='ALL'></a>
</span><span style='color:#FF5'> ALL
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #all </span><span style='color:#FFF'>{</span><span style='color:#AAA'>string</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> If you have multiple sessions in one terminal you can use #all to
execute the command with all sessions, excluding the startup session.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #all quit
Sends 'quit' to all sessions.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#PORT'>port</a>, <a href='#RUN'>run</a>, <a href='#SESSION'>session</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SNOOP'>snoop</a>, <a href='#SSL'>ssl</a> and <a href='#ZAP'>zap</a>.
<a name='BELL'></a>
</span><span style='color:#FF5'> BELL
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #bell </span><span style='color:#FFF'>{</span><span style='color:#AAA'>flash</span><span style='color:#FFF'>|</span><span style='color:#AAA'>focus</span><span style='color:#FFF'>|</span><span style='color:#AAA'>margin</span><span style='color:#FFF'>|</span><span style='color:#AAA'>ring</span><span style='color:#FFF'>|</span><span style='color:#AAA'>volume</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The #bell command without an argument will ring the terminal bell.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {Bubba tells you} {#bell}
If you aren't watching the screen this could be useful if you don't
want to miss out on a conversation with Bubba. Alternatively you can
use #system to play a sound file.
Some terminals will allow you to use VT100 Operating System Commands
to change the terminal's bell behavior which can be used to flash the
taskbar icon and or focus the window on receival of a bell.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {Bubba tells you} {#screen save title;#screen set title Tell!;
#bell ring;#delay 10 #screen load title}
The above example will save your window title, change the title to
'Tell!', ring the bell, next reset the window title after 10 seconds.
It's possible to set the terminal to pop to the foreground upon
ringing of the alarm bell.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #bell focus on;#bell ring;#bell focus off
It's possible to adjust the alarm bell volume on some terminals.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #loop {1} {8} {cnt} {#line substitute variables
#delay {&dollar;cnt} {#show Volume &dollar;cnt: #bell volume &dollar;cnt;#bell}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#SCREEN'>screen</a>
<a name='BREAK'></a>
</span><span style='color:#FF5'> BREAK
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #break
The break command can be used inside the #else, #elseif, #if, #foreach,
#loop, #parse, #switch, and #while statements. When #break is found,
tintin will stop executing the statement it is currently in and move on
to the next.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #while {1} {#math cnt &dollar;cnt + 1;#if {&dollar;cnt == 20} {#break}}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#STATEMENTS'>statements</a>
<a name='BUFFER'></a>
</span><span style='color:#FF5'> BUFFER
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #buffer </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The buffer command has various options to manipulate your scrollback
buffer.
The size of the scrollback buffer can be configured using #config
buffer_size &lt;size&gt;. The size must be either 100, 1000, 10000, 100000
or 1000000 lines.
While scrolling through the scrollback buffer incoming text is not
displayed, this can be disabled using #config scroll_lock off. The
scroll lock is automatically disabled when manual input is received,
subsequently #buffer up and down only work properly when used in a
macro or mouse event.
</span><span style='color:#FFF'>#buffer {clear} {[lower bound]} {[upper bound]}
</span><span style='color:#AAA'> Without an argument this will clear the entire scrollback buffer.
Otherwise it will clear the given range.
Positive numbers are measured from the start of the scrollback buffer,
negative numbers from the end.
</span><span style='color:#FFF'>#buffer {down} [lines]
</span><span style='color:#AAA'> Moves your scrollback buffer down one page and displays the page. If
a line number is provided it will scroll down the given number of
lines.
</span><span style='color:#FFF'>#buffer {end}
</span><span style='color:#AAA'> Moves you to the end of your scrollback buffer and displays the page.
Disables scroll lock mode. Most useful when used in a #macro.
</span><span style='color:#FFF'>#buffer {find} {[number]} {&lt;string&gt;} {[variable]}
</span><span style='color:#AAA'> Moves the buffer to the given string which can contain a regular
expression. Optionally you can provide the number of matches to skip,
allowing you to jump further back in the buffer.
A positive number searches from the start of the buffer, a negative
number from the end. If you provide a variable the location will be
stored and no jump takes place.
</span><span style='color:#FFF'>#buffer {get} {&lt;variable&gt;} {&lt;lower bound&gt;} {[upper bound]}
</span><span style='color:#AAA'> Allows you to store one or several lines from your scrollback buffer
(including color codes) into a variable. The lower and upper bound
must be between 1 and the size of the buffer. If the upper bound is
omitted the given line is stored as a standard variable. If an upper
bound is given the lines between the two bounds are stored as a list.
Positive numbers are measured from the start of the scrollback buffer,
negative numbers from the end.
</span><span style='color:#FFF'>#buffer {home}
</span><span style='color:#AAA'> Moves you to the top of your scrollback buffer and displays the page.
Enables scroll lock mode. Most useful when used in a #macro.
</span><span style='color:#FFF'>#buffer {info} {[save]} {[variable]}
</span><span style='color:#AAA'> Display buffer info, optionally save the data to a variable.
</span><span style='color:#FFF'>#buffer {jump} {&lt;location&gt;}
</span><span style='color:#AAA'> Moves the buffer to the given location. A positive number jumps from
the start of the buffer, a negative number from the end.
</span><span style='color:#FFF'>#buffer {lock} {on|off}
</span><span style='color:#AAA'> Toggles the lock on the scrollback buffer. When locked, newly incoming
text won't be displayed, any command will disable the lock, though
several buffer commands will re-enable the lock. When unlocking it'll
move you to the end of your scrollback buffer and display the page.
</span><span style='color:#FFF'>#buffer {refresh}
</span><span style='color:#AAA'> Marks the buffer as needing to be refreshed, only useful while in
vertical split mode.
</span><span style='color:#FFF'>#buffer {up} [lines]
</span><span style='color:#AAA'> Moves your scrollback buffer up one page and displays the page.
Enables scroll lock mode. Most useful when used in a #macro. You
can use #buffer {up} {1} to move the scrollback buffer up 1 line.
</span><span style='color:#FFF'>#buffer {write} {&lt;filename&gt;}
</span><span style='color:#AAA'> Writes the scrollback buffer to the given file.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #macro {&bsol;e[F} {#buffer end}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ECHO'>echo</a>, <a href='#GREP'>grep</a>, <a href='#MACRO'>macro</a>, <a href='#SHOWME'>showme</a> and <a href='#SCREEN'>screen</a>.
<a name='BUTTON'></a>
</span><span style='color:#FF5'> BUTTON
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #button </span><span style='color:#FFF'>{</span><span style='color:#AAA'>square</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>priority</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The #button command can be used to respond with one or several
commands to a mouse click received within the specified square.
The click coordinates are stored in %0-%3 and can be used in the
command part of the button.
The square part should exists of two coordinates defining the
upper left and bottom right corner using row, col, row, col syntax.
The square arguments should be separated by spaces, semi-colons or
braces.
By default the button is set to respond to a mouse button press, to
respond to other button presses you must add a 5th argument to the
square that defines the button press type. You can enable #info
button on to see button events and their type as they happen.
The priority part is optional and determines the priority of the
button, it defaults to 5.
You must enable #config {mouse tracking} on for buttons to work.
This command draws no visible button, you'll have to do so separately
if needed.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #button {1;1;2;2} {#show You clicked the upper left corner.}
Buttons are ordered alphabetically and only one button can trigger at
a time. To change the order you can assign a priority, which defaults
to 5, with a lower number indicating a higher priority. The priority
can be a floating point number.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: To see button clicks trigger use #info button on.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a button with the #unbutton command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#DELAY'>delay</a>, <a href='#EVENT'>event</a> and <a href='#TICKER'>ticker</a>.
<a name='CASE'></a>
</span><span style='color:#FF5'> CASE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #case </span><span style='color:#FFF'>{</span><span style='color:#AAA'>conditional</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>arguments</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The case command must be used within the #switch command. When the
conditional argument of the case command matches the conditional
argument of the switch command the body of the case is executed.
When comparing strings both the switch and case arguments must be
surrounded in quotes.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#function {reverse_direction}
{
#switch {&quot;%1&quot;}
{
#case {&quot;north&quot;} {#return south};
#case {&quot;east&quot;} {#return west};
#case {&quot;south&quot;} {#return north};
#case {&quot;west&quot;} {#return east};
#case {&quot;up&quot;} {#return down};
#case {&quot;down&quot;} {#return up}
}
}
This function returns the reverse direction. @reverse_direction{north}
would return south.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#DEFAULT'>default</a>, <a href='#STATEMENTS'>statements</a> and <a href='#SWITCH'>switch</a>.
<a name='CAT'></a>
</span><span style='color:#FF5'> CAT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #cat </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The cat command will concatenate the argument to the given variable.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#FORMAT'>format</a>, <a href='#FUNCTION'>function</a>, <a href='#LOCAL'>local</a>, <a href='#MATH'>math</a>, <a href='#REPLACE'>replace</a>, <a href='#SCRIPT'>script</a> and <a href='#VARIABLE'>variable</a>.
<a name='CHARACTERS'></a>
</span><span style='color:#FF5'> CHARACTERS
</span><span style='color:#AAA'> The following special characters are defined:
</span><span style='color:#FFF'># </span><span style='color:#AAA'>The hashtag is the default character for starting a command and is
subsequently known as the command character or tintin character.
When loading a command file the command character is set to the
first character in the file. The character can also be redefined
using #config.
</span><span style='color:#FFF'>; </span><span style='color:#AAA'>The semi-colon is used as the command separator and can be used to
separate two commands. Multiple commands can be strung together as
well. Trailing semi-colons are ignored when reading a script file
as this is a common error.
</span><span style='color:#FFF'>{ } </span><span style='color:#AAA'>Curly brackets aka braces are used for separating multi word command
arguments, nesting commands, and nesting variables. Braces cannot
easily be escaped and must always be used in pairs.
</span><span style='color:#FFF'>&quot; &quot; </span><span style='color:#AAA'>Quote characters are used for strings in the #math, #if, #switch,
and #case commands. It is however suggested to use a set of braces
{ } to define strings instead, particularly when checking strings
that may contain quotes.
</span><span style='color:#FFF'>! </span><span style='color:#AAA'>The exclamation sign is used to repeat commands, see #help history.
The character can be redefined using #config.
</span><span style='color:#FFF'>&bsol; </span><span style='color:#AAA'>An input line starting with a backslash is sent verbatim if you are
connected to a server. This character can be configured with
#config, and is itself sent verbatim when the verbatim config mode
is enabled.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#COLORS'>colors</a>, <a href='#ESCAPE_CODES'>escape_codes</a>, <a href='#FUNCTION'>function</a>, <a href='#MATHEMATICS'>mathematics</a>, <a href='#PCRE'>pcre</a> and <a href='#VARIABLE'>variable</a>.
<a name='CHAT'></a>
</span><span style='color:#FF5'> CHAT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #chat </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The #chat command is used to create peer to peer connections to other
clients, typically for the purpose of chatting and sending files.
This is a decentralized chat system, meaning you have to exchange ip
addresses and port numbers with other users in order to connect to
them. Chat events are triggered in the startup session.
</span><span style='color:#FFF'>#chat {init} {port}
</span><span style='color:#AAA'> #chat initialize launches your chat server. The port number is
optional, and by default 4050 is used as your port. After using
this command other people can connect to your chat server using
your ip address and port number, and in turn you can connect to
other people.
</span><span style='color:#FFF'>#chat {name} {name}
</span><span style='color:#AAA'> By default your name is set to TinTin, but most servers will
reject you if there is already someone with the name TinTin
connected, so one of the first things you'd want to do is
change your chat name. Your name can include color codes. Some
names aren't accepted by tt++ chat servers, like the name 'all'
and names longer than 20 characters.
</span><span style='color:#FFF'>#chat {message} {buddy|all} {text}
</span><span style='color:#AAA'> This is the main command used for communication. If you use
#chat message all, the message is marked as public and sent to
everyone you are connected to.
</span><span style='color:#FFF'>#chat {accept} {buddy} {boost}
</span><span style='color:#AAA'> Accept a file transfer from a buddy. The boost is optional and
must be a value between 1 and 1000.
</span><span style='color:#FFF'>#chat {call} {address} {port}
</span><span style='color:#AAA'> #chat call is used to connect to another chat server. If you
omit the port argument the default port (4050) is used.
#chat {cancel} {buddy} Cancel a file transfer
#chat {color} {color names} Set the default color
#chat {decline} {buddy} Decline a file transfer
#chat {dnd} Decline new connections
#chat {download} {directory} Set your download directory
#chat {emote} {buddy|all} {text} Send an emote message
#chat {forward} {buddy} Forward all chat messages
#chat {forwardall} {buddy} Forward all session output
#chat {filestat} {buddy} Show file transfer data
#chat {group} {buddy} {name} Assign a chat group
#chat {ignore} {buddy} Ignores someone
#chat {info} Displays your info
#chat {ip} {address} Changes your IP address
#chat {paste} {buddy|all} {text} Pastes a block of text
#chat {peek} {buddy} Show one's public connections
#chat {ping} {buddy} Display response time
#chat {private} {buddy|all} Make a connection private
#chat {public} {buddy|all} Make a connection public
#chat {reply} {text} Reply to last private message
#chat {request} {buddy} Request one's public connections
#chat {send} {buddy|all} {text} Sends a raw data string
#chat {sendfile} {buddy} {filename} Start a file transfer
#chat {serve} {buddy} Forward all public chat messages
#chat {uninitialize} Uninitialize the chat port.
</span><span style='color:#FFF'>#chat {who}
</span><span style='color:#AAA'> #chat who shows all people you are connected to. The first
column shows a reference number for the connection, which can be
used instead of the connection's name when sending someone a message
The second column shows the connection's name. The third column
shows flags set for the connection, (P)rivate, (I)gnore, (S)erve,
Forward(A)ll to user, (F)orward to user, and (f)orward from user.
The next columns show ip, port, and client name.
</span><span style='color:#FFF'>#chat {zap} {buddy} Close a connection
Related</span><span style='color:#AAA'>: <a href='#PORT'>port</a>
<a name='CLASS'></a>
</span><span style='color:#FF5'> CLASS
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #class </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>arg</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The class command is primarily used to assign groups of triggers and
variables a label so they can be easily removed.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {assign} {&lt;argument&gt;}
</span><span style='color:#AAA'> Will open the class, execute argument, and close afterwards.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {clear}
</span><span style='color:#AAA'> Will delete all triggers associated with the given class.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {close}
</span><span style='color:#AAA'> Close the given class, opening the last open class, if any.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {debug} {on|off}
</span><span style='color:#AAA'> Toggle debug mode for given class.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {kill}
</span><span style='color:#AAA'> Will clear, close, and remove the class.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {list}
</span><span style='color:#AAA'> List all triggers associated with the given class.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {load}
</span><span style='color:#AAA'> Will load the saved copy of the class from memory.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {open}
</span><span style='color:#AAA'> Open a class, closing a previously opened class. All triggers
added afterwards are assigned to this class.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {read} {&lt;filename&gt;
</span><span style='color:#AAA'> Will open the class, read the file, and close afterwards.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {save}
</span><span style='color:#AAA'> Will save all triggers of the given class to memory.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {size} {&lt;variable&gt;}
</span><span style='color:#AAA'> Will store the size of the class in a variable.
</span><span style='color:#FFF'>#class {&lt;name&gt;} {write} {&lt;filename&gt;}
</span><span style='color:#AAA'> Will write all triggers of the given class to file.
Keep in mind that you need to use #class save before using
#class clear and #class load
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #class rich kill;#class rich read poor.tin
Deletes all triggers of 'rich' class if any. Read 'poor.tin' file,
all triggers loaded will be assigned to the 'rich' class.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CONFIG'>config</a>, <a href='#DEBUG'>debug</a>, <a href='#IGNORE'>ignore</a>, <a href='#INFO'>info</a>, <a href='#KILL'>kill</a>, <a href='#LINE'>line</a> and <a href='#MESSAGE'>message</a>.
<a name='COLORS'></a>
</span><span style='color:#FF5'> COLORS
</span><span style='color:#FFF'>Syntax</span><span style='color:#AAA'>: &lt;xyz&gt; with x, y, z being parameters
Parameter 'x': VT100 code
0 - Reset all colors and codes to default
1 - Bold
2 - Dim
3 - Italic
4 - Underscore
5 - Blink
7 - Reverse
8 - Skip (use previous code)
Parameter 'y': Foreground color
Parameter 'z': Background color
0 - Black 5 - Magenta
1 - Red 6 - Cyan
2 - Green 7 - White
3 - Yellow 8 - Skip
4 - Blue 9 - Default
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show &lt;125&gt;Bold green on a magenta background.
For xterm 256 colors support use &lt;aaa&gt; to &lt;fff&gt; for RGB foreground
colors and &lt;AAA&gt; to &lt;FFF&gt; for RGB background colors. For the grayscale
foreground colors use &lt;g00&gt; to &lt;g23&gt;, for grayscale background colors
use &lt;G00&gt; to &lt;G23&gt;.
The tertiary colors are as follows:
&lt;acf&gt; - Azure &lt;afc&gt; - Jade
&lt;caf&gt; - Violet &lt;cfa&gt; - Lime
&lt;fac&gt; - Pink &lt;fca&gt; - Orange
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show &lt;acf&gt;Azure &lt;afc&gt;Jade &lt;caf&gt;Violet
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show &lt;cfa&gt;Lime &lt;fac&gt;Pink &lt;fca&gt;Orange
For 12 bit truecolor use &lt;F000&gt; to &lt;FFFF&gt; for foreground colors and
&lt;B000&gt; to &lt;BFFF&gt; for background colors.
For 24 bit truecolor use &lt;F000000&gt; to &lt;FFFFFFF&gt; for foreground
colors and &lt;B000000&gt; to &lt;BFFFFFF&gt; for background colors.
If the color code exceeds your configured color mode it will be
downgraded to the closest match.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CHARACTERS'>characters</a>, <a href='#COORDINATES'>coordinates</a>, <a href='#ESCAPE_CODES'>escape_codes</a>, <a href='#MATHEMATICS'>mathematics</a> and <a href='#PCRE'>pcre</a>.
<a name='COMMANDS'></a>
</span><span style='color:#FF5'> COMMANDS
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #commands </span><span style='color:#FFF'>{</span><span style='color:#AAA'>abbreviation</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Shows all commands, or all commands starting with the given
abbreviation.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#HELP'>help</a>, <a href='#INFO'>info</a> and <a href='#STATEMENTS'>statements</a>.
<a name='CONFIG'></a>
</span><span style='color:#FF5'> CONFIG
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #config </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This allows you to configure various settings, the settings can be
written to file with the #write command.
If you configure the global session (the one you see as you start up
tintin) all sessions started will inherite these settings.
It's advised to make a configuration file to read on startup if you
do not like the default settings.
Use #config without an argument to see your current configuration as
well as a brief explanation of each config option.
The following config options are not listed by default:
#CONFIG {AUTO TAB} {NUMBER} Buffer lines used for tab completion
#CONFIG {CHILD LOCK} {ON|OFF} Enable or disable command input.
#CONFIG {CONNECT RETRY} {NUMBER} Seconds to try to connect on failure.
#CONFIG {CONVERT META} {ON|OFF} Shows color codes and key bindings.
#CONFIG {DEBUG TELNET} {ON|OFF} Shows telnet negotiations y/n.
#CONFIG {HIBERNATE} {ON|OFF} Enable or disable low CPU usage mode.
#CONFIG {LOG LEVEL} {LOW|HIGH} LOW logs server output before triggers.
#CONFIG {INHERITANCE} {ON|OFF} Session trigger inheritance y/n.
#CONFIG {MCCP} {ON|OFF} Enable or disable MCCP support.
#CONFIG {RANDOM SEED} {NUMBER} Seed value used for random numbers.
#CONFIG {TAB WIDTH} {NUMBER} Number of spaces used for a tab
#CONFIG {TINTIN CHAR} {SYMBOL} Character used for TinTin++ commands.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a> and <a href='#LINE'>line</a>.
<a name='CONTINUE'></a>
</span><span style='color:#FF5'> CONTINUE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #continue
The continue command can be used inside the #FOREACH, #LOOP, #PARSE,
#WHILE and #SWITCH commands. When #CONTINUE is found, tintin will go
to the end of the command and proceed as normal, which may be to
reiterate the command.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #loop 1 10 cnt {#if {&dollar;cnt % 2 == 0} {#continue} {say &dollar;cnt}}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#FOREACH'>foreach</a>, <a href='#LIST'>list</a>, <a href='#LOOP'>loop</a>, <a href='#PARSE'>parse</a>, <a href='#REPEAT'>repeat</a>, <a href='#RETURN'>return</a> and <a href='#WHILE'>while</a>.
<a name='COORDINATES'></a>
</span><span style='color:#FF5'> COORDINATES
</span><span style='color:#AAA'> When the 0,0 coordinate is in the upper left corner TinTin++ uses
a y,x / row,col notation, starting at 1,1. Subsequently -1,-1
will indicate the bottom right corner. This type of argument is
used by the #showme command.
When the 0,0 coordinate is in the bottom left corner tintin uses
a standard x,y notation. This type of argument is used by the
#map jump command.
The vast majority of tintin commands use y,x / row,col notation,
primarily because that is the notation used by the VT100 standard
used for terminal emulation.
</span><span style='color:#5F5'>Squares
</span><span style='color:#AAA'> A square argument takes 2 coordinates. The first coordinate defines
the upper left corner, the last coordinate defines the bottom
right corner. The upper left corner of the terminal is defined as
1,1 and the bottom right corner as -1,-1. This type of argument is
used by #draw, #button and #map offset.
</span><span style='color:#5F5'>Panes
</span><span style='color:#AAA'> A pane argument takes 4 size values, which are: top pane, bottom
pane, left pane, right pane. When a negative value is provided the
size is the maximum size, minus the value. This type of argument
is used by the #split command.
</span><span style='color:#5F5'>Ranges
</span><span style='color:#AAA'> A range argument takes 2 values known as the upper bound and lower
bound. The upper bound (first value) defines the start of the
range, the lower bound (second value) the end. The first index of
a range is defined as 1. When a negative value is provides the last
index is defined as -1. This type of argument is used by #buffer
and #variable.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CHARACTERS'>characters</a>, <a href='#COLORS'>colors</a>, <a href='#ESCAPE_CODES'>escape_codes</a>, <a href='#MATHEMATICS'>mathematics</a> and <a href='#PCRE'>pcre</a>.
<a name='CR'></a>
</span><span style='color:#FF5'> CR
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #cr
Sends a carriage return to the session. Useful for aliases that need
extra carriage returns.
This command is obsolete as you can accomplish the same using #send
without an argument or #send {}.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#FORALL'>forall</a>
<a name='CURSOR'></a>
</span><span style='color:#FF5'> CURSOR
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #cursor </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Typing #cursor without an option will show all available cursor
options, their default binding, and an explanation of their function.
The cursor command's primarly goal is adding customizable input editing
with macros. Subsequently many cursor commands only work properly when
used within a macro or event.
</span><span style='color:#FFF'>#cursor flag
</span><span style='color:#AAA'> EOL end of line character(s)
ECHO local echo
OVERTYPE overtype mode
KEYPAD keypad mode
</span><span style='color:#FFF'>#cursor macro
</span><span style='color:#AAA'> PRESERVE do not erase the macro from the macro input buffer
RESET erase the macro input buffer
</span><span style='color:#FFF'>#cursor tab
</span><span style='color:#AAA'> CASELESS makes tab completion caseless
COMPLETE makes tab completion work while editing
DICTIONARY performs tab completion on the dictionary
INPUT performs tab completion on the input history
LIST performs tab completion on the tab completion list
SCROLLBACK performs tab completion on the scrollback buffer
BACKWARD specifies tab completion to go backward
FORWARD specifies tab completion to go forward
Multiple options can/must be specified at once.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALIAS'>alias</a>, <a href='#HISTORY'>history</a>, <a href='#KEYPAD'>keypad</a>, <a href='#MACRO'>macro</a>, <a href='#SPEEDWALK'>speedwalk</a> and <a href='#TAB'>tab</a>.
<a name='DAEMON'></a>
</span><span style='color:#FF5'> DAEMON
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #daemon </span><span style='color:#FFF'>{</span><span style='color:#AAA'>attach</span><span style='color:#FFF'>|</span><span style='color:#AAA'>detach</span><span style='color:#FFF'>|</span><span style='color:#AAA'>kill</span><span style='color:#FFF'>|</span><span style='color:#AAA'>list</span><span style='color:#FFF'>} [</span><span style='color:#AAA'>name</span><span style='color:#FFF'>]
</span><span style='color:#AAA'> #daemon provides functionality similar to that of the screen and tmux
utilities.
</span><span style='color:#FFF'>#daemon attach [name]
</span><span style='color:#AAA'> The attach option will try to find a daemonized tintin instance and
take over control. The name argument is optional.
</span><span style='color:#FFF'>#daemon detach [name]
</span><span style='color:#AAA'> The detach option will daemonize tintin, turning it into a background
process. The name argument is optional and is useful if you have
several daemonized tt++ instances running so you can keep them apart.
</span><span style='color:#FFF'>#daemon kill [name]
</span><span style='color:#AAA'> Kills all daemons or daemons with matching name.
</span><span style='color:#FFF'>#daemon list [name]
</span><span style='color:#AAA'> List all daemons or daemons with matching name.
You can launch tintin and attach the first daemonized instance using
tt++ -R. To attach a named instance use tt++ -R&lt;name&gt;.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#SCRIPT'>script</a>, <a href='#SYSTEM'>system</a> and <a href='#RUN'>run</a>.
