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- 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.
- 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.
- If no % variable is used in the commands section any argument will be
- appended to the end as if %0 was used. This feature might be removed
- in the future, and shouldn't be used.
- 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.
- 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.
- 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
- 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
- Command: #buffer {option} {argument}
- 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.
- 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.
- 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.
- Command: #cat {variable} {argument}
- The cat command will concatenate the argument to the given variable.
- Related: format, function, local, math, replace, script and variable.
- 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 sent verbatim if you are
- connected to a server. This character can be configured with
- #config, and is itself sent verbatim when the verbatim config mode
- is enabled.
- Related: colors, escape_codes, function, mathematics, pcre and variable.
- 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
- Command: #class {name} {option} {arg}
- The class command is primarily used to assign groups of triggers and
- variables a label so they can be easily removed.
- #class {<name>} {assign} {<argument>}
- Will open the class, execute argument, and close afterwards.
- #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 you need to use #class save before using
- #class clear and #class load
- Example: #class rich kill;#class rich read poor.tin
- Deletes all triggers of 'rich' class if any. Read 'poor.tin' file,
- all triggers loaded will be assigned to the 'rich' class.
- Related: config, debug, ignore, info, kill, line and message.
- 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_codes, mathematics and pcre.
- Command: #commands {abbreviation}
- Shows all commands, or all commands starting with the given
- abbreviation.
- Related: help, info and statements.
- 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 {AUTO TAB} {NUMBER} Buffer lines used for tab completion
- #CONFIG {CHILD LOCK} {ON|OFF} Enable or disable command input.
- #CONFIG {CONNECT RETRY} {NUMBER} Seconds to try to connect on failure.
- #CONFIG {CONVERT META} {ON|OFF} Shows color codes and key bindings.
- #CONFIG {DEBUG TELNET} {ON|OFF} Shows telnet negotiations y/n.
- #CONFIG {HYBERNATE} {ON|OFF} Enable or disable low CPU usage mode.
- #CONFIG {LOG LEVEL} {LOW|HIGH} LOW logs server output before triggers.
- #CONFIG {INHERITANCE} {ON|OFF} Session trigger inheritance y/n.
- #CONFIG {MCCP} {ON|OFF} Enable or disable MCCP support.
- #CONFIG {RANDOM SEED} {NUMBER} Seed value used for random numbers.
- #CONFIG {TAB WIDTH} {NUMBER} Number of spaces used for a tab
- #CONFIG {TINTIN CHAR} {SYMBOL} Character used for TinTin++ commands.
- Related: class and line.
- 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.
- 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_codes, mathematics and pcre.
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 draw in ASCII mode.
- BALIGN bottom align text.
- BLANKED blank the lines and corners.
- BOTTOM draw on the bottom side if possible.
- BOXED draw a box along the square.
- BUMPED precede the draw with an enter.
- CALIGN center text.
- CIRCLED circle the corners.
- CONVERT draw text with meta conversion.
- CROSSED cross the corners.
- CURSIVE draw text with cursive letters.
- FAT draw text with fat letters.
- FILLED fill circles and jewels.
- FOREGROUND draw even if session is not active.
- GRID draw TABLE as a grid.
- HORIZONTAL draw horizontal if possible.
- HUGE draw text in huge letters.
- JEWELED diamond the corners.
- JOINTED draw corners.
- LALIGN left align text.
- LEFT draw on the left side if possible.
- NUMBERED draw numbers instead of lines.
- PRUNED prune the corners.
- RALIGN right align text.
- RIGHT draw on the right side if possible.
- ROUNDED round the corners.
- SANSSERIF draw text with sansserif letters.
- SCALED fit the square to the text size.
- SCROLL draw in the scrolling region.
- SHADOWED shadow HUGE text.
- TALIGN top align text too large to fit.
- TEED tee the corners.
- TOP draw on the top side if possible.
- TRACED trace HUGE text.
- TUBED draw tubes instead of lines.
- UALIGN unwrap and rewrap text.
- UNICODE draw in unicode mode.
- VERTICAL draw vertical if possible.
- The following types are available.
- [HORIZONTAL] 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.
- 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.
- Command: #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.
- ┌─────────────────────────┐┌────────────────────────────────────────────┐
- │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.
- 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.
- 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.
- 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
- 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.
