ACTION ALIAS ALL BELL BREAK
BUFFER BUTTON CASE CAT CHARACTERS
CHAT CLASS COLORS COMMANDS COORDINATES
CONFIG CONTINUE CR CURSOR DAEMON
DEBUG DEFAULT DELAY DRAW ECHO
EDIT EDITING ELSE ELSEIF END
ESCAPE CODES EVENT FOREACH FORMAT FUNCTION
GAG GREETING GREP HELP HIGHLIGHT
HISTORY IF IGNORE INDEX INFO
KEYPAD KILL LINE LIST LISTS
LOCAL LOG LOOP MACRO MAP
MAPPING MATH MATHEMATICS MESSAGE METRIC SYSTEM
MOUSE MSDP MSLP NOP PARSE
PATH PATHDIR PCRE PORT PROMPT
READ REGEXP REPEAT REPLACE RETURN
RUN SCAN SCREEN SCREEN READER SCRIPT
SEND SESSION SESSIONNAME SHOWME SNOOP
SPEEDWALK SPLIT SSL STATEMENTS SUBSTITUTE
SUBSTITUTIONS SUSPEND SWITCH SYSTEM TAB
TEXTIN TICKER TIME VARIABLE WHILE
WRITE ZAP
ACTION
Command: #action {message} {commands} {priority}
The #action command can be used to respond with one or several
commands to a specific message send 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.
Example: #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 {\%*}. Alternatively you could wrap the action inside a
class, and kill that class when you no longer need the action.
Comment: You can remove an action with the #unaction command.
Related: pcre, gag, highlight, prompt and substitute.
ALIAS
Command: #alias {name} {commands} {priority}
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.
Example: #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.
Example: #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.
Example: #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
{\%*}. 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.
Comment: You can remove an alias with the #unalias command.
Related: cursor, history, keypad, macro, speedwalk and tab.
ALL
Command: #all {string}
If you have multiple sessions in one terminal you can use #all to
execute the command with all sessions, excluding the startup session.
Example: #all quit
Sends 'quit' to all sessions.
Related: port, run, session, sessionname, snoop, ssl and zap.
BELL
Command: #bell {flash|focus|margin|ring|volume} {argument}
The #bell command without an argument will ring the terminal bell.
Example: #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.
Example: #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.
Example: #bell focus on;#bell ring;#bell focus off
It's possible to adjust the alarm bell volume on some terminals.
Example: #loop {1} {8} {cnt} {#line substitute variables
#delay {$cnt} {#show Volume $cnt: #bell volume $cnt;#bell}
Related: screen
BREAK
Command: #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.
Example: #while {1} {#math cnt $cnt + 1;#if {$cnt == 20} {#break}}
Related: statements
BUFFER
Command: #buffer {home|up|down|end|lock|find|get|clear}
The buffer command has various options to manipulate your scrollback
buffer.
The size of the scrollback buffer can be configured using #config
buffer_size <size>. 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.
#buffer {clear} {[lower bound]} {[upper bound]}
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.
#buffer {down} [lines]
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.
#buffer {end}
Moves you to the end of your scrollback buffer and displays the page.
Disables scroll lock mode. Most useful when used in a #macro.
#buffer {find} {[number]} {<string>} {[variable]}
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.
#buffer {get} {<variable>} {<lower bound>} {[upper bound]}
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.
#buffer {home}
Moves you to the top of your scrollback buffer and displays the page.
Enables scroll lock mode. Most useful when used in a #macro.
#buffer {info} {[save]} {[variable]}
Display buffer info, optionally save the data to a variable.
#buffer {jump} {<location>}
Moves the buffer to the given location. A positive number jumps from
the start of the buffer, a negative number from the end.
#buffer {lock} {on|off}
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.
#buffer {refresh}
Marks the buffer as needing to be refreshed, only useful while in
vertical split mode.
#buffer {up} [lines]
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.
#buffer {write} {<filename>}
Writes the scrollback buffer to the given file.
Example: #macro {\e[F} {#buffer end}
Related: echo, grep, macro, showme and screen.
BUTTON
Command: #button {square} {commands} {priority}
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.
Example: #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.
Comment: To see button clicks trigger use #info button on.
Comment: You can remove a button with the #unbutton command.
Related: delay, event and ticker.
CASE
Command: #case {conditional} {arguments}
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.
Example:
#function {reverse_direction}
{
#switch {"%1"}
{
#case {"north"} {#return south};
#case {"east"} {#return west};
#case {"south"} {#return north};
#case {"west"} {#return east};
#case {"up"} {#return down};
#case {"down"} {#return up}
}
}
This function returns the reverse direction. @reverse_direction{north}
would return south.
Related: default, statements and switch.
CAT
Command: #cat {variable} {argument}
The cat command will concatinate the argument to the given variable.
Related: format, function, local, math, replace, script and variable.
CHARACTERS
The following special characters are defined:
# 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.
; 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.
{ } 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.
" " 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.
! The exclamation sign is used to repeat commands, see #help history.
The character can be redefined using #config.
\ An input line starting with a backslash is send verbatim if you are
connected to a server. This character can be configured with
#config, and is itself send verbatim when the verbatim config mode
is enabled.
Related: colors, escape, function, mathematics, pcre and variable.
CHAT
Command: #chat {option} {argument}
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 {init} {port}
#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.
#chat {name} {name}
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.
#chat {message} {buddy|all} {text}
This is the main command used for communication. If you use
#chat message all, the message is marked as public and send to
everyone you are connected to.
#chat {accept} {buddy} {boost}
Accept a file transfer from a buddy. The boost is optional and
must be a value between 1 and 1000.
#chat {call} {address} {port}
#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.
#chat {who} Show all connections
#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,
(F)orward to user, and (f)orward from user. The next columns show
ip, port, and client name.
#chat {zap} {buddy} Close a connection
Related: port
CLASS
Command: #class {name} {optionkill} {arg}
#class {<name>} {assign} {<argument>}
Will execute argument with the given class opened.
#class {<name>} {clear}
Will delete all triggers associated with the given class.
#class {<name>} {close}
Close the given class, opening the last open class, if any.
#class {<name>} {kill}
Will clear, close, and remove the class.
#class {<name>} {list}
List all triggers associated with the given class.
#class {<name>} {load}
Will load the saved copy of the class from memory.
#class {<name>} {open}
Open a class, closing a previously opened class. All triggers
added afterwards are assigned to this class.
#class {<name>} {read} {<filename>
Will open the class, read the file, and close afterwards.
#class {<name>} {save}
Will save all triggers of the given class to memory.
#class {<name>} {size} {<variable>}
Will store the size of the class in a variable.
#class {<name>} {write} {<filename>}
Will write all triggers of the given class to file.
Keep in mind that the kill and read option are very fast allowing
them to be used to enable and disable classes.
Example: #class extra kill;#class extra read extra.tin
Deletes all triggers of 'extra' class if any. Read 'extra.tin' file,
all triggers loaded will be assigned to the fresh new 'extra' class.
Related: config, debug, ignore, info, kill, line and message.
COLORS
Syntax: <xyz> 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
For xterm 256 colors support use <aaa> to <fff> for RGB foreground
colors and <AAA> to <FFF> for RGB background colors. For the grayscale
foreground colors use <g00> to <g23>, for grayscale background colors
use <G00> to <G23>.
The tertiary colors are as follows:
<acf> - Azure <afc> - Jade
<caf> - Violet <cfa> - Lime
<fac> - Pink <fca> - Orange
Example: #show <acf>Azure <afc>Jade <caf>Violet
Example: #show <cfa>Lime <fac>Pink <fca>Orange
For 12 bit truecolor use <F000> to <FFFF> for foreground colors and
<B000> to <BFFF> for background colors.
For 24 bit truecolor use <F000000> to <FFFFFFF> for foreground
colors and <B000000> to <BFFFFFF> for background colors.
If the color code exceeds your configured color mode it will be
downgraded to the closest match.
Related: characters, coordinates, escape, mathematics and pcre.
COMMANDS
Command: #commands {regex}
Shows all commands or all commands matching the given search
string.
Related: help, info and statements.
COORDINATES
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.
Squares
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.
Panes
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.
Ranges
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.
Related: characters, colors, escape, mathematics and pcre.
CONFIG
Command: #config {option} {argument}
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 {CHILD LOCK} {ON|OFF} Enable or disable command input.
#CONFIG {CONVERT META} {ON|OFF} Shows color codes and key bindings.
#CONFIG {DEBUG TELNET} {ON|OFF} Shows telnet negotiations y/n.
#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.
Related: class and line.
CONTINUE
Command: #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.
Example: #loop 1 10 cnt {#if {$cnt % 2 == 0} {#continue} {say $cnt}}
Related: break, foreach, list, loop, parse, repeat, return and while.
CR
Command: #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 {}.
Related: forall
CURSOR
Command: #cursor {option} {argument}
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.