<a name='DEBUG'></a>
</span><span style='color:#FF5'> DEBUG
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #debug </span><span style='color:#FFF'>{</span><span style='color:#AAA'>listname</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>on</span><span style='color:#FFF'>|</span><span style='color:#AAA'>off</span><span style='color:#FFF'>|</span><span style='color:#AAA'>log</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Toggles a list on or off. With no argument it shows your current
settings, as well as the list names that you can debug.
If you for example set ACTIONS to ON you will get debug information
whenever an action is triggered.
#debug {listname} {log} will silently write debugging information to
the log file, you must be logging in order for this to work.
Not every list has debug support yet.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a>, <a href='#IGNORE'>ignore</a>, <a href='#INFO'>info</a>, <a href='#KILL'>kill</a> and <a href='#MESSAGE'>message</a>.
<a name='DEFAULT'></a>
</span><span style='color:#FF5'> DEFAULT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #default </span><span style='color:#FFF'>{</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The default command can only be used within the switch command. When
the conditional argument of non of the case commands matches the switch
command's conditional statement the default command is executed.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CASE'>case</a>, <a href='#DEFAULT'>default</a>, <a href='#ELSE'>else</a>, <a href='#ELSEIF'>elseif</a>, <a href='#IF'>if</a>, <a href='#SWITCH'>switch</a> and <a href='#REGEXP'>regexp</a>.
<a name='DELAY'></a>
</span><span style='color:#FF5'> DELAY
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #delay </span><span style='color:#FFF'>{</span><span style='color:#AAA'>seconds</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>command</span><span style='color:#FFF'>}
Command</span><span style='color:#AAA'>: #delay </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>command</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>seconds</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Delay allows you to have tintin wait the given amount of seconds
before executing the given command.
Nanosecond floating point precision is allowed. Delays will fire in
0.01 second intervals.
Named delays are treated as one-shot tickers, see #help tick.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #delay {1} {#show last};#show first
This will print 'first', and 'last' around one second later.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: If you want to remove a delay with the #undelay command you can add
a name as the first argument, be aware this changes the syntax. If
the name is a number keep in mind that delays with the same numeric
name will not be overwritten
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#EVENT'>event</a> and <a href='#TICKER'>ticker</a>.
<a name='DRAW'></a>
</span><span style='color:#FF5'> DRAW
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #draw </span><span style='color:#FFF'>[</span><span style='color:#AAA'>line color</span><span style='color:#FFF'>] [</span><span style='color:#AAA'>options</span><span style='color:#FFF'>] &lt;</span><span style='color:#AAA'>type</span><span style='color:#FFF'>&gt; &lt;</span><span style='color:#AAA'>square</span><span style='color:#FFF'>&gt; {</span><span style='color:#AAA'>text</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The draw commands allows you to draw various types of lines and shapes
on the screen. The types with a brief description are provided when you
type #draw without an argument.
The &lt;square&gt; arguments should exists of two coordinates defining the
upper left and bottom right corner using row, col, row, col syntax.
The square arguments can be negative, in which case the coordinates
are calculated from the opposite side of the screen. In the case the
screen is 80 columns wide using #draw box 1 60 10 70 will be the
equivalent of #draw box 1 -21 10 -11, but with different screen
widths the boxes would be drawn in different places.
You can prefix the option with a color code or color name to color the
lines and shapes.
You can further prefix the option as following:
ASCII draw in ASCII mode.
BALIGN bottom align text.
BLANKED blank the lines and corners.
BOTTOM draw on the bottom side if possible.
BOXED draw a box along the square.
BUMPED precede the draw with an enter.
CALIGN both LALIGN and RALIGN to center text.
CIRCLED circle the corners.
CONVERT draw text with meta conversion.
CROSSED cross the corners.
CURSIVE draw text with cursive letters.
FAT draw text with fat letters.
FILLED fill circles and jewels.
FOREGROUND draw even if session is not active.
GRID draw TABLE as a grid.
HORIZONTAL draw horizontal if possible.
HUGE draw text in huge letters.
JEWELED diamond the corners.
JOINTED draw corners.
LALIGN left align text.
LEFT draw on the left side if possible.
NUMBERED draw numbers instead of lines.
PRUNED prune the corners.
RALIGN right align text.
RIGHT draw on the right side if possible.
ROUNDED round the corners.
SANSSERIF draw text with sansserif letters.
SCALED fit the square to the text size.
SCROLL draw in the scrolling region.
SHADOWED shadow HUGE text.
TALIGN top align text too large to fit.
TEED tee the corners.
TOP draw on the top side if possible.
TRACED trace HUGE text.
TUBED draw tubes instead of lines.
UALIGN unwrap and rewrap text.
UNICODE draw in unicode mode.
VERTICAL draw vertical if possible.
The following types are available.
[HORIZONTAL] </span><span style='color:#FFF'>BAR</span><span style='color:#AAA'> {&lt;MIN&gt;;&lt;MAX&gt;;[COLOR]}
will draw a bar, use two 256 color codes for a color gradient.
[ASCII|UNICODE|HUGE] </span><span style='color:#FFF'>BOX</span><span style='color:#AAA'> {[TEXT1]} {[TEXT2]}
will draw a box.
[BOXED|FOREGROUND] </span><span style='color:#FFF'>BUFFER
</span><span style='color:#AAA'> will draw the scrollback buffer.
[BLANKED|CIRCLED|CROSSED|JEWELED|ROUNDED|TEED|PRUNED] </span><span style='color:#FFF'>CORNER
</span><span style='color:#AAA'> will draw a corner.
[BLANKED|HORIZONTAL|NUMBERED|TUBED|VERTICAL] </span><span style='color:#FFF'>LINE</span><span style='color:#AAA'> {[TEXT]}
will draw a line.
[BOXED] </span><span style='color:#FFF'>MAP
</span><span style='color:#AAA'> will draw the map
</span><span style='color:#FFF'>RAIN</span><span style='color:#AAA'> {&lt;VARIABLE&gt;} {[SPAWN]} {[FADE]} {[LEGEND]}
will draw digital rain SPAWN (0.01-100) FADE (1-100).
[JOINTED|TOP|LEFT|BOTTOM|RIGHT] </span><span style='color:#FFF'>SIDE
</span><span style='color:#AAA'> will draw one or more sides of a box.
[GRID] </span><span style='color:#FFF'>TABLE</span><span style='color:#AAA'> {[LIST1]} {[LIST2]}
will draw a table.
[CURSIVE|FAT|HUGE|SANSSERIF] </span><span style='color:#FFF'>TILE</span><span style='color:#AAA'> {[TEXT1]} {[TEXT2]}
will draw a tile
All draw types take an optional text argument as long as a valid
square with enough space has been defined. Text is automatically
word wrapped and text formatting can be customized with the
BALIGN, TALIGN, LALIGN, RALIGN, and UALIGN options.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #draw Blue box 1 1 3 20 {Hello world!}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BUFFER'>buffer</a>, <a href='#ECHO'>echo</a>, <a href='#GREP'>grep</a> and <a href='#SHOWME'>showme</a>.
<a name='ECHO'></a>
</span><span style='color:#FF5'> ECHO
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #echo </span><span style='color:#FFF'>{</span><span style='color:#AAA'>format</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument1</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument2</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>etc</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Echo command displays text on the screen with formatting options. See
the help file for the format command for more information.
The echo command does not trigger actions.
As with the #show command you can split the {format} argument up into
two braced arguments, in which case the 2nd argument is the row number.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #echo {The current date is %t.} {%Y-%m-%d %H:%M:%S}
#echo {[%38s][%-38s]} {Hello World} {Hello World}
#echo {{this is %s on the top row} {1}} {printed}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BUFFER'>buffer</a>, <a href='#FORMAT'>format</a>, <a href='#GREP'>grep</a> and <a href='#SHOWME'>showme</a>.
<a name='EDIT'></a>
</span><span style='color:#FF5'> EDIT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #edit </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} [</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>]
</span><span style='color:#AAA'> The edit command can be used to turn the default line editor into a
text editor.
</span><span style='color:#FFF'>#edit create [filename] [arguments]
</span><span style='color:#AAA'> Create an editor, initialize using the provided arguments.
</span><span style='color:#FFF'>#edit load &lt;variable&gt;
</span><span style='color:#AAA'> Create an editor, initialize using the provided list variable.
</span><span style='color:#FFF'>#edit read &lt;filename&gt;
</span><span style='color:#AAA'> Create an editor, initialize using the provided file.
</span><span style='color:#FFF'>#edit resume
</span><span style='color:#AAA'> Resume editing after a suspension.
</span><span style='color:#FFF'>#edit save &lt;variable&gt;
</span><span style='color:#AAA'> Save the editor to the provided variable.
</span><span style='color:#FFF'>#edit suspend
</span><span style='color:#AAA'> Suspend editing, similar to pressing enter except that no
events are triggered.
</span><span style='color:#FFF'>#edit write [filename]
</span><span style='color:#AAA'> Write the editor content to file.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #edit create {bla.txt} {line 1} {line 2}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CURSOR'>cursor</a> and <a href='#MACRO'>macro</a>.
<a name='EDITING'></a>
</span><span style='color:#FF5'> EDITING
</span><span style='color:#0AA'>┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>alt b </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor backward word </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>alt f </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor forward word </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>ctrl a </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor home </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl b </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor backward </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl c </span><span style='color:#0AA'>││</span><span style='color:#FFF'>clear line </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl d </span><span style='color:#0AA'>││</span><span style='color:#FFF'>delete or exit </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl e </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor end </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl f </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor forward </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl g </span><span style='color:#0AA'>││</span><span style='color:#FFF'> </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl h </span><span style='color:#0AA'>││</span><span style='color:#FFF'>backspace </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl i </span><span style='color:#0AA'>││</span><span style='color:#FFF'>tab </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl j </span><span style='color:#0AA'>││</span><span style='color:#FFF'>enter </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl k </span><span style='color:#0AA'>││</span><span style='color:#FFF'>clear line right </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl l </span><span style='color:#0AA'>││</span><span style='color:#FFF'>redraw input </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl m </span><span style='color:#0AA'>││</span><span style='color:#FFF'>enter </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl n </span><span style='color:#0AA'>││</span><span style='color:#FFF'>input history next </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl o </span><span style='color:#0AA'>││</span><span style='color:#FFF'> </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl p </span><span style='color:#0AA'>││</span><span style='color:#FFF'>input history prev </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl q </span><span style='color:#0AA'>││</span><span style='color:#FFF'> </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl r </span><span style='color:#0AA'>││</span><span style='color:#FFF'>input history search </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl s </span><span style='color:#0AA'>││</span><span style='color:#FFF'> </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl t </span><span style='color:#0AA'>││</span><span style='color:#FFF'>scroll buffer lock </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl u </span><span style='color:#0AA'>││</span><span style='color:#FFF'>clear line left </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl v </span><span style='color:#0AA'>││</span><span style='color:#FFF'>convert meta characters </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl w </span><span style='color:#0AA'>││</span><span style='color:#FFF'>delete word left </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl x </span><span style='color:#0AA'>││</span><span style='color:#FFF'> </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl y </span><span style='color:#0AA'>││</span><span style='color:#FFF'>paste </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl z </span><span style='color:#0AA'>││</span><span style='color:#FFF'>suspend </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>arrow left </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor left </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>arrow right </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor right </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>arrow up </span><span style='color:#0AA'>││</span><span style='color:#FFF'>previous input line </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>arrow down </span><span style='color:#0AA'>││</span><span style='color:#FFF'>next input line </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>ctrl arrow left </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor left word </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl arrow right </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor right word </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>backspace </span><span style='color:#0AA'>││</span><span style='color:#FFF'>backspace </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>alt backspace </span><span style='color:#0AA'>││</span><span style='color:#FFF'>clear line left </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl backspace </span><span style='color:#0AA'>││</span><span style='color:#FFF'>clear line </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>delete </span><span style='color:#0AA'>││</span><span style='color:#FFF'>delete </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl delete </span><span style='color:#0AA'>││</span><span style='color:#FFF'>delete word right </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>end </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor end </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl end </span><span style='color:#0AA'>││</span><span style='color:#FFF'>scroll buffer end </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>enter </span><span style='color:#0AA'>││</span><span style='color:#FFF'>enter </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>shift-enter </span><span style='color:#0AA'>││</span><span style='color:#FFF'>soft enter </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>home </span><span style='color:#0AA'>││</span><span style='color:#FFF'>cursor home </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>ctrl home </span><span style='color:#0AA'>││</span><span style='color:#FFF'>scroll buffer home </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>page up </span><span style='color:#0AA'>││</span><span style='color:#FFF'>scroll buffer up </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>page down </span><span style='color:#0AA'>││</span><span style='color:#FFF'>scroll buffer down </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
</span><span style='color:#FFF'>tab </span><span style='color:#0AA'>││</span><span style='color:#FFF'>complete word forward </span><span style='color:#0AA'>
├─────────────────────────┤├────────────────────────────────────────────┤
</span><span style='color:#FFF'>shift-tab </span><span style='color:#0AA'>││</span><span style='color:#FFF'>complete word backward </span><span style='color:#0AA'>
└─────────────────────────┘└────────────────────────────────────────────┘
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CURSOR'>cursor</a>, <a href='#EDIT'>edit</a> and <a href='#MACRO'>macro</a>.
<a name='ELSE'></a>
</span><span style='color:#FF5'> ELSE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #else </span><span style='color:#FFF'>{</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The else statement should follow an #IF or #ELSEIF statement and is
only called if the proceeding #IF or #ELSEIF is false.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #if {1d2 == 1} {smile};#else {grin}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CASE'>case</a>, <a href='#DEFAULT'>default</a>, <a href='#ELSEIF'>elseif</a>, <a href='#IF'>if</a>, <a href='#SWITCH'>switch</a> and <a href='#REGEXP'>regexp</a>.
<a name='ELSEIF'></a>
</span><span style='color:#FF5'> ELSEIF
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #elseif </span><span style='color:#FFF'>{</span><span style='color:#AAA'>conditional</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The elseif statement should follow an #IF or #ELSEIF statement and is
only called when the statement is true and the proceeding #IF and
#ELSEIF statements are false.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #if {1d3 == 1} {smirk};#elseif {1d2 == 1} {snicker}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CASE'>case</a>, <a href='#DEFAULT'>default</a>, <a href='#ELSE'>else</a>, <a href='#IF'>if</a>, <a href='#SWITCH'>switch</a> and <a href='#REGEXP'>regexp</a>.
<a name='END'></a>
</span><span style='color:#FF5'> END
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #end {&lt;message&gt;}
Terminates tintin and return to unix. On most systems, ctrl-c has
the same result.
The message is optional and is printed before tintin exits. When
using #end {&bsol;} tintin will terminate silently.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ZAP'>zap</a>
<a name='ESCAPE_CODES'></a>
</span><span style='color:#FF5'> ESCAPE CODES
</span><span style='color:#AAA'> You may use the escape character &bsol; for various special characters.
&bsol;a beep the terminal.
&bsol;c send a control character, &bsol;ca for ctrl-a.
&bsol;e start an escape sequence.
&bsol;f send a form feed.
&bsol;n send a line feed.
&bsol;r send a carriage return.
&bsol;t send a horizontal tab.
&bsol;x print an 8 bit character using hexadecimal, &bsol;xFF for example.
&bsol;x7B send the '{' character.
&bsol;x7D send the '}' character.
&bsol;u print a 16 bit unicode character, &bsol;uFFFD for example.
&bsol;u{} print a 8-21 bit unicode character, &bsol;u{2AF21} for example.
&bsol;U print a 21 bit unicode character, &bsol;U02AF21 for example.
&bsol;v send a vertical tab
Ending a line with &bsol; will stop tintin from appending a line feed.
To escape arguments in an alias or action use %%0 %%1 %%2 etc.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CHARACTERS'>characters</a>, <a href='#COLORS'>colors</a>, <a href='#COORDINATES'>coordinates</a>, <a href='#MATHEMATICS'>mathematics</a> and <a href='#PCRE'>pcre</a>.
<a name='EVENT'></a>
</span><span style='color:#FF5'> EVENT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #event </span><span style='color:#FFF'>{</span><span style='color:#AAA'>event type</span><span style='color:#FFF'>}</span><span style='color:#AAA'> </span><span style='color:#FFF'>{</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Events allow you to create triggers for predetermined client events.
Use #event without an argument to see a list of possible events with
a brief description. Use #event %* to see the current list of defined
events. Use #info {events} {on} to see events get thrown.
Events, like triggers in general, are case sensitive and event names
must be defined using all upper case letters. Only one event can be
defined for each event type.
To enable mouse events use #config mouse_tracking on, to see mouse
events use #config mouse_tracking info.
</span><span style='color:#5F5'>CATCH EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>CATCH &lt;EVENT&gt;
</span><span style='color:#AAA'> Some events can be prefixed with CATCH to interrupt default
behavior.
</span><span style='color:#5F5'>CLASS EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>CLASS ACTIVATED [CLASS], CLASS_CLEAR [CLASS], CLASS CREATED [CLASS],
</span><span style='color:#AAA'> </span><span style='color:#FFF'>CLASS DEACTIVATED [CLASS], CLASS DESTROYED [CLASS],
</span><span style='color:#AAA'> </span><span style='color:#FFF'>CLASS_LOAD [CLASS]
</span><span style='color:#AAA'> %0 class name
</span><span style='color:#5F5'>FORMAT EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>REFORMAT &lt;MESSAGE&gt; </span><span style='color:#AAA'>Use #return to change MESSAGE
</span><span style='color:#5F5'>GAG EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>GAG &lt;EVENT&gt;
</span><span style='color:#AAA'> Some events can be prefixed with GAG to gag default system
messages.
</span><span style='color:#5F5'>INPUT EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>EDIT STARTED, EDIT FINISHED
</span><span style='color:#AAA'> %0 name %1 lines %2 size %3 data
</span><span style='color:#FFF'>EDIT RESUMED, EDIT SUSPENDED
</span><span style='color:#AAA'> %0 name
</span><span style='color:#FFF'>HISTORY UPDATE
</span><span style='color:#AAA'> %0 command
</span><span style='color:#FFF'>RECEIVED KEYPRESS, PROCESSED KEYPRESS
</span><span style='color:#AAA'> %0 character %1 unicode index %2 edit row %3 edit column
</span><span style='color:#FFF'>RECEIVED INPUT [NAME]
</span><span style='color:#AAA'> %0 raw text
</span><span style='color:#FFF'>RECEIVED INPUT CHARACTER
</span><span style='color:#AAA'> %0 character %1 unicode index %2 size %3 width
</span><span style='color:#FFF'>NO SESSION ACTIVE</span><span style='color:#AAA'> %0 raw text %1 size
</span><span style='color:#FFF'>SEND OUTPUT</span><span style='color:#AAA'> %0 raw text %1 size
</span><span style='color:#FFF'>SENT OUTPUT</span><span style='color:#AAA'> %0 raw text %1 size
</span><span style='color:#5F5'>MAP EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>END OF PATH, END OF RUN, MAP UPDATED VTMAP
</span><span style='color:#AAA'> These events have no additional arguments.
</span><span style='color:#FFF'>MAP CREATE EXIT, MAP DELETE EXIT
</span><span style='color:#AAA'> %0 vnum %1 exit name %2 exit cmd %3 exit vnum
</span><span style='color:#FFF'>MAP CREATE ROOM, MAP DELETE ROOM
</span><span style='color:#AAA'> %0 vnum %1 name
</span><span style='color:#FFF'>MAP ENTER MAP, MAP EXIT MAP
</span><span style='color:#AAA'> %0 vnum
</span><span style='color:#FFF'>MAP ENTER ROOM [VNUM]
</span><span style='color:#AAA'> %0 new vnum %1 old vnum %2 direction
</span><span style='color:#FFF'>MAP EXIT ROOM [VNUM]
</span><span style='color:#AAA'> %0 old vnum %1 new vnum %2 direction
</span><span style='color:#FFF'>MAP FOLLOW MAP, MAP FOLLOW GLOBAL
</span><span style='color:#AAA'> %0 old vnum %1 new vnum %2 exit name
</span><span style='color:#FFF'>MAP REGION &lt;MOUSE&gt;, MAP ROOM &lt;MOUSE&gt;
</span><span style='color:#AAA'> %0 row %1 col %2 -row %3 -col %4 vnum %5 info
</span><span style='color:#5F5'>MOUSE EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>DOUBLE-CLICKED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>LONG-CLICKED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>MOVED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>PRESSED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>SHORT-CLICKED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>RELEASED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>SCROLLED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>TRIPLE-CLICKED &lt;MOUSE&gt; </span><span style='color:#AAA'>%0 row %1 col %2 -row %3 -col %4 word %5 line
</span><span style='color:#FFF'>MAP &lt;MOUSE EVENT&gt;
</span><span style='color:#AAA'> Mouse events can be prefixed with MAP to only trigger when the mouse
event occurs inside the VT100 map region.
</span><span style='color:#FFF'>SWIPED [DIR]
</span><span style='color:#AAA'> %0 dir %1 button %2 row %3 col %4 -row %5 -col
%6 row %7 col %8 -row %9 -col %10 rows %11 cols
</span><span style='color:#5F5'>OUTPUT EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>BUFFER UPDATE</span><span style='color:#AAA'>, </span><span style='color:#FFF'>DISPLAY UPDATE
</span><span style='color:#AAA'> These events have no additional arguments.
</span><span style='color:#FFF'>PROCESSED LINE </span><span style='color:#AAA'>%0 raw text %1 plain text %2 prompt (0 or 1)
</span><span style='color:#FFF'>RECEIVED LINE </span><span style='color:#AAA'>%0 raw text %1 plain text
</span><span style='color:#FFF'>RECEIVED OUTPUT </span><span style='color:#AAA'>%0 raw text %1 plain text
</span><span style='color:#FFF'>RECEIVED PROMPT </span><span style='color:#AAA'>%0 raw text %1 plain text
</span><span style='color:#5F5'>PORT EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>CHAT MESSAGE </span><span style='color:#AAA'>%0 raw text %1 plain text
</span><span style='color:#FFF'>CHAT SNOOP REQUEST </span><span style='color:#AAA'>%0 name %1 ip %2 port
</span><span style='color:#FFF'>PORT CONNECTION </span><span style='color:#AAA'>%0 name %1 ip %2 port
</span><span style='color:#FFF'>PORT DISCONNECTION </span><span style='color:#AAA'>%0 name %1 ip %2 port
</span><span style='color:#FFF'>PORT LOG MESSAGE </span><span style='color:#AAA'>%0 name %1 ip %2 port %3 data %4 plain data
</span><span style='color:#FFF'>PORT MESSAGE </span><span style='color:#AAA'>%0 raw text %1 plain text
</span><span style='color:#FFF'>PORT RECEIVED MESSAGE </span><span style='color:#AAA'>%0 name %1 ip %2 port %3 data %4 plain data
</span><span style='color:#FFF'>PORT RECEIVED DATA </span><span style='color:#AAA'>%0 name %1 ip %2 port %3 data %4 size
</span><span style='color:#5F5'>SCAN EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>SCAN CSV HEADER </span><span style='color:#AAA'>%0 all args %1 arg1 %2 arg2 .. %99 arg99
</span><span style='color:#FFF'>SCAN CSV LINE </span><span style='color:#AAA'>%0 all args %1 arg1 %2 arg3 .. %99 arg99
</span><span style='color:#FFF'>SCAN TSV HEADER </span><span style='color:#AAA'>%0 all args %1 arg1 %2 arg3 .. %99 arg99
</span><span style='color:#FFF'>SCAN TSV LINE </span><span style='color:#AAA'>%0 all args %1 arg1 %2 arg3 .. %99 arg99
</span><span style='color:#5F5'>SCREEN EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>SCREEN DIMENSIONS </span><span style='color:#AAA'>%0 height %1 width
</span><span style='color:#FFF'>SCREEN FOCUS </span><span style='color:#AAA'>%0 focus (0 or 1)
</span><span style='color:#FFF'>SCREEN LOCATION </span><span style='color:#AAA'>%0 rows %1 cols %2 height %3 width
</span><span style='color:#FFF'>SCREEN MOUSE LOCATION
</span><span style='color:#AAA'> %0 row %1 col %2 -row %3 -col %4 pix row %5 pix col
%6 -pix row %7 -pix col %8 location
</span><span style='color:#FFF'>SCREEN RESIZE </span><span style='color:#AAA'>%0 rows %1 cols %2 height %3 width
</span><span style='color:#FFF'>SCREEN SIZE </span><span style='color:#AAA'>%0 rows %1 cols
</span><span style='color:#FFF'>SCREEN SPLIT </span><span style='color:#AAA'>%0 top row %1 top col %2 bot row %3 bot col
</span><span style='color:#FFF'>SCREEN UNSPLIT </span><span style='color:#AAA'>%0 top row %1 top col %2 bot row %3 bot col
</span><span style='color:#5F5'>SESSION EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>SESSION ACTIVATED </span><span style='color:#AAA'>%0 name
</span><span style='color:#FFF'>SESSION CONNECTED </span><span style='color:#AAA'>%0 name %1 host %2 ip %3 port %4 file
</span><span style='color:#FFF'>SESSION CREATED </span><span style='color:#AAA'>%0 name %1 host %2 ip %3 port %4 file
</span><span style='color:#FFF'>SESSION DEACTIVATED </span><span style='color:#AAA'>%0 name
</span><span style='color:#FFF'>SESSION DISCONNECTED </span><span style='color:#AAA'>%0 name %1 host %2 ip %3 port
</span><span style='color:#FFF'>SESSION TIMED OUT </span><span style='color:#AAA'>%0 name %1 host %2 ip %3 port
</span><span style='color:#5F5'>SYSTEM EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>CONFIG </span><span style='color:#AAA'>%0 name %1 value
</span><span style='color:#FFF'>DAEMON ATTACH TIMEOUT </span><span style='color:#AAA'>%0 file %1 pid
</span><span style='color:#FFF'>DAEMON ATTACHED </span><span style='color:#AAA'>%0 file %1 pid
</span><span style='color:#FFF'>DAEMON DETACHED </span><span style='color:#AAA'>%0 file %1 pid
</span><span style='color:#FFF'>PROGRAM START </span><span style='color:#AAA'>%0 startup arguments
</span><span style='color:#FFF'>PROGRAM TERMINATION </span><span style='color:#AAA'>%0 goodbye message
</span><span style='color:#FFF'>READ ERROR </span><span style='color:#AAA'>%0 filename %1 error message
</span><span style='color:#FFF'>READ FILE </span><span style='color:#AAA'>%0 filename
</span><span style='color:#FFF'>WRITE ERROR </span><span style='color:#AAA'>%0 filename %1 error message
</span><span style='color:#FFF'>WRITE FILE </span><span style='color:#AAA'>%0 filename
</span><span style='color:#FFF'>RECEIVED ERROR </span><span style='color:#AAA'>%0 message
</span><span style='color:#FFF'>SYSTEM CRASH </span><span style='color:#AAA'>%0 message
</span><span style='color:#FFF'>SYSTEM ERROR </span><span style='color:#AAA'>%0 name %1 system msg %2 error %3 error msg
</span><span style='color:#FFF'>UNKNOWN COMMAND </span><span style='color:#AAA'>%0 raw text
</span><span style='color:#FFF'>SIGUSR </span><span style='color:#AAA'>%0 signal
</span><span style='color:#5F5'>TELNET EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>IAC &lt;EVENT&gt;
</span><span style='color:#AAA'> IAC TELNET events are made visible using #config telnet info.