- 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
- HISTORY UPDATE
- %0 command
- 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
- NO SESSION ACTIVE %0 raw text %1 size
- 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 %1 plain 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 DIMENSIONS %0 height %1 width
- 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 SIZE %0 rows %1 cols
- 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 ATTACH TIMEOUT %0 file %1 pid
- 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 visible using #config telnet info.
- IAC SB GMCP %0 module %1 data %2 plain data
- IAC SB GMCP <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 #info event 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.
- 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.
- 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.
- 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.
- 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.
- ####################################################################
- # #
- # T I N T I N + + 2.02.31b #
- # #
- # Code by Peter Unold, Bill Reis, and Igor van den Hoven #
- # #
- ####################################################################
- 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.
- 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.
- Command: #highlight {string} {color names} {priority}
- The highlight command is used to change the color of incoming text.
- Available color options are:
- reset - resets the color state to default
- light - turns the color light.
- dark - turns the color dark.
- underscore - underscores the text.
- blink - makes the text blink.
- reverse - reverse foreground and background color.
- b - makes next color the background color.
- Available color names are:
- <abd> - azure <acf> - Azure
- <aad> - blue <aaf> - Blue
- <add> - cyan <aff> - Cyan
- <aaa> - ebony <bbb> - Ebony
- <ada> - green <afa> - Green
- <adb> - jade <afc> - Jade
- <bda> - lime <cfa> - Lime
- <dad> - magenta <faf> - Magenta
- <dba> - orange <fca> - Orange
- <dab> - pink <fac> - Pink
- <daa> - red <faa> - Red
- <ccc> - silver <eee> - Silver
- <cba> - tan <eda> - Tan
- <bad> - violet <caf> - Violet
- <ddd> - white <fff> - White
- <dda> - yellow <ffa> - Yellow
- Colors can be provided as either a color code or one of the valid color
- names. If the color name is in all lower case a dark color is printed.
- If the first letter of the color name is capitalized a light color is
- printed.
- The %1-99 variables can be used as 'wildcards' that will match with any
- text. They are useful for highlighting a complete line. The %0 variable
- should never be used in highlights.
- You may start the string to highlight with a ^ to only highlight text
- if it begins the line.
- Besides color names also <abc> color codes can be used.
- Example: #high {Valgar} {reverse underscore Jade}
- Prints every occurrence of 'Valgar' in underscored reverse video Jade.
- Example: #high {^You{|r} %1} {light cyan}
- Prints every line that starts with 'You' in light 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.
- 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.
- Command: #if {conditional} {commands if true}
- The #if command works similar to an if statement in other languages,
- and is based on the way C handles its conditional statements.
- When an #if command is encountered, the conditional statement is
- evaluated, and if TRUE (any non-zero result) the commands are executed.
- The conditional is evaluated exactly the same as in the #math command,
- if the conditional evaluates as anything except 0 the commands are
- executed. See the 'math' helpfile for more information.
- To handle the case where an if statement is false it can be followed
- by the #else command.
- 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}}
- Related: case, default, else, elseif, math, switch and regexp.
- 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 use #IGNORE ACTIONS ON actions will no longer
- triger. Not every list can be ignored.
- Related: class, debug, info, kill and message.
- ████████┐██████┐███┐ ██┐████████┐██████┐███┐ ██┐
- └──██┌──┘└─██┌─┘████┐ ██│└──██┌──┘└─██┌─┘████┐ ██│
- ██│ ██│ ██┌██┐ ██│ ██│ ██│ ██┌██┐ ██│
- ██│ ██│ ██│└██┐██│ ██│ ██│ ██│└██┐██│
- ██│ ██████┐██│ └████│ ██│ ██████┐██│ └████│
- └─┘ └─────┘└─┘ └───┘ └─┘ └─────┘└─┘ └───┘
- ██┐ ██┐
- ██│ ██│
- ████████┐████████┐
- └──██┌──┘└──██┌──┘
- ██│ ██│
- └─┘ └─┘
- (T)he K(I)cki(N) (T)ickin D(I)kumud Clie(N)t
- What is TinTin++?
- TinTin++ is a client program specialized to help playing muds. This is
- a souped up version of TINTIN III with many new features.