#cursor flag
EOL end of line character(s)
ECHO local echo
OVERTYPE overtype mode
#cursor macro
PRESERVE do not erase the macro from the macro input buffer
RESET erase the macro input buffer
#cursor tab
CASELESS makes tab completion caseless
COMPLETE makes tab completion work while editing
DICTIONARY performs tab completion on the dictionary
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.
Related: alias, history, keypad, macro, speedwalk and tab.
DAEMON
Command: #daemon {attach|detach|kill|list} [name]
#daemon provides functionality similar to that of the screen and tmux
utilities.
#daemon attach [name]
The attach option will try to find a daemonized tintin instance and
take over control. The name argument is optional.
#daemon detach [name]
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.
#daemon kill [name]
Kills all daemons or daemons with matching name.
#daemon list [name]
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<name>.
Related: script, system and run.
DEBUG
Command: #debug {listname} {on|off|log}
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.
Related: class, ignore, info, kill and message.
DEFAULT
Command: #default {commands}
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.
Related: case, default, else, elseif, if, switch and regexp.
DELAY
Command: #delay {seconds} {command}
Command: #delay {name} {command} {seconds}
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.
Example: #delay {1} {#show last};#show first
This will print 'first', and 'last' around one second later.
Comment: 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
Related: event and ticker.
DRAW
Command: #draw [line color] [options] <type> <square> {text}
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 <square> 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 will draw in ASCII mode.
BALIGN will bottom align text.
BLANKED will blank the lines and corners.
BOTTOM will draw on the bottom side if possible.
BOXED will draw a box along the square.
BUMPED will precede the draw with an enter.
CALIGN will center text.
CIRCLED will circle the corners.
CONVERT will draw text with meta conversion.
CROSSED will cross the corners.
CURSIVE will draw text with cursive letters.
FAT will draw text with fat letters.
FILLED will fill circles and jewels.
FOREGROUND will draw even if session is not active.
GRID will draw TABLE as a grid.
HORIZONTAL will draw horizontal if possible.
HUGE will draw text in huge letters.
JEWELED will diamond the corners.
JOINTED will draw corners.
LALIGN will left align text.
LEFT will draw on the left side if possible.
NUMBERED will draw numbers instead of lines.
PRUNED will prune the corners.
RALIGN will right align text.
RIGHT will draw on the right side if possible.
ROUNDED will round the corners.
SANSSERIF will draw text with sansserif letters.
SCALED will fit the square to the text size.
SCROLL will draw in the scrolling region.
SHADOWED will shadow HUGE text.
TALIGN will top align text too large to fit.
TEED will tee the corners.
TOP will draw on the top side if possible.
TRACED will trace HUGE text.
TUBED will draw tubes instead of lines.
UALIGN will unwrap and rewrap text.
UNICODE will draw in unicode mode.
VERTICAL will draw vertical if possible.
The following types are available.
[HORIZONTAL] BAR {<MIN>;<MAX>;[COLOR]}
will draw a bar, use two 256 color codes for a color gradient.
[ASCII|UNICODE|HUGE] BOX {[TEXT1]} {[TEXT2]}
will draw a box.
[BOXED|FOREGROUND] BUFFER
will draw the scrollback buffer.
[BLANKED|CIRCLED|CROSSED|JEWELED|ROUNDED|TEED|PRUNED] CORNER
will draw a corner.
[BLANKED|HORIZONTAL|NUMBERED|TUBED|VERTICAL] LINE {[TEXT]}
will draw a line.
[BOXED] MAP
will draw the map
RAIN {<VARIABLE>} {[SPAWN]} {[FADE]} {[LEGEND]}
will draw digital rain.
[JOINTED|TOP|LEFT|BOTTOM|RIGHT] SIDE
will draw one or more sides of a box.
[GRID] TABLE {[LIST1]} {[LIST2]}
will draw a table.
[CURSIVE|FAT|HUGE|SANSSERIF] TILE {[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
CALIGN, LALIGN, RALIGN, and UALIGN options.
Example: #draw Blue box 1 1 3 20 {Hello world!}
Related: buffer, echo, grep and showme.
ECHO
Command: #echo {format} {argument1} {argument2} {etc}
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.
Example: #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}
Related: buffer, format, grep and showme.
EDIT
#edit {option} [argument]
The edit command can be used to turn the default line editor into a
text editor.
#edit create <arguments>
Create an editor, initialize using the provided arguments.
#edit load <variable>
Create an editor, initialize using the provided list variable.
#edit read <filename>
Create an editor, initialize using the provided file.
#edit resume
Resume editing after a suspension.
#edit save <variable>
Save the editor to the provided variable.
#edit suspend
Suspend editing, similar to pressing enter except that no
events are triggered.
#edit write <filename
Write the editor content to file.
Example: #edit create {bli}{bla}{blo}
Related: cursor and macro.
EDITING
┌─────────────────────────┐┌────────────────────────────────────────────┐
│alt b ││cursor backward word │
├─────────────────────────┤├────────────────────────────────────────────┤
│alt f ││cursor forward word │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│ctrl a ││cursor home │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl b ││cursor backward │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl c ││clear line │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl d ││delete or exit │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl e ││cursor end │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl f ││cursor forward │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl g ││ │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl h ││backspace │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl i ││tab │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl j ││enter │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl k ││clear line right │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl l ││redraw input │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl m ││enter │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl n ││input history next │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl o ││ │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl p ││input history prev │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl q ││ │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl r ││input history search │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl s ││ │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl t ││scroll buffer lock │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl u ││clear line left │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl v ││convert meta characters │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl w ││delete word left │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl x ││ │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl y ││paste │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl z ││suspend │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│arrow left ││cursor left │
├─────────────────────────┤├────────────────────────────────────────────┤
│arrow right ││cursor right │
├─────────────────────────┤├────────────────────────────────────────────┤
│arrow up ││previous input line │
├─────────────────────────┤├────────────────────────────────────────────┤
│arrow down ││next input line │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│ctrl arrow left ││cursor left word │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl arrow right ││cursor right word │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│backspace ││backspace │
├─────────────────────────┤├────────────────────────────────────────────┤
│alt backspace ││clear line left │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl backspace ││clear line │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│delete ││delete │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl delete ││delete word right │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│end ││cursor end │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl end ││scroll buffer end │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│enter ││enter │
├─────────────────────────┤├────────────────────────────────────────────┤
│shift-enter ││soft enter │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│home ││cursor home │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl home ││scroll buffer home │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│page up ││scroll buffer up │
├─────────────────────────┤├────────────────────────────────────────────┤
│page down ││scroll buffer down │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│tab ││complete word forward │
├─────────────────────────┤├────────────────────────────────────────────┤
│shift-tab ││complete word backward │
└─────────────────────────┘└────────────────────────────────────────────┘
Related: cursor, edit and macro.
ELSE
Command: #else {commands}
The else statement should follow an #IF or #ELSEIF statement and is
only called if the proceeding #IF or #ELSEIF is false.
Example: #if {1d2 == 1} {smile};#else {grin}
Related: case, default, elseif, if, switch and regexp.
ELSEIF
Command: #elseif {conditional} {commands}
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.
Example: #if {1d3 == 1} {smirk};#elseif {1d2 == 1} {snicker}
Related: case, default, else, if, switch and regexp.
END
Command: #end {<message>}
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 {\} tintin will terminate silently.
Related: zap
ESCAPE CODES
You may use the escape character \ for various special characters.
\a beep the terminal.
\c send a control character, \ca for ctrl-a.
\e start an escape sequence.
\f send a form feed.
\n send a line feed.
\r send a carriage return.
\t send a horizontal tab.
\x print an 8 bit character using hexadecimal, \xFF for example.
\x7B send the '{' character.
\x7D send the '}' character.
\u print a 16 bit unicode character, \uFFFD for example.
\u{} print a 8-21 bit unicode character, \u{2AF21} for example.
\U print a 21 bit unicode character, \U02AF21 for example.
\v send a vertical tab
Ending a line with \ will stop tintin from appending a line feed.
To escape arguments in an alias or action use %%0 %%1 %%2 etc.
Related: characters, colors, coordinates, mathematics and pcre.
EVENT
Command: #event {event type} {commands}
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.
CATCH EVENTS
CATCH <EVENT>
Some events can be prefixed with CATCH to interrupt default
behavior.
CLASS EVENTS
CLASS ACTIVATED [CLASS], CLASS_CLEAR [CLASS], CLASS CREATED [CLASS],
CLASS DEACTIVATED [CLASS], CLASS DESTROYED [CLASS],
CLASS_LOAD [CLASS]
%0 class name
GAG EVENTS
GAG <EVENT>
Some events can be prefixed with GAG to gag default system
messages.
INPUT EVENTS
EDIT STARTED, EDIT FINISHED
%0 name %1 lines %2 size %3 data
RECEIVED KEYPRESS, PROCESSED KEYPRESS
%0 character %1 unicode index %2 edit row %3 edit column
RECEIVED INPUT [NAME]
%0 raw text
RECEIVED INPUT CHARACTER
%0 character %1 unicode index %2 size %3 width
SEND OUTPUT %0 raw text %1 size
SENT OUTPUT %0 raw text %1 size
MAP EVENTS
END OF PATH, END OF RUN, MAP UPDATED VTMAP
These events have no additional arguments.