</span><span style='color:#FFF'>IAC SB GMCP </span><span style='color:#AAA'>%0 module %1 data %2 plain data
</span><span style='color:#FFF'>IAC SB GMCP &lt;MODULE&gt; </span><span style='color:#AAA'> %1 data %2 plain data
</span><span style='color:#FFF'>IAC SB MSSP </span><span style='color:#AAA'>%0 variable %1 data
</span><span style='color:#FFF'>IAC SB MSDP </span><span style='color:#AAA'>%0 variable %1 data %2 plain data
</span><span style='color:#FFF'>IAC SB MSDP [VAR] </span><span style='color:#AAA'>%0 variable %1 data %2 plain data
</span><span style='color:#FFF'>IAC SB NEW-ENVIRON </span><span style='color:#AAA'>%0 variable %1 data %2 plain data
</span><span style='color:#FFF'>IAC SB ZMP &lt;VAR&gt; </span><span style='color:#AAA'>%0 variable %1 data
</span><span style='color:#FFF'>IAC SB &lt;VAR&gt; </span><span style='color:#AAA'>%0 variable %1 raw data %2 plain data
</span><span style='color:#5F5'>TIME EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>DATE &lt;MONTH-DAY OF MONTH&gt; [HOUR:MINUTE], DAY [DAY OF MONTH],
</span><span style='color:#AAA'> </span><span style='color:#FFF'>HOUR [HOUR], MONTH [DAY OF MONTH], TIME &lt;HOUR:MINUTE&gt;[:SECOND],
</span><span style='color:#AAA'> </span><span style='color:#FFF'>WEEK [DAY OF WEEK], YEAR [YEAR]
</span><span style='color:#AAA'> %0 year %1 month %2 day of week %3 day of month %4 hour
%5 minute %6 second
</span><span style='color:#5F5'>VARIABLE EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>VARIABLE UPDATE &lt;VAR&gt; </span><span style='color:#AAA'>%0 name %1 new value %2 path
</span><span style='color:#FFF'>VARIABLE UPDATED &lt;VAR&gt; </span><span style='color:#AAA'>%0 name %1 new value %2 path
</span><span style='color:#5F5'>VT100 EVENTS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>VT100 SCROLL REGION </span><span style='color:#AAA'>%0 top row %1 bot row %2 rows %3 cols %4 wrap
To see all events trigger use #info event on. Since this can get
rather spammy it's possible to gag event info messages.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #event {SESSION CONNECTED} {#read mychar.tin}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove an event with the #unevent command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BUTTON'>button</a>, <a href='#DELAY'>delay</a> and <a href='#TICKER'>ticker</a>.
<a name='FOREACH'></a>
</span><span style='color:#FF5'> FOREACH
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #foreach </span><span style='color:#FFF'>{</span><span style='color:#AAA'>list</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> For each item in the provided list the foreach statement will update
the given variable and execute the command part of the statement. List
elements must be separated by braces or semicolons.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #foreach {bob;tim;kim} {name} {tell &dollar;name Hello}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #foreach {{bob}{tim}{kim}} {name} {tell &dollar;name Hello}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#CONTINUE'>continue</a>, <a href='#LIST'>list</a>, <a href='#LOOP'>loop</a>, <a href='#PARSE'>parse</a>, <a href='#REPEAT'>repeat</a>, <a href='#RETURN'>return</a> and <a href='#WHILE'>while</a>.
<a name='FORMAT'></a>
</span><span style='color:#FF5'> FORMAT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #format </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>format</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument1</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument2</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>etc</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Allows you to store a string into a variable in the exact same way
C's sprintf works with a few enhancements and limitations like a
maximum of 30 arguments.
If you use #format inside an alias or action you must escape %1s as
%+1s or %%1s or %&bsol;1s so the %1 isn't substituted by the trigger.
#format {test} {%+9s} {string} pad string with up to 9 spaces
#format {test} {%-9s} {string} post pad string with up to 9 spaces
#format {test} {%.8s} {string} copy at most 8 characters
#format {test} {%a} {number} print corresponding charset character
#format {test} {%c} {string} use a highlight color name
#format {test} {%d} {number} print a number with integer formatting
#format {test} {%f} {string} perform floating point math
#format {test} {%g} {number} perform thousand grouping on {number}
#format {test} {%h} {string} turn text into a header line
#format {test} {%l} {string} lowercase text
#format {test} {%m} {string} perform mathematical calculation
#format {test} {%n} {name} capitalize the first letter
#format {test} {%p} {string} strip leading and trailing spaces
#format {test} {%r} {string} reverse text, hiya = ayih
#format {test} {%s} {string} print given string
#format {test} {%t} {format} display time with strftime format
optional {{format}{time}} syntax
#format {test} {%u} {string} uppercase text
#format {list} {%w} {string} store word wrapped text in {list}
optional {{string}{width}} syntax
#format {test} {%x} {hex} print corresponding charset character
#format {test} {%A} {char} store corresponding character value
#format {test} {%D} {hex} convert hex to decimal in {test}
#format {hash} {%H} {string} store a 64 bit string hash in {hash}
#format {test} {%L} {string} store the string length in {test}
#format {test} {%M} {number} convert number to metric in {test}
#format {test} {%S} {string} store the number of spelling errors
#format {time} {%T} {} store the epoch time in {time}
#format {time} {%U} {} store the micro epoch time in {time}
#format {test} {%X} {dec} convert dec to hexadecimal in {test}
#format {test} {%%} a literal % character
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See #help TIME for help on the %t argument.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CAT'>cat</a>, <a href='#ECHO'>echo</a>, <a href='#FUNCTION'>function</a>, <a href='#LOCAL'>local</a>, <a href='#MATH'>math</a>, <a href='#REPLACE'>replace</a>, <a href='#SCRIPT'>script</a>, <a href='#TIME'>time</a> and <a href='#VARIABLE'>variable</a>.
<a name='FUNCTION'></a>
</span><span style='color:#FF5'> FUNCTION
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #function </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>operation</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Functions allow you to execute a script within a line of text, and
replace the function call with the line of text generated by the
function.
Be aware that each function should use the #return command at the
end of the function with the result, or set the {result} variable.
To use a function use the @ character before the function name.
The function arguments should be placed between braces behind the
function name with argument separated by semicolons.
Functions can be escaped by adding additional @ signs.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #function test #return 42;#showme @@test{}
The function itself can use the provided arguments which are stored
in %1 to %99, with %0 holding all arguments.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #function {rnd} {#math {result} {1 d (%2 - %1 + 1) + %1 - 1}}
#show A random number between 100 and 200: @rnd{100;200}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #function gettime {#format result %t %H:%M}
#show The current time is @gettime{}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a function with the #unfunction command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#FORMAT'>format</a>, <a href='#LOCAL'>local</a>, <a href='#MATH'>math</a>, <a href='#REPLACE'>replace</a>, <a href='#SCRIPT'>script</a> and <a href='#VARIABLE'>variable</a>.
<a name='GAG'></a>
</span><span style='color:#FF5'> GAG
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #gag </span><span style='color:#FFF'>{</span><span style='color:#AAA'>string</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Removes any line that contains the string.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See '#help action', for more information about triggers.
There are a system messages that can be gagged using gag events.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a gag with the #ungag command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ACTION'>action</a>, <a href='#HIGHLIGHT'>highlight</a>, <a href='#PROMPT'>prompt</a> and <a href='#SUBSTITUTE'>substitute</a>.
<a name='GREETING'></a>
</span><span style='color:#FF5'> GREETING
</span><span style='color:#0AA'> ####################################################################
#</span><span style='color:#AAA'> </span><span style='color:#0AA'>#
#</span><span style='color:#AAA'> T I N T I N + + 2.02.51 </span><span style='color:#0AA'>#
#</span><span style='color:#AAA'> </span><span style='color:#0AA'>#
#</span><span style='color:#AAA'> Code by Peter Unold, Bill Reis, and Igor van den Hoven </span><span style='color:#0AA'>#
#</span><span style='color:#AAA'> </span><span style='color:#0AA'>#
####################################################################
<a name='GREP'></a>
</span><span style='color:#FF5'> GREP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #grep </span><span style='color:#FFF'>[</span><span style='color:#AAA'>page</span><span style='color:#FFF'>] {</span><span style='color:#AAA'>search string</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This command allows you to search for matching lines in your scroll
back buffer. The amount of matches shown equals your screen size. If
you want to search back further use the optional page number. You can
use wildcards for better search results. Be aware the search string
is case sensitive, which can be disabled by using %i.
By default grep searches from the end of the scrollback buffer to the
beginning, this can be reversed by using a negative page number.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #grep Bubba tells you
This will show all occasions where bubba tells you something.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BUFFER'>buffer</a>, <a href='#ECHO'>echo</a> and <a href='#SHOWME'>showme</a>.
<a name='HELP'></a>
</span><span style='color:#FF5'> HELP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #help </span><span style='color:#FFF'>{</span><span style='color:#AAA'>subject</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Without an argument #help will list all available help subjects.
Using #help %* will display all help entries.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#COMMANDS'>commands</a>, <a href='#DEBUG'>debug</a>, <a href='#IGNORE'>ignore</a>, <a href='#INFO'>info</a>, <a href='#MESSAGE'>message</a> and <a href='#STATEMENTS'>statements</a>.
<a name='HIGHLIGHT'></a>
</span><span style='color:#FF5'> HIGHLIGHT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #highlight </span><span style='color:#FFF'>{</span><span style='color:#AAA'>string</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>color names</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>priority</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The highlight command is used to change the color of incoming text.
Available color options are:
reset - resets the color state to default
light - turns the color light.
dark - turns the color dark.
underscore - underscores the text.
blink - makes the text blink.
reverse - reverse foreground and background color.
b - makes next color the background color.
Available color names are:
&lt;abd&gt; - azure &lt;acf&gt; - Azure
&lt;aad&gt; - blue &lt;aaf&gt; - Blue
&lt;add&gt; - cyan &lt;aff&gt; - Cyan
&lt;aaa&gt; - ebony &lt;bbb&gt; - Ebony
&lt;ada&gt; - green &lt;afa&gt; - Green
&lt;adb&gt; - jade &lt;afc&gt; - Jade
&lt;bda&gt; - lime &lt;cfa&gt; - Lime
&lt;dad&gt; - magenta &lt;faf&gt; - Magenta
&lt;dba&gt; - orange &lt;fca&gt; - Orange
&lt;dab&gt; - pink &lt;fac&gt; - Pink
&lt;daa&gt; - red &lt;faa&gt; - Red
&lt;ccc&gt; - silver &lt;eee&gt; - Silver
&lt;cba&gt; - tan &lt;eda&gt; - Tan
&lt;bad&gt; - violet &lt;caf&gt; - Violet
&lt;ddd&gt; - white &lt;fff&gt; - White
&lt;dda&gt; - yellow &lt;ffa&gt; - Yellow
Colors can be provided as either a color code or one of the valid color
names. If the color name is in all lower case a dark color is printed.
If the first letter of the color name is capitalized a light color is
printed.
The %1-99 variables can be used as 'wildcards' that will match with any
text. They are useful for highlighting a complete line. The %0 variable
should never be used in highlights.
You may start the string to highlight with a ^ to only highlight text
if it begins the line.
Besides color names also &lt;abc&gt; color codes can be used.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #high {Valgar} {reverse underscore Jade}
Prints every occurrence of 'Valgar' in underscored reverse video Jade.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #high {^You{|r} %1} {light cyan}
Prints every line that starts with 'You' in light cyan.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #high {Bubba} {red underscore b Green}
Highlights the name Bubba as red underscored text on green background.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See '#help action', for more information about triggers.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See '#help substitute', for more advanced color substitution.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: This command only works with ANSI/VT100 terminals or emulators.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a highlight with the #unhighlight command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ACTION'>action</a>, <a href='#GAG'>gag</a>, <a href='#PROMPT'>prompt</a> and <a href='#SUBSTITUTE'>substitute</a>.
<a name='HISTORY'></a>
</span><span style='color:#FF5'> HISTORY
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #history </span><span style='color:#FFF'>{</span><span style='color:#AAA'>delete</span><span style='color:#FFF'>}</span><span style='color:#AAA'> Delete the last command.
#history </span><span style='color:#FFF'>{</span><span style='color:#AAA'>get</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>range</span><span style='color:#FFF'>}</span><span style='color:#AAA'> Store list in variable.
#history </span><span style='color:#FFF'>{</span><span style='color:#AAA'>insert</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>command</span><span style='color:#FFF'>}</span><span style='color:#AAA'> Insert a command.
#history </span><span style='color:#FFF'>{</span><span style='color:#AAA'>list</span><span style='color:#FFF'>} </span><span style='color:#AAA'> Display the command history.
#history </span><span style='color:#FFF'>{</span><span style='color:#AAA'>read</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>filename</span><span style='color:#FFF'>}</span><span style='color:#AAA'> Read a command history from file.
#history </span><span style='color:#FFF'>{</span><span style='color:#AAA'>write</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>filename</span><span style='color:#FFF'>}</span><span style='color:#AAA'> Write a command history to file.
Without an argument all available options are shown.
By default all commands are saved to the history list and the history
list is saved between sessions in the ~/.tintin/history.txt file.
You can set the character to repeat a command in the history with the
#config {REPEAT CHAR} {&lt;character&gt;} configuration option, by default
this is set to the exclamation mark.
You can use ! by itself to repeat the last command, or !&lt;text&gt; to
repeat the last command starting with the given text.
You can use #config {REPEAT ENTER} {ON} to repeat the last command
when you press enter on an empty line.
You can press ctrl-r to enter an interactive regex enabled history
search mode, or by issuing #cursor {history search}.
TinTin++ tries to bind the arrow up and down keys to scroll through
the history list by default. You can bind these with a macro yourself
using #cursor {history next} and #cursor {history prev}. Many #cursor
commands only work properly when bound with a macro.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALIAS'>alias</a>, <a href='#CURSOR'>cursor</a>, <a href='#KEYPAD'>keypad</a>, <a href='#MACRO'>macro</a>, <a href='#SPEEDWALK'>speedwalk</a> and <a href='#TAB'>tab</a>.
<a name='IF'></a>
</span><span style='color:#FF5'> IF
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #if </span><span style='color:#FFF'>{</span><span style='color:#AAA'>conditional</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands if true</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands if false</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The #if command works similar to an if statement in other languages,
and is based on the way C handles its conditional statements.
When an #if command is encountered, the conditional statement is
evaluated, and if TRUE (any non-zero result) the commands are executed.
The conditional is evaluated exactly the same as in the #math command,
if the conditional evaluates as anything except 0 the commands are
executed. See the 'math' helpfile for more information.
To handle the case where an if statement is false it can be followed
by the #else command. Alternatively, the else can be provided as the
third argument.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {%0 gives you %1 gold coins.} {#if {%1 &gt; 5000} {thank %0}}
If someone gives you more than 5000 coins, thank them.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias {k} {#if {&quot;%0&quot; == &quot;&quot;} {kill &dollar;target};#else {kill %0}}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #if {&quot;%0&quot; == &quot;{bli|bla}&quot;} {#showme %0 is either bli or bla.}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CASE'>case</a>, <a href='#DEFAULT'>default</a>, <a href='#ELSE'>else</a>, <a href='#ELSEIF'>elseif</a>, <a href='#MATH'>math</a>, <a href='#SWITCH'>switch</a> and <a href='#REGEXP'>regexp</a>.
<a name='IGNORE'></a>
</span><span style='color:#FF5'> IGNORE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #ignore </span><span style='color:#FFF'>{</span><span style='color:#AAA'>listname</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>on</span><span style='color:#FFF'>|</span><span style='color:#AAA'>off</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Toggles a list on or off. With no arguments it shows your current
settings, as well as the list names that you can ignore.
If you for example use #IGNORE ACTIONS ON actions will no longer
trigger. Not every list can be ignored.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a>, <a href='#DEBUG'>debug</a>, <a href='#INFO'>info</a>, <a href='#KILL'>kill</a> and <a href='#MESSAGE'>message</a>.
<a name='INDEX'></a>
</span><span style='color:#FF5'> INDEX
</span><span style='color:#08F'> ████████┐██████┐███┐ ██┐████████┐██████┐███┐ ██┐
└──██┌──┘└─██┌─┘████┐ ██│└──██┌──┘└─██┌─┘████┐ ██│
██│ ██│ ██┌██┐ ██│ ██│ ██│ ██┌██┐ ██│
██│ ██│ ██│└██┐██│ ██│ ██│ ██│└██┐██│
██│ ██████┐██│ └████│ ██│ ██████┐██│ └████│
└─┘ └─────┘└─┘ └───┘ └─┘ └─────┘└─┘ └───┘
██┐ ██┐
██│ ██│
████████┐████████┐
└──██┌──┘└──██┌──┘
██│ ██│
└─┘ └─┘
</span><span style='color:#AAA'> </span><span style='color:#08F'>(</span><span style='color:#06B'>T</span><span style='color:#08F'>)</span><span style='color:#06B'>he K</span><span style='color:#08F'>(</span><span style='color:#06B'>I</span><span style='color:#08F'>)</span><span style='color:#06B'>cki</span><span style='color:#08F'>(</span><span style='color:#06B'>N</span><span style='color:#08F'>)</span><span style='color:#06B'> </span><span style='color:#08F'>(</span><span style='color:#06B'>T)ickin D</span><span style='color:#08F'>(</span><span style='color:#06B'>I</span><span style='color:#08F'>)</span><span style='color:#06B'>kumud Clie</span><span style='color:#08F'>(</span><span style='color:#06B'>N</span><span style='color:#08F'>)</span><span style='color:#06B'>t
</span><span style='color:#AAA'> </span><span style='color:#5F5'>What is TinTin++?
</span><span style='color:#AAA'> TinTin++ is a client program specialized to help playing muds. This is
a souped up version of TINTIN III with many new features.
</span><span style='color:#5F5'>Giving Credit Where Credit is Due
</span><span style='color:#AAA'> None of this work would be possible, without the work done by Peter
Unold. He was the author of TINTIN III, the base of TinTin++. Hats off
to ya Peter. You started the ball rolling.
</span><span style='color:#5F5'>Introduction
</span><span style='color:#AAA'> If you're new to TinTin++ a good place to start is the introduction,
which should be linked below.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#INTRODUCTION'>introduction</a>
<a name='INFO'></a>
</span><span style='color:#FF5'> INFO
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #info </span><span style='color:#FFF'>{</span><span style='color:#AAA'>listname</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>LIST</span><span style='color:#FFF'>|</span><span style='color:#AAA'>ON</span><span style='color:#FFF'>|</span><span style='color:#AAA'>OFF</span><span style='color:#FFF'>|</span><span style='color:#AAA'>SAVE</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Without an argument info displays the settings of every tintin list.
By providing the name of a list and the LIST option it shows all
triggers/variables associated with that list. With the SAVE option
this data is written to the info variable.
#info arguments will show matched trigger arguments.
#info big5toutf will show the big5 to utf8 translation table.
#info cpu will show information about tintin's cpu usage.
#info environ will show the environment variables.
#info input will show information about the input line.
#info matches will show matched command arguments.
#info mccp will show information about data compression.
#info memory will show information about the memory stack.
#info output will show information about the mud output buffers.
#info stack will show the low level debugging stack.
#info session will show information on the session.
#info sessions will show information on all sessions.
#info system will show some system information.
#info tokenizer will show information about the script stack.
#info unicode will show information on the provided character.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a>, <a href='#DEBUG'>debug</a>, <a href='#IGNORE'>ignore</a>, <a href='#KILL'>kill</a> and <a href='#MESSAGE'>message</a>.
<a name='INTRODUCTION'></a>
</span><span style='color:#FF5'> INTRODUCTION
</span><span style='color:#AAA'> On this page you'll find an introduction to using TinTin++. Additional
information can be found in the individual help sections.
</span><span style='color:#5F5'>Starting and Ending
</span><span style='color:#AAA'> The syntax for starting TinTin++ is: ./tt++ [command file]
Read more about the command file in the files section below. Remember
one thing though. All actions, aliases, substitutions, etc, defined
when starting up TinTin++ are inherited by all sessions.
If you want to exit TinTin++ type '#end' or press ctrl-d on an empty
line.
For the WinTin++ users, if you want to paste text use shift-insert,
text is automatically copied upon selection. This is typical Linux
behavior, but it can take some getting used to.
</span><span style='color:#5F5'>Basic features
</span><span style='color:#AAA'> I'll start by explaining some of the very basic and important features:
All TinTin++ commands starts with a '#'.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #help -- #help is a client command, and isn't sent to the server.
All TinTin++ commands can be abbreviated when typed.
#he -- Typing #he is the same as typing #help though it's suggested to
use at least 3 letter abbreviations just in case another command is
added that starts with 'he'.
All commands can be separated with a ';'.
n;l dragon;s;say Dan Dare is back! -- do these 4 commands
There are 3 ways ';'s can be overruled.
&bsol;say Hello ;) -- Lines starting with a '&bsol;' aren't parsed by TinTin++.
say Hello &bsol;;) -- The escape character can escape 1 letter.
#config verbatim on -- Everything is sent as is except '#' commands.
</span><span style='color:#5F5'>Connecting to a server
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #session </span><span style='color:#FFF'>{</span><span style='color:#AAA'>session name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>server address</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>port</span><span style='color:#FFF'>}
Example</span><span style='color:#AAA'>: #session someone tintin.sourceforge.net 4321
You can have more than one session, in which case you can switch
between sessions typing #&lt;session name&gt;.
You can get a list of all sessions by typing: #session. The current
active session is marked with (active). Snooped sessions with
(snooped). MCCP sessions (compression) with (mccp 2) and (mccp 3).
</span><span style='color:#5F5'>Split
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #split
The split command will create a separated input and output area.
Using the #prompt command you can capture the prompt and place it on
the split line. To get rid of the split interface you can use #unsplit
which will restore the terminal settings to default.
</span><span style='color:#5F5'>Alias
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #alias </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The syntax of the #alias command is almost like alias in csh.
Use this command to define aliases. The variables %0, %1.. %9 contain
the arguments to the aliased command as follows:
the %0 variable contains all the arguments.
the %1 variable contains the 1st argument
....
the %9 variable contains the 9th argument
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias greet say Greetings, most honorable %1
If you want an alias to execute more commands, you must use braces.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias ws </span><span style='color:#FFF'>{</span><span style='color:#AAA'>wake;stand</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> To delete an alias use the #unalias command.
WARNING! TinTin++ doesn't baby sit, and hence does not check for
recursive aliases! You can avoid recursion by escaping the entire
line.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias put &bsol;put %1 in %2
Or by using the send command.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias put #send put %1 in %2
</span><span style='color:#5F5'> Action
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>action-text</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Use this command to define an action to take place when a particular
text appears on your screen. There are 99 variables you can use as
wildcards in the action-text.
These variables are %1, %2, %3 .... %9, %10, %11 ... %97, %98, %99.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>You are hungry</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>get bread bag;eat bread</span><span style='color:#FFF'>}
Example</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>%1 has arrived.</span><span style='color:#FFF'>}</span><span style='color:#AAA'> shake %1 -- shake hands with people arriving.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>%1 tells you '%2'</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> </span><span style='color:#FFF'>{</span><span style='color:#AAA'>tell bob %1 told me '%2'</span><span style='color:#FFF'>}</span><span style='color:#AAA'> -- forward tells.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>tells you</span><span style='color:#FFF'>}</span><span style='color:#AAA'> #bell -- beep on tell.
You can have TinTin++ ignore actions if you type '#ignore actions on'.
You can see what commands TinTin++ executes when an action triggers
by typing '#debug actions on'.
You can remove actions with the #unaction command.
</span><span style='color:#5F5'>Command files
</span><span style='color:#AAA'> When you order TinTin++ to read a command file, it parses all the text
in the file. You can use command files to keep aliases/actions in,
login to a server (name, password etc..) and basically all kinds of
commands.
