╭──────────────────────────────────────────────────────────────────────╮
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         ACTION            EDITING           LOG               SCREEN           
         ALIAS             ELSE              LOOP              SCREEN READER    
         ALL               ELSEIF            MACRO             SCRIPT           
         BELL              END               MAP               SEND             
         BREAK             ESCAPE CODES      MAPPING           SESSION          
         BUFFER            EVENT             MATH              SESSIONNAME      
         BUTTON            FOREACH           MATHEMATICS       SHOWME           
         CASE              FORMAT            MESSAGE           SNOOP            
         CAT               FUNCTION          METRIC SYSTEM     SPEEDWALK        
         CHARACTERS        GAG               MOUSE             SPLIT            
         CHAT              GREETING          MSDP              SSL              
         CLASS             GREP              MSLP              STATEMENTS       
         COLORS            HELP              NOP               SUBSTITUTE       
         COMMANDS          HIGHLIGHT         PARSE             SUBSTITUTIONS    
         CONFIG            HISTORY           PATH              SUSPEND          
         CONTINUE          IF                PATHDIR           SWITCH           
         COORDINATES       IGNORE            PCRE              SYSTEM           
         CR                INDEX             PORT              TAB              
         CURSOR            INFO              PROMPT            TEXTIN           
         DAEMON            INTRODUCTION      READ              TICKER           
         DEBUG             KEYPAD            REGEXP            TIME             
         DEFAULT           KILL              REPEAT            TRIGGERS         
         DELAY             LINE              REPLACE           VARIABLE         
         DRAW              LIST              RETURN            WHILE            
         ECHO              LISTS             RUN               WRITE            
         EDIT              LOCAL             SCAN              ZAP              





         ACTION

Command: #action {message} {commands} {priority}

         The #action command can be used to respond with one or several
         commands to a specific message sent by the server. The %1-%99
         variables are substituted from the message and can be used in the
         command part of the action.

         If the message starts with a ~ color codes must be matched. You can
         enable #config {convert meta} on to display meta characters.

         For more information on pattern matching see the section on PCRE.

Example: #action {%1 tells you '%2'} {tell %1 I'm afk.}

         Actions can be triggered by the #show command. If you don't want a
         #show to get triggered use: #line ignore #show {text}

         Actions are ordered alphabetically and only one action can trigger at
         a time. To change the order you can assign a priority, which defaults
         to 5, with a lower number indicating a higher priority. The priority
         can be a floating point number and should be between 1 and 9.

         To remove an action with %* as the message, use #unaction {%%*} or
         #unaction {\%*}. Alternatively you could wrap the action inside a
         class, and kill that class when you no longer need the action.

Comment: You can remove an action with the #unaction command.

Related: pcre, gag, highlight, prompt and substitute.


         ALIAS

Command: #alias {name} {commands} {priority}

         The #alias command can be used to shorten up long or oftenly used
         commands. The %1-99 variables are substituted from the arguments when
         using an alias and represent the 1st till 99th word which can be used
         in the commands part of the alias. If %0 is used it will contain all
         arguments. The priority part is optional and determines the priority
         of the alias, it defaults to 5.

         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.


         ALL

Command: #all {string}

         If you have multiple sessions in one terminal you can use #all to
         execute the command with all sessions, excluding the startup session.

Example: #all quit

         Sends 'quit' to all sessions.

Related: port, run, session, sessionname, snoop, ssl and zap.


         BELL

Command: #bell {flash|focus|margin|ring|volume} {argument}

         The #bell command without an argument will ring the terminal bell.

Example: #action {Bubba tells you} {#bell}

         If you aren't watching the screen this could be useful if you don't
         want to miss out on a conversation with Bubba. Alternatively you can
         use #system to play a sound file.

         Some terminals will allow you to use VT100 Operating System Commands
         to change the terminal's bell behavior which can be used to flash the
         taskbar icon and or focus the window on receival of a bell.

Example: #action {Bubba tells you} {#screen save title;#screen set title Tell!;
           #bell ring;#delay 10 #screen load title}

         The above example will save your window title, change the title to
         'Tell!', ring the bell, next reset the window title after 10 seconds.

         It's possible to set the terminal to pop to the foreground upon
         ringing of the alarm bell.

Example: #bell focus on;#bell ring;#bell focus off

         It's possible to adjust the alarm bell volume on some terminals.

Example: #loop {1} {8} {cnt} {#line substitute variables
           #delay {$cnt} {#show Volume $cnt: #bell volume $cnt;#bell}

Related: screen


         BREAK

Command: #break

         The break command can be used inside the #else, #elseif, #if, #foreach,
         #loop, #parse, #switch, and #while statements. When #break is found,
         tintin will stop executing the statement it is currently in and move on
         to the next.

Example: #while {1} {#math cnt $cnt + 1;#if {$cnt == 20} {#break}}

Related: statements


         BUFFER

Command: #buffer {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.


         BUTTON

Command: #button {square} {commands} {priority}

         The #button command can be used to respond with one or several
         commands to a mouse click received within the specified square.
         The click coordinates are stored in %0-%3 and can be used in the
         command part of the button.

         The square part should exists of two coordinates defining the
         upper left and bottom right corner using row, col, row, col syntax.
         The square arguments should be separated by spaces, semi-colons or
         braces.

         By default the button is set to respond to a mouse button press, to
         respond to other button presses you must add a 5th argument to the
         square that defines the button press type. You can enable #info
         button on to see button events and their type as they happen.

         The priority part is optional and determines the priority of the
         button, it defaults to 5.

         You must enable #config {mouse tracking} on for buttons to work.

         This command draws no visible button, you'll have to do so separately
         if needed.

Example: #button {1;1;2;2} {#show You clicked the upper left corner.}

         Buttons are ordered alphabetically and only one button can trigger at
         a time. To change the order you can assign a priority, which defaults
         to 5, with a lower number indicating a higher priority. The priority
         can be a floating point number.

Comment: To see button clicks trigger use #info button on.

Comment: You can remove a button with the #unbutton command.

Related: delay, event and ticker.