MAP CREATE EXIT, MAP DELETE EXIT
%0 vnum %1 exit name %2 exit cmd %3 exit vnum
MAP CREATE ROOM, MAP DELETE ROOM
%0 vnum %1 name
MAP ENTER MAP, MAP EXIT MAP
%0 vnum
MAP ENTER ROOM [VNUM]
%0 new vnum %1 old vnum %2 direction
MAP EXIT ROOM [VNUM]
%0 old vnum %1 new vnum %2 direction
MAP FOLLOW MAP
%0 old vnum %1 new vnum %2 exit name
MAP REGION <MOUSE>, MAP ROOM <MOUSE>
%0 row %1 col %2 -row %3 -col %5 vnum %6 info
MOUSE EVENTS
DOUBLE-CLICKED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
LONG-CLICKED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
MOVED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
PRESSED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
SHORT-CLICKED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
RELEASED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
SCROLLED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
TRIPLE-CLICKED <MOUSE> %0 row %1 col %2 -row %3 -col %4 word %5 line
MAP <MOUSE EVENT>
Mouse events can be prefixed with MAP to only trigger when the mouse
event occurs inside the VT100 map region.
SWIPED [DIR]
%0 dir %1 button %2 row %3 col %4 -row %5 -col
%6 row %7 col %8 -row %9 -col %10 rows %11 cols
OUTPUT EVENTS
BUFFER UPDATE, DISPLAY UPDATE
These events have no additional arguments.
RECEIVED LINE %0 raw text %1 plain text
RECEIVED OUTPUT %0 raw text
RECEIVED PROMPT %0 raw text %1 plain text
PORT EVENTS
CHAT MESSAGE, PORT MESSAGE
%0 raw text %1 plain text
PORT CONNECTION %0 name %1 ip %2 port
PORT DISCONNECTION %0 name %1 ip %2 port
PORT LOG MESSAGE %0 name %1 ip %2 port %3 data %4 plain data
PORT RECEIVED MESSAGE %0 name %1 ip %2 port %3 data %4 plain data
SCAN EVENTS
SCAN CSV HEADER %0 all args %1 arg1 %2 arg2 .. %99 arg99
SCAN CSV LINE %0 all args %1 arg1 %2 arg3 .. %99 arg99
SCAN TSV HEADER %0 all args %1 arg1 %2 arg3 .. %99 arg99
SCAN TSV LINE %0 all args %1 arg1 %2 arg3 .. %99 arg99
SCREEN EVENTS
SCREEN FOCUS
%0 focus (0 or 1)
SCREEN LOCATION %0 rows %1 cols %2 height %3 width
SCREEN MOUSE LOCATION
%0 row %1 col %2 -row %3 -col %4 pix row %5 pix col
%6 -pix row %7 -pix col %8 location
SCREEN RESIZE %0 rows %1 cols %2 height %3 width
SCREEN SPLIT %0 top row %1 top col %2 bot row %3 bot col
SCREEN UNSPLIT %0 top row %1 top col %2 bot row %3 bot col
SESSION EVENTS
SESSION ACTIVATED %0 name
SESSION CONNECTED %0 name %1 host %2 ip %3 port %4 file
SESSION CREATED %0 name %1 host %2 ip %3 port %4 file
SESSION DEACTIVATED %0 name
SESSION DISCONNECTED %0 name %1 host %2 ip %3 port
SESSION TIMED OUT %0 name %1 host %2 ip %3 port
SYSTEM EVENTS
DAEMON ATTACHED %0 file %1 pid
DAEMON DETACHED %0 file %1 pid
PROGRAM START %0 startup arguments
PROGRAM TERMINATION %0 goodbye message
READ ERROR %0 filename %1 error message
READ FILE %0 filename
WRITE ERROR %0 filename %1 error message
WRITE FILE %0 filename
SYSTEM CRASH %0 message
SYSTEM ERROR %0 name %1 system msg %2 error %3 error msg
UNKNOWN COMMAND %0 raw text
SIGUSR %0 signal
TELNET EVENTS
IAC <EVENT>
IAC TELNET events are made visable using #config telnet info.
IAC SB GMCP [MODULE] %0 module %1 data %2 plain data
IAC SB MSSP %0 variable %1 data
IAC SB MSDP %0 variable %1 data %2 plain data
IAC SB MSDP [VAR] %0 variable %1 data %2 plain data
IAC SB NEW-ENVIRON %0 variable %1 data %2 plain data
IAC SB ZMP <VAR> %0 variable %1 data
IAC SB <VAR> %0 variable %1 raw data %2 plain data
TIME EVENTS
DATE <MONTH-DAY OF MONTH> [HOUR:MINUTE], DAY [DAY OF MONTH],
HOUR [HOUR], MONTH [DAY OF MONTH], TIME <HOUR:MINUTE>[:SECOND],
WEEK [DAY OF WEEK], YEAR [YEAR]
%0 year %1 month %2 day of week %3 day of month %4 hour
%5 minute %6 second
VARIABLE EVENTS
VARIABLE UPDATE <VAR> %0 name %1 new value %2 path
VARIABLE UPDATED <VAR> %0 name %1 new value %2 path
VT100 EVENTS
VT100 SCROLL REGION %0 top row %1 bot row %2 rows %3 cols %4 wrap
To see all events trigger use #event info on. Since this can get
rather spammy it's possible to gag event info messages.
Example: #event {SESSION CONNECTED} {#read mychar.tin}
Comment: You can remove an event with the #unevent command.
Related: button, delay and ticker.
FOREACH
Command: #foreach {list} {variable} {commands}
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.
Example: #foreach {bob;tim;kim} {name} {tell $name Hello}
Example: #foreach {{bob}{tim}{kim}} {name} {tell $name Hello}
Related: break, continue, list, loop, parse, repeat, return and while.
FORMAT
Command: #format {variable} {format} {argument1} {argument2} {etc}
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 %\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
Comment: See #help TIME for help on the %t argument.
Related: cat, echo, function, local, math, replace, script, time and variable.
FUNCTION
Command: #function {name} {operation}
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.
Example: #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.
Example: #function {rnd} {#math {result} {1 d (%2 - %1 + 1) + %1 - 1}}
#show A random number between 100 and 200: @rnd{100;200}
Example: #function gettime {#format result %t %H:%M}
#show The current time is @gettime{}
Comment: You can remove a function with the #unfunction command.
Related: format, local, math, replace, script and variable.
GAG
Command: #gag {string}
Removes any line that contains the string.
Comment: See '#help action', for more information about triggers.
There are a system messages that can be gagged using gag events.
Comment: You can remove a gag with the #ungag command.
Related: action, highlight, prompt and substitute.
GREETING
####################################################################
# #
# T I N T I N + + 2.02.13b #
# #
# Code by Peter Unold, Bill Reis, and Igor van den Hoven #
# #
####################################################################
GREP
Command: #grep [page] {search string}
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.
Example: #grep Bubba tells you
This will show all occasions where bubba tells you something.
Related: buffer, echo and showme.
HELP
Command: #help {subject}
Without an argument #help will list all available help subjects.
Using #help %* will display all help entries.
Related: commands, debug, ignore, info, message and statements.
HIGHLIGHT
Command: #highlight {string} {color names} {priority}
The highlight command is used to allow you to highlight strings of text.
Available color options are:
reset - resets the color state to default
light - turns the color light in 16 color mode.
dark - turns the color dark in 16 color mode.
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:
<F06B> - azure <F08F> - Azure
<F00B> - blue <F00F> - Blue
<F0BB> - cyan <F0FF> - Cyan
<F000> - ebony <F666> - Ebony
<F0B0> - green <F0F0> - Green
<F0B6> - jade <F0F8> - Jade
<F6B0> - lime <F8F0> - Lime
<FB0B> - magenta <FF0F> - Magenta
<FB60> - orange <FF80> - Orange
<FB06> - pink <FF08> - Pink
<FB00> - red <FF00> - Red
<F888> - silver <FDDD> - Silver
<F860> - tan <FDB0> - Tan
<F60B> - violet <F80F> - Violet
<FBBB> - white <FFFF> - White
<FBB0> - yellow <FFF0> - Yellow
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 <abc> color codes can be used.
Example: #high {Valgar} {reverse blink}
Prints every occurrence of 'Valgar' in blinking reverse video.
Example: #high {^You %1} {bold cyan}
Boldfaces any line that starts with 'You' in cyan.
Example: #high {Bubba} {red underscore b green}
Highlights the name Bubba as red underscored text on green background.
Comment: See '#help action', for more information about triggers.
Comment: See '#help substitute', for more advanced color substitution.
Comment: This command only works with ANSI/VT100 terminals or emulators.