You can make the command files with either a text editor (suggested),
or use the #write command to write out a file.
Commands for files:
#read filename -- read and execute the file.
#write filename -- write all actions/aliases/substitutes/etc known for
the current session to a file.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#session x mymud.com 1234
myname
mypassword
#split
#action {^You are hungry.} {eat bread}
If you save the above five lines to a file named 'mymud.tin' you can
use 'tt++ mymud.tin' to start tintin and execute the file, connecting
you to your mud, logging in, enabling split mode, and setting an action
to eat a bread whenever you go hungry.
</span><span style='color:#5F5'>Highlight
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #highlight </span><span style='color:#FFF'>{</span><span style='color:#AAA'>text</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>color</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This command works a bit like #action. The purpose of this command is
to substitute text from the server with color you provide. This command
is a simplified version of the #substitute command.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #high </span><span style='color:#FFF'>{</span><span style='color:#AAA'>Snowy</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>light yellow</span><span style='color:#FFF'>}
Example</span><span style='color:#AAA'>: #high </span><span style='color:#FFF'>{</span><span style='color:#AAA'>%*Snowy%*</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>light yellow</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Use #unhigh to delete highlights.
</span><span style='color:#5F5'> Speedwalk
</span><span style='color:#AAA'> If you type a command consisting ONLY of letters and numbers n, e, s,
w, u, d - then this command can be interpreted as a serie of movement
commands.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: ssw2n -- go south, south, west, north, north
If you have problems with typing some commands that actually ONLY
consists of these letters, then type them in CAPS. For example when
checking the NEWS or when asked to enter NEW as your name.
You must enable speedwalking with: #config speedwalk on.
</span><span style='color:#5F5'>Ticker
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #ticker </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>seconds</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The name can be whatever you want it to be, and is only required for
the unticker command. The commands will be executed every x amount of
seconds, which is specified in the interval part.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #tick </span><span style='color:#FFF'>{</span><span style='color:#AAA'>tick</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>#delay 50 #show 10 SECONDS TO TICK!;#show TICK!!!</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>60</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This creates a ticker with the name </span><span style='color:#FFF'>{</span><span style='color:#AAA'>tick</span><span style='color:#FFF'>}</span><span style='color:#AAA'> which will print TICK!!!,
as well as print a warning when the next tick will occure.
You can remove tickers with #untick
</span><span style='color:#5F5'>Repeating Commands
</span><span style='color:#AAA'> You can repeat a command, the syntax is: #number command
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #5 cackle -- if you just killed bob the wizard.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #10 </span><span style='color:#FFF'>{</span><span style='color:#AAA'>buy bread;put bread bag</span><span style='color:#FFF'>}</span><span style='color:#AAA'> -- repeat these 2 commands 10 times.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #100 ooc w00t w00t!!!!! -- nochannel yourself.
</span><span style='color:#5F5'>History
</span><span style='color:#AAA'> TinTin++ has a limited subset of the csh history features.
! -- repeat the last command
!cast -- repeat the last command starting with cast
ctrl-r -- enter the reverse history search mode.
</span><span style='color:#5F5'>Map commands
</span><span style='color:#AAA'> TinTin++ has a powerful highly configurable automapper. Whenever
you type n/ne/e/se/s/sw/w/nw/n/u/d tt++ tries to keep track of your
movement.
Commands for map:
#map create -- create a map.
#map goto 1 -- go to the first room in the map, created by default.
#map map -- display the map.
#map undo -- undo your last map alteration.
#map write &lt;filename&gt; -- save the map to file.
#map read &lt;filename&gt; -- load a map from file.
There are many other map options and it's beyond the scope of this
help section to explain everything there is to know, but I'll give
a set of commands that will get most people started.
#map create
#split 12 1
#map flag unicode on
#map flag vt on
#map goto 1
These commands will create a 12 row vt100 split section at the top of
your screen where a map drawn using unicode characters is displayed.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action </span><span style='color:#FFF'>{</span><span style='color:#AAA'>There is no exit in that direction.</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>#map undo</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The map will be automatically created as you move around.
</span><span style='color:#5F5'>Help
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #help </span><span style='color:#FFF'>{</span><span style='color:#AAA'>subject</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The help command is your friend and contains the same helpfiles
inside TinTin++ as are available on the website. If you type #help
without an argument you will see the various available help subjects
which try to explain the TinTin++ commands and features in greater
detail. Entries in cyan describe commands, while entries in white
describe various features, often in greater detail.
</span><span style='color:#5F5'>That's all for the introduction, enjoy
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CHARACTERS'>characters</a>, <a href='#COLORS'>colors</a>, <a href='#COORDINATES'>coordinates</a>, <a href='#EDITING'>editing</a>, <a href='#ESCAPE_CODES'>escape_codes</a>, <a href='#GREETING'>greeting</a>, <a href='#KEYPAD'>keypad</a>, <a href='#LISTS'>lists</a>, <a href='#MAPPING'>mapping</a>, <a href='#MATHEMATICS'>mathematics</a>, <a href='#SCREEN_READER'>screen_reader</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SPEEDWALK'>speedwalk</a>, <a href='#STATEMENTS'>statements</a>, <a href='#SUSPEND'>suspend</a> and <a href='#TIME'>time</a>.
<a name='KEYPAD'></a>
</span><span style='color:#FF5'> KEYPAD
</span><span style='color:#AAA'> When TinTin++ starts up it sends &bsol;e= to the terminal to enable the
terminal's application keypad mode, which can be disabled using
#cursor flag keypad off.
</span><span style='color:#FFF'> Configuration A Configuration B Configuration C
</span><span style='color:#0AA'> ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮
</span><span style='color:#FFF'>num</span><span style='color:#0AA'></span><span style='color:#FFF'>/</span><span style='color:#0AA'></span><span style='color:#FFF'>*</span><span style='color:#0AA'></span><span style='color:#FFF'>-</span><span style='color:#0AA'> │ │</span><span style='color:#FFF'>num</span><span style='color:#0AA'></span><span style='color:#FFF'>/</span><span style='color:#0AA'></span><span style='color:#FFF'>*</span><span style='color:#0AA'></span><span style='color:#FFF'>-</span><span style='color:#0AA'> │ │</span><span style='color:#FFF'>Num</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp/</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp*</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp-</span><span style='color:#0AA'>
├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
</span><span style='color:#FFF'>7</span><span style='color:#0AA'></span><span style='color:#FFF'>8</span><span style='color:#0AA'></span><span style='color:#FFF'>9</span><span style='color:#0AA'></span><span style='color:#FFF'>+</span><span style='color:#0AA'> │ │</span><span style='color:#FFF'>Home</span><span style='color:#0AA'></span><span style='color:#FFF'>Up</span><span style='color:#0AA'></span><span style='color:#FFF'>PgUp</span><span style='color:#0AA'></span><span style='color:#FFF'>+</span><span style='color:#0AA'> │ │</span><span style='color:#FFF'>nkp7</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp8</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp9</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp+</span><span style='color:#0AA'>
├─────┼─────┼─────┤ │ ├─────┼─────┼─────┤ │ ├─────┼─────┼─────┤ │
</span><span style='color:#FFF'>4</span><span style='color:#0AA'></span><span style='color:#FFF'>5</span><span style='color:#0AA'></span><span style='color:#FFF'>6</span><span style='color:#0AA'> │ │ │</span><span style='color:#FFF'>Left</span><span style='color:#0AA'></span><span style='color:#FFF'>Cntr</span><span style='color:#0AA'></span><span style='color:#FFF'>Right</span><span style='color:#0AA'>│ │ │</span><span style='color:#FFF'>nkp4</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp5</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp6</span><span style='color:#0AA'> │ │
├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
</span><span style='color:#FFF'>1</span><span style='color:#0AA'></span><span style='color:#FFF'>2</span><span style='color:#0AA'></span><span style='color:#FFF'>3</span><span style='color:#0AA'></span><span style='color:#FFF'>Enter</span><span style='color:#0AA'>│ │</span><span style='color:#FFF'>End</span><span style='color:#0AA'></span><span style='color:#FFF'>Down</span><span style='color:#0AA'></span><span style='color:#FFF'>PgDn</span><span style='color:#0AA'></span><span style='color:#FFF'>Enter</span><span style='color:#0AA'>│ │</span><span style='color:#FFF'>nkp1</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp2</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp3</span><span style='color:#0AA'></span><span style='color:#FFF'>nkpEn</span><span style='color:#0AA'>
├─────┴─────┼─────┤ │ ├─────┴─────┼─────┤ │ ├─────┴─────┼─────┤ │
</span><span style='color:#FFF'>0</span><span style='color:#0AA'></span><span style='color:#FFF'>.</span><span style='color:#0AA'> │ │ │</span><span style='color:#FFF'>Ins</span><span style='color:#0AA'></span><span style='color:#FFF'>Del</span><span style='color:#0AA'> │ │ │</span><span style='color:#FFF'>nkp0</span><span style='color:#0AA'></span><span style='color:#FFF'>nkp.</span><span style='color:#0AA'> │ │
╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯
</span><span style='color:#AAA'> With keypad mode disabled numlock on will give you configuration A,
and numlock off will give you configuration B. With keypad mode
enabled you'll get configuration C.
</span><span style='color:#FFF'> Terminals that support keypad mode
</span><span style='color:#AAA'> Linux Console, PuTTY, MinTTY, Eterm, aterm.
</span><span style='color:#FFF'> Terminals that do not support keypad mode
</span><span style='color:#AAA'> RXVT on Cygwin, Windows Console, Gnome Terminal, Konsole.
</span><span style='color:#FFF'> Peculiar Terminals
</span><span style='color:#AAA'> RXVT requires turning off numlock to enable configuration C.
Xterm may require disabling Alt/NumLock Modifiers (num-lock) in the
ctrl left-click menu. Or edit ~/.Xresources and add
XTerm*VT100.numLock:false
Mac OS X Terminal requires enabling 'strict vt100 keypad behavior' in
Terminal -&gt; Window Settings -&gt; Emulation.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#COLORS'>colors</a>, <a href='#COORDINATES'>coordinates</a>, <a href='#ESCAPE_CODES'>escape_codes</a>, <a href='#MATHEMATICS'>mathematics</a> and <a href='#PCRE'>pcre</a>.
<a name='KILL'></a>
</span><span style='color:#FF5'> KILL
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #kill </span><span style='color:#FFF'>{</span><span style='color:#AAA'>list</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>pattern</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Without an argument, the kill command clears all lists. Useful if
you don't want to exit tintin to reload your command files.
With one argument a specific list can be cleared.
With two arguments the triggers in the chosen list that match the
given pattern will be removed.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #kill alias %*test*
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a>, <a href='#DEBUG'>debug</a>, <a href='#IGNORE'>ignore</a>, <a href='#INFO'>info</a> and <a href='#MESSAGE'>message</a>.
<a name='LINE'></a>
</span><span style='color:#FF5'> LINE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #line </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> </span><span style='color:#5F5'>Line options that alter the argument.
</span><span style='color:#AAA'> </span><span style='color:#FFF'>#line json &lt;variable&gt; &lt;argument&gt;
</span><span style='color:#AAA'> The variable is translated to json and the argument is executed
with &amp;0 holding the json data.
</span><span style='color:#FFF'>#line strip &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed with all color codes stripped.
</span><span style='color:#FFF'>#line substitute &lt;options&gt; &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed using the provided substitutions, available
options are: arguments, braces, colors, escapes, functions, secure,
and variables.
</span><span style='color:#5F5'>Line options that alter how the line is executed.
</span><span style='color:#AAA'> </span><span style='color:#FFF'>#line background &lt;argument&gt;
</span><span style='color:#AAA'> Prevent new session activation.
</span><span style='color:#FFF'>#line benchmark &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed and the elapsed time is reported after.
</span><span style='color:#FFF'>#line capture &lt;variable&gt; &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed and output stored in &lt;variable&gt;.
</span><span style='color:#FFF'>#line convert &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed with escaped meta characters.
</span><span style='color:#FFF'>#line debug &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed in debug mode.
</span><span style='color:#FFF'>#line gag [amount]
</span><span style='color:#AAA'> Gag the next line, or given lines. Use + or - to increase
or decrease the current amount.
</span><span style='color:#FFF'>#line ignore {argument}
</span><span style='color:#AAA'> Argument is executed without any triggers being checked.
</span><span style='color:#FFF'>#line local {argument}
</span><span style='color:#AAA'> Argument is executed with all newly and indirectly
created variables being local.
</span><span style='color:#FFF'>#line log &lt;filename&gt; [text]
</span><span style='color:#AAA'> Log the next line to file unless the [text] argument is
provided.
</span><span style='color:#FFF'>#line logmode &lt;option&gt; &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed using the provided logmode, available
modes are: html, plain, raw, and stamp.
</span><span style='color:#FFF'>#line msdp &lt;argument&gt;
</span><span style='color:#AAA'> Turn the argument into an msdp telnet sequence, starting at the
first opening brace. Will turn tintin tables into msdp tables,
with semicolons being used to create msdp arrays.
</span><span style='color:#FFF'>#line multishot &lt;number&gt; &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed in multishot mode, all triggers created
will only fire the given number of times.
</span><span style='color:#FFF'>#line oneshot &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed in oneshot mode, all triggers created will
only fire once.
</span><span style='color:#FFF'>#line quiet &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed with suppression of most system messages.
</span><span style='color:#FFF'>#line verbatim &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed verbatim, prohibiting variable and function
substitutions.
</span><span style='color:#FFF'>#line verbose &lt;argument&gt;
</span><span style='color:#AAA'> Argument is executed with most system messages enabled.
When using #line log and logging in html format use &bsol;c&lt; &bsol;c&gt; &bsol;c&amp; &bsol;c&quot; to
log a literal &lt; &gt; &amp; and &quot;.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a> and <a href='#CONFIG'>config</a>.
<a name='LIST'></a>
</span><span style='color:#FF5'> LIST
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #list </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> #list {var} {add} &lt;items&gt; Add &lt;items&gt; to the list
#list {var} {clear} Empty the given list
#list {var} {collapse} &lt;separator&gt; Turn list into a variable
#list {var} {copy} &lt;variable&gt; Copy variable to the list
#list {var} {create} &lt;items&gt; Create a list using &lt;items&gt;
#list {var} {delete} &lt;index&gt; [amount] Delete the item at &lt;index&gt;,
the [amount] is optional.
#list {var} {explode} &lt;separator&gt; Turn variable into a list
#list {var} {indexate} [key] Index a list table for sorting
#list {var} {insert} &lt;index&gt; &lt;item&gt; Insert &lt;item&gt; at given index
#list {var} {filter} &lt;keep&gt; [remove] Filter with keep / remove regex
#list {var} {find} &lt;regex&gt; &lt;variable&gt; Return the found index
#list {var} {get} &lt;index&gt; &lt;variable&gt; Copy an item to {variable}
#list {var} {numerate} Renumber a table or list
#list {var} {order} [items] Sort list alphanumerically
#list {var} {refine} &lt;keep&gt; [remove] Filter with keep / remove math
with &amp;0 holding the value
#list {var} {reverse} Reverse the list
#list {var} {shuffle} Shuffle the list
#list {var} {set} &lt;index&gt; &lt;item&gt; Change the item at {index}
#list {var} {simplify} [items] Turn list into a simple list
#list {var} {size} &lt;variable&gt; Copy list size to {variable}
#list {var} {sort} [items] Sort list alphabetically, if
an item is given it's added.
#list {var} {swap} &lt;index&gt; &lt;index&gt; Swap two items
#list {var} {tokenize} &lt;string&gt; Create a character list
The index should be between +1 and the list's size. You can also give
a negative value, in which case -1 equals the last item in the list,
-2 the second last, etc.
When inserting an item a positive index will prepend the item at the
given index, while a negative index will append the item.
The add and create options allow using multiple items, as well
as semicolon separated items.
The get option will return the item or the indexation. Use
&dollar;var[&lt;index&gt;] to retrieve the nested data of a list table.
The order, sort and simplify options will perform the operation on
the given list. Optional items can be provided which are added to
the new or existing list before the operation is executed. Sorting
and ordering are stable.
The indexate option prepares a table or list table for order, sort,
filter, refine, and find operations for the given key. It is similar
to the SELECT option in SQL. All entries must contain the given key.
A size of 0 is returned for an empty or non-existent list. You can
directly access the size of a list using &amp;var[].
You can directly access elements in a list variable using &dollar;var[+1],
&dollar;var[+2], &dollar;var[-1], etc.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#CONTINUE'>continue</a>, <a href='#FOREACH'>foreach</a>, <a href='#LOOP'>loop</a>, <a href='#PARSE'>parse</a>, <a href='#REPEAT'>repeat</a>, <a href='#RETURN'>return</a> and <a href='#WHILE'>while</a>.
<a name='LISTS'></a>
</span><span style='color:#FF5'> LISTS
</span><span style='color:#AAA'> There are several different types of lists in tintin which behave in a
fairly universal manner. To properly explain lists it's easiest to
explain the most basic variable type first before discussing more
complex types.
- Basic variable: The standard key = value variable.
- Simple list: A string that contains semicolon delimited fields.
{a;b;c}. Can be saved as a variable.
- Brace list: A string in which fields are delimited with braces.
{a}{b}{c}. Brace lists cannot be stored as a variable because tables
use braces as well, they must be stored as a simple list instead.
- Table: Think of this as variables nested within another variable. Or
as variables contained within another variable.
- List: A table that uses integers for its indexes. Also known as an
array. The #list command is a utility command for using tables as
arrays.
</span><span style='color:#5F5'> Simple Variables
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#variable {simple} {Hello World!}
#show &dollar;simple
To see if the 'simple' variable exists you can use &amp;{simple} which
will display 0 if the variable does not exist, or the variable's index
if it exists.
If you have multiple variables they are sorted alphabetically and
numerically. While it's not all that relevant for simple variables,
the first variable has index 1, the second variable index 2, and so
on.
Variable names need to start with a letter and only exist of letters,
numbers, and underscores. If you need to use a non standard variable
name this is possible using braces.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #variable {:)} {Happy Happy!};#show &dollar;{:)}
Variables can be accessed using their index. While primarily useful
for tables it is possible to do this for simple variables. Use +1 for
the first variable, +2 for the second variable, etc. Use -1 for the
last variable, -2 for the second last variable, etc.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show The first variable is: *{+1} with value: &dollar;{+1}
</span><span style='color:#5F5'> Removing Variables
</span><span style='color:#AAA'> To remove a variable, use #unvariable or #unvar (every command can be
abbreviated). It's possible to remove multiple variables at once
using #unvar {var 1} {var 2} {etc}
Variables are unique to each session, so if you have multiple
sessions, removing a variable from one session won't remove it from
other sessions.
If you remove a table variable, all variables contained within that
table variable are removed as well.
</span><span style='color:#5F5'> Simple Lists
</span><span style='color:#AAA'> A simple list is a string that contains semicolon delimited fields.
Commands can be entered as simple lists, for example:
#show {a};#show {b} will execute a single line as two commands.
Several commands take a simple list as their input, these are:
#foreach, #line substitute, #path load, #list create, and #highlight.
</span><span style='color:#5F5'> Brace Lists
</span><span style='color:#AAA'> A brace list is a string in which fields are delimited with braces.
Most commands take a brace list for their arguments, for example:
#session {x} {mud.com} {1234} {mud.tin}. The session command takes
4 arguments, the 4th argument (command file) is optional.
Commands that take a simple list as their input will also accept a
brace list, keep in mind you'll have to embed the brace list in an
extra set of braces, for example: #path load {{n}{s}{w}{w}}, which is
identical to: #path load {n;s;w;w}.
Brace lists cannot be stored as variables because TinTin++ will
confuse them with tables. You can convert a brace list to a table
variable using: #list {bracelist} {create} {{a}{b}{c}} this will look
internally as: {{1}{a}{2}{b}{3}{c}}. You can then convert this table
back to a simple list using: #list {bracelist} {simplify} which will
change it to {a;b;c}.
Braces cannot easily be escaped in TinTin++. Using &bsol;{ or &bsol;} will not
work. The reason for this is due to several factors, but primarily
backward compatibility. To escape braces you must define them using
hexadecimal notation using &bsol;x7B and &bsol;x7D. See #help escape for a list
of escape options, and the help file will also remind you of how to
escape braces.
</span><span style='color:#5F5'> Tables
</span><span style='color:#AAA'> Tables are key/value pairs stored within a variable. Tables are also
known as associative arrays, dictionaries, maps, nested variables,
structures, and probably a couple of other names. There are several
ways to create and access tables.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #variable {friendlist} {{bob}{bob@mail.com} {bubba}{sunset@gmail.com}}
This will create a friendlist with two entries, the key is the name of
the friend, the value is the email address of the friend. You can see
the email address of bob using: #show {&dollar;friendlist[bob]}. You can
also define this table as following:
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#variable {friendlist[bob]} {bob@mail.com}
#variable {friendlist[bubba]} {sunset@gmail.com}
This would create the exact same table as the single line declaration
used previously. To see the first key in the table use:
*friendlist[+1], to see the first value in the table use:
&dollar;friendlist[+1]. To see the size of the table use &amp;friendlist[]. To
print a bracelist of all friends use *friendlist[], to print a
bracelist of all friends whose name starts with the letter 'a' you
would use: *friendlist[a%*]. Similarly to see the number of friends
you have whose name ends with the letter 'b' you would use:
&amp;friendlist[%*b].
See #help regexp for a brief overview of regular expression options.
While TinTin++ supports PCRE (perl-compatible regular expressions), it
embeds them within its own regular expression syntax that is simpler
and less invasive, while still allowing the full power of PCRE for
those who need it.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #unvariable {friendlist[bubba]}
This would remove {bubba} from the friendlist. To remove the entire
friendlist you would use: #unvariable {friendlist}.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #variable {friendlist} {{bob} {{email}{bob@ma.il} {phone}{123456789}}}
There is no limit to the number of nests, simply add more braces. To
see Bob's email in this example you would use:
#show {&dollar;friendlist[bob][email]}.
To merge two tables the #cat command can be used.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#variable {bli} {{a}{1}{b}{2}}
#variable {blo} {{c}{3}{d}{4}}
#cat {blo} {&dollar;bli}
</span><span style='color:#5F5'> Lists
</span><span style='color:#AAA'> Tables are sorted alphabetically with the exception of numbers which
are sorted numerically. If you want to determine the sorting order
yourself you can use use the #list command which helps you to use
tables as arrays.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {%1 chats %2} {#list chats add {%0}}
Each time a chat is received it's added to the end of the 'chats' list
variable. If you type #variable chats this might look like:
</span><span style='color:#FF5'>#</span><span style='color:#5FF'>VARIABLE </span><span style='color:#A0A'>{</span><span style='color:#FFF'>chats</span><span style='color:#A0A'>}
</span><span style='color:#AAA'> </span><span style='color:#A0A'>{
</span><span style='color:#AAA'> </span><span style='color:#A0A'>{</span><span style='color:#FFF'>1</span><span style='color:#A0A'>} {</span><span style='color:#FFF'>Bubba chats Hi</span><span style='color:#A0A'>}
</span><span style='color:#AAA'> </span><span style='color:#A0A'>{</span><span style='color:#FFF'>2</span><span style='color:#A0A'>} {</span><span style='color:#FFF'>Bob chats Hi bub</span><span style='color:#A0A'>}
</span><span style='color:#AAA'> </span><span style='color:#A0A'>{</span><span style='color:#FFF'>3</span><span style='color:#A0A'>} {</span><span style='color:#FFF'>Bubba chats Bye</span><span style='color:#A0A'>}
</span><span style='color:#AAA'> </span><span style='color:#A0A'>{</span><span style='color:#FFF'>4</span><span style='color:#A0A'>} {</span><span style='color:#FFF'>Bob chats bub bye</span><span style='color:#A0A'>}
</span><span style='color:#AAA'> </span><span style='color:#A0A'>}
</span><span style='color:#5F5'> Parsing
</span><span style='color:#AAA'> There are various ways to parse lists and tables, using either #loop,
#foreach, #while, or #&lt;number&gt;.
#loop takes two numeric arguments, incrementing or decrementing the
first number until it matches the second number. The value of the loop
counter is stored in the provided variable.
#foreach takes either a simple list or a brace list as its first
argument. Foreach will go through each item in the list and store the
value in the provided variable.
#while will perform an if check on the first argument, if the result
is true it will execute the commands in the second argument. Then it
performs an if check on the first argument again. It will continue to
repeat until the if check returns 0 or the loop is interrupted with a
control flow command. It takes special care to avoid infinite loops.
#&lt;number&gt; will execute the provided argument 'number' times. For
example: #4 {#show beep! &bsol;a}
Here are some examples.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #list friends create {bob;bubba;zorro}
Internally this looks like {{1}{bob}{2}{bubba}{3}{zorro}} and the
list can be parsed in various ways.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #foreach {&dollar;friends[%*]} {name} {#show &dollar;name}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #foreach {*friends[%*]} {i} {#show &dollar;friends[&dollar;i]}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #loop {1} {&amp;friends[]} {i} {#show &dollar;friends[+&dollar;i]}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #math i 1;#while {&amp;friends[+&dollar;i]} {#show &dollar;friends[+&dollar;i];
#math i &dollar;i + 1}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #math i 1;#&amp;friends[] {#show &dollar;friends[+&dollar;i];#math i &dollar;i + 1}
Each of the five examples above performs the same task; printing the
three names in the friends list.
If you want to get a better look at what goes on behind the scenes
while executing scripts you can use '#debug all on'. To stop seeing
debug information use '#debug all off'.
</span><span style='color:#5F5'> List Tables
</span><span style='color:#AAA'> List tables are also known as databases and the #list command has
several options to manipulate them.