         CASE

Command: #case {conditional} {arguments}

         The case command must be used within the #switch command. When the
         conditional argument of the case command matches the conditional
         argument of the switch command the body of the case is executed.

         When comparing strings both the switch and case arguments must be
         surrounded in quotes.

Example:

         #function {reverse_direction}
         {
             #switch {"%1"}
             {
                 #case {"north"} {#return south};
                 #case {"east"}  {#return west};
                 #case {"south"} {#return north};
                 #case {"west"}  {#return east};
                 #case {"up"}    {#return down};
                 #case {"down"}  {#return up}
             }
         }

         This function returns the reverse direction. @reverse_direction{north}
         would return south.

Related: default, statements and switch.


         CAT

Command: #cat {variable} {argument}

         The cat command will concatenate the argument to the given variable.

Related: format, function, local, math, replace, script and variable.


         CHARACTERS


         The following special characters are defined:

#        The hashtag is the default character for starting a command and is
         subsequently known as the command character or tintin character.
         When loading a command file the command character is set to the
         first character in the file. The character can also be redefined
         using #config.

;        The semi-colon is used as the command separator and can be used to
         separate two commands. Multiple commands can be strung together as
         well. Trailing semi-colons are ignored when reading a script file
         as this is a common error.

{ }      Curly brackets aka braces are used for separating multi word command
         arguments, nesting commands, and nesting variables. Braces cannot
         easily be escaped and must always be used in pairs.

" "      Quote characters are used for strings in the #math, #if, #switch,
         and #case commands. It is however suggested to use a set of braces
         { } to define strings instead, particularly when checking strings
         that may contain quotes.

!        The exclamation sign is used to repeat commands, see #help history.
         The character can be redefined using #config.

\        An input line starting with a backslash is 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.


         CHAT

Command: #chat {option} {argument}

         The #chat command is used to create peer to peer connections to other
         clients, typically for the purpose of chatting and sending files.
         This is a decentralized chat system, meaning you have to exchange ip
         addresses and port numbers with other users in order to connect to
         them.

         #chat {init} {port}
           #chat initialize launches your chat server. The port number is
           optional, and by default 4050 is used as your port. After using
           this command other people can connect to your chat server using
           your ip address and port number, and in turn you can connect to
           other people.
         #chat {name} {name}
           By default your name is set to TinTin, but most servers will
           reject you if there is already someone with the name TinTin
           connected, so one of the first things you'd want to do is
           change your chat name. Your name can include color codes. Some
           names aren't accepted by tt++ chat servers, like the name 'all'
           and names longer than 20 characters.
         #chat {message} {buddy|all} {text}
           This is the main command used for communication. If you use
           #chat message all, the message is marked as public and sent 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}
           #chat who shows all people you are connected to. The first
           column shows a reference number for the connection, which can be
           used instead of the connection's name when sending someone a message
           The second column shows the connection's name. The third column
           shows flags set for the connection, (P)rivate, (I)gnore, (S)erve,
           (F)orward to user, and (f)orward from user. The next columns show
           ip, port, and client name.
         #chat {zap}        {buddy}            Close a connection

Related: port


         CLASS

Command: #class {name} {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.


         COLORS

Syntax:  <xyz>  with x, y, z being parameters

         Parameter 'x': VT100 code

         0 - Reset all colors and codes to default
         1 - Bold
         2 - Dim
         3 - Italic
         4 - Underscore
         5 - Blink
         7 - Reverse
         8 - Skip (use previous code)

         Parameter 'y':  Foreground color
         Parameter 'z':  Background color

         0 - Black                5 - Magenta
         1 - Red                  6 - Cyan
         2 - Green                7 - White
         3 - Yellow               8 - Skip
         4 - Blue                 9 - Default

         For xterm 256 colors support use <aaa> to <fff> for RGB foreground
         colors and <AAA> to <FFF> for RGB background colors. For the grayscale
         foreground colors use <g00> to <g23>, for grayscale background colors
         use <G00> to <G23>.

         The tertiary colors are as follows:

         <acf> - Azure            <afc> - Jade
         <caf> - Violet           <cfa> - Lime
         <fac> - Pink             <fca> - Orange

Example: #show <acf>Azure    <afc>Jade     <caf>Violet
Example: #show <cfa>Lime     <fac>Pink     <fca>Orange

         For 12 bit truecolor use <F000> to <FFFF> for foreground colors and
         <B000> to <BFFF> for background colors.

         For 24 bit truecolor use <F000000> to <FFFFFFF> for foreground
         colors and <B000000> to <BFFFFFF> for background colors.

         If the color code exceeds your configured color mode it will be
         downgraded to the closest match.

Related: characters, coordinates, escape_codes, mathematics and pcre.


         COMMANDS

Command: #commands {abbreviation}

         Shows all commands, or all commands starting with the given
         abbreviation.

Related: help, info and statements.


         CONFIG

Command: #config {option} {argument}

         This allows you to configure various settings, the settings can be
         written to file with the #write command.

         If you configure the global session (the one you see as you start up
         tintin) all sessions started will inherite these settings.

         It's advised to make a configuration file to read on startup if you
         do not like the default settings.

         Use #config without an argument to see your current configuration as
         well as a brief explanation of each config option.

         The following config options are not listed by default:

         #CONFIG {AUTO TAB}      {NUMBER} Buffer lines used for tab completion
         #CONFIG {CHILD LOCK}    {ON|OFF} Enable or disable command input.
         #CONFIG {CONNECT RETRY} {NUMBER} Seconds to try to connect on failure.
         #CONFIG {CONVERT META}  {ON|OFF} Shows color codes and key bindings.
         #CONFIG {DEBUG TELNET}  {ON|OFF} Shows telnet negotiations y/n.
         #CONFIG {HIBERNATE}     {ON|OFF} Enable or disable low CPU usage mode.
         #CONFIG {LOG LEVEL}   {LOW|HIGH} LOW logs server output before triggers.
         #CONFIG {INHERITANCE}   {ON|OFF} Session trigger inheritance y/n.
         #CONFIG {MCCP}          {ON|OFF} Enable or disable MCCP support.
         #CONFIG {RANDOM SEED}   {NUMBER} Seed value used for random numbers.
         #CONFIG {TAB WIDTH}     {NUMBER} Number of spaces used for a tab
         #CONFIG {TINTIN CHAR}   {SYMBOL} Character used for TinTin++ commands.