Comment: You can remove a highlight with the #unhighlight command.
Related: action, gag, prompt and substitute.
HISTORY
Command: #history {delete} Delete the last command.
#history {insert} {command} Insert a command.
#history {list} Display the entire command history.
#history {read} {filename} Read a command history from file.
#history {write} {filename} 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} {<character>} configuration option, by default
this is set to the exclamation mark.
You can use ! by itself to repeat the last command, or !<text> 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.
Related: alias, cursor, keypad, macro, speedwalk and tab.
IF
Command: #if {conditional} {commands if true}
The #if command is one of the most powerful commands added since
TINTIN III. It 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 if statement is only evaluated if it is read, so you must nest
the if statement inside another statement (most likely an #action
command). The conditional is evaluated exactly the same as in the
#math command, only instead of storing the result, the result is used
to determine whether to execute the commands.
To handle the case where an if statement is false it can be followed
by the #else command.
Example: #action {%0 gives you %1 gold coins.} {#if {%1 > 5000} {thank %0}}
If someone gives you more than 5000 coins, thank them.
Example: #alias {k} {#if {"%0" == ""} {kill $target};#else {kill %0}}
Comment: See '#help math', for more information.
Related: case, default, else, elseif, switch and regexp.
IGNORE
Command: #ignore {listname} {on|off}
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 set ACTIONS to OFF actions will no longer trigger.
Not every list can be ignored.
Related: class, debug, info, kill and message.
INDEX
On this page you'll find an introduction to using TinTin++. Additional
information can be found in the individual help sections.
Starting and Ending
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.
Basic features
I'll start by explaining some of the very basic and important features:
All TinTin++ commands starts with a '#'.
Example: #help -- #help is a client command, and isn't send 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.
\say Hello ;) -- Lines starting with a '\' aren't parsed by TinTin++.
say Hello \;) -- The escape character can escape 1 letter.
#config verbatim on -- Everything is send as is except '#' commands.
Connecting to a server
Command: #session {session name} {server address} {port}
Example: #session someone tintin.sourceforge.net 4321
You can have more than one session, in which case you can switch
between sessions typing #<session name>.
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).
Split
Command: #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.
Alias
Command: #alias {name} {commands}
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
Example: #alias greet say Greetings, most honorable %1
If you want an alias to execute more commands, you must use braces.
Example: #alias ws {wake;stand}
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.
Example: #alias put \put %1 in %2
Or by using the send command.
Example: #alias put #send put %1 in %2
Action
Command: #action {action-text} {commands}
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.
Example: #action {You are hungry} {get bread bag;eat bread}
Example: #action {%1 has arrived.} shake %1 -- shake hands with people arriving.
Example: #action {%1 tells you '%2'}
{tell bob %1 told me '%2'} -- forward tells.
Example: #action {tells you} #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.
Highlight
Command: #highlight {text} {color}
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.
Example: #high {Snowy} {light yellow}
Example: #high {%*Snowy%*} {light yellow}
Use #unhigh to delete highlights.
Speedwalk
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.
Example: 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/off.
Ticker
Command: #ticker {name} {commands} {seconds}
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.
Example: #tick {tick} {#delay 50 #show 10 SECONDS TO TICK!;#show TICK!!!} {60}
This creates a ticker with the name {tick} which will print TICK!!!,
as well as print a warning when the next tick will occure.
You can remove tickers with #untick
Command files
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.
Repeating Commands
You can repeat a command, the syntax is: #number command
Example: #5 cackle -- if you just killed bob the wizard.
Example: #10 {buy bread;put bread bag} -- repeat these 2 commands 10 times.
Example: #100 ooc w00t w00t!!!!! -- nochannel yourself.
History
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.
Map commands
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 <filename> -- save the map to file.
#map read <filename> -- 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.
Example: #action {There is no exit in that direction.} {#map undo}
The map will be automatically created as you move around.
Help
Command: #help {subject}
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.
Enjoy
Related: characters, colors, coordinates, editing, escape_codes, greeting, keypad, lists, mapping, mathematics, screen_reader, sessionname, speedwalk, statements, suspend and time.
INFO
Command: #info {listname} {LIST|ON|OFF|SAVE}
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 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.
Related: class, debug, ignore, kill and message.
KEYPAD
When TinTin++ starts up it sends \e= to the terminal to enable the terminal's
application keypad mode, which can be disabled using #show {\e>}
Configuration A Configuration B Configuration C
╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮
│num │/ │* │- │ │num │/ │* │- │ │Num │nkp/ │nkp* │nkp- │
├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
│7 │8 │9 │+ │ │Home │Up │PgUp │+ │ │nkp7 │nkp8 │nkp9 │nkp+ │
├─────┼─────┼─────┤ │ ├─────┼─────┼─────┤ │ ├─────┼─────┼─────┤ │
│4 │5 │6 │ │ │Left │Cntr │Right│ │ │nkp4 │nkp5 │nkp6 │ │
├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
│1 │2 │3 │Enter│ │End │Down │PgDn │Enter│ │nkp1 │nkp2 │nkp3 │nkpEn│
├─────┴─────┼─────┤ │ ├─────┴─────┼─────┤ │ ├─────┴─────┼─────┤ │
│0 │. │ │ │Ins │Del │ │ │nkp0 │nkp. │ │
╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯
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.
Terminals that support keypad mode
Linux Console, PuTTY, Eterm, aterm.
Terminals that do not support keypad mode
RXVT on Cygwin, Windows Console, Gnome Terminal, Konsole.
Peculiar Terminals
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 -> Window Settings -> Emulation.
Related: colors, coordinates, escape, mathematics and pcre.
KILL
Command: #kill {list} {pattern}
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.
Example: #kill alias %*test*
Related: class, debug, ignore, info and message.
LINE
Command: #line {option} {argument}
Line options that alter the argument.
#line strip <argument>
Argument is executed with all color codes stripped.
#line substitute <options> <argument>
Argument is executed using the provided substitutions, available
options are: arguments, braces, colors, escapes, functions, secure,
and variables.
Line options that alter how the line is executed.
#line background <argument>
Prevent new session activation.
#line capture <variable> <argument.
Argument is executed and output stored in <variable>.
#line convert <argument>
Argument is executed with escaped meta characters.
#line debug <argument>
Argument is executed in debug mode.
#line gag
Gag the next line.
#line ignore {argument}
Argument is executed without any triggers being checked.
#line local {argument}
Argument is executed with all newly and indirectly
created variables being local.
#line log <filename> [text]
Log the next line to file unless the [text] argument is
provided.
#line logmode <option> <argument>
Argument is executed using the provided logmode, available
modes are: html, plain, and raw.
#line msdp <argument>
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.
#line multishot <number> <argument>
Argument is executed in multishot mode, all triggers created
will only fire the given number of times.
#line oneshot <argument>
Argument is executed in oneshot mode, all triggers created will
only fire once.
#line quiet <argument>
Argument is executed with suppression of most system messages.
#line verbatim <argument>
Argument is executed verbatim, prohibiting variable and function
substitutions.
#line verbose <argument>
Argument is executed with most system messages enabled.
When using #line log and logging in html format use \c< \c> \c& \c" to
log a literal < > & and ".
Related: class and config.
LIST
Command: #list {variable} {option} {argument}
#list {var} {add} {item} Add {item} to the list
#list {var} {clear} Empty the given list
#list {var} {collapse} {separator} Turn list into a variable
#list {var} {create} {items} Create a list using {items}
#list {var} {delete} {index} {amount} Delete the item at {index},
the {amount} is optional.
#list {var} {explode} {separator} Turn variable into a list
#list {var} {indexate} Index a list table for sorting
#list {var} {insert} {index} {string} Insert {string} at given index
#list {var} {filter} {keep} {remove} Filter with keep / remove regex
#list {var} {find} {regex} {variable} Return the found index
#list {var} {get} {index} {variable} Copy an item to {variable}
#list {var} {numerate} Turn a table into a list
#list {var} {order} {string} Insert item in numerical order
#list {var} {shuffle} Shuffle the list
#list {var} {set} {index} {string} Change the item at {index}
#list {var} {simplify} {string} Turn list into a simple list
#list {var} {size} {variable} Copy list size to {variable}
#list {var} {sort} {string} Insert item in alphabetic order
#list {var} {tokenize} {string} 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.
A size of 0 is returned for an empty or non-existent list. You can
directly access the size of a list using &var[].
You can directly access elements in a list variable using $var[+1],
$var[+2], $var[-1], etc.
Related: break, continue, foreach, loop, parse, repeat, return and while.
LISTS
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.
Simple Variables
Example:
#variable {simple} {Hello World!}
#show $simple
To see if the 'simple' variable exists you can use &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.
Example: #variable {:)} {Happy Happy!};#show ${:)}
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.
Example: #show The first variable is: ${+1}
Removing Variables
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.
Simple Lists
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.
Brace Lists
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
to a simple list using: #list {bracelist} {simplify} {simplelist}
which will store {a;b;c} in the $simplelist variable.