For these options to work properly all tables need to have identical
keys. Here is an example list table.
#var {friendlist}
{
{1}{{name}{bob} {age}{54}}
{2}{{name}{bubba} {age}{21}}
{3}{{name}{pamela} {age}{36}}
}
To sort the list table by age you would use:
#list friendlist indexate age
#list friendlist order
To remove everyone whose name starts with a 'b' you would use:
#list friendlist indexate name
#list friendlist filter {} {b%*}
The filter option only supports regular expressions. To filter
using mathematics you would loop through the list backwards:
#loop &amp;friendlist[] 1 index
{
#if {&dollar;friendlist[+&dollar;index][age] &lt; 30}
{
#list friendlist delete &dollar;index
}
}
Alternatively you can use the refine option.
#list friendlist indexate age
#list friendlist refine {&amp;0 &gt;= 30}
To add an item to a list table there are two options:
#list friendlist add {{{name}{hobo} {age}{42}}}
#list friendlist insert -1 {{name}{hobo} {age}{42}}
</span><span style='color:#5F5'> Optimization
</span><span style='color:#AAA'> TinTin++ tables are exceptionally fast while they remain under 100
items. Once a table grows beyond 10000 items there can be performance
issues when inserting and removing items in the beginning or middle of
the table.
The plan is to eventually implement an indexable and flexible data
structure for large tables.
If you load a large table from file it's important to make sure it's
sorted, when using #write to save a table it's automatically sorted.
If you notice performance issues on large tables it's relatively easy
to create a hash table.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#alias {sethash}
{
#format hash %H %1;
#math hash1 &dollar;hash % 100;
#math hash2 &dollar;hash / 100 % 100;
#var hashtable[&dollar;hash1][&dollar;hash2][%1] %2
}
#function {gethash}
{
#format hash %H %1;
#math hash1 &dollar;hash % 100;
#math hash2 &dollar;hash / 100 % 100;
#return &dollar;hashtable[&dollar;hash1][&dollar;hash2][%1]
}
#alias {test}
{
sethash bli hey;
sethash bla hi;
sethash blo hello;
#show The value of bla is: @gethash{bla}
}
The above script will rapidly store and retrieve over 1 million items.
Looping through a hash table is relatively easy as well.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>:
#alias {showhash}
{
#foreach {*hashtable[%*]} {hash1}
{
#foreach {*hashtable[&dollar;hash1][%*]} {hash2}
{
#echo {%-20s = %s}
{hashtable[&dollar;hash1][&dollar;hash2]}
{&dollar;hashtable[&dollar;hash1][&dollar;hash2]}
}
}
}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#CONTINUE'>continue</a>, <a href='#FOREACH'>foreach</a>, <a href='#LOOP'>loop</a>, <a href='#PARSE'>parse</a>, <a href='#REPEAT'>repeat</a>, <a href='#RETURN'>return</a> and <a href='#WHILE'>while</a>.
<a name='LOCAL'></a>
</span><span style='color:#FF5'> LOCAL
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #local </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>text to fill variable</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The local command sets a local variable. Unlike a regular variable
a local variable will only stay in memory for the duration of the
event that created it. They are accessed in the same way as a
regular variable.
Commands that store information to a variable will use a local variable
if it exists.
Avoid setting the result variable as local in a function. Similarly,
it is best to avoid setting a local variable that is identical to an
existing regular variable.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias {swap} {#local x %0;#replace x {e} {u};#show &dollar;x}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a local variable with the #unlocal command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#FORMAT'>format</a>, <a href='#FUNCTION'>function</a>, <a href='#MATH'>math</a>, <a href='#REPLACE'>replace</a>, <a href='#SCRIPT'>script</a> and <a href='#VARIABLE'>variable</a>.
<a name='LOG'></a>
</span><span style='color:#FF5'> LOG
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #log </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The log command allows logging session output to file.
</span><span style='color:#FFF'>#config log_level &lt;low|high&gt;
</span><span style='color:#AAA'> Default is high. Low, logs server output before triggers.
</span><span style='color:#FFF'>#config log_mode &lt;html|plain|raw&gt;
</span><span style='color:#AAA'> Set the log's data type to either html, plain, or raw.
</span><span style='color:#FFF'>#log append &lt;filename&gt;
</span><span style='color:#AAA'> Start logging to the given file, if the file already exists it won't
be overwritten and data will be appended to the end.
</span><span style='color:#FFF'>#log make &lt;directory&gt;
</span><span style='color:#AAA'> Create the given directory.
</span><span style='color:#FFF'>#log move &lt;filename_1&gt; &lt;filename_2&gt;
</span><span style='color:#AAA'> Move filename_1 to filename_2. This can be any file and doesn't need
to be a log file.
</span><span style='color:#FFF'>#log overwrite &lt;filename&gt;
</span><span style='color:#AAA'> Start logging to the given file, if the file already exists it will
be overwritten.
</span><span style='color:#FFF'>#log off
</span><span style='color:#AAA'> Stop logging.
</span><span style='color:#FFF'>#log remove &lt;filename&gt;
</span><span style='color:#AAA'> Remove the file. This can be any file and doesn't need to be a log
file.
</span><span style='color:#FFF'>#log timestamp &lt;format&gt;
</span><span style='color:#AAA'> When set the timestamp will be prepended to each line logged to file.
The format will be formatted as a date using the strftime format
specifiers as described in #help time.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#READ'>read</a>, <a href='#SCAN'>scan</a>, <a href='#TEXTIN'>textin</a>, <a href='#TIME'>time</a> and <a href='#WRITE'>write</a>.
<a name='LOOP'></a>
</span><span style='color:#FF5'> LOOP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #loop </span><span style='color:#FFF'>{</span><span style='color:#AAA'>&lt;start&gt;</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>&lt;finish&gt;</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>&lt;variable&gt;</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Like a for statement, loop will loop from start to finish incrementing
or decrementing by 1 each time through. The value of the loop counter
is stored in the provided variable, which you can use in the commands.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #loop 1 3 loop {get all &dollar;loop.corpse}
This equals 'get all 1.corpse;get all 2.corpse;get all 3.corpse'.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #loop 3 1 cnt {drop &dollar;cnt&bsol;.key}
This equals 'drop 3.key;drop 2.key;drop 1.key'.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#CONTINUE'>continue</a>, <a href='#FOREACH'>foreach</a>, <a href='#LIST'>list</a>, <a href='#PARSE'>parse</a>, <a href='#REPEAT'>repeat</a>, <a href='#RETURN'>return</a> and <a href='#WHILE'>while</a>.
<a name='MACRO'></a>
</span><span style='color:#FF5'> MACRO
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #macro </span><span style='color:#FFF'>{</span><span style='color:#AAA'>key sequence</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Macros allow you to make tintin respond to function keys.
The key sequence sent to the terminal when pressing a function key
differs for every OS and terminal. To find out what sequence is sent
you can enable the CONVERT META config option.
Another option is pressing ctrl-v, which will enable CONVERT META for
the next key pressed.
If you only want a key sequence to trigger at the start of an input
line prefix the key sequence with ^.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #macro {(press ctrl-v)(press F1)} {#show &bsol;e[2J;#buffer lock}
Clear the screen and lock the window when you press F1, useful when the
boss is near.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #macro {&bsol;eOM} {#cursor enter}
Makes the keypad's enter key work as an enter in keypad mode.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #macro {^nn} {n}
Makes pressing n twice on an empty line execute north.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: Not all terminals properly initialize the keypad key sequences.
If this is the case you can still use the keypad, but instead of the
arrow keys use ctrl b, f, p, and n.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a macro with the #unmacro command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALIAS'>alias</a>, <a href='#CURSOR'>cursor</a>, <a href='#HISTORY'>history</a>, <a href='#KEYPAD'>keypad</a>, <a href='#SPEEDWALK'>speedwalk</a> and <a href='#TAB'>tab</a>.
<a name='MAP'></a>
</span><span style='color:#FF5'> MAP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #map
The map command is the backbone of the auto mapping feature.
</span><span style='color:#FFF'>#map at &lt;exit|vnum&gt; &lt;command&gt;
</span><span style='color:#AAA'> Execute the command at the given exit or vnum.
</span><span style='color:#FFF'>#map center &lt;x&gt; &lt;y&gt; &lt;z&gt;
</span><span style='color:#AAA'> Sets displaying center of the map viewer, default is 0 0 0.
</span><span style='color:#FFF'>#map color &lt;field&gt; [value]
</span><span style='color:#AAA'> Sets the map color for the given color field. Use #map color reset
to restore colors to default.
</span><span style='color:#FFF'>#map create &lt;size&gt;
</span><span style='color:#AAA'> Creates a new map and room 1. The default size is 50000 rooms.
</span><span style='color:#FFF'>#map destroy {area|world} &lt;name&gt;
</span><span style='color:#AAA'> Deletes the map or given area.
</span><span style='color:#FFF'>#map delete &lt;exit|vnum&gt;
</span><span style='color:#AAA'> Deletes the room for the given exit or vnum.
</span><span style='color:#FFF'>#map dig &lt;exit|vnum&gt; [new|&lt;vnum&gt;]
</span><span style='color:#AAA'> Creates an exit for the given exit name. If no valid exit name
is given or no existing room is found a new room is created.
Useful for portal links and other alternative forms of
transportation. If the 'new' argument is provided all existing
rooms are ignored and a new room is created. If a room vnum is
given as the second argument an exit will be created leading
to the given room vnum. If the room vnum doesn't exist a new
room is created.
</span><span style='color:#FFF'>#map entrance &lt;exit&gt; &lt;option&gt; &lt;arg&gt; [both]
</span><span style='color:#AAA'> Set the entrance data for the given exit. You must specify a
valid two-way exit for this to work.
</span><span style='color:#FFF'>#map exit &lt;exit&gt; &lt;option&gt; &lt;arg&gt; [both]
</span><span style='color:#AAA'> Set the exit data. Useful with a closed door where you can
set the exit command: '#map exit e command {open east;e}'.
Use #map exit &lt;exit&gt; for a list of available options.
Use #map exit &lt;exit&gt; save to save all exit data.
</span><span style='color:#FFF'>#map exitflag &lt;exit&gt; &lt;AVOID|BLOCK|HIDE|INVIS&gt; [on|off]
</span><span style='color:#AAA'> Set exit flags. See #map roomflag for more info.
</span><span style='color:#FFF'>#map explore &lt;exit&gt;
</span><span style='color:#AAA'> Explores the given exit until a dead end or an
intersection is found. The route is stored in #path and can
subsequently be used with #walk. Useful for long roads.
</span><span style='color:#FFF'>#map find &lt;name&gt; &lt;exits&gt; &lt;desc&gt; &lt;area&gt; &lt;note&gt; &lt;terrain&gt; &lt;flag&gt;
</span><span style='color:#AAA'> searches for the given room name. If found the shortest path
from your current location to the destination is calculated.
The route is stored in #path and can subsequently be used with
the various #path commands. If #map flag nofollow is set it
will store the exit commands instead of the exit names.
If &lt;exits&gt; is provided all exits must be matched, if
&lt;roomdesc&gt;, &lt;roomarea&gt; or &lt;roomnote&gt; or &lt;roomterrain&gt; or
&lt;roomflag&gt; is provided these are matched as well against the
room to be found.
These search options are also available for the at, delete,
goto, link, list and run commands.
</span><span style='color:#FFF'>#map flag asciigraphics
</span><span style='color:#AAA'> Takes up more space but draws a more detailed
map that displays the ne se sw nw exits and room symbols.
</span><span style='color:#FFF'>#map flag asciivnums
</span><span style='color:#AAA'> Display room vnums if asciigraphics is enabled.
</span><span style='color:#FFF'>#map flag direction
</span><span style='color:#AAA'> Display an arrow on the map showing the direction of your
last movement command.
</span><span style='color:#FFF'>#map flag fast
</span><span style='color:#AAA'> Limit coordinate searches to a 50 room radius. Useful to
speed up map drawing and room creation on large maps.
</span><span style='color:#FFF'>#map flag nofollow
</span><span style='color:#AAA'> When you enter movement commands the map will no longer
automatically follow along. Useful for MSDP and GMCP
automapping scripts. When you use #map find in nofollow
mode it will store the exit command instead of the exit
name into the path.
</span><span style='color:#FFF'>#map flag pancake
</span><span style='color:#AAA'> Makes the map display rooms above or below you. You can use
#map color room </span><span style='color:#000'></span><span style='color:#FFF'> for a color gradient.
</span><span style='color:#AAA'> </span><span style='color:#FFF'>#map flag quiet
</span><span style='color:#AAA'> Silence map messages when creating new rooms through movement.
</span><span style='color:#FFF'>#map flag static
</span><span style='color:#AAA'> Will make the map static so new rooms are no longer
created when walking into an unmapped direction. Useful when
you're done mapping and regularly bump into walls accidentally
creating a new room. #map dig etc will still work.
</span><span style='color:#FFF'>#map flag symbolgraphics
</span><span style='color:#AAA'> Draw a 1x1 map using the defined room symbols.
</span><span style='color:#FFF'>#map flag terrain
</span><span style='color:#AAA'> Fill up empty space surrounding rooms with terrain symbols
</span><span style='color:#FFF'>#map flag vtgraphics
</span><span style='color:#AAA'> Enables vt line drawing on some terminals
</span><span style='color:#FFF'>#map flag vtmap
</span><span style='color:#AAA'> Will enable the vtmap which is shown in the top split
screen if you have one. You can create a 16 rows high top
screen by using '#split 16 1'.
</span><span style='color:#FFF'>#map get &lt;option&gt; &lt;variable&gt; [vnum]
</span><span style='color:#AAA'> Store a map value into a variable, if no vnum is given the
current room is used. Use 'all' as the option to store all
values as a table.
</span><span style='color:#FFF'>#map get roomexits &lt;variable&gt;
</span><span style='color:#AAA'> Store all room exits into variable.
</span><span style='color:#FFF'>#map global &lt;room vnum&gt;
</span><span style='color:#AAA'> Set the vnum of a room that contains global
exits, for example an exit named 'recall' that leads to the
recall location. The room can contain multiple exits, in case
there are multiple commands that are similar to recall.
</span><span style='color:#FFF'>#map goto &lt;room vnum&gt; [dig]
</span><span style='color:#AAA'> Takes you to the given room vnum, with the
dig argument a new room will be created if none exists.
</span><span style='color:#FFF'>#map goto &lt;name&gt; &lt;exits&gt; &lt;desc&gt; &lt;area&gt; &lt;note&gt; &lt;terrain&gt;
</span><span style='color:#AAA'> Takes you to the given room name, if you provide exits those
must match.
</span><span style='color:#FFF'>#map info [save]
</span><span style='color:#AAA'> Gives information about the map and room you are in. If the save
argument is given the map data is saved to the info[map] variable.
</span><span style='color:#FFF'>#map insert &lt;direction&gt; [roomflag]
</span><span style='color:#AAA'> Insert a room in the given direction. Most useful for inserting
void rooms.
</span><span style='color:#FFF'>#map jump &lt;x&gt; &lt;y&gt; &lt;z&gt;
</span><span style='color:#AAA'> Jump to the given coordinate, which is relative
to your current room.
</span><span style='color:#FFF'>#map landmark &lt;name&gt; &lt;vnum&gt; [description] [size]
</span><span style='color:#AAA'> Creates an alias to target the provided room vnum. The
description is optional and should be brief. The size
determines from how many rooms away the landmark can be
seen.
</span><span style='color:#FFF'>#map leave
</span><span style='color:#AAA'> Makes you leave the map. Useful when entering a maze. You
can return to your last known room using #map return.
</span><span style='color:#FFF'>#map legend &lt;legend&gt; [symbols|reset]
</span><span style='color:#AAA'> </span><span style='color:#FFF'>#map legend &lt;legend&gt; &lt;index&gt; [symbol]
</span><span style='color:#AAA'> There are several legends and sub-legends available for
drawing maps to suit personal preference and character sets.
Use #map legend all to see the legend as currently defined.
Use #map legend &lt;legend&gt; &lt;reset&gt; to set the default legend.
Use #map legend &lt;legend&gt; &lt;character list&gt; to create a custom
legend. Custom legends are stored in the map file and can be
saved and loaded using #map write and #map read.
</span><span style='color:#FFF'>#map link &lt;direction&gt; &lt;room name&gt; [both]
</span><span style='color:#AAA'> Links two rooms. If the both
argument and a valid direction is given the link is two ways.
</span><span style='color:#FFF'>#map list &lt;name&gt; &lt;exits&gt; &lt;desc&gt; &lt;area&gt; &lt;note&gt; &lt;terrain&gt;
</span><span style='color:#AAA'> Lists all matching rooms and their distance. The following
search keywords are supported.
{distance} &lt;arg&gt; will list rooms within given distance.
{roomarea} &lt;arg&gt; will list rooms with matching area name.
{roomdesc} &lt;arg&gt; will list rooms with matching room desc.
{roomexits} &lt;arg&gt; will list rooms with identical room exits.
Use * as an exit to ignore non pathdir exits.
{roomflag} &lt;arg&gt; will list rooms with matching room flags.
{roomid} &lt;arg&gt; will list rooms with identical id name.
{roomname} &lt;arg&gt; will list rooms with matching room name.
{roomnote} &lt;arg&gt; will list rooms with matching room note.
{roomterrain} &lt;arg&gt; will list rooms with matching room terrain.
{variable} &lt;arg&gt; will save the output to given variable.
</span><span style='color:#FFF'>#map map &lt;rows&gt; &lt;cols&gt; &lt;append|overwrite|list|variable&gt; &lt;name&gt;
</span><span style='color:#AAA'> Display a drawing of the map of the given height and width.
All arguments are optional. If {rows} or {cols} are set to {}
or {0} they will use the scrolling window size as the default.
If {rows} or {cols} are a negative number this number is
subtracted from the scrolling window size.
</span><span style='color:#FFF'>#map map &lt;rows&gt; &lt;cols&gt; draw &lt;square&gt;
</span><span style='color:#AAA'> Display a drawing of the map of the given height and width.
The square argument exists of 4 numbers formulating the top
left corner and bottom right corner of a square.
If you use {append|overwrite} the map is written to the specified
file name which must be given as the 4th argument.
If you use {list|variable} the map is saved to the specified
variable name.
</span><span style='color:#FFF'>#map move &lt;direction&gt;
</span><span style='color:#AAA'> This does the same as an actual movement command, updating your
location on the map and creating new rooms. Useful when you are
following someone and want the map to follow along. You will need
to create actions using '#map move', for this to work.
</span><span style='color:#FFF'>#map offset &lt;row&gt; &lt;col&gt; &lt;row&gt; &lt;col&gt;
</span><span style='color:#AAA'> Define the offset of the vtmap as a square. Without an argument
it defaults to the entire top split region.
</span><span style='color:#FFF'>#map read &lt;filename&gt;
</span><span style='color:#AAA'> Will load the given map file.
</span><span style='color:#FFF'>#map resize &lt;size&gt;
</span><span style='color:#AAA'> Resize the map, setting the maximum number of rooms.
</span><span style='color:#FFF'>#map return
</span><span style='color:#AAA'> Returns you to your last known room after leaving the map
or loading a map.
</span><span style='color:#FFF'>#map roomflag &lt;flags&gt; &lt;get|on|off&gt;
</span><span style='color:#AAA'>
</span><span style='color:#FFF'>#map roomflag avoid
</span><span style='color:#AAA'> When set, '#map find' will avoid a route leading
through that room. Useful for locked doors, etc.
</span><span style='color:#FFF'>#map roomflag block
</span><span style='color:#AAA'> When set the automapper will prevent movement into or through
the room. Useful for death traps.
</span><span style='color:#FFF'>#map roomflag hide
</span><span style='color:#AAA'> When set, '#map' will not display the map beyond
this room. When mapping overlapping areas or areas that aren't
build consistently you need this flag as well to stop
auto-linking, unless you use void rooms.
</span><span style='color:#FFF'>#map roomflag invis
</span><span style='color:#AAA'> When set the room will be colored with the INVIS color.
</span><span style='color:#FFF'>#map roomflag leave
</span><span style='color:#AAA'> When entering a room with this flag, you will
automatically leave the map. Useful when set at the entrance
of an unmappable maze.
</span><span style='color:#FFF'>#map roomflag noglobal
</span><span style='color:#AAA'> This marks a room as not allowing global
transportation, like norecall rooms that block recall.
</span><span style='color:#FFF'>#map roomflag void
</span><span style='color:#AAA'> When set the room becomes a spacing room that can
be used to connect otherwise overlapping areas. A void room
should only have two exits. When entering a void room you are
moved to the connecting room until you enter a non void room.
</span><span style='color:#FFF'>#map roomflag static
</span><span style='color:#AAA'> When set the room will no longer be autolinked
when walking around. Useful for mapping mazes.
</span><span style='color:#FFF'>#map run &lt;room name&gt; [delay]
</span><span style='color:#AAA'> Calculates the shortest path to the destination and walks you
there. The delay is optional and requires using braces. Besides
the room name a list of exits can be provided for more precise
matching.
</span><span style='color:#FFF'>#map set &lt;option&gt; &lt;value&gt; [vnum]
</span><span style='color:#AAA'> Set a map value for your current room, or given room if a room
vnum is provided.
</span><span style='color:#FFF'>#map sync &lt;filename&gt;
</span><span style='color:#AAA'> Similar to #map read except the current map won't be unloaded
or overwritten.
</span><span style='color:#FFF'>#map terrain &lt;name&gt; &lt;symbol&gt; [flag]
</span><span style='color:#AAA'> Set the terrain symbol and flag.
</span><span style='color:#FFF'>#map terrain &lt;name&gt; &lt;symbol&gt; [DENSE|SPARSE|SCANT]
</span><span style='color:#AAA'> Determine symbol density, omit for the default.
</span><span style='color:#FFF'>#map terrain &lt;name&gt; &lt;symbol&gt; [NARROW|WIDE|VAST]
</span><span style='color:#AAA'> Determine symbol spread range, omit for the default.
</span><span style='color:#FFF'>#map terrain &lt;name&gt; &lt;symbol&gt; [FADEIN|FADEOUT]
</span><span style='color:#AAA'> Determine symbol spread density, omit for the default.
</span><span style='color:#FFF'>#map terrain &lt;name&gt; &lt;symbol&gt; [DOUBLE]
</span><span style='color:#AAA'> You're using two characters for the symbol.
</span><span style='color:#FFF'>#map travel &lt;direction&gt; &lt;delay&gt;
</span><span style='color:#AAA'> Follows the direction until a dead end or an intersection is
found. Use braces around the direction if you use the delay,
which will add the given delay between movements.
Use #path stop to stop a delayed run.
</span><span style='color:#FFF'>#map undo
</span><span style='color:#AAA'> Will undo your last move. If this created a room or a link
they will be deleted, otherwise you'll simply move back a
room. Useful if you walked into a non-existent direction.
</span><span style='color:#FFF'>#map uninsert &lt;direction&gt;
</span><span style='color:#AAA'> Exact opposite of the insert command.
</span><span style='color:#FFF'>#map unlandmark &lt;name&gt;
</span><span style='color:#AAA'> Removes a landmark.
</span><span style='color:#FFF'>#map unlink &lt;direction&gt; [both]
</span><span style='color:#AAA'> Will remove the exit, this isn't two way so you can have the
properly display no exit rooms and mazes.
If you use the both argument the exit is removed two-ways.
</span><span style='color:#FFF'>#map unterrain &lt;name&gt;
</span><span style='color:#AAA'> Removes a terrain.
</span><span style='color:#FFF'>#map update [now]
</span><span style='color:#AAA'> Sets the vtmap to update within the next 0.1 seconds, or
instantly with the now argument.
</span><span style='color:#FFF'>#map vnum &lt;low&gt; [high]
</span><span style='color:#AAA'> Change the room vnum to the given number, if a range is
provided the first available room in that range is selected.
</span><span style='color:#FFF'>#map write &lt;filename&gt; [force]
</span><span style='color:#AAA'> Will save the map, if you want to save a map to a .tin file
you must provide the {force} argument.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#PATH'>path</a>, <a href='#PATHDIR'>pathdir</a> and <a href='#SPEEDWALK'>speedwalk</a>.
<a name='MAPPING'></a>
</span><span style='color:#FF5'> MAPPING
</span><span style='color:#AAA'> TinTin++ has a powerful automapper that uses a room system similar to
Diku MUDs which means that odd map layouts and weird exit
configurations aren't a problem. The mapper provides tools to improve
the visual map display. For basic path tracking see #help PATH.
</span><span style='color:#FFF'> #map create [size]
</span><span style='color:#AAA'> This command creates the initial map. The size is 50,000 by default
and can be changed at any time with the #map resize command. If you
play a MUD that uses MSDP or GMCP to provide room numbers you'll have
to increase it to the highest reported room number. Increasing the
size of the map doesn't decrease performance.
</span><span style='color:#FFF'> #map goto &lt;location&gt;
</span><span style='color:#AAA'> When you create the map you are not automatically inside the map. By
default room number (vnum) 1 is created, so you can go to it using
#map goto 1. Once you are inside the map new rooms are automatically
created as you move around. Movement commands are defined with the
#pathdir command. By default n, ne, e, se, s, sw, w, nw, u, d are
defined.
</span><span style='color:#FFF'>#map map &lt;rows&gt; &lt;cols&gt; &lt;append|overwrite|list|variable&gt; &lt;name&gt;
</span><span style='color:#AAA'> To see the map you can use #map map. It's annoying to have to
constantly type #map map however. Instead it's possible to use #split
to display a vt100 map. To do so execute:
</span><span style='color:#FFF'>#split 16 1
</span><span style='color:#AAA'> #map flag vtmap on
The first command sets the top split lines to 16 and the bottom split
line to 1. If you want a smaller or larger map display you can use a
different value than 16.