Related: class and line.


         CONTINUE

Command: #continue

         The continue command can be used inside the #FOREACH, #LOOP, #PARSE,
         #WHILE and #SWITCH commands. When #CONTINUE is found, tintin will go
         to the end of the command and proceed as normal, which may be to
         reiterate the command.

Example: #loop 1 10 cnt {#if {$cnt % 2 == 0} {#continue} {say $cnt}}

Related: break, foreach, list, loop, parse, repeat, return and while.


         COORDINATES


         When the 0,0 coordinate is in the upper left corner TinTin++ uses
         a y,x / row,col notation, starting at 1,1. Subsequently -1,-1
         will indicate the bottom right corner. This type of argument is
         used by the #showme command.

         When the 0,0 coordinate is in the bottom left corner tintin uses
         a standard x,y notation. This type of argument is used by the
         #map jump command.

         The vast majority of tintin commands use y,x / row,col notation,
         primarily because that is the notation used by the VT100 standard
         used for terminal emulation.

         Squares

         A square argument takes 2 coordinates. The first coordinate defines
         the upper left corner, the last coordinate defines the bottom
         right corner. The upper left corner of the terminal is defined as
         1,1 and the bottom right corner as -1,-1. This type of argument is
         used by #draw, #button and #map offset.

         Panes

         A pane argument takes 4 size values, which are: top pane, bottom
         pane, left pane, right pane. When a negative value is provided the
         size is the maximum size, minus the value. This type of argument
         is used by the #split command.

         Ranges

         A range argument takes 2 values known as the upper bound and lower
         bound. The upper bound (first value) defines the start of the
         range, the lower bound (second value) the end. The first index of
         a range is defined as 1. When a negative value is provides the last
         index is defined as -1. This type of argument is used by #buffer
         and #variable.

Related: characters, colors, escape_codes, mathematics and pcre.


         CR

Command: #cr

         Sends a carriage return to the session.  Useful for aliases that need
         extra carriage returns.

         This command is obsolete as you can accomplish the same using #send
         without an argument or #send {}.

Related: forall


         CURSOR

Command: #cursor {option} {argument}

         Typing #cursor without an option will show all available cursor
         options, their default binding, and an explanation of their function.

         The cursor command's primarly goal is adding customizable input editing
         with macros. Subsequently many cursor commands only work properly when
         used within a macro or event.

         #cursor flag

         EOL         end of line character(s)
         ECHO        local echo
         OVERTYPE    overtype mode

         #cursor macro

         PRESERVE    do not erase the macro from the macro input buffer
         RESET       erase the macro input buffer

         #cursor tab

         CASELESS    makes tab completion caseless
         COMPLETE    makes tab completion work while editing

         DICTIONARY  performs tab completion on the dictionary
         LIST        performs tab completion on the tab completion list
         SCROLLBACK  performs tab completion on the scrollback buffer

         BACKWARD    specifies tab completion to go backward
         FORWARD     specifies tab completion to go forward

         Multiple options can/must be specified at once.

Related: alias, history, keypad, macro, speedwalk and tab.


         DAEMON

Command: #daemon {attach|detach|kill|list} [name]

         #daemon provides functionality similar to that of the screen and tmux
         utilities.

         #daemon attach [name]
           The attach option will try to find a daemonized tintin instance and
           take over control. The name argument is optional.

         #daemon detach [name]
           The detach option will daemonize tintin, turning it into a background
           process. The name argument is optional and is useful if you have
           several daemonized tt++ instances running so you can keep them apart.

         #daemon kill [name]
           Kills all daemons or daemons with matching name.

         #daemon list [name]
           List all daemons or daemons with matching name.

         You can launch tintin and attach the first daemonized instance using
         tt++ -R. To attach a named instance use tt++ -R<name>.

Related: script, system and run.


         DEBUG

Command: #debug {listname} {on|off|log}

         Toggles a list on or off. With no argument it shows your current
         settings, as well as the list names that you can debug.

         If you for example set ACTIONS to ON you will get debug information
         whenever an action is triggered.

         #debug {listname} {log} will silently write debugging information to
         the log file, you must be logging in order for this to work.

         Not every list has debug support yet.

Related: class, ignore, info, kill and message.


         DEFAULT

Command: #default {commands}

         The default command can only be used within the switch command. When
         the conditional argument of non of the case commands matches the switch
         command's conditional statement the default command is executed.

Related: case, default, else, elseif, if, switch and regexp.


         DELAY

Command: #delay {seconds} {command}
Command: #delay {name} {command} {seconds}

         Delay allows you to have tintin wait the given amount of seconds
         before executing the given command.

         Nanosecond floating point precision is allowed. Delays will fire in
         0.01 second intervals.

         Named delays are treated as one-shot tickers, see #help tick.

Example: #delay {1} {#show last};#show first
         This will print 'first', and 'last' around one second later.

Comment: If you want to remove a delay with the #undelay command you can add
         a name as the first argument, be aware this changes the syntax. If
         the name is a number keep in mind that delays with the same numeric
         name will not be overwritten

Related: event and ticker.


         DRAW

Command: #draw [line color] [options] <type> <square> {text}

         The draw commands allows you to draw various types of lines and shapes
         on the screen. The types with a brief description are provided when you
         type #draw without an argument.

         The <square> arguments should exists of two coordinates defining the
         upper left and bottom right corner using row, col, row, col syntax.

         The square arguments can be negative, in which case the coordinates
         are calculated from the opposite side of the screen. In the case the
         screen is 80 columns wide using #draw box 1 60 10 70 will be the
         equivalent of #draw box 1 -21 10 -11, but with different screen
         widths the boxes would be drawn in different places.

         You can prefix the option with a color code or color name to color the
         lines and shapes.