Braces cannot easily be escaped in TinTin++. Using \{ or \} will not
work. The reason for this is due to several factors, but primarily
backward compatibility. To escape braces you must define them using
hexadecimal notation using \x7B and \x7D. See #help escape for a list
of escape options, and the help file will also remind you of how to
escape braces.
Tables
Tables are key/value pairs stored within a variable. Tables are also
known as associative arrays, dictionaries, maps, nested variables,
structures, and probably a couple of other names. There are several
ways to create and access tables.
Example: #variable {friendlist} {{bob}{bob@mail.com} {bubba}{sunset@gmail.com}}
This will create a friendlist with two entries, the key is the name of
the friend, the value is the email address of the friend. You can see
the email address of bob using: #show {$friendlist[bob]}. You can
also define this table as following:
Example:
#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:
$friendlist[+1]. To see the size of the table use &friendlist[]. To
print a bracelist of all friends use *friendlist[%*], to print a
bracelist of all friends whose name starts with the letter 'a' you
would use: *friendlist[a%*]. Similarly to see the number of friends
you have whose name ends with the letter 'b' you would use:
&friendlist[%*b].
See #help regexp for a brief overview of regular expression options.
While TinTin++ supports PCRE (perl-compatible regular expressions), it
embeds them within its own regular expression syntax that is simpler
and less invasive, while still allowing the full power of PCRE for
those who need it.
Example: #unvariable {friendlist[bubba]}
This would remove {bubba} from the friendlist. To remove the entire
friendlist you would use: #unvariable {friendlist}.
Example: #variable {friendlist} {{bob} {{email}{bob@ma.il} {phone}{123456789}}}
There is no limit to the number of nests, simply add more braces. To
see Bob's email in this example you would use:
#show {$friendlist[bob][email]}.
Lists
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.
Example: #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:
#VARIABLE {chats}
{
{1} {Bubba chats Hi}
{2} {Bob chats Hi bub}
{3} {Bubba chats Bye}
{4} {Bob chats bub bye}
}
Parsing
There are various ways to parse lists and tables, using either #loop,
#foreach, #while, or #<number>.
#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.
#<number> will execute the provided argument 'number' times. For
example: #4 {#show beep! \a}
Here are some examples.
Example: #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.
Example: #foreach {$friends[%*]} {name} {#show $name}
Example: #foreach {*friends[%*]} {i} {#show $friends[$i]}
Example: #loop {1} {&friends[]} {i} {#show $friends[+$i]}
Example: #math i 1;#while {&friends[+$i]} {#show $friends[+$i];
#math i $i + 1}
Example: #math i 1;#&friends[] {#show $friends[+$i];#math i $i + 1}
Each of the five examples above performs the same task; printing the
three names in the friends list.
If you want to get a better look at what goes on behind the scenes
while executing scripts you can use '#debug all on'. To stop seeing
debug information use '#debug all off'.
List Tables
List tables are also known as databases and the #list command has
several options to manipulate them.
For these options to work properly all tables need to have identical
keys. Here is an example list table.
#var {friendlist}
{
{1}{{name}{bob} {age}{54}}
{2}{{name}{bubba} {age}{21}}
{3}{{name}{pamela} {age}{36}}
}
To sort the list table by age you would use:
#list friendlist indexate age
#list friendlist order
To remove everyone whose name starts with a 'b' you would use:
#list friendlist indexate name
#list friendlist filter {} {b%*}
The filter option only supports regular expressions. To filter
using mathematics you would loop through the list backwards:
#loop &friendlist[] 1 index
{
#if {$friendlist[+$index][age] < 30}
{
#list friendlist delete $index
}
}
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}}
Optimization
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.
Example:
#alias {sethash}
{
#format hash %H %1;
#math hash1 $hash % 100;
#math hash2 $hash / 100 % 100;
#var hashtable[$hash1][$hash2][%1] %2
}
#function {gethash}
{
#format hash %H %1;
#math hash1 $hash % 100;
#math hash2 $hash / 100 % 100;
#return $hashtable[$hash1][$hash2][%1]
}
#alias {test}
{
sethash bli hey;
sethash bla hi;
sethash blo hello;
#show The value of bla is: @gethash{bla}
}
The above script will rapidly store and retrieve over 1 million items.
Looping through a hash table is relatively easy as well.
Example:
#alias {showhash}
{
#foreach {*hashtable[%*]} {hash1}
{
#foreach {*hashtable[$hash1][%*]} {hash2}
{
#echo {%-20s = %s}
{hashtable[$hash1][$hash2]}
{$hashtable[$hash1][$hash2]}
}
}
}
Related: break, continue, foreach, loop, parse, repeat, return and while.
LOCAL
Command: #local {variable name} {text to fill variable}
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.
Example: #alias {swap} {#local x %0;#replace x {e} {u};#show $x}
Comment: You can remove a local variable with the #unlocal command.
Related: format, function, math, replace, script and variable.
LOG
Command: #log {option} {argument}
The log command allows logging session output to file. You can set the
data type to either plain, raw, or html with the config command.
#log append <filename>
Start logging to the given file, if the file already exists it won't
be overwritten and data will be appended to the end.
#log move <filename_1> <filename_2>
Move filename_1 to filename_2. This can be any file and doesn't need
to be a log file.
#log overwrite <filename>
Start logging to the given file, if the file already exists it will
be overwritten.
#log off
Stop logging.
#log remove <filename>
Remove the file. This can be any file and doesn't need to be a log
file.
#log timestamp <format>
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.
Related: read, scan, textin, time and write.
LOOP
Command: #loop {<start>} {<finish>} {<variable>} {commands}
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.
Example: #loop 1 3 loop {get all $loop.corpse}
This equals 'get all 1.corpse;get all 2.corpse;get all 3.corpse'.
Example: #loop 3 1 cnt {drop $cnt\.key}
This equals 'drop 3.key;drop 2.key;drop 1.key'.
Related: break, continue, foreach, list, parse, repeat, return and while.
MACRO
Command: #macro {key sequence} {commands}
Macros allow you to make tintin respond to function keys.
The key sequence send to the terminal when pressing a function key
differs for every OS and terminal. To find out what sequence is send
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 ^.
Example: #macro {(press ctrl-v)(press F1)} {#show \e[2J;#buffer lock}
Clear the screen and lock the window when you press F1, useful when the
boss is near.
Example: #macro {\eOM} {#cursor enter}
Makes the keypad's enter key work as an enter in keypad mode.
Example: #macro {^nn} {n}
Makes pressing n twice on an empty line execute north.
Comment: 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.
Comment: You can remove a macro with the #unmacro command.
Related: alias, cursor, history, keypad, speedwalk and tab.
MAP
Command: #map
The map command is the backbone of the auto mapping feature.
#map at <exit|vnum> <command>
Execute the command at the given exit or vnum.
#map center <x> <y> <z>
Sets displaying center of the map viewer, default is 0 0 0.
#map color <field> [value]
Sets the map color for the given color field. Use #map color reset
to restore colors to default.
#map create <size>
Creates a new map and room 1. The default size is 50000 rooms.
#map destroy {area|world} <name>
Deletes the map or given area.
#map delete <exit|vnum>
Deletes the room for the given exit or vnum.
#map dig <exit|vnum> [new|<vnum>]
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.
#map entrance <exit> [option] [arg]
Set the entrance data for the given exit. You must specify a
valid two-way exit for this to work.
#map exit <exit> <option> <arg>
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 <exit> for a list of available options.
Use #map exit <eixt> save to save the exit data.
#map exitflag <exit> <AVOID|BLOCK|HIDE|INVIS> [on|off]
Set exit flags. See #map roomflag for more info.
#map explore <exit>
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.
#map find <name> <exits> <desc> <area> <note> <terrain> <flag>
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 <exits> is provided all exits must be matched, if
<roomdesc>, <roomarea> or <roomnote> or <roomterrain> or
<roomflag> 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.
#map flag asciigraphics
Takes up more space but draws a more detailed
map that displays the ne se sw nw exits and room symbols.
#map flag asciivnums
Display room vnums if asciigraphics is enabled.
#map flag nofollow
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.
#map flag static
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.
#map flag vtgraphics
Enables vt line drawing on some terminals
#map flag vtmap
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'.
#map get <option> <variable> [vnum]
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.
#map get roomexits <variable>
Store all room exits into variable.
#map global <room vnum>
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.
#map goto <room vnum> [dig]
Takes you to the given room vnum, with the
dig argument a new room will be created if none exists.
#map goto <name> <exits> <desc> <area> <note> <terrain>
Takes you to the given room name, if you provide exits those
must match.
#map info [save]
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.
#map insert <direction> [roomflag]
Insert a room in the given direction. Most useful for inserting
void rooms.
#map jump <x> <y> <z>
Jump to the given coordinate, which is relative
to your current room.
#map landmark <name> <vnum> [description] [size]
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.