If you don't need to display diagonal exits and prefer a more compact
look you can use #map flag AsciiGraphics off. This will enable the
standard display which uses UTF-8 box drawing characters, results may
vary depending on the font used.
If your terminal supports UTF-8 you can also give #map flag unicode on
a try.
If you want to display the map in a different location of the screen
use something like:
</span><span style='color:#FFF'>#split 0 1 0 -80
</span><span style='color:#AAA'> #map offset 1 81 -4 -1
This will display the map on the right side of the screen, if the
width of the screen is wide enough.
</span><span style='color:#FFF'>#map undo
</span><span style='color:#AAA'> If you accidentally walk into the wall on your MUD the mapper will
still create a new room. You can easily fix this mistake by using
#map undo. If you want to move around on the map without moving around
on the MUD you can use: #map move {direction}. To delete a room
manually you can use: #map delete {direction}. To create a room
manually you can use: #map dig {direction}.
</span><span style='color:#FFF'>#map write &lt;filename&gt;
</span><span style='color:#AAA'> You can save your map using #map write, to load a map you can use
#map read &lt;filename&gt;. You can return to the room you were in when
the map was last saved by using #map return. You can use #event to
automatically read and write the map on session start and end.
</span><span style='color:#FFF'>#map set &lt;option&gt; &lt;value&gt;
</span><span style='color:#AAA'> You can set the room name using #map set roomname &lt;name&gt;. You either
have to do this manually or create triggers to set the room name
automatically. Once the room name is set you can use #map goto with
the room name to visit it. If there are two rooms with the same name
#map goto will go to the most nearby room. If you want to always go
to the same room you should memorize the room number or create a
landmark.
</span><span style='color:#FFF'>#map landmark firstroom 1
</span><span style='color:#AAA'> You can further narrow down the matches by providing additional
arguments, for example:
</span><span style='color:#FFF'>#map goto {dark alley} {roomexits} {n;e} {roomarea} {Haddock Ville}
</span><span style='color:#AAA'> You can set the room weight using #map set roomweight {value}. The
weight by default is set to 1.0 and it represents the difficulty of
traversing the room. If you have a lake as an alternative route, and
traversing water rooms is 4 times slower than regular rooms, then you
could set the weight of the lake rooms to 4.0. If the lake is 3 rooms
wide the total weight is 12. If walking around the lake has a weight
less than 12 the mapper will go around the lake, if the weight is
greater than 12 the mapper will take a route through the lake.
You can set the room symbol using #map set roomsymbol {value}. The
symbol should be one, two, or three characters, which can be
colorized. You can for example mark shops with an 'S' and colorize the
'S' depending on what type of shop it is.
</span><span style='color:#FFF'>#map run &lt;location&gt; &lt;delay&gt;
</span><span style='color:#AAA'> The run command will have tintin find the shortest path to the given
location and execute the movement commands to get there. You can
provide a delay in seconds with floating point precision, for example:
</span><span style='color:#FFF'>#map run {dark alley} {0.5}
</span><span style='color:#AAA'> This will make you walk towards the nearest dark alley with 0.5 second
intervals. Typical MUDs accept commands at 0.25 second intervals.
</span><span style='color:#FFF'>#map insert {direction} {flag}
</span><span style='color:#AAA'> The insert command is useful for adding spacer rooms called void rooms.
Often rooms overlap, and by adding void rooms you can stretch out
exits. For example: #map insert north void. You cannot enter void rooms
once they've been created, so you'll have to use #map info in an
adjacent room to find the room vnum, then use #map goto {vnum} to
visit.
It's also possible to align rooms using void rooms. This is easily
done using #map insert north void.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MAP'>map</a>, <a href='#PATH'>path</a> and <a href='#PATHDIR'>pathdir</a>.
<a name='MATH'></a>
</span><span style='color:#FF5'> MATH
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #math </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>expression</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Performs math operations and stores the result in a variable. The math
follows a C-like precedence, as follows, with the top of the list
having the highest priority.
Operators Priority Function
------------------------------------------------
! 0 logical not
~ 0 bitwise not
d 1 integer random dice
* 2 integer multiply
** 2 integer power
/ 2 integer divide
// 2 integer sqrt // 2 or cbrt // 3
% 2 integer modulo
+ 3 integer addition
- 3 integer subtraction
&lt;&lt; 4 bitwise shift
&gt;&gt; 4 bitwise shift
.. 4 integer range
&gt; 5 logical greater than
&gt;= 5 logical greater than or equal
&lt; 5 logical less than
&lt;= 5 logical less than or equal
== 6 logical equal (can use regex)
=== 6 logical equal (never regex)
!= 6 logical not equal (can use regex)
!== 6 logical not equal (never regex)
&amp; 7 bitwise and
^ 8 bitwise xor
| 9 bitwise or
&amp;&amp; 10 logical and
^^ 11 logical xor
|| 12 logical or
? 13 logical ternary if (unfinished code)
: 14 logical ternary else
True is any non-zero number, and False is zero. Parentheses () have
highest precedence, so inside the () is always evaluated first.
Strings must be enclosed in &quot; &quot; or { } and in the case of an == or
!= operation a regex is performed with the regular expression in the
right-hand string. In the case of a &lt;= or &gt;= operation the alphabetic
order is compared.
The #if and #switch commands use #math. Several commands accepting
numeric input allow math operations as well, such as #delay.
Floating point precision is added by using the decimal . operator or
using #format with the %f flag character.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #math {heals} {&dollar;mana / 40}
Assuming there is a variable &dollar;mana, divides its value by 40 and stores
the result in &dollar;heals.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {^You receive %0 experience} {updatexp %0}
#alias updatexp {#math {xpneed} {&dollar;xpneed - %0}
Let's say you have a variable which stores xp needed for your next
level. The above will modify that variable after every kill, showing
the amount still needed.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {%0 tells %1}
{#if {{%0} == {Bubba} &amp;&amp; &dollar;afk} {reply I'm away, my friend.}}
When you are away from keyboard, it will only reply to your friend.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CAT'>cat</a>, <a href='#FORMAT'>format</a>, <a href='#FUNCTION'>function</a>, <a href='#LOCAL'>local</a>, <a href='#MATHEMATICS'>mathematics</a>, <a href='#REPLACE'>replace</a>, <a href='#SCRIPT'>script</a> and <a href='#VARIABLE'>variable</a>.
<a name='MATHEMATICS'></a>
</span><span style='color:#FF5'> MATHEMATICS
</span><span style='color:#AAA'> </span><span style='color:#FFF'>Number operations
</span><span style='color:#AAA'> Operators Priority Function
------------------------------------------------
! 0 logical not
~ 0 bitwise not
* 1 integer multiply
** 1 integer power
/ 1 integer divide
// 1 integer sqrt // 2 or cbrt // 3
% 1 integer modulo
d 1 integer random dice roll
+ 2 integer addition
- 2 integer subtraction
&lt;&lt; 3 bitwise shift
&gt;&gt; 3 bitwise shift
&gt; 4 logical greater than
&gt;= 4 logical greater than or equal
&lt; 4 logical less than
&lt;= 4 logical less than or equal
== 5 logical equal
!= 5 logical not equal
&amp; 6 bitwise and
^ 7 bitwise xor
| 8 bitwise or
&amp;&amp; 9 logical and
^^ 10 logical xor
|| 11 logical or
Operator priority can be ignored by using parentheses, for example
(1 + 1) * 2 equals 4, while 1 + 1 * 2 equals 3.
</span><span style='color:#FFF'>String operations
</span><span style='color:#AAA'> Operators Priority Function
------------------------------------------------
&gt; 4 alphabetical greater than
&gt;= 4 alphabetical greater than or equal
&lt; 4 alphabetical less than
&lt;= 4 alphabetical less than or equal
== 5 alphabetical equal using regex
!= 5 alphabetical not equal using regex
=== 5 alphabetical equal
!== 5 alphabetical not equal
Strings must be encased in double quotes or braces. The &gt; &gt;= &lt; &lt;=
operators perform basic string comparisons. The == != operators perform
regular expressions, with the argument on the left being the string,
and the argument on the right being the regex. For example
{bla} == {%*a} would evaluate as 1.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MATH'>math</a> and <a href='#REGEXP'>regexp</a>.
<a name='MESSAGE'></a>
</span><span style='color:#FF5'> MESSAGE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #message </span><span style='color:#FFF'>{</span><span style='color:#AAA'>listname</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>on</span><span style='color:#FFF'>|</span><span style='color:#AAA'>off</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This will show the message status of all your lists if typed without an
argument. If you set for example VARIABLES to OFF you will no longer be
spammed when correctly using the #VARIABLE and #UNVARIABLE commands.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CLASS'>class</a>, <a href='#DEBUG'>debug</a>, <a href='#IGNORE'>ignore</a>, <a href='#INFO'>info</a> and <a href='#KILL'>kill</a>.
<a name='METRIC_SYSTEM'></a>
</span><span style='color:#FF5'> METRIC SYSTEM
</span><span style='color:#AAA'> The #math command supports using 1K, 1M, 1m, and 1u to make large and
small number handling a little easier. These are case sensitive. Only
four symbols are supported to keep false positives to a minimum.
</span><span style='color:#0AA'> ╭─────────┬────────┬─────────────────────────────────╮
</span><span style='color:#FFF'> Name </span><span style='color:#0AA'></span><span style='color:#FFF'> Symbol </span><span style='color:#0AA'></span><span style='color:#FFF'> Factor</span><span style='color:#0AA'>
├─────────┼────────┼─────────────────────────────────┤
</span><span style='color:#FFF'> Mega </span><span style='color:#0AA'></span><span style='color:#FFF'> M </span><span style='color:#0AA'></span><span style='color:#FFF'> 1 000 000</span><span style='color:#0AA'>
</span><span style='color:#FFF'> Kilo </span><span style='color:#0AA'></span><span style='color:#FFF'> K </span><span style='color:#0AA'></span><span style='color:#FFF'> 1 000</span><span style='color:#0AA'>
</span><span style='color:#FFF'> </span><span style='color:#0AA'></span><span style='color:#FFF'> </span><span style='color:#0AA'></span><span style='color:#FFF'> </span><span style='color:#0AA'>
</span><span style='color:#FFF'> milli </span><span style='color:#0AA'></span><span style='color:#FFF'> m </span><span style='color:#0AA'></span><span style='color:#FFF'> 0.001</span><span style='color:#0AA'>
</span><span style='color:#FFF'> micro </span><span style='color:#0AA'></span><span style='color:#FFF'> u </span><span style='color:#0AA'></span><span style='color:#FFF'> 0.000 001</span><span style='color:#0AA'>
╰─────────┴────────┴─────────────────────────────────╯
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ECHO'>echo</a>, <a href='#FORMAT'>format</a> and <a href='#MATH'>math</a>.
<a name='MOUSE'></a>
</span><span style='color:#FF5'> MOUSE
</span><span style='color:#AAA'> To enable xterm mouse tracking use #CONFIG MOUSE ON.
To see mouse events as they happen use #CONFIG MOUSE INFO. This
information can then be used to create mouse events with the #event
command and buttons with the #button command.
Visual buttons and pop-ups can be drawn on the screen with the #draw
command.
The input field can be changed and renamed using #screen inputregion,
which allows creating named events for enter handling.
Links can be created using the MSLP protocol which will generate link
specific events when clicked.
In order to copy/paste, most terminals require that you press the shift
key during selection.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BUTTON'>button</a>, <a href='#DRAW'>draw</a>, <a href='#EVENT'>event</a> and <a href='#MSLP'>mslp</a>.
<a name='MSDP'></a>
</span><span style='color:#FF5'> MSDP
</span><span style='color:#AAA'> MSDP (Mud Server Data Protocol) is part of the #port functionality.
See #help event for additional documentation as all MSDP events are
available as regular events.
Available MSDP events can be queried using the MSDP protocol
as described in the specification.
</span><span style='color:#5FF'>https://tintin.mudhalla.net/protocols/msdp
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#EVENT'>event</a> and <a href='#PORT'>port</a>.
<a name='MSLP'></a>
</span><span style='color:#FF5'> MSLP
</span><span style='color:#AAA'> MSLP (Mud Server Link Protocol) requires enabling #config mouse on,
and creating the appropriate LINK events.
The simplest link can be created by surrounding a keyword with the
&bsol;e[4m and &bsol;e[24m tags.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #substitute {&bsol;b{n|e|s|w|u|d}&bsol;b} {&bsol;e[4m%1&bsol;e[24m}
This would display 'Exits: n, e, w.' as 'Exits: n, e, w.'.
When clicked this would trigger the PRESSED LINK MOUSE BUTTON ONE
event of which %4 will hold the link command and %6 holds the
link name, which in the case of a simple link will be empty.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #event {PRESSED LINK MOUSE BUTTON ONE} {#send {%4}}
Keep in mind that if you change PRESSED to DOUBLE-CLICKED the link
will only work if the text does not scroll in between clicks.
If you want to create a complex link use an OSC code.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #sub {&bsol;bsmurf&bsol;b} {&bsol;e]68;1;;say I hate smurfs!&bsol;a&bsol;e[4m%0&bsol;e[24m}
If you have the LINK event of the previous example set, the %4
argument will contain 'say I hate smurfs!'.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #sub {&bsol;bgoblin&bsol;b} {&bsol;e]68;1;SEND;kill goblin&bsol;a&bsol;e[4m%0&bsol;e[24m}
Notice the previous instance of ;; has been replaced with ;SEND;
which will name the link. This will generate a named event.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #event {PRESSED LINK SEND MOUSE BUTTON ONE} {#send {%4}}
By naming links you can organize things a little bit better instead
of tunneling everything through the same event.
Keep in mind that the server is allowed to use &bsol;e]68;1;&bsol;a as well,
subsequently various security measures are in place.
To create secure links, which are filtered out when sent by a server,
you need to use &bsol;e]68;2;&bsol;a, and they instead trigger the SECURE LINK
event.
To create a link that is not underlined, use &bsol;e]4;24m text &bsol;e]24m.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #sub {%* tells %*} {&bsol;e]68;2;EXEC;#cursor set tell %1 &bsol;a&bsol;e[4;24m%0&bsol;e[24m}
</span><span style='color:#FFF'> </span><span style='color:#AAA'> #event {PRESSED SECURE LINK EXEC MOUSE BUTTON ONE} {%4}
This would make you start a reply when clicking on a tell.
</span><span style='color:#FFF'>Website</span><span style='color:#AAA'>: https://tintin.mudhalla.net/protocols/mslp
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#EVENT'>event</a> and <a href='#PORT'>port</a>.
<a name='NOP'></a>
</span><span style='color:#FF5'> NOP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #nop </span><span style='color:#FFF'>{</span><span style='color:#AAA'>whatever</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Short for 'no operation', and is ignored by the client. It is useful
for commenting in your coms file, any text after the nop and before a
semicolon or end of line is ignored. You shouldn't put braces { } in it
though, unless you close them properly.
A valid alternative for #nop is #0.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: By using braces you can comment out multiple lines of code in a script
file.
For commenting out an entire trigger and especially large sections of
triggers you would want to use /* text */
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #nop This is the start of my script file.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#READ'>read</a>
<a name='PARSE'></a>
</span><span style='color:#FF5'> PARSE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #parse </span><span style='color:#FFF'>{</span><span style='color:#AAA'>string</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Like the loop statement, parse will loop from start to finish through
the given string. The value of the current character is stored in the
provided variable.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #parse {hello world} {char} {#show &dollar;char}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#CONTINUE'>continue</a>, <a href='#FOREACH'>foreach</a>, <a href='#LIST'>list</a>, <a href='#LOOP'>loop</a>, <a href='#REPEAT'>repeat</a>, <a href='#RETURN'>return</a> and <a href='#WHILE'>while</a>.
<a name='PATH'></a>
</span><span style='color:#FF5'> PATH
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #path </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> create Will clear the path and start path mapping.
delete Will delete the last move of the path.
describe Describe the path and current position.
destroy Will clear the path and stop path mapping.
get Will get either the length or position.
goto Go the the start, end, or given position index.
insert Add the given argument to the path.
load Load the given variable as the new path.
map Display the map and the current position.
move Move the position forward or backward. If a number is given
the position is changed by the given number of steps.
run Execute the current path, with an optional floating point
delay in seconds as the second argument.
save Save the path to a variable. You must specify whether you
want to save the path 'forward' or 'backward'.
start Start path mapping.
stop Stop path mapping, can also abort #path run.
swap Switch the forward and backward path.
unzip Load the given speedwalk as the new path.
walk Take one step forward or backward.
zip Turn the path into a speedwalk.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #path ins {unlock n;open n} {unlock s;open s}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MAP'>map</a>, <a href='#PATHDIR'>pathdir</a> and <a href='#SPEEDWALK'>speedwalk</a>.
<a name='PATHDIR'></a>
</span><span style='color:#FF5'> PATHDIR
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #pathdir </span><span style='color:#FFF'>{</span><span style='color:#AAA'>dir</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>reversed dir</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>coord</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> By default tintin sets the most commonly used movement commands
meaning you generally don't really have to bother with pathdirs.
Pathdirs are used by the #path and #map commands.
The first argument is a direction, the second argument is the reversed
direction. The reverse direction of north is south, etc.
The third argument is a spatial coordinate which is a power of two.
'n' is 1, 'e' is 2, 's' is 4, 'w' is '8', 'u' is 16, 'd' is 32. The
exception is for compound directions, whose value should be the sum
of the values of each cardinal direction it is composed of. For
example, 'nw' is the sum of 'n' and 'w' which is 1 + 8, so 'nw'
needs to be given the value of 9. This value is required for the
#map functionality to work properly.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #pathdir {ue} {dw} {18}
#pathdir {dw} {ue} {40}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a pathdir with the #unpathdir command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MAP'>map</a> and <a href='#PATH'>path</a>.
<a name='PCRE'></a>
</span><span style='color:#FF5'> PCRE
</span><span style='color:#AAA'> A regular expression, regex or regexp is a sequence of characters that
defines a search pattern. Since the 1980s, different syntaxes for
writing regular expressions exist, the two most widely used ones being
the POSIX syntax and the similar but more advanced Perl standard.
TinTin++ supports the Perl standard known as PCRE (Perl Compatible
Regular Expressions).
Regular expressions are an integral part of TinTin++, but keep in mind
that tintin doesn't allow you to use regular expressions directly,
instead it uses a simpler intermediate syntax that still allows more
complex expressions when needed.
Commands that utilize regular expressions are: action, alias, elseif,
gag, grep, highlight, if, kill, local, math, prompt, regexp, replace,
substitute, switch, variable and while. Several other commands use
regular expressions in minor ways. Fortunately the basics are very
easy to learn.
</span><span style='color:#5F5'> TinTin++ Regular Expression
</span><span style='color:#AAA'> The following support is available for regular expressions.
</span><span style='color:#FFF'> ^ </span><span style='color:#AAA'>match start of line.
</span><span style='color:#FFF'> &dollar; </span><span style='color:#AAA'>match of end of line.
</span><span style='color:#FFF'> &bsol; </span><span style='color:#AAA'>escape one character.
</span><span style='color:#FFF'> %1-%99 </span><span style='color:#AAA'>match of any text, stored in the corresponding index.
</span><span style='color:#FFF'> %0 </span><span style='color:#AAA'>should be avoided in the regex, contains all matched text.
</span><span style='color:#FFF'> { } </span><span style='color:#AAA'>embed a perl compatible regular expression, matches are stored.
</span><span style='color:#FFF'> %!{ } </span><span style='color:#AAA'>embed a perl compatible regular expression, matches are not stored.
[ ] . + | ( ) ? * are treated as normal text unless used within braces.
Keep in mind that { } is replaced with ( ) automatically unless %!{ }
is used.
</span><span style='color:#FFF'>TinTin++ Description POSIX
%a </span><span style='color:#AAA'>Match zero or more characters including newlines ([^&bsol;0]*?)
</span><span style='color:#FFF'> %A </span><span style='color:#AAA'>Match zero or more newlines ([&bsol;n]*?)
</span><span style='color:#FFF'> %c </span><span style='color:#AAA'>Match zero or more ansi color codes ((?:&bsol;e&bsol;[[0-9;]*m)*?)
</span><span style='color:#FFF'> %d </span><span style='color:#AAA'>Match zero or more digits ([0-9]*?)
</span><span style='color:#FFF'> %D </span><span style='color:#AAA'>Match zero or more non-digits ([^0-9]*?)
</span><span style='color:#FFF'> %i </span><span style='color:#AAA'>Matches become case insensitive (?i)
</span><span style='color:#FFF'> %I </span><span style='color:#AAA'>Matches become case sensitive (default) (?-i)
</span><span style='color:#FFF'> %s </span><span style='color:#AAA'>Match zero or more spaces ([&bsol;r&bsol;n&bsol;t ]*?)
</span><span style='color:#FFF'> %S </span><span style='color:#AAA'>Match zero or more non-spaces ([^&bsol;r&bsol;n&bsol;t ]*?)
</span><span style='color:#FFF'> %w </span><span style='color:#AAA'>Match zero or more word characters ([A-Za-z0-9_]*?)
</span><span style='color:#FFF'> %W </span><span style='color:#AAA'>Match zero or more non-word characters ([^A-Za-z0-9_]*?)
</span><span style='color:#FFF'> %? </span><span style='color:#AAA'>Match zero or one character (.??)
</span><span style='color:#FFF'> %. </span><span style='color:#AAA'>Match one character (.)
</span><span style='color:#FFF'> %+ </span><span style='color:#AAA'>Match one or more characters (.+?)
</span><span style='color:#FFF'> %* </span><span style='color:#AAA'>Match zero or more characters excluding newlines (.*?)
</span><span style='color:#5F5'>Ranges
</span><span style='color:#AAA'> If you want to match 1 digit use %+1d, if you want to match between 3
and 5 spaces use %+3..5s, if you want to match 1 or more word
characters use %+1..w, etc.
</span><span style='color:#5F5'>Variables
</span><span style='color:#AAA'> If you use %1 in an action to perform a match the matched string is
stored in the %1 variable which can be used in the action body.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%1 says 'Tickle me'} {tickle %1}
If you use %2 the match is stored in %2, etc. If you use an unnumbered
match like %* or %S the match is stored at the last used index
incremented by one.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%3 says '%*'} {#if {&quot;%4&quot; == &quot;Tickle me&quot;} {tickle %3}}
The maximum variable index is 99. If you begin an action with %* the
match is stored in %1. You should never use %0 in the trigger part of
an action, when used in the body of an action %0 contains all the parts
of the string that were matched.
To prevent a match from being stored use %!*, %!w, etc.
</span><span style='color:#5F5'>Perl Compatible Regular Expressions
</span><span style='color:#AAA'> You can embed a PCRE (Perl Compatible Regular Expression) using curley
braces { }, these braces are replaced with parentheses ( ) unless you
use %!{ }.
</span><span style='color:#5F5'>Or
</span><span style='color:#AAA'> You can separate alternatives within a PCRE using the | character.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%* raises {his|her|its} eyebrows.} {say 42..}
</span><span style='color:#5F5'>Brackets
</span><span style='color:#AAA'> You can group alternatives and ranges within a PCRE using brackets.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%* says 'Who is number {[1-9]}?} {say &dollar;number[%2] is number %2}
The example only triggers if someone provides a number between 1 and
9. Any other character will cause the action to not trigger.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%* says 'Set password to {[^0-9]*}&dollar;} {say The password must
contain at least one number, not for security reasons, but just to
annoy you.} {4}
When the ^ character is used within brackets it creates an inverse
search, [^0-9] matches every character except for a number between 0
and 9.
</span><span style='color:#5F5'>Quantification
</span><span style='color:#AAA'> A quantifier placed after a match specifies how often the match is
allowed to occur.
</span><span style='color:#FFF'> ? </span><span style='color:#AAA'>repeat zero or one time.
</span><span style='color:#FFF'> * </span><span style='color:#AAA'>repeat zero or multiple times.
</span><span style='color:#FFF'> + </span><span style='color:#AAA'>repeat once or multiple times.
</span><span style='color:#FFF'> {n} </span><span style='color:#AAA'>repeat exactly n times, n must be a number.
</span><span style='color:#FFF'> {n,} </span><span style='color:#AAA'>repeat at least n times, n must be a number.
</span><span style='color:#FFF'> {n,o} </span><span style='color:#AAA'>repeat between n and o times, n and o must be a number.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%* says 'Who is number {[1-9][0-9]{0,2}}?} {Say &dollar;number[%2] is
number %2}
The example only triggers if someone provides a number between 1 and
999.
</span><span style='color:#5F5'>Parantheses
</span><span style='color:#AAA'> TinTin Regular Expressions automatically add parenthesis, for example
%* translates to (.*?) in PCRE unless the %* is found at the start or
end of the line, in which cases it translates to (.*). Paranthesis in
PCRE causes a change in execution priority similar to mathematical
expressions, but parentheses also causes the match to be stored to a
variable.
When nesting multiple sets of parentheses each nest is assigned its
numerical variable in order of appearance.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #act {%* chats '{Mu(ha)+}'} {chat %2ha!}
If someone chats Muha you will chat Muhaha! If someone chats Muhaha
you will chat Muhahaha!
</span><span style='color:#5F5'>Lazy vs Greedy
</span><span style='color:#AAA'> By default regex matches are greedy, meaning {.*} will capture as much
text as possible.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #regex {bli bla blo} {^{.*} {.*}&dollar;} {#show Arg1=(&amp;1) Arg2=(&amp;2)}
This will display: Arg1=(bli bla) Arg2=(blo)
By appending a ? behind a regex it becomes lazy, meaning {.*?} will
capture as little text as possible.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #regex {bli bla blo} {^{.*?} {.*?}&dollar;} {#show Arg1=(&amp;1) Arg2=(&amp;2)}
This will display: Arg1=(bli) Arg2=(bla blo).