         You can further prefix the option as following:

         ASCII       draw in ASCII mode.
         BALIGN      bottom align text.
         BLANKED     blank the lines and corners.
         BOTTOM      draw on the bottom side if possible.
         BOXED       draw a box along the square.
         BUMPED      precede the draw with an enter.
         CALIGN      both LALIGN and RALIGN to center text.
         CIRCLED     circle the corners.
         CONVERT     draw text with meta conversion.
         CROSSED     cross the corners.
         CURSIVE     draw text with cursive letters.
         FAT         draw text with fat letters.
         FILLED      fill circles and jewels.
         FOREGROUND  draw even if session is not active.
         GRID        draw TABLE as a grid.
         HORIZONTAL  draw horizontal if possible.
         HUGE        draw text in huge letters.
         JEWELED     diamond the corners.
         JOINTED     draw corners.
         LALIGN      left align text.
         LEFT        draw on the left side if possible.
         NUMBERED    draw numbers instead of lines.
         PRUNED      prune the corners.
         RALIGN      right align text.
         RIGHT       draw on the right side if possible.
         ROUNDED     round the corners.
         SANSSERIF   draw text with sansserif letters.
         SCALED      fit the square to the text size.
         SCROLL      draw in the scrolling region.
         SHADOWED    shadow HUGE text.
         TALIGN      top align text too large to fit.
         TEED        tee the corners.
         TOP         draw on the top side if possible.
         TRACED      trace HUGE text.
         TUBED       draw tubes instead of lines.
         UALIGN      unwrap and rewrap text.
         UNICODE     draw in unicode mode.
         VERTICAL    draw vertical if possible.

         The following types are available.

         [HORIZONTAL] 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
         BALIGN, TALIGN, LALIGN, RALIGN, and UALIGN options.

Example: #draw Blue box 1 1 3 20 {Hello world!}

Related: buffer, echo, grep and showme.


         ECHO

Command: #echo {format} {argument1} {argument2} {etc}

         Echo command displays text on the screen with formatting options. See
         the help file for the format command for more information.

         The echo command does not trigger actions.

         As with the #show command you can split the {format} argument up into
         two braced arguments, in which case the 2nd argument is the row number.

Example: #echo {The current date is %t.} {%Y-%m-%d %H:%M:%S}
         #echo {[%38s][%-38s]} {Hello World} {Hello World}
         #echo {{this is %s on the top row} {1}} {printed}

Related: buffer, format, grep and showme.


         EDIT

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.


         EDITING


┌─────────────────────────┐┌────────────────────────────────────────────┐
│alt b                    ││cursor backward word                        │
├─────────────────────────┤├────────────────────────────────────────────┤
│alt f                    ││cursor forward word                         │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│ctrl a                   ││cursor home                                 │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl b                   ││cursor backward                             │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl c                   ││clear line                                  │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl d                   ││delete or exit                              │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl e                   ││cursor end                                  │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl f                   ││cursor forward                              │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl g                   ││                                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl h                   ││backspace                                   │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl i                   ││tab                                         │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl j                   ││enter                                       │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl k                   ││clear line right                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl l                   ││redraw input                                │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl m                   ││enter                                       │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl n                   ││input history next                          │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl o                   ││                                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl p                   ││input history prev                          │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl q                   ││                                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl r                   ││input history search                        │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl s                   ││                                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl t                   ││scroll buffer lock                          │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl u                   ││clear line left                             │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl v                   ││convert meta characters                     │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl w                   ││delete word left                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl x                   ││                                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl y                   ││paste                                       │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl z                   ││suspend                                     │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│arrow left               ││cursor left                                 │
├─────────────────────────┤├────────────────────────────────────────────┤
│arrow right              ││cursor right                                │
├─────────────────────────┤├────────────────────────────────────────────┤
│arrow up                 ││previous input line                         │
├─────────────────────────┤├────────────────────────────────────────────┤
│arrow down               ││next input line                             │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│ctrl arrow left          ││cursor left word                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl arrow right         ││cursor right word                           │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│backspace                ││backspace                                   │
├─────────────────────────┤├────────────────────────────────────────────┤
│alt backspace            ││clear line left                             │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl backspace           ││clear line                                  │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│delete                   ││delete                                      │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl delete              ││delete word right                           │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│end                      ││cursor end                                  │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl end                 ││scroll buffer end                           │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│enter                    ││enter                                       │
├─────────────────────────┤├────────────────────────────────────────────┤
│shift-enter              ││soft enter                                  │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│home                     ││cursor home                                 │
├─────────────────────────┤├────────────────────────────────────────────┤
│ctrl home                ││scroll buffer home                          │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│page up                  ││scroll buffer up                            │
├─────────────────────────┤├────────────────────────────────────────────┤
│page down                ││scroll buffer down                          │
└─────────────────────────┘└────────────────────────────────────────────┘
┌─────────────────────────┐┌────────────────────────────────────────────┐
│tab                      ││complete word forward                       │
├─────────────────────────┤├────────────────────────────────────────────┤
│shift-tab                ││complete word backward                      │
└─────────────────────────┘└────────────────────────────────────────────┘

Related: cursor, edit and macro.


         ELSE

Command: #else {commands}

         The else statement should follow an #IF or #ELSEIF statement and is
         only called if the proceeding #IF or #ELSEIF is false.

Example: #if {1d2 == 1} {smile};#else {grin}

Related: case, default, elseif, if, switch and regexp.


         ELSEIF

Command: #elseif {conditional} {commands}

         The elseif statement should follow an #IF or #ELSEIF statement and is
         only called when the statement is true and the proceeding #IF and
         #ELSEIF statements are false.

Example: #if {1d3 == 1} {smirk};#elseif {1d2 == 1} {snicker}

Related: case, default, else, if, switch and regexp.


         END

Command: #end {<message>}

         Terminates tintin and return to unix.  On most systems, ctrl-c has
         the same result.

         The message is optional and is printed before tintin exits. When
         using #end {\} tintin will terminate silently.

Related: zap


         ESCAPE CODES

         You may use the escape character \ for various special characters.