#map leave
Makes you leave the map. Useful when entering a maze. You
can return to your last known room using #map return.
#map legend <legend> [symbols|reset]
#map legend <legend> <index> [symbol]
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 <legend> <reset> to set the default legend.
Use #map legend <legend> <character list> to create a custom
legend. Custom legends are automatically saved and loaded by
using #map read and #map write.
#map link <direction> <room name> [both]
Links two rooms. If the both
argument and a valid direction is given the link is two ways.
#map list <name> <exits> <desc> <area> <note> <terrain>
Lists all matching rooms and their distance. The following
search keywords are supported.
{distance} <arg> will list rooms within given distance.
{roomarea} <arg> will list rooms with matching area name.
{roomdesc} <arg> will list rooms with matching room desc.
{roomexits} <arg> will list rooms with identical room exits.
Use * as an exit to ignore non pathdir exits.
{roomflag} <arg> will list rooms with matching room flags.
{roomid} <arg> will list rooms with identical id name.
{roomname} <arg> will list rooms with matching room name.
{roomnote} <arg> will list rooms with matching room note.
{roomterrain} <arg> will list rooms with matching room terrain.
{variable} <arg> will save the output to given variable.
#map map <rows> <cols> <append|overwrite|list|variable> <name>
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.
#map map <rows> <cols> draw <square>
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.
#map move <direction>
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.
#map offset <row> <col> <row> <col>
Define the offset of the vtmap as a square. Without an argument
it defaults to the entire top split region.
#map read <filename>
Will load the given map file.
#map resize <size>
Resize the map, setting the maximum number of rooms.
#map return
Returns you to your last known room after leaving the map
or loading a map.
#map roomflag <flags> <get|on|off>
#map roomflag avoid
When set, '#map find' will avoid a route leading
through that room. Useful for locked doors, etc.
#map roomflag block
When set the automapper will prevent movement into or through
the room. Useful for death traps.
#map roomflag hide
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.
#map roomflag invis
When set the room will be colored with the INVIS color.
#map roomflag leave
When entering a room with this flag, you will
automatically leave the map. Useful when set at the entrance
of an unmappable maze.
#map roomflag noglobal
This marks a room as not allowing global
transportation, like norecall rooms that block recall.
#map roomflag void
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.
#map roomflag static
When set the room will no longer be autolinked
when walking around. Useful for mapping mazes.
#map run <room name> [delay]
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.
#map set <option> <value> [vnum]
Set a map value for your current room, or given room if a room
vnum is provided.
#map sync <filename>
Similar to #map read except the current map won't be unloaded
or overwritten.
#map terrain <name> <symbol> [flag]
Set the terrain symbol and flag.
#map terrain <name> <symbol> [DENSE|SPARSE|SCANT]
Determine symbol density, omit for the default.
#map terrain <name> <symbol> [NARROW|WIDE|VAST]
Determine symbol spread range, omit for the default.
#map terrain <name> <symbol> [FADEIN|FADEOUT]
Determine symbol spread density, omit for the default.
#map terrain <name> <symbol> [DOUBLE]
You're using two characters for the symbol.
#map travel <direction> <delay>
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.
#map undo
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.
#map uninsert <direction>
Exact opposite of the insert command.
#map unlandmark <name>
Removes a landmark.
#map unlink <direction> [both]
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.
#map unterrain <name>
Removes a terrain.
#map update [now]
Sets the vtmap to update within the next 0.1 seconds, or
instantly with the now argument.
#map vnum <low> [high]
Change the room vnum to the given number, if a range is
provided the first available room in that range is selected.
#map write <filename> [force]
Will save the map, if you want to save a map to a .tin file
you must provide the {force} argument.
Related: path, pathdir and speedwalk.
MAPPING
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.
#map create [size]
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.
#map goto <location>
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.
#map map <rows> <cols> <append|overwrite|list|variable> <name>
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:
#split 16 1
#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:
#split 0 1 0 -80
#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.
#map undo
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}.
#map write <filename>
You can save your map using #map write, to load a map you can use
#map read <filename>.
#map set <option> <value>
You can set the room name using #map set roomname <name>. 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. You can further
narrow down the matches by providing additional arguments, for example:
#map goto {dark alley} {roomexits} {n;e} {roomarea} {Haddock Ville}
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.
#map run <location> <delay>
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:
#map run {dark alley} {0.5}
#map insert {direction} {flag}
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.
Related: map, path and pathdir.
MATH
Command: #math {variable} {expression}
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
<< 4 bitwise shift
>> 4 bitwise shift
.. 4 integer range
> 5 logical greater than
>= 5 logical greater than or equal
< 5 logical less than
<= 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)
& 7 bitwise and
^ 8 bitwise xor
| 9 bitwise or
&& 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 { } and use regex with == and !=,
in the case of <= and >= the alphabetic order is compared.
The #if and #switch commands use #math. Several commands accepting
integer input allow math operations as well.
Floating point precision is added by using the decimal . operator.
Example: #math {heals} {$mana / 40}
Assuming there is a variable $mana, divides its value by 40 and stores
the result in $heals.
Example: #action {^You receive %0 experience} {updatexp %0}
#alias updatexp {#math {xpneed} {$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.
Example: #action {%0 tells %1}
{#if {{%0} == {Bubba} && $afk} {reply I'm away, my friend.}}
When you are away from keyboard, it will only reply to your friend.
Related: cat, format, function, local, mathematics, replace, script and variable.
MATHEMATICS
Number operations
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
<< 3 bitwise shift
>> 3 bitwise shift
> 4 logical greater than
>= 4 logical greater than or equal
< 4 logical less than
<= 4 logical less than or equal
== 5 logical equal
!= 5 logical not equal
& 6 bitwise and
^ 7 bitwise xor
| 8 bitwise or
&& 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.
String operations
Operators Priority Function
------------------------------------------------
> 4 alphabetical greater than
>= 4 alphabetical greater than or equal
< 4 alphabetical less than
<= 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 > >= < <= 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.
Related: math and regexp.
MESSAGE
Command: #message {listname} {on|off}
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.
Related: class, debug, ignore, info and kill.
METRIC SYSTEM
Name Symbol Factor
--------------------------------------------------
Mega M 1 000 000
Kilo K 1 000
milli m 0.001
micro u 0.000 001
Related: echo, format and math.
MOUSE
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.
Related: button, draw, event and MSLP.
MSDP
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.
https://tintin.sourceforge.io/protocols/msdp
Related: event and port.
MSLP
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
\e[4m and \e[24m tags.
Example: #substitute {\b{n|e|s|w|u|d}\b} {\e[4m%1\[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.
Example: #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.
Example: #sub {\bsmurf\b} {\e]68;1;;say I hate smurfs!\a\e[4m%0\e[24m}
If you have the LINK event of the previous example set, the %4
argument will contain 'say I hate smurfs!'.
Example: #sub {\bgoblin\b} {\e]68;1;SEND;kill goblin\a\e[4m%0\e[24m}
Notice the previous instance of ;; has been replaced with ;SEND;
which will name the link. This will generate a named event.
Example: #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 \e]68;1;\a as well,
subsequently various security measures are in place.
To create secure links, which are filtered out when send by a server,
you need to use \e]68;2;\a, and they instead trigger the SECURE LINK
event.
Example: #sub {%* tells %*} {\e]68;2;EXEC;#cursor set tell %1 \a\e[4m%0\e[24m}
#event {PRESSED SECURE LINK EXEC MOUSE BUTTON ONE} {%4}
This would make you start a reply when clicking on a tell.
Website: https://tintin.mudhalla.net/protocols/mslp
Related: event and port.
NOP
Command: #nop {whatever}
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.
Comment: 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 */
Example: #nop This is the start of my script file.
Related: read
PARSE
Command: #parse {string} {variable} {commands}
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.
Example: #parse {hello world} {char} {#show $char}
Related: break, continue, foreach, list, loop, repeat, return and while.
PATH
Command: #path {option} {argument}
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'.
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.
Example: #path ins {unlock n;open n} {unlock s;open s}
Related: map, pathdir and speedwalk.
PATHDIR
Command: #pathdir {dir} {reversed dir} {coord}
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.
Example: #pathdir {ue} {dw} {18}
#pathdir {dw} {ue} {40}
Comment: You can remove a pathdir with the #unpathdir command.
Related: map and path.
PCRE
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.
TinTin++ Regular Expression
The following support is available for regular expressions.
^ match start of line.
$ match of end of line.
\ escape one character.
%1-%99 match of any text, stored in the corresponding index.
%0 should be avoided in the regex, contains all matched text.
{ } embed a perl compatible regular expression, matches are stored.
%!{ } embed a perc 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.
TinTin++ Description POSIX
%d Match zero to any number of digits ([0-9]*?)
%D Match zero to any number of non-digits ([^0-9]*?)
%i Matches become case insensitive (?i)
%I Matches become case sensitive (default) (?-i)
%s Match zero to any number of spaces ([\r\n\t ]*?)