</span><span style='color:#5F5'>Escape Codes
</span><span style='color:#AAA'> PCRE support the following escape codes.
</span><span style='color:#FFF'> PCRE Description POSIX
&bsol;A </span><span style='color:#AAA'>Match start of string ^
</span><span style='color:#FFF'> &bsol;b </span><span style='color:#AAA'>Match word boundaries (^|&bsol;r|&bsol;n|&bsol;t| |&dollar;)
</span><span style='color:#FFF'> &bsol;B </span><span style='color:#AAA'>Match non-word boundaries [^&bsol;r&bsol;n&bsol;t ]
</span><span style='color:#FFF'> &bsol;c </span><span style='color:#AAA'>Insert control character &bsol;c
</span><span style='color:#FFF'> &bsol;d </span><span style='color:#AAA'>Match digits [0-9]
</span><span style='color:#FFF'> &bsol;D </span><span style='color:#AAA'>Match non-digits [^0-9]
</span><span style='color:#FFF'> &bsol;e </span><span style='color:#AAA'>Insert escape character &bsol;e
</span><span style='color:#FFF'> &bsol;f </span><span style='color:#AAA'>Insert form feed character &bsol;f
</span><span style='color:#FFF'> &bsol;n </span><span style='color:#AAA'>Insert line feed character &bsol;n
</span><span style='color:#FFF'> &bsol;r </span><span style='color:#AAA'>Insert carriage return character &bsol;r
</span><span style='color:#FFF'> &bsol;s </span><span style='color:#AAA'>Match spaces [&bsol;r&bsol;n&bsol;t ]
</span><span style='color:#FFF'> &bsol;S </span><span style='color:#AAA'>Match non-spaces [^&bsol;r&bsol;n&bsol;t ]
</span><span style='color:#FFF'> &bsol;t </span><span style='color:#AAA'>Insert tab character &bsol;t
</span><span style='color:#FFF'> &bsol;w </span><span style='color:#AAA'>Match letters, numbers, and underscores [A-Za-z0-9_]
</span><span style='color:#FFF'> &bsol;W </span><span style='color:#AAA'>Match non-letters, numbers, and underscores [^A-Za-z0-9_]
</span><span style='color:#FFF'> &bsol;x </span><span style='color:#AAA'>Insert hex character &bsol;x
</span><span style='color:#FFF'> &bsol;Z </span><span style='color:#AAA'>Match end of string &dollar;
</span><span style='color:#FFF'> &bsol;&bsol; </span><span style='color:#AAA'>Match a backslash &bsol;&bsol;
&bsol;s matches one space, &bsol;s+ matches one or multiple spaces, the use
of {&bsol;s+} is required for this sequence to work in tintin, &bsol;s by
itself will work outside of a set of braces.
Use &bsol;% to forcibly match a literal % character.
</span><span style='color:#5F5'>Color triggers
</span><span style='color:#AAA'> To make matching easier text triggers (Actions, Gags, Highlights,
Prompts, and Substitutes) have their color codes stripped. If you
want to create a color trigger you must start the triggers with a ~
(tilde). To make escape codes visible use #config {convert meta} on.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #action {~&bsol;e[1;37m%1} {#var roomname %1}
If the room name is the only line on the server in bright white
white color trigger will save the roomname.
This covers the basics. PCRE has more options, most of which are
somewhat obscure, so you'll have to read a PCRE manual for additional
information.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MAP'>map</a> and <a href='#PATH'>path</a>.
<a name='PORT'></a>
</span><span style='color:#FF5'> PORT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #port </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> </span><span style='color:#FFF'>#port {init} {name} {port} {file}
</span><span style='color:#AAA'> Initilize a port session.
</span><span style='color:#FFF'>#port {call} {address} {port}
</span><span style='color:#AAA'> Connect to a remote socket.
</span><span style='color:#FFF'>#port {color} {color names}
</span><span style='color:#AAA'> Set the default color of port messages.
</span><span style='color:#FFF'>#port {dnd}
</span><span style='color:#AAA'> Do Not Disturb. Decline new connections
</span><span style='color:#FFF'>#port {group} {name} {group}
</span><span style='color:#AAA'> Assign a socket group.
</span><span style='color:#FFF'>#port {ignore} {name}
</span><span style='color:#AAA'> Ignore a socket
</span><span style='color:#FFF'>#port {info}
</span><span style='color:#AAA'> Display information about the port session.
</span><span style='color:#FFF'>#port {name} {name}
</span><span style='color:#AAA'> Change socket name.
</span><span style='color:#FFF'>#port {prefix} {text}
</span><span style='color:#AAA'> Set prefix before each message.
</span><span style='color:#FFF'>#port {send} {name|all} {text}
</span><span style='color:#AAA'> Send data to socket
</span><span style='color:#FFF'>#port {uninitialize}
</span><span style='color:#AAA'> Uninitialize the port session.
</span><span style='color:#FFF'>#port {who}
</span><span style='color:#AAA'> Show all connections
</span><span style='color:#FFF'>#port {zap} {name}
</span><span style='color:#AAA'> Close a connection
The port command is very similar to chat except that it creates a
new session dedicated to receiving socket connections at the given
port number without built-in support for a communication protocol.
You can init with 0 as the port number to create a dummy session.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALL'>all</a>, <a href='#CHAT'>chat</a>, <a href='#RUN'>run</a>, <a href='#SESSION'>session</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SNOOP'>snoop</a>, <a href='#SSL'>ssl</a> and <a href='#ZAP'>zap</a>.
<a name='PROMPT'></a>
</span><span style='color:#FF5'> PROMPT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #prompt </span><span style='color:#FFF'>{</span><span style='color:#AAA'>text</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>new text</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>row #</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>col #</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Prompt is a feature for split window mode, which will capture a line
received from the server and display it on the status bar of your
split screen terminal. You would define &lt;text&gt; and &lt;new text&gt; the
same way as you would with #substitute.
The row number is optional and useful if you use a non standard split
mode. A positive row number draws #row lines from the top while a
negative number draws #row lines from the bottom. Without an argument
#prompt will write to the default split line, which is one row above
the input line, typically at row -2.
If the row number is set to 0, #prompt will behave like #substitute.
This is useful to let tintin know that a prompt was received so you
can use #config packet_patch with minimal interference.
The col number is optional and can be used to set the column index.
A positive col number draws the given number of columns from the left,
while a negative col number draws from the right. If you leave the
col number empty tintin will clear the row before printing at the
start of the row.
The #show command takes a row and col argument as well so it's also
possible to place text on your split lines using #show.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #prompt {[%*] %* (%*) &gt; } {[%1] %2 (%3)}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #prompt {[%*] %* (%*) &gt; } {} {-2}
If the &lt;new text&gt; argument is left empty the original text is used,
including colors. Use {&bsol;} for a blank line.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See </span><span style='color:#FFF'>#help split</span><span style='color:#AAA'> for more information on split mode.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See </span><span style='color:#FFF'>#help substitute</span><span style='color:#AAA'> for more information on text
substitutions.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a prompt with the #unprompt command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ACTION'>action</a>, <a href='#GAG'>gag</a>, <a href='#HIGHLIGHT'>highlight</a> and <a href='#SUBSTITUTE'>substitute</a>.
<a name='READ'></a>
</span><span style='color:#FF5'> READ
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #read </span><span style='color:#FFF'>{</span><span style='color:#AAA'>filename</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Reads a commands file into memory. The commands are merged with the
currently loaded commands. Duplicate commands are overwritten.
If you uses braces you can use several lines for each command. You
must match every { with a } for the read command to work.
You can comment out triggers using /* text */
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#LOG'>log</a>, <a href='#SCAN'>scan</a>, <a href='#TEXTIN'>textin</a> and <a href='#WRITE'>write</a>.
<a name='REGEXP'></a>
</span><span style='color:#FF5'> REGEXP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #regexp </span><span style='color:#FFF'>{</span><span style='color:#AAA'>string</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>expression</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>true</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>false</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Compares the string to the given regular expression.
The expression can contain escapes, and if you want to match a literal
&bsol; character you'll have to use &bsol;&bsol; to match a single backslash.
Variables are stored in &amp;1 to &amp;99 with &amp;0 holding the matched
substring.
The #regex command is not a proper statement like #if, when using
#return or #break in the {true} argument it won't terminate any loop
the #regex command is nested within.
</span><span style='color:#FFF'> ^ </span><span style='color:#AAA'>force match of start of line.
</span><span style='color:#FFF'> &dollar; </span><span style='color:#AAA'>force match of end of line.
</span><span style='color:#FFF'> &bsol; </span><span style='color:#AAA'>escape one character.
</span><span style='color:#FFF'> %1-%99 </span><span style='color:#AAA'>lazy match of any text, available at %1-%99.
</span><span style='color:#FFF'> %0 </span><span style='color:#AAA'>should be avoided in triggers, and if left alone lists all matches.
</span><span style='color:#FFF'> { } </span><span style='color:#AAA'>embed a raw regular expression, matches are stored to %1-%99.
</span><span style='color:#FFF'> %!{ } </span><span style='color:#AAA'>embed a raw regular expression, matches are not stored.
</span><span style='color:#FFF'> </span><span style='color:#AAA'>[ ] . + | ( ) ? * are treated as normal text unlessed used within
</span><span style='color:#FFF'> </span><span style='color:#AAA'>braces. Keep in mind that { } is replaced with ( ) automatically
</span><span style='color:#FFF'> </span><span style='color:#AAA'>unless %!{ } is used.
Of the following the (lazy) match is available at %1-%99 + 1
</span><span style='color:#FFF'> %a </span><span style='color:#AAA'>match zero or more characters including newlines.
</span><span style='color:#FFF'> %A </span><span style='color:#AAA'>match zero or more newlines.
</span><span style='color:#FFF'> %c </span><span style='color:#AAA'>match zero or more ansi color codes.
</span><span style='color:#FFF'> %d </span><span style='color:#AAA'>match zero or more digits.
</span><span style='color:#FFF'> %D </span><span style='color:#AAA'>match zero or more non digits.
</span><span style='color:#FFF'> %s </span><span style='color:#AAA'>match zero or more spaces.
</span><span style='color:#FFF'> %S </span><span style='color:#AAA'>match zero or more non spaces.
</span><span style='color:#FFF'> %w </span><span style='color:#AAA'>match zero or more word characters.
</span><span style='color:#FFF'> %W </span><span style='color:#AAA'>match zero or more non word characters.
Experimental (subject to change) matches are:
</span><span style='color:#FFF'> %p </span><span style='color:#AAA'>match zero or more printable characters.
</span><span style='color:#FFF'> %P </span><span style='color:#AAA'>match zero or more non printable characters.
</span><span style='color:#FFF'> %u </span><span style='color:#AAA'>match zero or more unicode characters.
</span><span style='color:#FFF'> %U </span><span style='color:#AAA'>match zero or more non unicode characters.
If you want to match 1 digit use %+1d, if you want to match between 3
and 5 spaces use %+3..5s, if you want to match 0 or more word
characters use %+0..w, etc.
</span><span style='color:#FFF'> %+ </span><span style='color:#AAA'>match one or more characters.
</span><span style='color:#FFF'> %? </span><span style='color:#AAA'>match zero or one character.
</span><span style='color:#FFF'> %. </span><span style='color:#AAA'>match one character.
</span><span style='color:#FFF'> %* </span><span style='color:#AAA'>match zero or more characters.
</span><span style='color:#FFF'> %i </span><span style='color:#AAA'>matching becomes case insensitive.
</span><span style='color:#FFF'> %I </span><span style='color:#AAA'>matching becomes case sensitive (default).
The match is automatically stored to a value between %1 and %99
starting at %1 and incrementing by 1 for every regex. If you use
%15 as a regular expression, the next unnumbered regular expression
would be %16. To prevent a match from being stored use %!*, %!w, etc.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #regexp {bli bla blo} {bli {.*} blo} {#show &amp;1}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: Like an alias or function #regex has its own scope.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#PCRE'>pcre</a> and <a href='#REPLACE'>replace</a>.
<a name='REPEAT'></a>
</span><span style='color:#FF5'> REPEAT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #</span><span style='color:#FFF'>[</span><span style='color:#AAA'>number</span><span style='color:#FFF'>] {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>..</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Sometimes you want to repeat the same command multiple times. This is
the easiest way to accomplish that.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #10 {buy bread}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #2 {buy bread} {buy apple}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MATHEMATICS'>mathematics</a> and <a href='#STATEMENTS'>statements</a>.
<a name='REPLACE'></a>
</span><span style='color:#FF5'> REPLACE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #replace </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>oldtext</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>newtext</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Searches the given variable, replacing each occurrence of 'oldtext'
with 'newtext'. The 'oldtext' argument is a regular expression.
Variables are stored in &amp;1 to &amp;99 with &amp;0 holding the entire matched
substring.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #function rnd #math result 1d9;#replace test {%.} {@rnd{}}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CAT'>cat</a>, <a href='#FORMAT'>format</a>, <a href='#FUNCTION'>function</a>, <a href='#LOCAL'>local</a>, <a href='#MATH'>math</a>, <a href='#SCRIPT'>script</a> and <a href='#VARIABLE'>variable</a>.
<a name='RETURN'></a>
</span><span style='color:#FF5'> RETURN
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #return </span><span style='color:#FFF'>{</span><span style='color:#AAA'>text</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This command can be used to break out of a command string being
executed.
If used inside a #function you can use #return with an argument to both
break out of the function and set the result variable.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BREAK'>break</a>, <a href='#CONTINUE'>continue</a>, <a href='#FOREACH'>foreach</a>, <a href='#LIST'>list</a>, <a href='#LOOP'>loop</a>, <a href='#PARSE'>parse</a>, <a href='#REPEAT'>repeat</a> and <a href='#WHILE'>while</a>.
<a name='RUN'></a>
</span><span style='color:#FF5'> RUN
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #run </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>shell command</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>file</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The run command works much like the system command except that it
runs the command in a pseudo terminal. The run command also creates
a session that treats the given shell command as a server. This
allows you to run ssh, as well as any other shell application, with
full tintin scripting capabilities. If a file name is given the file
is loaded prior to execution.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #run {somewhere} {ssh someone@somewhere.com}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #run {something} {tail -f chats.log}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALL'>all</a>, <a href='#PORT'>port</a>, <a href='#SESSION'>session</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SNOOP'>snoop</a>, <a href='#SSL'>ssl</a> and <a href='#ZAP'>zap</a>.
<a name='SCAN'></a>
</span><span style='color:#FF5'> SCAN
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #scan </span><span style='color:#FFF'>{</span><span style='color:#AAA'>abort</span><span style='color:#FFF'>|</span><span style='color:#AAA'>csv</span><span style='color:#FFF'>|</span><span style='color:#AAA'>tsv</span><span style='color:#FFF'>|</span><span style='color:#AAA'>txt</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>filename</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The scan command is a file reading utility.
</span><span style='color:#FFF'>#scan {abort}
</span><span style='color:#AAA'> This command must be called from with a SCAN event and will
abort the scan if one is in progress.
</span><span style='color:#FFF'>#scan {csv} &lt;filename&gt;
</span><span style='color:#AAA'> The scan csv command reads in a comma separated value file
without printing the content to the screen. Instead it triggers one
of two events.
The SCAN CSV HEADER event is triggered on the first line of the csv
file. The SCAN CSV LINE event is triggered on the second and each
subsequent line of the csv file. The %0 argument contains the entire
line, with %1 containing the first value, %2 the second value, etc,
all the way up to %99.
Values containing spaces must be surrounded with quotes, keep in mind
newlines within quotes are not supported. Use two quotes to print one
literal quote character.
</span><span style='color:#FFF'> #scan {dir} &lt;filename&gt; &lt;variable&gt;
</span><span style='color:#AAA'> The scan dir command will read the given filename or directory and
store any gathered information into the provided variable.
</span><span style='color:#FFF'> #scan {json} &lt;filename&gt; &lt;variable&gt;
</span><span style='color:#AAA'> The scan json command will read the given filename and store the data
in the provided tintin variable.
</span><span style='color:#FFF'>#scan {tsv} &lt;filename&gt;
</span><span style='color:#AAA'> The scan tsv &lt;filename&gt; command reads in a tab separated value file
without printing the content to the screen. Instead it triggers the
SCAN TSV HEADER event for the first line and SCAN TSV LINE for all
subsequent lines.
</span><span style='color:#FFF'>#scan {file} &lt;filename&gt; {commands}
</span><span style='color:#AAA'> The scan file command reads the given files and executes the
commands argument. &amp;0 contains the raw content of the file and
&amp;1 contains the plain content. &amp;2 contains the raw byte size of the
file and &amp;3 the plain byte size. &amp;5 contains the line count.
</span><span style='color:#FFF'>#scan {txt} &lt;filename&gt;
</span><span style='color:#AAA'> The scan txt &lt;filename&gt; command reads in a file and sends its content
to the screen as if it was sent by a server. After using scan you can
use page-up and down to view the file.
This command is useful to convert ansi color files to html or viewing
raw log files.
Actions, highlights, and substitutions will trigger as normal, and it
is possible to create an action to execute #scan abort to prematurely
stop the scan.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#READ'>read</a> and <a href='#TEXTIN'>textin</a>.
<a name='SCREEN'></a>
</span><span style='color:#FF5'> SCREEN
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #screen </span><span style='color:#FFF'>{</span><span style='color:#AAA'>option</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The screen command offers a variety of screen manipulation
commands and utilities.
</span><span style='color:#FFF'>#screen blur
</span><span style='color:#AAA'> Move the terminal to the back of the stack.
</span><span style='color:#FFF'>#screen clear [all|scroll region|square] &lt;args&gt;
</span><span style='color:#AAA'> Provide 4 arguments defining the top left and bottom right corner
when erasing a square.
</span><span style='color:#FFF'>#screen focus
</span><span style='color:#AAA'> Move the terminal to the front of the stack.
</span><span style='color:#FFF'>#screen fullscreen [on|off]
</span><span style='color:#AAA'> Toggles fullscreen mode when used without an argument.
</span><span style='color:#FFF'>#screen get &lt;option&gt; &lt;var&gt;
</span><span style='color:#AAA'> Get various screen options and save them to &lt;var&gt;. Use #screen
get without an argument to see all available options.
</span><span style='color:#FFF'>#screen info
</span><span style='color:#AAA'> Debugging information.
</span><span style='color:#FFF'>#screen inputregion &lt;square&gt; [name]
</span><span style='color:#AAA'> Set the input region. The name argument is optional and can be
used to create named RECEIVED INPUT [NAME] events.
</span><span style='color:#FFF'>#screen load &lt;both|label|title&gt;
</span><span style='color:#AAA'> Reload the saved title, label, or both.
</span><span style='color:#FFF'>#screen minimize &lt;on|off&gt;
</span><span style='color:#AAA'> Minimize with on, restore with off.
</span><span style='color:#FFF'>#screen maximize [on|off]
</span><span style='color:#AAA'> Maximize with on, restore with off.
</span><span style='color:#FFF'>#screen move &lt;height&gt; &lt;width&gt;
</span><span style='color:#AAA'> Move the upper left corner of the terminal to pixel coordinate.
</span><span style='color:#FFF'>#screen raise &lt;event&gt;
</span><span style='color:#AAA'> This will raise several screen events with %1 and %2 arguments.
</span><span style='color:#FFF'>#screen refresh
</span><span style='color:#AAA'> Terminal dependant, may do nothing.
</span><span style='color:#FFF'>#screen rescale &lt;height&gt; &lt;width&gt;
</span><span style='color:#AAA'> Resize the screen to the given height and width in pixels.
</span><span style='color:#FFF'>#screen resize &lt;rows&gt; &lt;cols&gt;
</span><span style='color:#AAA'> Resize the screen to the given height and width in characters.
</span><span style='color:#FFF'>#screen save &lt;both|label|title&gt;
</span><span style='color:#AAA'> Save the title, label, or both.
</span><span style='color:#FFF'>#screen scroll &lt;square&gt;
</span><span style='color:#AAA'> Set the scrolling region, changes the split setting.
</span><span style='color:#FFF'>#screen set &lt;both|label|title&gt;
</span><span style='color:#AAA'> Set the title, label, or both. Only title works on Windows.
</span><span style='color:#FFF'>#screen swap
</span><span style='color:#AAA'> Swap the input and scroll region.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BELL'>bell</a>
<a name='SCREEN_READER'></a>
</span><span style='color:#FF5'> SCREEN READER
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #config </span><span style='color:#FFF'>{</span><span style='color:#AAA'>SCREEN READER</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>ON|OFF</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Screen reader mode is enabled by using #config screen on. One purpose
of the screen reader mode is to report to servers that a screen reader
is being used by utilizing the MTTS standard. The MTTS specification
is available at:
https://tintin.mudhalla.net/protocols/mtts
With the screen reader mode enabled TinTin++ will try to remove or
alter visual elements where possible.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CONFIG'>config</a>
<a name='SCRIPT'></a>
</span><span style='color:#FF5'> SCRIPT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #script </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>shell command</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The script command works much like the system command except that it
treats the generated echos as commands if no variable is provided.
This is useful for running php, perl, ruby, and python scripts. You
can run these scripts either from file or from within tintin if the
scripting language allows this.
If you provide a variable the output of the script is stored as a list.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #script {ruby -e 'print &quot;#show hello world&quot;'}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #script {python -c 'print &quot;#show hello world&quot;'}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #script {php -r 'echo &quot;#show hello world&quot;'}
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #script {path} {pwd};#show The path is &dollar;path[1].
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#FORMAT'>format</a>, <a href='#FUNCTION'>function</a>, <a href='#LOCAL'>local</a>, <a href='#MATH'>math</a>, <a href='#REPLACE'>replace</a> and <a href='#VARIABLE'>variable</a>.
<a name='SEND'></a>
</span><span style='color:#FF5'> SEND
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #send </span><span style='color:#FFF'>{</span><span style='color:#AAA'>text</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Sends the text directly to the server, useful if you want to start
with an escape code.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#TEXTIN'>textin</a>
<a name='SESSION'></a>
</span><span style='color:#FF5'> SESSION
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #session </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>host</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>port</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>file</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Starts a telnet session with the given name, host, port, and optional
file name. The name can be anything you want, except the name of an
already existing session, a number, or the keywords '+' and '-'.
If a file name is given the file is only read if the session
succesfully connects.
Without an argument #session shows the currently defined sessions.
If you have more than one session, you can use the following commands:
#session {-} Switch to the previous session.
#session {+} Switch to the next session.
#session {&lt;number&gt;} Switch to the given session. Session 0 is the
startup session, +1 the first, +2 the second, and
-1 is the last session. Sessions are (currently)
sorted in order of creation.
#gts Switch to the startup session. The name gts stands
for global tintin session.
#ats Switch to the active session. The name ats stands
for active tintin session.
not necessarily the calling session.
#{name} Activates to the session with the given name.
#{name} {command}: Executes a command with the given session without
changing the active session.
@&lt;name&gt;{text}: Parse text in the given session, substituting the
variables and functions, and print the result in
the current active session.
The startup session is named 'gts' and can be used for relog scripts.
Do keep in mind that tickers do not work in the startup session.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #event {SESSION DISCONNECTED} {#gts #delay 10 #ses %0 tintin.net 4321}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALL'>all</a>, <a href='#PORT'>port</a>, <a href='#RUN'>run</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SNOOP'>snoop</a>, <a href='#SSL'>ssl</a> and <a href='#ZAP'>zap</a>.
<a name='SESSIONNAME'></a>
</span><span style='color:#FF5'> SESSIONNAME
</span><span style='color:#FFF'>Syntax</span><span style='color:#AAA'>: #[sessionname] </span><span style='color:#FFF'>{</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> You can create multiple sessions with the #session command. By default
only one session is active, meaning commands you input are executed in
the active session. While all sessions receive output, only output sent
to the active session is displayed.
When you create a session with the #session command you must specify a
session name, the session name, prepended with a hashtag, can be used
to activate the session when used without an argument. If an argument
is given it will be executed by that session as a command, the session
will not be activated.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #ses one tintin.net 23;#ses two tintin.net 23;#one;#two grin
This will create two sessions, the session that was created last (two
in this case) will be automatically activated upon creation. Using
#one, session one is activated. Using #two grin, the grin social will
be executed by session two, session one will remain the active session.
If you send a variable to another session it will be substituted before
being passed. If you want the variable value of the receiving session
to be used you need to use '&dollar;&dollar;{variable}' to properly escape it.
</span><span style='color:#FFF'>Syntax</span><span style='color:#AAA'>: @[sessionname]</span><span style='color:#FFF'>{</span><span style='color:#AAA'>substitution</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> If you want to pull the value of a variable from another session you
can do so in a similar way as you would use a #function call. Using
#showme {@two{&dollar;test}} in session one would print the value of &dollar;test,
as defined by session two.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#SUSPEND'>suspend</a>
<a name='SHOWME'></a>
</span><span style='color:#FF5'> SHOWME
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #show </span><span style='color:#FFF'>{</span><span style='color:#AAA'>string</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>row</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>col</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Display the string to the terminal, do not send to the server. Useful
for status, warnings, etc. The {row} and col number are optional and
work the same way as the row number of the #prompt trigger.