         \a    beep the terminal.
         \c    send a control character, \ca for ctrl-a.
         \e    start an escape sequence.
         \f    send a form feed.
         \n    send a line feed.
         \r    send a carriage return.
         \t    send a horizontal tab.
         \x    print an 8 bit character using hexadecimal, \xFF for example.
         \x7B  send the '{' character.
         \x7D  send the '}' character.
         \u    print a 16 bit unicode character, \uFFFD for example.
         \u{}  print a 8-21 bit unicode character, \u{2AF21} for example.
         \U    print a 21 bit unicode character, \U02AF21 for example.
         \v    send a vertical tab

         Ending a line with \ will stop tintin from appending a line feed.
         To escape arguments in an alias or action use %%0 %%1 %%2 etc.

Related: characters, colors, coordinates, mathematics and pcre.


         EVENT

Command: #event {event type} {commands}

         Events allow you to create triggers for predetermined client events.

         Use #event without an argument to see a list of possible events with
         a brief description. Use #event %* to see the current list of defined
         events. Use #info {events} {on} to see events get thrown.

         Events, like triggers in general, are case sensitive and event names
         must be defined using all upper case letters. Only one event can be
         defined for each event type.

         To enable mouse events use #config mouse_tracking on, to see mouse
         events use #config mouse_tracking info.

         CATCH EVENTS

         CATCH <EVENT>
           Some events can be prefixed with CATCH to interrupt default
           behavior.

         CLASS EVENTS

         CLASS ACTIVATED [CLASS],  CLASS_CLEAR [CLASS],  CLASS CREATED [CLASS],
         CLASS DEACTIVATED [CLASS],  CLASS DESTROYED [CLASS],
         CLASS_LOAD [CLASS]
           %0 class name

         GAG EVENTS

         GAG <EVENT>
           Some events can be prefixed with GAG to gag default system
           messages.

         INPUT EVENTS

         EDIT STARTED, EDIT FINISHED
           %0 name  %1 lines %2 size %3 data

         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.

         PROCESSED LINE         %0 raw text %1 plain text %2 prompt (0 or 1)

         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
         PORT RECEIVED DATA     %0 name %1 ip %2 port %3 data %4 size

         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

         CONFIG                 %0 name %1 value

         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

         REFORMAT <MESSAGE>     Use #return to change MESSAGE

         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.


         FOREACH

Command: #foreach {list} {variable} {commands}

         For each item in the provided list the foreach statement will update
         the given variable and execute the command part of the statement. List
         elements must be separated by braces or semicolons.

Example: #foreach {bob;tim;kim} {name} {tell $name Hello}
Example: #foreach {{bob}{tim}{kim}} {name} {tell $name Hello}

Related: break, continue, list, loop, parse, repeat, return and while.


         FORMAT

Command: #format {variable} {format} {argument1} {argument2} {etc}

         Allows you to store a string into a variable in the exact same way
         C's sprintf works with a few enhancements and limitations like a
         maximum of 30 arguments.

         If you use #format inside an alias or action you must escape %1s as
         %+1s or %%1s or %\1s so the %1 isn't substituted by the trigger.

         #format {test} {%+9s} {string}  pad string with up to 9 spaces
         #format {test} {%-9s} {string}  post pad string with up to 9 spaces
         #format {test} {%.8s} {string}  copy at most 8 characters
         #format {test} {%a}   {number}  print corresponding charset character
         #format {test} {%c}   {string}  use a highlight color name
         #format {test} {%d}   {number}  print a number with integer formatting
         #format {test} {%f}   {string}  perform floating point math
         #format {test} {%g}   {number}  perform thousand grouping on {number}
         #format {test} {%h}   {string}  turn text into a header line
         #format {test} {%l}   {string}  lowercase text
         #format {test} {%m}   {string}  perform mathematical calculation
         #format {test} {%n}     {name}  capitalize the first letter
         #format {test} {%p}   {string}  strip leading and trailing spaces
         #format {test} {%r}   {string}  reverse text, hiya = ayih
         #format {test} {%s}   {string}  print given string
         #format {test} {%t}   {format}  display time with strftime format
                                         optional {{format}{time}} syntax
         #format {test} {%u}   {string}  uppercase text
         #format {list} {%w}   {string}  store word wrapped text in {list}
                                         optional {{string}{width}} syntax
         #format {test} {%x}      {hex}  print corresponding charset character
         #format {test} {%A}     {char}  store corresponding character value
         #format {test} {%D}      {hex}  convert hex to decimal in {test}
         #format {hash} {%H}   {string}  store a 64 bit string hash in {hash}
         #format {test} {%L}   {string}  store the string length in {test}
         #format {test} {%M}   {number}  convert number to metric in {test}
         #format {test} {%S}   {string}  store the number of spelling errors
         #format {time} {%T}         {}  store the epoch time in {time}
         #format {time} {%U}         {}  store the micro epoch time in {time}
         #format {test} {%X}      {dec}  convert dec to hexadecimal in {test}

         #format {test} {%%}             a literal % character

Comment: See #help TIME for help on the %t argument.

Related: cat, echo, function, local, math, replace, script, time and variable.


         FUNCTION

Command: #function {name} {operation}

         Functions allow you to execute a script within a line of text, and
         replace the function call with the line of text generated by the
         function.

         Be aware that each function should use the #return command at the
         end of the function with the result, or set the {result} variable.

         To use a function use the @ character before the function name.
         The function arguments should be placed between braces behind the
         function name with argument separated by semicolons.

         Functions can be escaped by adding additional @ signs.

Example: #function test #return 42;#showme @@test{}

         The function itself can use the provided arguments which are stored
         in %1 to %99, with %0 holding all arguments.

Example: #function {rnd} {#math {result} {1 d (%2 - %1 + 1) + %1 - 1}}
         #show A random number between 100 and 200: @rnd{100;200}

Example: #function gettime {#format result %t %H:%M}
         #show The current time is @gettime{}

Comment: You can remove a function with the #unfunction command.

Related: format, local, math, replace, script and variable.


         GAG

Command: #gag {string}

         Removes any line that contains the string.

Comment: See '#help action', for more information about triggers.

         There are a system messages that can be gagged using gag events.

Comment: You can remove a gag with the #ungag command.

Related: action, highlight, prompt and substitute.