- Giving Credit Where Credit is Due
- None of this work would be possible, without the work done by Peter
- Unold. He was the author of TINTIN III, the base of TinTin++. Hats off
- to ya Peter. You started the ball rolling.
- Introduction
- If you're new to TinTin++ a good place to start is the introduction,
- which should be linked below.
- Related: introduction
- 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.
- 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 sent 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.
- 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.
- Example:
- #session x mymud.com 1234
- myname
- mypassword
- #split
- #action {^You are hungry.} {eat bread}
- If you save the above five lines to a file named 'mymud.tin' you can
- use 'tt++ mymud.tin' to start tintin and execute the file, connecting
- you to your mud, logging in, enabling split mode, and setting an action
- to eat a bread whenever you go hungry.
- 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.
- 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
- 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. Entries in cyan describe commands, while entries in white
- describe various features, often in greater detail.
- That's all for the introduction, enjoy
- Related: characters, colors, coordinates, editing, escape_codes, greeting, keypad, lists, mapping, mathematics, screen_reader, sessionname, speedwalk, statements, suspend and time.
- 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, MinTTY, 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_codes, mathematics and pcre.
- 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.
- Command: #line {option} {argument}
- Line options that alter the argument.
- #line json <variable> <argument>
- The variable is translated to json and the argument is executed
- with &0 holding the json data.
- #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 [amount]
- Gag the next line, or given lines. Use + or - to increase
- or decrease the current amount.
- #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, raw, and stamp.
- #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.
- Command: #list {variable} {option} {argument}
- #list {var} {add} <items> Add <items> 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} [key] Index a list table for sorting
- #list {var} {insert} <index> <item> Insert <item> 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} Renumber a table or list
- #list {var} {order} [items] Sort list alphanumerically
- #list {var} {refine} <keep> [remove] Filter with keep / remove math
- with &0 holding the value
- #list {var} {reverse} Reverse the list
- #list {var} {shuffle} Shuffle the list
- #list {var} {set} <index> <item> Change the item at {index}
- #list {var} {simplify} [items] Turn list into a simple list
- #list {var} {size} <variable> Copy list size to {variable}
- #list {var} {sort} [items] Sort list alphabetically, if
- an item is given it's added.
- #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.
- The get option will return the item or the indexation. Use
- $var[<index>] to retrieve the nested data of a list table.
- The order, sort and simplify options will perform the operation on
- the given list. Optional items can be provided which are added to
- the new or existing list before the operation is executed. Sorting
- and ordering are stable.
- The indexate option prepares a table or list table for order, sort,
- filter, refine, and find operations for the given key. It is similar
- to the SELECT option in SQL.
- 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.
- 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} with value: ${+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
- back to a simple list using: #list {bracelist} {simplify} which will
- change it to {a;b;c}.
- Braces cannot easily be escaped in TinTin++. Using \{ 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]}.
- To merge two tables the #cat command can be used.
- Example:
- #variable {bli} {{a}{1}{b}{2}}
- #variable {blo} {{c}{3}{d}{4}}
- #cat {blo} {$bli}
- Lists
- Tables are sorted alphabetically with the exception of numbers which
- are sorted numerically. If you want to determine the sorting order
- yourself you can use use the #list command which helps you to use
- tables as arrays.
- Example: #action {%1 chats %2} {#list chats add {%0}}
- Each time a chat is received it's added to the end of the 'chats' list
- variable. If you type #variable chats this might look like:
- #VARIABLE {chats}
- {
- {1} {Bubba chats Hi}
- {2} {Bob chats Hi bub}
- {3} {Bubba chats Bye}
- {4} {Bob chats bub bye}
- }
- Parsing
- There are various ways to parse lists and tables, using either #loop,
- #foreach, #while, or #<number>.
- #loop takes two numeric arguments, incrementing or decrementing the
- first number until it matches the second number. The value of the loop
- counter is stored in the provided variable.
- #foreach takes either a simple list or a brace list as its first
- argument. Foreach will go through each item in the list and store the
- value in the provided variable.
- #while will perform an if check on the first argument, if the result
- is true it will execute the commands in the second argument. Then it
- performs an if check on the first argument again. It will continue to
- repeat until the if check returns 0 or the loop is interrupted with a
- control flow command. It takes special care to avoid infinite loops.