%w Match zero to any number of word characters ([A-Za-z0-9_]*?)
%W Match zero to any number of non-word characters ([^A-Za-z0-9_]*?)
%? Match zero or one character (.??)
%. Match one character (.)
%+ Match one to any number of characters (.+?)
%* Match zero to any number of characters (.*?)
Variables
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.
Example: #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.
Example: #act {%3 says '%*'} {#if {"%4" == "Tickle me"} {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.
Perl Compatible Regular Expressions
You can embed a PCRE (Perl Compatible Regular Expression) using curley
braces { }, these braces are replaced with parentheses ( ) unless you
use %!{ }.
Or
You can separate alternatives within a PCRE using the | character.
Example: #act {%* raises {his|her|its} eyebrows.} {say 42..}
Brackets
You can group alternatives and ranges within a PCRE using brackets.
Example: #act {%* says 'Who is number {[1-9]}?} {say $number[%2] is number %2}
The example only triggers if someone provides a number between 1 and
9. Any other character will cause the action to not trigger.
Example: #act {%* says 'Set password to {[^0-9]*}$} {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.
Quantification
A quantifier placed after a match specifies how often the match is
allowed to occur.
? repeat zero or one time.
* repeat zero or multiple times.
+ repeat once or multiple times.
{n} repeat exactly n times, n must be a number.
{n,} repeat at least n times, n must be a number.
{n,o} repeat between n and o times, n and o must be a number.
Example: #act {%* says 'Who is number {[1-9][0-9]{0,2}}?} {Say $number[%2] is
number %2}
The example only triggers if someone provides a number between 1 and
999.
Parantheses
TinTin Regular Expressions automatically add parenthesis, for example
%* translates to (.*?) in PCRE unless the %* is found at the start or
end of the line, in which cases it translates to (.*). Paranthesis in
PCRE causes a change in execution priority similar to mathematical
expressions, but parentheses also causes the match to be stored to a
variable.
When nesting multiple sets of parentheses each nest is assigned its
numerical variable in order of appearance.
Example: #act {%* chats '{Mu(ha)+}'} {chat %2ha!}
If someone chats Muha you will chat Muhaha! If someone chats Muhaha
you will chat Muhahaha!
Lazy vs Greedy
By default regex matches are greedy, meaning {.*} will capture as much
text as possible.
Example: #regex {bli bla blo} {^{.*} {.*}$} {#show Arg1=(&1) Arg2=(&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.
Example: #regex {bli bla blo} {^{.*?} {.*?}$} {#show Arg1=(&1) Arg2=(&2)}
This will display: Arg1=(bli) Arg2=(bla blo).
Escape Codes
PCRE support the following escape codes.
PCRE Description POSIX
\A Match start of string ^
\b Match word boundaries (^|\r|\n|\t| |$)
\B Match non-word boundaries [^\r\n\t ]
\c Insert control character \c
\d Match digits [0-9]
\D Match non-digits [^0-9]
\e Insert escape character \e
\f Insert form feed character \f
\n Insert line feed character \n
\r Insert carriage return character \r
\s Match spaces [\r\n\t ]
\S Match non-spaces [^\r\n\t ]
\t Insert tab character \t
\w Match letters, numbers, and underscores [A-Za-z0-9_]
\W Match non-letters, numbers, and underscores [^A-Za-z0-9_]
\x Insert hex character \x
\Z Match end of string $
\s matches one space, \s+ matches one or multiple spaces.
Color triggers
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.
Example: #action {~\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.
Related: map and path.
PORT
Command: #port {option} {argument}
#port {init} {name} {port} {file}
Initilize a port session.
#port {call} {address} {port}
Connect to a remote socket.
#port {color} {color names}
Set the default color of port messages.
#port {dnd}
Do Not Disturb. Decline new connections
#port {group} {name} {group}
Assign a socket group.
#port {ignore} {name}
Ignore a socket
#port {info}
Display information about the port session.
#port {name} {name}
Change socket name.
#port {prefix} {text}
Set prefix before each message.
#port {send} {name|all} {text}
Send data to socket
#port {uninitialize}
Uninitialize the port session.
#port {who}
Show all connections
#port {zap} {name}
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.
Related: all, chat, run, session, sessionname, snoop, ssl and zap.
PROMPT
Command: #prompt {text} {new text} {row #} {col #}
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 <text> and <new text> 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.
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.
Comment: See #help split for more information on split mode.
Comment: See #help substitute for more information on text
substitutions.
Comment: You can remove a prompt with the #unprompt command.
Related: action, gag, highlight and substitute.
READ
Command: #read {filename}
Reads a commands file into memory. The coms file is merged in with
the currently loaded commands. Duplicate commands are overwritten.
If you uses braces, { and } you can use several lines for 1 commands.
This however means you must always match every { with a } for the read
command to work.
You can comment out triggers using /* text */
Related: log, scan, textin and write.
REGEXP
Command: #regexp {string} {expression} {true} {false}
Compares the string to the given regular expression.
The expression can contain escapes, and if you want to match a literal
\ character you'll have to use \\ to match a single backslash.
Variables are stored in &1 to &99 with &0 holding the matched
substring.
^ force match of start of line.
$ force match of end of line.
\ escape one character.
%1-%99 lazy match of any text, available at %1-%99.
%0 should be avoided in triggers, and if left alone lists all matches.
{ } embed a raw regular expression, matches are stored to %1-%99.
%!{ } embed a raw regular expression, matches are not stored.
[ ] . + | ( ) ? * are treated as normal text unlessed used within
braces. Keep in mind that { } is replaced with ( ) automatically
unless %!{ } is used.
Of the following the (lazy) match is available at %1-%99 + 1
%d match zero to any number of digits.
%D match zero to any number of non digits.
%s match zero to any number of spaces.
%S match zero to any number of non spaces.
%w match zero to any number of word characters.
%W match zero to any number of non word characters.
Experimental (subject to change) matches are:
%a match zero to any number of characters including newlines.
%A match zero to any number of newlines.
%p match zero to any number of printable characters.
%P match zero to any number of non printable characters.
%u match zero to any number of unicode characters.
%U match zero to any number of 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.
%+ match one to any number of characters.
%? match zero or one character.
%. match one character.
%* match zero to any number of characters.
%i matching becomes case insensitive.
%I 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.
Example: #regexp {bli bla blo} {bli {.*} blo} {#show &1}
Comment: Like an alias or function #regex has its own scope.
Related: pcre and replace.
REPEAT
Command: #[number] {commands}
Sometimes you want to repeat the same command multiple times. This is the
easiest way to accomplish that.
Example: #10 {buy bread}
Related: break, continue, foreach, list, loop, parse, return and while.
REPLACE
Command: #replace {variable} {oldtext} {newtext}
Searches the given variable, replacing each occurrence of 'oldtext'
with 'newtext'. The 'oldtext' argument is a regular expression.
Variables are stored in &1 to &99 with &0 holding the entire matched
substring.
Example: #function rnd #math result 1d9;#replace test {%.} {@rnd{}}
Related: cat, format, function, local, math, script and variable.
RETURN
Command: #return {text}
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.
Related: break, continue, foreach, list, loop, parse, repeat and while.
RUN
Command: #run {name} {shell command} {file}
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.
Example: #run {somewhere} {ssh someone@somewhere.com}
Example: #run {something} {tail -f chats.log}
Related: all, port, session, sessionname, snoop, ssl and zap.
SCAN
Command: #scan {abort|csv|tsv|txt} {filename}
The scan command is a file reading utility.
#scan {abort}
This command must be called from with a SCAN event and will
abort the scan if one is in progress.
#scan {csv} <filename>
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.
#scan {dir} <filename> <variable>
The scan dir command will read the given filename or directory and
store any gathered information into the provided variable.
#scan {tsv} <filename>
The scan tsv <filename> 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.
#scan {file} <filename> {commands}
The scan file command reads the given files and executes the
commands argument. &0 contains the raw content of the file and
&1 contains the plain content. &2 contains the raw byte size of the
file and &3 the plain byte size. &5 contains the line count.
#scan {txt} <filename>
The scan txt <filename> command reads in a file and sends its content
to the screen as if it was send 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.
Related: read and textin.
SCREEN
Command: #screen {option} {argument}
The screen command offers a variety of screen manipulation
commands and utilities.
#screen blur
Move the terminal to the back of the stack.
#screen clear [all|scroll region|square] <args>
Provide 4 arguments defining the top left and bottom right corner
when erasing a square.
#screen focus
Move the terminal to the front of the stack.
#screen fullscreen [on|off]
Toggles fullscreen mode when used without an argument.
#screen get <option> <var>
Get various screen options and save them to <var>. Use #screen
get without an argument to see all available options.
#screen info
Debugging information.
#screen inputregion <square> [name]
Set the input region. The name argument is optional and can be
used to create named RECEIVED INPUT [NAME] events.
#screen load <both|label|title>
Reload the saved title, label, or both.
#screen minimize <on|off>
Minimize with on, restore with off.