         GREETING

      ####################################################################
      #                                                                  #
      #                    T I N T I N + +   2.02.41b                    #
      #                                                                  #
      #      Code by Peter Unold, Bill Reis, and Igor van den Hoven      #
      #                                                                  #
      ####################################################################



         GREP

Command: #grep [page] {search string}

         This command allows you to search for matching lines in your scroll
         back buffer. The amount of matches shown equals your screen size. If
         you want to search back further use the optional page number. You can
         use wildcards for better search results. Be aware the search string
         is case sensitive, which can be disabled by using %i.

         By default grep searches from the end of the scrollback buffer to the
         beginning, this can be reversed by using a negative page number.

Example: #grep Bubba tells you
         This will show all occasions where bubba tells you something.

Related: buffer, echo and showme.


         HELP

Command: #help {subject}

         Without an argument #help will list all available help subjects.

         Using #help %* will display all help entries.

Related: commands, debug, ignore, info, message and statements.


         HIGHLIGHT

Command: #highlight {string} {color names} {priority}

         The highlight command is used to 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.


         HISTORY

Command: #history {delete}                    Delete the last command.
         #history {get}    {variable} {range} Store list in variable.
         #history {insert} {command}          Insert a command.
         #history {list}                      Display the command history.
         #history {read}   {filename}         Read a command history from file.
         #history {write}  {filename}         Write a command history to file.

         Without an argument all available options are shown.

         By default all commands are saved to the history list and the history
         list is saved between sessions in the ~/.tintin/history.txt file.

         You can set the character to repeat a command in the history with the
         #config {REPEAT CHAR} {<character>} configuration option, by default
         this is set to the exclamation mark.

         You can use ! by itself to repeat the last command, or !<text> to
         repeat the last command starting with the given text.

         You can use #config {REPEAT ENTER} {ON} to repeat the last command
         when you press enter on an empty line.

         You can press ctrl-r to enter an interactive regex enabled history
         search mode, or by issuing #cursor {history search}.

         TinTin++ tries to bind the arrow up and down keys to scroll through
         the history list by default. You can bind these with a macro yourself
         using #cursor {history next} and #cursor {history prev}. Many #cursor
         commands only work properly when bound with a macro.

Related: alias, cursor, keypad, macro, speedwalk and tab.


         IF

Command: #if {conditional} {commands if true} {commands if false}

         The #if command works similar to an if statement in other languages,
         and is based on the way C handles its conditional statements.
         When an #if command is encountered, the conditional statement is
         evaluated, and if TRUE (any non-zero result) the commands are executed.

         The conditional is evaluated exactly the same as in the #math command,
         if the conditional evaluates as anything except 0 the commands are
         executed. See the 'math' helpfile for more information.

         To handle the case where an if statement is false it can be followed
         by the #else command. Alternatively, the else can be provided as the
         third argument.

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}}

Example: #if {"%0" == "{bli|bla}"} {#showme %0 is either bli or bla.}

Related: case, default, else, elseif, math, switch and regexp.


         IGNORE

Command: #ignore {listname} {on|off}

         Toggles a list on or off. With no arguments it shows your current
         settings, as well as the list names that you can ignore.

         If you for example use #IGNORE ACTIONS ON actions will no longer
         triger. Not every list can be ignored.

Related: class, debug, info, kill and message.


         INDEX

                   ████████┐██████┐███┐   ██┐████████┐██████┐███┐   ██┐
                   └──██┌──┘└─██┌─┘████┐  ██│└──██┌──┘└─██┌─┘████┐  ██│
                      ██│     ██│  ██┌██┐ ██│   ██│     ██│  ██┌██┐ ██│
                      ██│     ██│  ██│└██┐██│   ██│     ██│  ██│└██┐██│
                      ██│   ██████┐██│ └████│   ██│   ██████┐██│ └████│
                      └─┘   └─────┘└─┘  └───┘   └─┘   └─────┘└─┘  └───┘
                                       ██┐      ██┐
                                       ██│      ██│
                                    ████████┐████████┐
                                    └──██┌──┘└──██┌──┘
                                       ██│      ██│
                                       └─┘      └─┘

                       (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


         INFO

Command: #info {listname} {LIST|ON|OFF|SAVE}

         Without an argument info displays the settings of every tintin list.

         By providing the name of a list and the LIST option it shows all
         triggers/variables associated with that list. With the SAVE option
         this data is written to the info variable.

         #info arguments will show matched trigger arguments.
         #info big5toutf will show the big5 to utf8 translation table.
         #info cpu will show information about tintin's cpu usage.
         #info environ will show the environment variables.
         #info input will show information about the input line.
         #info matches will show matched command arguments.
         #info mccp will show information about data compression.
         #info memory will show information about the memory stack.
         #info output will show information about the mud output buffers.
         #info stack will show the low level debugging stack.
         #info session will show information on the session.
         #info sessions will show information on all sessions.
         #info system will show some system information.
         #info tokenizer will show information about the script stack.
         #info unicode will show information on the provided character.

Related: class, debug, ignore, kill and message.


         INTRODUCTION

         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 sent to the server.

         All TinTin++ commands can be abbreviated when typed.

         #he -- Typing #he is the same as typing #help though it's suggested to
         use at least 3 letter abbreviations just in case another command is
         added that starts with 'he'.

         All commands can be separated with a ';'.

         n;l dragon;s;say Dan Dare is back! -- do these 4 commands
         There are 3 ways ';'s can be overruled.

         \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.


         KEYPAD

         When TinTin++ starts up it sends \e= to the terminal to enable the
         terminal's application keypad mode, which can be disabled using #show {\e>}

      Configuration A           Configuration B           Configuration C
 ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮ ╭─────┬─────┬─────┬─────╮
 │num/*-    │ │num/*-    │ │Numnkp/nkp*nkp- │
 ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
 │789+    │ │HomeUpPgUp+    │ │nkp7nkp8nkp9nkp+ │
 ├─────┼─────┼─────┤     │ ├─────┼─────┼─────┤     │ ├─────┼─────┼─────┤     │
 │456    │     │ │LeftCntrRight│     │ │nkp4nkp5nkp6 │     │
 ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤ ├─────┼─────┼─────┼─────┤
 │123Enter│ │EndDownPgDnEnter│ │nkp1nkp2nkp3nkpEn│
 ├─────┴─────┼─────┤     │ ├─────┴─────┼─────┤     │ ├─────┴─────┼─────┤     │
 │0.    │     │ │InsDel  │     │ │nkp0nkp. │     │
 ╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯ ╰───────────┴─────┴─────╯

         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.