- #<number> will execute the provided argument 'number' times. For
- example: #4 {#show beep! \a}
- Here are some examples.
- Example: #list friends create {bob;bubba;zorro}
- Internally this looks like {{1}{bob}{2}{bubba}{3}{zorro}} and the
- list can be parsed in various ways.
- Example: #foreach {$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
- }
- }
- Alternatively you can use the refine option.
- #list friendlist indexate age
- #list friendlist refine {&0 >= 30}
- To add an item to a list table there are two options:
- #list friendlist add {{{name}{hobo} {age}{42}}}
- #list friendlist insert -1 {{name}{hobo} {age}{42}}
- 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.
- 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. Similarly,
- it is best to avoid setting a local variable that is identical to an
- existing regular variable.
- 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.
- 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.
- 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.
- 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 sent
- you can enable the CONVERT META config option.
- Another option is pressing ctrl-v, which will enable CONVERT META for
- the next key pressed.
- If you only want a key sequence to trigger at the start of an input
- line prefix the key sequence with ^.
- 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.
- 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> [both]
- 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> [both]
- 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 <exit> save to save all 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 direction
- Display an arrow on the map showing the direction of your
- last movement command.
- #map flag fast
- Limit coordinate searches to a 50 room radius. Useful to
- speed up map drawing and room creation on large maps.
- #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 pancake
- Makes the map display rooms above or below you. You can use
- #map color room for a color gradient.
- #map flag quiet
- Silence map messages when creating new rooms through movement.
- #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 symbolgraphics
- Draw a 1x1 map using the defined room symbols.
- #map flag terrain
- Fill up empty space surrounding rooms with terrain symbols
- #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 stored in the map file and can be
- saved and loaded using #map write and #map read.
- #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.
- 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 or create a
- landmark.
- #map landmark firstroom 1
- 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}
- This will make you walk towards the nearest dark alley with 0.5 second
- intervals. Typical MUDs accept commands at 0.25 second intervals.
- #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.
- 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 " " or { } and in the case of an == or
- != operation a regex is performed with the regular expression in the
- right-hand string. In the case of a <= or >= operation the alphabetic
- order is compared.
- The #if and #switch commands use #math. Several commands accepting
- numeric input allow math operations as well, such as #delay.
- Floating point precision is added by using the decimal . operator or
- using #format with the %f flag character.
- 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.
- 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.
- 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.
- The #math command supports using 1K, 1M, 1m, and 1u to make large and
- small number handling a little easier. These are case sensitive. Only
- four symbols are supported to keep false positives to a minimum.
- ╭─────────┬────────┬─────────────────────────────────╮
- │ 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.
- 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 (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 (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\e[24m}
- This would display 'Exits: n, e, w.' as 'Exits: n, e, w.'.
- When clicked this would trigger the PRESSED LINK MOUSE BUTTON ONE
- event of which %4 will hold the link command and %6 holds the
- link name, which in the case of a simple link will be empty.
- 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.
- 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.
- A valid alternative for #nop is #0.
- 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
- 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.
- 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'.
- start Start path mapping.
- stop Stop path mapping, can also abort #path run.
- swap Switch the forward and backward path.
- unzip Load the given speedwalk as the new path.
- walk Take one step forward or backward.
- zip Turn the path into a speedwalk.
- Example: #path ins {unlock n;open n} {unlock s;open s}
- Related: map, pathdir and speedwalk.
- 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.
- 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 perl compatible regular expression, matches are not stored.
- [ ] . + | ( ) ? * are treated as normal text unless used within braces.
- Keep in mind that { } is replaced with ( ) automatically unless %!{ }
- is used.
- TinTin++ Description POSIX
- %a Match zero or more characters including newlines ([^\n]*?)
- %A Match zero or more newlines ([\n]*?)
- %c Match zero or more ansi color codes ((?:\e\[[0-9;]*m)*?)
- %d Match zero or more digits ([0-9]*?)
- %D Match zero or more non-digits ([^0-9]*?)
- %i Matches become case insensitive (?i)
- %I Matches become case sensitive (default) (?-i)
- %s Match zero or more spaces ([\r\n\t ]*?)
- %w Match zero or more word characters ([A-Za-z0-9_]*?)
- %W Match zero or more non-word characters ([^A-Za-z0-9_]*?)
- %? Match zero or one character (.??)