#screen maximize [on|off]
Maximize with on, restore with off.
#screen move <height> <width>
Move the upper left corner of the terminal to pixel coordinate.
#screen raise <event>
This will raise several screen events with %1 and %2 arguments.
#screen refresh
Terminal dependant, may do nothing.
#screen rescale <height> <width>
Resize the screen to the given height and width in pixels.
#screen resize <rows> <cols>
Resize the screen to the given height and width in characters.
#screen save <both|label|title>
Save the title, label, or both.
#screen scroll <square>
Set the scrolling region, changes the split setting.
#screen set <both|label|title>
Set the title, label, or both. Only title works on Windows.
#screen swap
Swap the input and scroll region.
Related: bell
SCREEN READER
Command: #config {SCREEN READER} {ON|OFF}
Screen reader mode is enabled by using #config screen on. The main
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:
http://tintin.sourceforge.net/protocols/mtts
With the screen reader mode enabled TinTin++ will try to remove visual
elements where possible.
Related: config
SCRIPT
Command: #script {variable} {shell command}
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.
Example: #script {ruby -e 'print "#show hello world"'}
Example: #script {python -c 'print "#show hello world"'}
Example: #script {php -r 'echo "#show hello world"'}
Example: #script {path} {pwd};#show The path is $path[1].
Related: format, function, local, math, replace and variable.
SEND
Command: #send {text}
Sends the text directly to the server, useful if you want to start
with an escape code.
Related: textin
SESSION
Command: #session {name} {host} {port} {file}
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 {<number>} 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.
@<name>{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.
Example: #event {SESSION DISCONNECTED} {#gts #delay 10 #ses %0 tintin.net 4321}
Related: all, port, run, sessionname, snoop, ssl and zap.
SESSIONNAME
Syntax: #[sessionname] {commands}
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.
Example: #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.
Related: all, port, run, session, snoop, ssl and zap.
SHOWME
Command: #show {string} {row} {col}
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 {<string>}.
Example: #tick {TICK} {#delay 50 #show 10 SECONDS TO TICK!!!} {60}
Comment: The #prompt helpfile contains more information on using the
option {row} and {col} arguments.
Related: buffer, draw, echo, grep and prompt.
SNOOP
Command: #snoop {session name} {on|off|scroll}
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.
Related: all, port, run, session, sessionname, ssl and zap.
SPEEDWALK
SPEEDWALK V1
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}.
Example: Without speedwalk, you have to type:
s;s;w;w;w;w;w;s;s;s;w;w;w;n;n;w
With speedwalk, you only have to type:
2s5w3s3w2nw
SPEEDWALK V2
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.
Example: #path unzip 3n1e2nw
Example: #map move 3ne1d
Related: alias, cursor, history, keypad, macro and tab.
SPLIT
Command: #split {top bar} {bottom bar} {left bar} {right bar} {input bar}
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.
╭────────────────────────────────╮
│ top bar │
├──────┬──────────────────┬──────┤
│ left │ scrolling │ right│
│ bar │ region │ bar │
├──────┴──────────────────┴──────┤
│ bottom bar │
├────────────────────────────────┤
│ input bar │
╰────────────────────────────────╯
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.
Example: #split 0 0
This will create a split screen with just a scrolling region and an
input line. Great for the minimalist.
Example: #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.
Comment: You can display text on the split line(s) with the #prompt and
#show {line} {row} commands.
Comment: You can remove split mode with the #unsplit command.
Related: echo, prompt and showme.
SSL
Command: #ssl {name} {host} {port} {file}
Starts a secure socket telnet session with the given name, host, port,
and optional file name.
Related: all, port, run, sessionname, snoop, ssl and zap.
STATEMENTS
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}
Related: commands, help and info.
SUBSTITUTE
Command: #substitute {text} {new text} {priority}
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 <900> 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.
Example: #sub {Zoe} {ZOE}
Any instance of Zoe will be replaced with ZOE.
Example: #sub {~\e[0;34m} {\e[1;34m}
Replace generic dark blue color codes with bright blue ones.
Example: #sub {%1massacres%2} {<018>%1<118>MASSACRES<018>%2}
Replaces all occurrences of 'massacres' with 'MASSACRES' in red.
Comment: See '#help action', for more information about triggers.
Comment: See '#help colors', for more information.
Comment: You can remove a substitution with the #unsubstitute command.
Related: action, gag, highlight and prompt.
SUBSTITUTIONS
TinTin++ will perform various types of substitions as detailed below.
Variables
$ & * @ All variable and function names must begin with an alphabetic
character, followed by any combination of alphanumeric characters and
underscores.
$ The dollar sign is used to retrieve the value of a variable.
& The ampersand sign is used to retrieve the index of a variable.
* The astrix sign is used to retrieve the name of a variable.
@ The at sign is used for functions.
[ ] 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.
+ - 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 $$variable_name or @@function_name. To escape a variable
twice use $$$var_name. One escape is removed each time tintin
needs to substitute a variable or function.
Arguments
%0 - %99 The percent sign followed by a number is used for arguments by the
following triggers:
alias, action, button, event, function, prompt, and substitute.
&0 - &99 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 &&1. One escape is removed each time tintin
substitutes trigger or command arguments. To escape three times
triple the sign like %%%1, etc.
Colors
<000> Three alphanumeric characters encapsulated by the less- and greater-
than signs are used for 4 and 8 bit color codes.
<0000> Either a B (background) or F (foreground) followed by three
hexadecimal characters encapsulated by < > signs are used for 12
bit color codes. Requires truecolor capable terminal.
<0000000> Either a B (background) or F (foreground) followed by six
hexadecimal characters encapsulated by < > signs are used for 24
bit color codes. Requires truecolor capable terminal.
More information is available at #help color.
Escapes
\ 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 send 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.
Related: characters, colors, escapes, info and pcre.
SUSPEND
Command: #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 #detach command.
Related: end
SWITCH
Command: #switch {conditional} {arguments}
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.
Example: #switch {1d4} {#case 1 cackle;#case 2 smile;#default giggle}
Related: statements
SYSTEM
Command: #system {command}
Executes the command specified as a shell command.
Related: detach, script and run.
TAB
Command: #tab {word}
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.
Comment: You can remove a tab with the #untab command.
Related: alias, cursor, history, keypad, macro and speedwalk.
TEXTIN
Command: #textin {filename} {delay}
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.
Related: scan and send.
TICKER
Command: #ticker {name} {commands} {interval in seconds}
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.
Comment: Tickers don't work in the startup session.
Comment: You can remove a ticker with the #unticker command.
Related: delay and event.
TIME
Command: #format {variable} {%t} {argument}
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:
Command: #format {variable} {%t} {{argument} {epoch time}}
The current epoch time value is obtained using #format {time} {%T}.
When using %t the argument should contain strftime format specifiers.
The output may differ depending on your locale.
%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.
Related: echo, event and format.
VARIABLE
Command: #variable {variable name} {text to fill variable}
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 $ before the variable
name.
Example: #alias {target} {#var target %0}
#alias {x} {kick $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:
Example: #variable {cool website} {http://tintin.sourceforge.net}
#chat I was on ${cool website} yesterday!.
Variables can be escaped by adding additional $ signs.
Example: #var test 42;#showme $$test
Variables can be nested using brackets:
Example: #var hp[self] 34;#var hp[target] 46
You can see the first nest of a variable using $variable[+1] and the
last nest using $variable[-1]. Using $variable[-2] will report the
second last variable, and so on. To show all indices use *variable[].
To show all values use $variable[]. To show all values from index 2
through 4 use $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.
Example: #show {Targets starting with the letter A: $targets[A%*]
To see the internal index of a variable use &<variable name>. To see
the size of a table you would use: &targets[] or &targets[%*]. A non
existent nested variable will report itself as 0.
Example: #show {Number of targets starting with A: &targets[A%*]
In some scripts you need to know the name of a nested variable. This
is also known as the key, and you can get it using *variable. For
example *target[+1]. To get the first variable's name use *{+1}.
It's also possible to declare a table using brace notation. Using
#var hp[self] 34 is the equivalent of #var {hp} {{self}{34}}. This
also allows merging tables. #var hp[self] 34;#var hp[target] 46 is
the equivalent of #var {hp} {{self}{34} {target}{46}} as well as
#var {hp} {{self}{34}} {{target}{46}} or if you want to get creative
the equivalent of #var hp[self] 34;#var {hp} {$hp} {{target}{46}}.
Comment: You can remove a variable with the #unvariable command.
Related: cat, format, function, local, math, replace and script.
WHILE
Command: #while {conditional} {commands}
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.
Example: #math cnt 0;#while {$cnt < 20} {#math cnt $cnt + 1;say $cnt}
Comment: See '#help math', for more information.
Related: statements
WRITE
Command: #write {<filename>} {[FORCE]}
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.
Related: log, read, scan and textin.
ZAP
Command: #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.
Related: all, port, run, session, sessionname, snoop and ssl.