         KILL

Command: #kill {list} {pattern}

         Without an argument, the kill command clears all lists.  Useful if
         you don't want to exit tintin to reload your command files.

         With one argument a specific list can be cleared.

         With two arguments the triggers in the chosen list that match the
         given pattern will be removed.

Example: #kill alias %*test*

Related: class, debug, ignore, info and message.


         LINE

Command: #line {option} {argument}

         Line options that alter the argument.

         #line 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.


         LIST

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} {copy} <variable>          Copy variable to the list
         #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} {swap} <index> <index>     Swap two items
         #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.


         LISTS

         There are several different types of lists in tintin which behave in a
         fairly universal manner. To properly explain lists it's easiest to
         explain the most basic variable type first before discussing more
         complex types.

       - Basic variable: The standard key = value variable.

       - Simple list: A string that contains semicolon delimited fields.
         {a;b;c}. Can be saved as a variable.

       - Brace list: A string in which fields are delimited with braces.
         {a}{b}{c}. Brace lists cannot be stored as a variable because tables
         use braces as well, they must be stored as a simple list instead.

       - Table: Think of this as variables nested within another variable. Or
          as variables contained within another variable.

       - List: A table that uses integers for its indexes. Also known as an
         array. The #list command is a utility command for using tables as
         arrays.

         Simple Variables

Example:
         #variable {simple} {Hello World!}
         #show $simple

         To see if the 'simple' variable exists you can use &{simple} which
         will display 0 if the variable does not exist, or the variable's index
         if it exists.

         If you have multiple variables they are sorted alphabetically and
         numerically. While it's not all that relevant for simple variables,
         the first variable has index 1, the second variable index 2, and so
         on.

         Variable names need to start with a letter and only exist of letters,
         numbers, and underscores. If you need to use a non standard variable
         name this is possible using braces.

Example: #variable {:)} {Happy Happy!};#show ${:)}

         Variables can be accessed using their index. While primarily useful
         for tables it is possible to do this for simple variables. Use +1 for
         the first variable, +2 for the second variable, etc. Use -1 for the
         last variable, -2 for the second last variable, etc.

Example: #show The first variable is: *{+1} 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.


         LOCAL

Command: #local {variable name} {text to fill variable}

         The local command sets a local variable. Unlike a regular variable
         a local variable will only stay in memory for the duration of the
         event that created it. They are accessed in the same way as a
         regular variable.

         Commands that store information to a variable will use a local variable
         if it exists.

         Avoid setting the result variable as local in a function. 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.


         LOG

Command: #log {option} {argument}

         The log command allows logging session output to file. You can set the
         data type to either plain, raw, or html with the config command.

         #log append <filename>
           Start logging to the given file, if the file already exists it won't
           be overwritten and data will be appended to the end.

         #log make <directory>
           Create the given directory.

         #log move <filename_1> <filename_2>
           Move filename_1 to filename_2. This can be any file and doesn't need
           to be a log file.

         #log overwrite <filename>
           Start logging to the given file, if the file already exists it will
           be overwritten.

         #log off
           Stop logging.

         #log remove <filename>
           Remove the file. This can be any file and doesn't need to be a log
           file.

         #log timestamp <format>
           When set the timestamp will be prepended to each line logged to file.
           The format will be formatted as a date using the strftime format
           specifiers as described in #help time.

Related: read, scan, textin, time and write.


         LOOP

Command: #loop {<start>} {<finish>} {<variable>} {commands}

         Like a for statement, loop will loop from start to finish incrementing
         or decrementing by 1 each time through.  The value of the loop counter
         is stored in the provided variable, which you can use in the commands.

Example: #loop 1 3 loop {get all $loop.corpse}
         This equals 'get all 1.corpse;get all 2.corpse;get all 3.corpse'.

Example: #loop 3 1 cnt {drop $cnt\.key}
         This equals 'drop 3.key;drop 2.key;drop 1.key'.

Related: break, continue, foreach, list, parse, repeat, return and while.


         MACRO

Command: #macro {key sequence} {commands}

         Macros allow you to make tintin respond to function keys.

         The key sequence sent to the terminal when pressing a function key
         differs for every OS and terminal. To find out what sequence is sent
         you can enable the CONVERT META config option.

         Another option is pressing ctrl-v, which will enable CONVERT META for
         the next key pressed.

         If you only want a key sequence to trigger at the start of an input
         line prefix the key sequence with ^.

Example: #macro {(press ctrl-v)(press F1)} {#show \e[2J;#buffer lock}
         Clear the screen and lock the window when you press F1, useful when the
         boss is near.

Example: #macro {\eOM} {#cursor enter}
         Makes the keypad's enter key work as an enter in keypad mode.

Example: #macro {^nn} {n}
         Makes pressing n twice on an empty line execute north.

Comment: Not all terminals properly initialize the keypad key sequences.
         If this is the case you can still use the keypad, but instead of the
         arrow keys use ctrl b, f, p, and n.

Comment: You can remove a macro with the #unmacro command.

Related: alias, cursor, history, keypad, speedwalk and tab.


         MAP

Command: #map

         The map command is the backbone of the auto mapping feature.

         #map at <exit|vnum> <command>
           Execute the command at the given exit or vnum.

         #map center <x> <y> <z>
           Sets displaying center of the map viewer, default is 0 0 0.

         #map color <field> [value]
           Sets the map color for the given color field. Use #map color reset
           to restore colors to default.

         #map create <size>
           Creates a new map and room 1. The default size is 50000 rooms.

         #map destroy {area|world} <name>
           Deletes the map or given area.

         #map delete <exit|vnum>
           Deletes the room for the given exit or vnum.