- %. Match one character (.)
- %+ Match one or more characters (.+?)
- %* Match zero or more characters excluding newlines (.*?)
- Ranges
- If you want to match 1 digit use %+1d, if you want to match between 3
- and 5 spaces use %+3..5s, if you want to match 1 or more word
- characters use %+1..w, etc.
- 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, the use
- of {\s+} is required for this sequence to work in tintin, \s by itself will work outside of a set of braces.
- 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.
- 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.
- 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.
- If the row number is set to 0, #prompt will behave like #substitute.
- This is useful to let tintin know that a prompt was received so you
- can use #config packet_patch with minimal interference.
- The col number is optional and can be used to set the column index.
- A positive col number draws the given number of columns from the left,
- while a negative col number draws from the right. If you leave the
- col number empty tintin will clear the row before printing at the
- start of the row.
- The #show command takes a row and col argument as well so it's also
- possible to place text on your split lines using #show.
- 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.
- 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.
- 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.
- The #regex command is not a proper statement like #if, when using
- #return or #break in the {true} argument it won't terminate any loop
- the #regex command is nested within.
- ^ 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
- %a match zero or more characters including newlines.
- %A match zero or more newlines.
- %c match zero or more ansi color codes.
- %d match zero or more digits.
- %D match zero or more non digits.
- %s match zero or more spaces.
- %S match zero or more non spaces.
- %w match zero or more word characters.
- %W match zero or more non word characters.
- Experimental (subject to change) matches are:
- %p match zero or more printable characters.
- %P match zero or more non printable characters.
- %u match zero or more unicode characters.
- %U match zero or more non unicode characters.
- If you want to match 1 digit use %+1d, if you want to match between 3
- and 5 spaces use %+3..5s, if you want to match 0 or more word
- characters use %+0..w, etc.
- %+ match one or more characters.
- %? match zero or one character.
- %. match one character.
- %* match zero or more 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.
- 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: mathematics and statements.
- 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.
- 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.
- 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.
- 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.
- 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
- Command: #config {SCREEN READER} {ON|OFF}
- Screen reader mode is enabled by using #config screen on. One purpose
- of the screen reader mode is to report to servers that a screen reader
- is being used by utilizing the MTTS standard. The MTTS specification
- is available at:
- http://tintin.sourceforge.net/protocols/mtts
- With the screen reader mode enabled TinTin++ will try to remove or
- alter visual elements where possible.
- Related: config
- 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.
- Command: #send {text}
- Sends the text directly to the server, useful if you want to start
- with an escape code.
- Related: textin
- 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.
- 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.
- If you send a variable to another session it will be substituted before
- being passed. If you want the variable value of the receiving session
- to be used you need to use '$${variable}' to properly escape it.
- Syntax: @[sessionname]{substitution}
- If you want to pull the value of a variable from another session you
- can do so in a similar way as you would use a #function call. Using
- #showme {@two{$test}} in session one would print the value of $test,
- as defined by session two.
- Related: suspend
- 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.
- 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 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.
- The #path load command is backward compatible with v1 speedwalks and
- to load v2 speedwalks the #path unzip command needs to be used, unless
- the speedwalk was saved using #path save in which case a v2 compatible
- format is used that can also contain timing data.
- Example: #path unzip 3n1e2nw
- Example: #map move 3ne1d
- Related: keypad, mapping and repeat.
- 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.
- To avoid displaying problems it's suggesed to use #prompt to capture
- the prompt sent by the MUD.
- 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.
- 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.
- 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: mathematics, pcre and repeat.
- 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.
- 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, escape_codes and pcre.
- 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 #daemon command.
- Related: sessionname
- 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
- Command: #system {command}
- Executes the command specified as a shell command.
- Related: detach, script and run.
- 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.
- Example: #macro \t #cursor tab list scrollback caseless forward
- Comment: You can remove a tab with the #untab command.
- Related: alias, cursor, history, keypad, macro and speedwalk.
- 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.
- 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.
- 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.
- Below are some common specifiers, see man strftime for the full list.
- %a Abbreviated name of the day of the week (mon ... sun).