Actions can be triggered by the show command. If you want to avoid
this from happening use: #line ignore #show {&lt;string&gt;}.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #tick {TICK} {#delay 50 #show 10 SECONDS TO TICK!!!} {60}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: The #prompt helpfile contains more information on using the
option {row} and {col} arguments.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#BUFFER'>buffer</a>, <a href='#DRAW'>draw</a>, <a href='#ECHO'>echo</a>, <a href='#GREP'>grep</a> and <a href='#PROMPT'>prompt</a>.
<a name='SNOOP'></a>
</span><span style='color:#FF5'> SNOOP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #snoop </span><span style='color:#FFF'>{</span><span style='color:#AAA'>session name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>on</span><span style='color:#FFF'>|</span><span style='color:#AAA'>off</span><span style='color:#FFF'>|</span><span style='color:#AAA'>scroll</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> If there are multiple sessions active, this command allows you to
monitor what is going on in the sessions that are not currently active.
The line of text from other sessions will be prefixed by the session's
name.
You can toggle off snoop mode by executing #snoop a second time.
By using the scroll argument you will snoop the session's scroll
region which will overwrite the display of whichever session is active.
You can change the size and location of a session's scroll region by
using the #split and #screen scrollregion commands.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALL'>all</a>, <a href='#PORT'>port</a>, <a href='#RUN'>run</a>, <a href='#SESSION'>session</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SSL'>ssl</a> and <a href='#ZAP'>zap</a>.
<a name='SPEEDWALK'></a>
</span><span style='color:#FF5'> SPEEDWALK
</span><span style='color:#5F5'> SPEEDWALK V1
</span><span style='color:#AAA'> Speedwalking allows you to enter multiple directions without using
semicolons. Directions should be prefixed with a number and will be
executed the given number of times.
You can enable speedwalking with #CONFIG {SPEEDWALK} {ON}.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: Without speedwalk, you have to type:
</span><span style='color:#FFF'>s;s;w;w;w;w;w;s;s;s;w;w;w;n;n;w
</span><span style='color:#AAA'> With speedwalk, you only have to type:
</span><span style='color:#FFF'>2s5w3s3w2nw
</span><span style='color:#AAA'> </span><span style='color:#5F5'>SPEEDWALK V2
</span><span style='color:#AAA'> Modern MUDs have increasingly adopted the use of diagonal exits, like
ne, nw, sw, and se. To make accomodations for this the #map and #path
command no longer interpret nesw as a speedwalk and require this to
be written as 1n1e1s1w, which then allows 2ne2e to execute ne;ne;e;e.
Speedwalks entered on the input line continue to use the v1 system.
The #path load command is backward compatible with v1 speedwalks and
to load v2 speedwalks the #path unzip command needs to be used, unless
the speedwalk was saved using #path save in which case a v2 compatible
format is used that can also contain timing data.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #path unzip 3n1e2nw
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #map move 3ne1d
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#KEYPAD'>keypad</a>, <a href='#MAPPING'>mapping</a> and <a href='#REPEAT'>repeat</a>.
<a name='SPLIT'></a>
</span><span style='color:#FF5'> SPLIT
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #split </span><span style='color:#FFF'>{</span><span style='color:#AAA'>top bar</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>bottom bar</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>left bar</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>right bar</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>input bar</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This option requires for your terminal to support VT100 emulation.
#split allows the creation of a top status bar, a left and right status
bar, a scrolling region, a bottom status bar, and an input line.
</span><span style='color:#0AA'>╭────────────────────────────────╮
</span><span style='color:#AAA'> </span><span style='color:#0AA'></span><span style='color:#FFF'> top bar </span><span style='color:#0AA'>
</span><span style='color:#AAA'> </span><span style='color:#0AA'>├──────┬──────────────────┬──────┤
</span><span style='color:#AAA'> </span><span style='color:#0AA'></span><span style='color:#FFF'> left </span><span style='color:#0AA'></span><span style='color:#FFF'> scrolling </span><span style='color:#0AA'></span><span style='color:#FFF'> right</span><span style='color:#0AA'>
</span><span style='color:#AAA'> </span><span style='color:#0AA'></span><span style='color:#FFF'> bar </span><span style='color:#0AA'></span><span style='color:#FFF'> region </span><span style='color:#0AA'></span><span style='color:#FFF'> bar </span><span style='color:#0AA'>
</span><span style='color:#AAA'> </span><span style='color:#0AA'>├──────┴──────────────────┴──────┤
</span><span style='color:#AAA'> </span><span style='color:#0AA'></span><span style='color:#FFF'> bottom bar </span><span style='color:#0AA'>
</span><span style='color:#AAA'> </span><span style='color:#0AA'>├────────────────────────────────┤
</span><span style='color:#AAA'> </span><span style='color:#0AA'></span><span style='color:#FFF'> input bar </span><span style='color:#0AA'>
</span><span style='color:#AAA'> </span><span style='color:#0AA'>╰────────────────────────────────╯
</span><span style='color:#AAA'> By default the bottom status bar is filled with dashes --- and
subsequently it is also known as the split line. The scrolling
region is also known as the main screen and this is where all
incoming text is displayed by default.
If you use #split without an argument it will set the height of the
top status bar to 0 lines and the bottom status bar to 1 line.
If you use #split with one argument it will set the height of the top
status bar to the given number of lines and the bottom status bar will
be set to 1 line.
If you use two arguments the first argument is the height of the top
status bar and the second argument the height of the bottom status bar.
The third and fourth argument are optional and default to 0.
The fifth argument is optional and sets the size of the input bar, it
defaults to 1.
It is possible to use negative arguments in which case the bar width
defines the minimum width of the scrolling region.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #split 0 0
This will create a split screen with just a scrolling region and an
input line. Great for the minimalist.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #split 1 1 0 -80
This will create a split screen with a single line top and bottom
bar. The left bar has a width of 0 while the right bar will be of
variable width. If for example the screen is 100 columns wide, 80
columns will be used for the scrolling region, leaving a right bar
with a width of 20 columns.
To avoid displaying problems it's suggesed to use #prompt to capture
the prompt sent by the MUD.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can display text on the split line(s) with the #prompt and
#show {line} {row} commands.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove split mode with the #unsplit command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ECHO'>echo</a>, <a href='#PROMPT'>prompt</a> and <a href='#SHOWME'>showme</a>.
<a name='SSL'></a>
</span><span style='color:#FF5'> SSL
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #ssl </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>host</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>port</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>file</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Starts a secure socket telnet session with the given name, host, port,
and optional file name.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALL'>all</a>, <a href='#PORT'>port</a>, <a href='#RUN'>run</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SNOOP'>snoop</a>, <a href='#SSL'>ssl</a> and <a href='#ZAP'>zap</a>.
<a name='STATEMENTS'></a>
</span><span style='color:#FF5'> STATEMENTS
</span><span style='color:#AAA'> TinTin++ knows the following statements.
#break
#case {value} {true}
#continue
#default {commands}
#else {commands}
#elseif {expression} {true}
#foreach {list} {variable} {commands}
#if {expression} {true}
#loop {min} {max} {variable} {commands}
#parse {string} {variable} {commands}
#return {value}
#switch {expression} {commands}
#while {expression} {commands}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#MATHEMATICS'>mathematics</a>, <a href='#PCRE'>pcre</a> and <a href='#REPEAT'>repeat</a>.
<a name='SUBSTITUTE'></a>
</span><span style='color:#FF5'> SUBSTITUTE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #substitute </span><span style='color:#FFF'>{</span><span style='color:#AAA'>text</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>new text</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>priority</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Allows you to replace text from the server with the new text.
The %1-%99 variables can be used to capture text and use it as part of
the new output.
Color codes can be used to color the new text, to restore the color to
that of the original line the &lt;900&gt; color code can be used.
If only one argument is given, all active substitutions that match the
argument are displayed. Wildcards can be used, see '#help regex' for
additional information on that subject.
If no argument is given, all subs are displayed.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #sub {Zoe} {ZOE}
Any instance of Zoe will be replaced with ZOE.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #sub {~&bsol;e[0;34m} {&bsol;e[1;34m}
Replace generic dark blue color codes with bright blue ones.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #sub {%1massacres%2} {&lt;018&gt;%1&lt;118&gt;MASSACRES&lt;018&gt;%2}
Replace a line containing 'massacres' with 'MASSACRES' in red.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See '#help action', for more information about triggers.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See '#help colors', for more information.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a substitution with the #unsubstitute command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ACTION'>action</a>, <a href='#GAG'>gag</a>, <a href='#HIGHLIGHT'>highlight</a> and <a href='#PROMPT'>prompt</a>.
<a name='SUBSTITUTIONS'></a>
</span><span style='color:#FF5'> SUBSTITUTIONS
</span><span style='color:#AAA'> TinTin++ will perform various types of substitions as detailed below.
</span><span style='color:#5F5'> Variables
</span><span style='color:#FFF'>&dollar; &amp; * @</span><span style='color:#AAA'> All variable and function names must begin with an alphabetic
character, followed by any combination of alphanumeric characters and
underscores.
</span><span style='color:#FFF'>&dollar;</span><span style='color:#AAA'> The dollar sign is used to retrieve the value of a variable.
</span><span style='color:#FFF'>&amp;</span><span style='color:#AAA'> The ampersand sign is used to retrieve the index of a variable.
</span><span style='color:#FFF'>*</span><span style='color:#AAA'> The astrix sign is used to retrieve the name of a variable.
</span><span style='color:#FFF'>@</span><span style='color:#AAA'> The at sign is used for functions.
</span><span style='color:#FFF'>[ ]</span><span style='color:#AAA'> Brackets are used for nested variables which function as an
associative array. Associative arrays are also known as tables and
maps. Regex can be used within brackets to match multiple variables.
</span><span style='color:#FFF'>+ -</span><span style='color:#AAA'> The plus and minus signs are used to access variables by their index,
with the first variable having index +1, and the last variable
having index -1. Variables are ordered alphanumerically.
All variables and functions can be escaped by doubling the sign,
like &dollar;&dollar;variable_name or @@function_name. To escape a variable
twice use &dollar;&dollar;&dollar;var_name. One escape is removed each time tintin
needs to substitute a variable or function.
</span><span style='color:#5F5'> Arguments
</span><span style='color:#FFF'>%0 - %99</span><span style='color:#AAA'> The percent sign followed by a number is used for arguments by the
following triggers:
alias, action, button, event, function, prompt, and substitute.
</span><span style='color:#FFF'>&amp;0 - &amp;99</span><span style='color:#AAA'> The ampersand sign followed by a number is used for arguments in the
regex and replace commands.
All trigger and command arguments can be escaped by doubling the
sign like %%1 or &amp;&amp;1. One escape is removed each time tintin
substitutes trigger or command arguments. To escape three times
triple the sign like %%%1, etc.
</span><span style='color:#5F5'> Colors
</span><span style='color:#FFF'>&lt;000&gt;</span><span style='color:#AAA'> Three alphanumeric characters encapsulated by the less- and greater-
than signs are used for 4 and 8 bit color codes.
</span><span style='color:#FFF'>&lt;0000&gt;</span><span style='color:#AAA'> Either a B (background) or F (foreground) followed by three
hexadecimal characters encapsulated by &lt; &gt; signs are used for 12
bit color codes. Requires truecolor capable terminal.
</span><span style='color:#FFF'>&lt;0000000&gt;</span><span style='color:#AAA'> Either a B (background) or F (foreground) followed by six
hexadecimal characters encapsulated by &lt; &gt; signs are used for 24
bit color codes. Requires truecolor capable terminal.
More information is available at #help color.
</span><span style='color:#5F5'> Escapes
</span><span style='color:#FFF'>&bsol; </span><span style='color:#AAA'> The back slash is used to escape a character. All available options
are listed at #help escape. Escapes are typically escaped when text
leaves the client, by being sent to a server, the shell, being
displayed on the screen, or being processed as part of a regex.
Escapes try to mimic escapes in PCRE when possible.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CHARACTERS'>characters</a>, <a href='#COLORS'>colors</a>, <a href='#ESCAPE_CODES'>escape_codes</a> and <a href='#PCRE'>pcre</a>.
<a name='SUSPEND'></a>
</span><span style='color:#FF5'> SUSPEND
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #cursor suspend
Temporarily suspends tintin and returns you to your shell. To
return to tintin, type 'fg' at the shell prompt.
While suspended your tintin sessions will freeze. To keep a
suspended session running use the #daemon command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#SESSIONNAME'>sessionname</a>
<a name='SWITCH'></a>
</span><span style='color:#FF5'> SWITCH
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #switch </span><span style='color:#FFF'>{</span><span style='color:#AAA'>conditional</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>arguments</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The switch command works similar to the switch statement in other
languages. When the 'switch' command is encountered its body is parsed
and each 'case' command found will be compared to the conditional
argument of the switch and executed if there is a match.
When comparing strings both the switch and case arguments must be
enclosed in quote characters.
If the 'default' command is found and no 'case' statement has been
matched the default command's argument is executed.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #switch {1d4} {#case 1 cackle;#case 2 smile;#default giggle}
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#STATEMENTS'>statements</a>
<a name='SYSTEM'></a>
</span><span style='color:#FF5'> SYSTEM
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #system </span><span style='color:#FFF'>{</span><span style='color:#AAA'>command</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Executes the command specified as a shell command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#DETACH'>detach</a>, <a href='#SCRIPT'>script</a> and <a href='#RUN'>run</a>.
<a name='TAB'></a>
</span><span style='color:#FF5'> TAB
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #tab </span><span style='color:#FFF'>{</span><span style='color:#AAA'>word</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Adds a word to the tab completion list, alphabetically sorted.
If no tabs are defined tintin will use the scrollback buffer for auto
tab completion.
Tabbing behavior can be modified with the #cursor tab command which
by default is bound to the tab key.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #macro &bsol;t #cursor tab list scrollback caseless forward
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a tab with the #untab command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALIAS'>alias</a>, <a href='#CURSOR'>cursor</a>, <a href='#HISTORY'>history</a>, <a href='#KEYPAD'>keypad</a>, <a href='#MACRO'>macro</a> and <a href='#SPEEDWALK'>speedwalk</a>.
<a name='TEXTIN'></a>
</span><span style='color:#FF5'> TEXTIN
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #textin </span><span style='color:#FFF'>{</span><span style='color:#AAA'>filename</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>delay</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Textin allows the user to read in a file, and send its contents
directly to the server. Useful for doing online creation, or message
writing.
The delay is in seconds and takes a floating point number which is
cumulatively applied to each outgoing line.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#SCAN'>scan</a> and <a href='#SEND'>send</a>.
<a name='TICKER'></a>
</span><span style='color:#FF5'> TICKER
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #ticker </span><span style='color:#FFF'>{</span><span style='color:#AAA'>name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>interval in seconds</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Executes given command every # of seconds. Floating point precision
for the interval is allowed. A ticker cannot fire more often than
10 times per second.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: Tickers don't work in the startup session.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a ticker with the #unticker command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#DELAY'>delay</a> and <a href='#EVENT'>event</a>.
<a name='TIME'></a>
</span><span style='color:#FF5'> TIME
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #format </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>%t</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> The %t format specifier of the #format command allows printing dates
using the strftime() format specifiers. By default the time stamp used
is the current time, if you want to print a past or future date use:
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #format </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>%t</span><span style='color:#FFF'>} {{</span><span style='color:#AAA'>argument</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>epoch time</span><span style='color:#FFF'>}}
</span><span style='color:#AAA'> The current epoch time value is obtained using #format {time} {%T}.
When using %t the argument should contain strftime format specifiers.
Below are some common specifiers, see man strftime for the full list.
%a Abbreviated name of the day of the week (mon ... sun).
%A Full name of the day of the week. (Monday ... Sunday)
%b Abbreviated name of the month (Jan ... Dec)
%B Full name of the month. (January ... December)
%C 2 digit numeric century. (19 ... 20)
%d 2 digit numeric day of the month (01 ... 31)
%H 2 digit numeric 24-hour clock hour. (00 ... 23)
%I 2 digit numeric 12-hour clock hour. (01 ... 12)
%j 3 digit numeric day of the year (001 ... 366)
%m 2 digit numeric month of the year (01 ... 12)
%M 2 digit numeric minute of the hour (00 ... 59)
%p Abbreviated 12 hour clock period (AM ... PM)
%P Abbreviated 12 hour clock period (am ... pm)
%S 2 digit numeric second of the minute (00 ...59
%u 1 digit numeric day of the week (1 ... 7)
%U 2 digit numeric Sunday week of the year (00 ... 53
%w 1 digit numeric day of the week (0 ... 6)
%W 2 digit numeric Monday week of the year (00 ... 53
%y 2 digit numeric year. (70 ... 38)
%Y 4 digit numeric year. (1970 ... 2038)
%z 5 digit timezone offset. (-1200 ... +1400)
%Z Abbreviated name of the time zone. (CET, GMT, etc)
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ECHO'>echo</a>, <a href='#EVENT'>event</a> and <a href='#FORMAT'>format</a>.
<a name='TRIGGERS'></a>
</span><span style='color:#FF5'> TRIGGERS
</span><span style='color:#AAA'> All available triggers in TinTin++ are displayed when you use the #info
command without an argument. All of them are written to file when you
use the #write command, except commands, histories, and paths.
Triggers can be disabled with the #ignore command. The #message
command can be used to disable messages generated or related to the
corresponding trigger, though this is generally not needed.
The #debug command will generate useful debugging information for the
corresponding trigger when enabled. The #info command can be used on
triggers to generate additional information that might be of use.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #info event on
When #info event is set to on you will see when most events are raised.
Since this can get rather spammy some of the events won't generate
messages, unless you have an event in the same category set already.
</span><span style='color:#5F5'> Text triggers
</span><span style='color:#AAA'> When a block of text arrives from the host it is split into individual
lines, and all action, prompt, gag, substitute, and highlight triggers
are checked for each line. Only one action can trigger per line, while
the other triggers can trigger multiple times.
</span><span style='color:#5F5'> Packet fragmentation
</span><span style='color:#AAA'> MUDs that send long blurbs of text, don't have MCCP support, have a bad
connection, or a combination of all three, will deliver broken packets.
This can cause triggers to not fire, as well as displaying problems if
#split is enabled.
To mitigate this you can use </span><span style='color:#FFF'>#config packet_patch 0.5</span><span style='color:#AAA'>.
TinTin++ will automatically enable packet patching if the IAC GA or IAC
EOR telnet sequences are used to mark the end of the prompt. A MUD can
negotiate the EOR option: https://tintin.mudhalla.net/protocols/eor
In addition #prompt can be used to make packet patching less noticable.
</span><span style='color:#5F5'> Color triggers
</span><span style='color:#AAA'> By default most color, control, and vt100 codes are stripped from
incoming text before being ran through the trigger engine. To create
a trigger that runs on the unstripped text, the regular expression in
the trigger should start with a ~.
To view control codes you can use </span><span style='color:#FFF'>#config convert_meta on</span><span style='color:#AAA'> which will
translate both input and output codes to PCRE escape sequences.
</span><span style='color:#5F5'> Multi-line triggers
</span><span style='color:#AAA'> If an action or substitution contains the &bsol;n sequence it will be
turned into a multi-line trigger. A multi-line trigger is executed on
incoming blocks of text from the MUD, and they will not trigger if the
regular expression spans more than one block. You can visualize
incoming blocks by using the following event:
#event {RECEIVED OUTPUT} {#echo &lt;058&gt;%+80h BLOCK}
Since the %* expression does not capture the &bsol;n sequence it is required
to use %a to capture multiple lines. To capture the start of the block
use &bsol;A and for the end use &bsol;Z. You can use ^ and &dollar; to capture the
start and end of a line.
Multi-line triggers trigger before regular triggers. Multiple
multi-line actions can trigger per block, and each multi-line action
can trigger multiple times per block. Packet fragmentation is not
currently handled.
Multi-line triggers are experimental and subject to change.
</span><span style='color:#5F5'> Input triggers
</span><span style='color:#AAA'> The alias, history and pathdir triggers are checked for each line of
input. The macro and tab triggers are checked for key presses.
</span><span style='color:#5F5'> Time triggers
</span><span style='color:#AAA'> The delay, path, and ticker triggers will execute at a set timed
interval.
</span><span style='color:#5F5'> Substitution triggers
</span><span style='color:#AAA'> The function and variable triggers will generally execute right
before the final processing of a line of text.
</span><span style='color:#5F5'> Mouse triggers
</span><span style='color:#AAA'> The button trigger is checked for each mouse input. #config mouse
must be set to on to enable mouse tracking.
</span><span style='color:#5F5'> Event triggers
</span><span style='color:#AAA'> Events can be used for a wide variety of pre-defined triggers.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#PCRE'>pcre</a>, <a href='#SUBSTITUTIONS'>substitutions</a> and <a href='#ESCAPE_CODES'>escape_codes</a>.
<a name='VARIABLE'></a>
</span><span style='color:#FF5'> VARIABLE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #variable </span><span style='color:#FFF'>{</span><span style='color:#AAA'>variable name</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>text to fill variable</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Variables differ from the %0-99 arguments in the fact that you can
specify a full word as a variable, and they stay in memory for the
full session unless they are changed. They can be saved in the
coms file, and can be set to different values if you have two or
more sessions running at the same time. Variables are global for
each session and can be accessed by adding a &dollar; before the variable
name.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #alias {target} {#var target %0}
#alias {x} {kick &dollar;target}
The name of a variable must exist of only letters, numbers and
underscores in order to be substituted. If you do not meet these
requirements do not panic, simply encapsulate the variable in braces:
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #variable {cool website} {https://tintin.mudhalla.net}
#chat I was on &dollar;{cool website} yesterday!.
Variables can be escaped by adding additional &dollar; signs.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #var test 42;#showme &dollar;&dollar;test
Variables can be nested using brackets:
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #var hp[self] 34;#var hp[target] 46
You can see the first nest of a variable using &dollar;variable[+1] and the
last nest using &dollar;variable[-1]. Using &dollar;variable[-2] will report the
second last variable, and so on. To show all indices use *variable[].
To show all values use &dollar;variable[]. To show all values from index 2
through 4 use &dollar;variable[+2..4].
Nested variables are also known as tables, table generally being used
to refer to several variables nested within one specific variable.
It's possible to use regular expressions.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show {Targets starting with the letter A: &dollar;targets[A%*]
To disable using regular expressions start the match with '='.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show {A target literally defined as A%*: &dollar;targets[=A%*]
To see the internal index of a variable use &amp;&lt;variable name&gt;. To see
the size of a table you would use: &amp;targets[] or &amp;targets[%*]. A non
existent nested variable will report itself as 0.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #show {Number of targets starting with A: &amp;targets[A%*]
In some scripts you need to know the name of a nested variable. This
is also known as the key, and you can get it using *variable. For
example *target[+1]. To get the first variable's name use *{+1}.
It's also possible to declare a table using brace notation. Using
#var hp[self] 34 is the equivalent of #var {hp} {{self}{34}}. This
also allows merging tables. #var hp[self] 34;#var hp[target] 46 is
the equivalent of #var {hp} {{self}{34} {target}{46}} as well as
#var {hp} {{self}{34}} {{target}{46}} or if you want to get creative
the equivalent of #var hp[self] 34;#var {hp} {&dollar;hp} {{target}{46}}.
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: You can remove a variable with the #unvariable command.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#CAT'>cat</a>, <a href='#FORMAT'>format</a>, <a href='#FUNCTION'>function</a>, <a href='#LOCAL'>local</a>, <a href='#MATH'>math</a>, <a href='#REPLACE'>replace</a> and <a href='#SCRIPT'>script</a>.
<a name='WHILE'></a>
</span><span style='color:#FF5'> WHILE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #while </span><span style='color:#FFF'>{</span><span style='color:#AAA'>conditional</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>commands</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> This command works similar to a 'while' statement in other languages.
When a 'while' command is encourated, the conditional is evaluated,
and if TRUE (any non-zero result) the commands are executed. The
'while' loop will be repeated indefinitely until the conditional is
FALSE or the #BREAK or #RETURN commands are found.
The 'while' statement is only evaluated if it is read, so you must
nest it inside a trigger, like an alias or action.
The conditional is evaluated exactly the same as in the 'math' command.
</span><span style='color:#FFF'>Example</span><span style='color:#AAA'>: #math cnt 0;#while {&dollar;cnt &lt; 20} {#math cnt &dollar;cnt + 1;say &dollar;cnt}
</span><span style='color:#FFF'>Comment</span><span style='color:#AAA'>: See '#help math', for more information.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#STATEMENTS'>statements</a>
<a name='WRITE'></a>
</span><span style='color:#FF5'> WRITE
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #write </span><span style='color:#FFF'>{</span><span style='color:#AAA'>&lt;filename&gt;</span><span style='color:#FFF'>} {</span><span style='color:#AAA'>[FORCE]</span><span style='color:#FFF'>}
</span><span style='color:#AAA'> Writes all current actions, aliases, subs, highlights, and variables
to a command file, specified by filename.
By default you cannot write to .map files to prevent accidentally
overwriting a map file. Use the FORCE argument to ignore this
protection.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#LOG'>log</a>, <a href='#READ'>read</a>, <a href='#SCAN'>scan</a> and <a href='#TEXTIN'>textin</a>.
<a name='ZAP'></a>
</span><span style='color:#FF5'> ZAP
</span><span style='color:#FFF'>Command</span><span style='color:#AAA'>: #zap {[session]}
Kill your current session. If there is no current session, it will
cause the program to terminate. If you provide an argument it'll zap
the given session instead.
</span><span style='color:#FFF'>Related</span><span style='color:#AAA'>: <a href='#ALL'>all</a>, <a href='#PORT'>port</a>, <a href='#RUN'>run</a>, <a href='#SESSION'>session</a>, <a href='#SESSIONNAME'>sessionname</a>, <a href='#SNOOP'>snoop</a> and <a href='#SSL'>ssl</a>.