- %A Full name of the day of the week. (Monday ... Sunday)
- %b Abbreviated name of the month (Jan ... Dec)
- %B Full name of the month. (January ... December)
- %C 2 digit numeric century. (19 ... 20)
- %d 2 digit numeric day of the month (01 ... 31)
- %H 2 digit numeric 24-hour clock hour. (00 ... 23)
- %I 2 digit numeric 12-hour clock hour. (01 ... 12)
- %j 3 digit numeric day of the year (001 ... 366)
- %m 2 digit numeric month of the year (01 ... 12)
- %M 2 digit numeric minute of the hour (00 ... 59)
- %p Abbreviated 12 hour clock period (AM ... PM)
- %P Abbreviated 12 hour clock period (am ... pm)
- %S 2 digit numeric second of the minute (00 ...59
- %u 1 digit numeric day of the week (1 ... 7)
- %U 2 digit numeric Sunday week of the year (00 ... 53
- %w 1 digit numeric day of the week (0 ... 6)
- %W 2 digit numeric Monday week of the year (00 ... 53
- %y 2 digit numeric year. (70 ... 38)
- %Y 4 digit numeric year. (1970 ... 2038)
- %z 5 digit timezone offset. (-1200 ... +1400)
- %Z Abbreviated name of the time zone. (CET, GMT, etc)
- Related: echo, event and format.
- All available triggers in TinTin++ are displayed when you use the #info
- command without an argument. All of them are written to file when you
- use the #write command, except commands, histories, and paths.
- Triggers can be disabled with the #ignore command. The #message
- command can be used to disable messages generated or related to the
- corresponding trigger, though this is generally not needed.
- The #debug command will generate useful debugging information for the
- corresponding trigger when enabled. The #info command can be used on
- triggers to generate additional information that might be of use.
- Example: #info event on
- When #info event is set to on you will see when most events are raised.
- Since this can get rather spammy some of the events won't generate
- messages, unless you have an event in the same category set already.
- Text triggers
- When a block of text arrives from the host it is split into individual
- lines, and all action, prompt, gag, substitute, and highlight triggers
- are checked for each line. Only one action can trigger per line, while
- the other triggers can trigger multiple times.
- Packet fragmentation
- MUDs that send long blurbs of text, don't have MCCP support, have a bad
- connection, or a combination of all three, will deliver broken packets.
- This can cause triggers to not fire, as well as displaying problems if
- #split is enabled.
- To mitigate this you can use #config packet_patch 0.5.
- TinTin++ will automatically enable packet patching if the IAC GA or IAC
- EOR telnet sequences are used to mark the end of the prompt. A MUD can
- negotiate the EOR option: https://tintin.mudhalla.net/protocols/eor
- In addition #prompt can be used to make packet patching less noticable.
- Color triggers
- By default most color, control, and vt100 codes are stripped from
- incoming text before being ran through the trigger engine. To create
- a trigger that runs on the unstripped text, the regular expression in
- the trigger should start with a ~.
- To view control codes you can use #config convert_meta on which will
- translate both input and output codes to PCRE escape sequences.
- Multi-line triggers
- If an action contains the \n sequence it will be turned into a
- multi-line trigger. A multi-line action is executed on incoming blocks
- of text from the MUD, and they will not trigger if the regular
- expression spans more than one block. You can visualize incoming
- blocks by using #event {RECEIVED OUTPUT} {#echo <058>%+80h BLOCK}
- Since the %* expression does not capture the \n sequence it is required
- to use %a to capture multiple lines. To capture the start of the block
- use \A and for the end use \Z. You can use ^ and $ to capture the
- start and end of a line.
- Multi-line actions trigger before regular actions. Multiple
- multi-line actions can trigger per block, and each multi-line action
- can trigger multiple times per block. Packet fragmentation is not
- currently handled.
- Multi-line actions are experimental and subject to change.
- Input triggers
- The alias, history and pathdir triggers are checked for each line of
- input. The macro and tab triggers are checked for key presses.
- Time triggers
- The delay, path, and ticker triggers will execute at a set timed
- interval.
- Substitution triggers
- The function and variable triggers will generally execute right
- before the final processing of a line of text.
- Mouse triggers
- The button trigger is checked for each mouse input. #config mouse
- must be set to on to enable mouse tracking.
- Event triggers
- Events can be used for a wide variety of pre-defined triggers.
- Related: pcre, substitutions and escape_codes.
- 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.
- 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
- 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.
- 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.
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