         #map dig <exit|vnum> [new|<vnum>]
           Creates an exit for the given exit name. If no valid exit name
           is given or no existing room is found a new room is created.
           Useful for portal links and other alternative forms of
           transportation. If the 'new' argument is provided all existing
           rooms are ignored and a new room is created. If a room vnum is
           given as the second argument an exit will be created leading
           to the given room vnum. If the room vnum doesn't exist a new
           room is created.

         #map entrance <exit> <option> <arg> [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.


         MAPPING


         TinTin++ has a powerful automapper that uses a room system similar to
         Diku MUDs which means that odd map layouts and weird exit
         configurations aren't a problem. The mapper provides tools to improve
         the visual map display. For basic path tracking see #help PATH.

         #map create [size]

         This command creates the initial map. The size is 50,000 by default
         and can be changed at any time with the #map resize command. If you
         play a MUD that uses MSDP or GMCP to provide room numbers you'll have
         to increase it to the highest reported room number. Increasing the
         size of the map doesn't decrease performance.

         #map goto <location>

         When you create the map you are not automatically inside the map. By
         default room number (vnum) 1 is created, so you can go to it using
         #map goto 1. Once you are inside the map new rooms are automatically
         created as you move around. Movement commands are defined with the
         pathdir command. By default n, ne, e, se, s, sw, w, nw, u, d are
         defined.

         #map map <rows> <cols> <append|overwrite|list|variable> <name>

         To see the map you can use #map map. It's annoying to have to
         constantly type #map map however. Instead it's possible to use #split
         to display a vt100 map. To do so execute:

         #split 16 1
         #map flag vtmap on

         The first command sets the top split lines to 16 and the bottom split
         line to 1. If you want a smaller or larger map display you can use a
         different value than 16.

         If you don't need to display diagonal exits and prefer a more compact
         look you can use #map flag AsciiGraphics off. This will enable the
         standard display which uses UTF-8 box drawing characters, results may
         vary depending on the font used.

         If your terminal supports UTF-8 you can also give #map flag unicode on
         a try.

         If you want to display the map in a different location of the screen
         use something like:

         #split 0 1 0 -80
         #map offset 1 81 -4 -1

         This will display the map on the right side of the screen, if the
         width of the screen is wide enough.

         #map undo

         If you accidentally walk into the wall on your MUD the mapper will
         still create a new room. You can easily fix this mistake by using
         #map undo. If you want to move around on the map without moving around
         on the MUD you can use: #map move {direction}. To delete a room
         manually you can use: #map delete {direction}. To create a room
         manually you can use: #map dig {direction}.

         #map write <filename>

         You can save your map using #map write, to load a map you can use
         #map read <filename>.

         #map set <option> <value>

         You can set the room name using #map set roomname <name>. You either
         have to do this manually or create triggers to set the room name
         automatically. Once the room name is set you can use #map goto with
         the room name to visit it. If there are two rooms with the same name
         #map goto will go to the most nearby room. If you want to always go
         to the same room you should memorize the room number 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.


         MATH

Command: #math {variable} {expression}

         Performs math operations and stores the result in a variable.  The math
         follows a C-like precedence, as follows, with the top of the list
         having the highest priority.

         Operators       Priority     Function
         ------------------------------------------------
         !               0            logical not
         ~               0            bitwise not
         d               1            integer random dice
         *               2            integer multiply
         **              2            integer power
         /               2            integer divide
         //              2            integer sqrt // 2 or cbrt // 3
         %               2            integer modulo
         +               3            integer addition
         -               3            integer subtraction
         <<              4            bitwise shift
         >>              4            bitwise shift
         ..              4            integer range
         >               5            logical greater than
         >=              5            logical greater than or equal
         <               5            logical less than
         <=              5            logical less than or equal
         ==              6            logical equal (can use regex)
         ===             6            logical equal (never regex)
         !=              6            logical not equal (can use regex)
         !==             6            logical not equal (never regex)
          &              7            bitwise and
          ^              8            bitwise xor
          |              9            bitwise or
         &&             10            logical and
         ^^             11            logical xor
         ||             12            logical or
         ?              13            logical ternary if (unfinished code)
         :              14            logical ternary else 

         True is any non-zero number, and False is zero.  Parentheses () have
         highest precedence, so inside the () is always evaluated first.

         Strings must be enclosed in " " 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.


         MATHEMATICS

         Number operations

         Operators       Priority     Function
         ------------------------------------------------
         !               0            logical not
         ~               0            bitwise not
         *               1            integer multiply
         **              1            integer power
         /               1            integer divide
         //              1            integer sqrt // 2 or cbrt // 3
         %               1            integer modulo
         d               1            integer random dice roll
         +               2            integer addition
         -               2            integer subtraction
         <<              3            bitwise shift
         >>              3            bitwise shift
         >               4            logical greater than
         >=              4            logical greater than or equal
         <               4            logical less than
         <=              4            logical less than or equal
         ==              5            logical equal
         !=              5            logical not equal
          &              6            bitwise and
          ^              7            bitwise xor
          |              8            bitwise or
         &&              9            logical and
         ^^             10            logical xor
         ||             11            logical or

         Operator priority can be ignored by using parentheses, for example
         (1 + 1) * 2 equals 4, while 1 + 1 * 2 equals 3.

         String operations

         Operators       Priority     Function
         ------------------------------------------------
         >               4            alphabetical greater than
         >=              4            alphabetical greater than or equal
         <               4            alphabetical less than
         <=              4            alphabetical less than or equal
         ==              5            alphabetical equal using regex
         !=              5            alphabetical not equal using regex
         ===             5            alphabetical equal
         !==             5            alphabetical not equal

         Strings must be encased in double quotes or braces. The > >= < <=
         operators perform basic string comparisons. The == != operators perform
         regular expressions, with the argument on the left being the string,
         and the argument on the right being the regex. For example
         {bla} == {%*a} would evaluate as 1.

Related: math and regexp.


         MESSAGE

Command: #message {listname} {on|off}

         This will show the message status of all your lists if typed without an
         argument. If you set for example VARIABLES to OFF you will no longer be
         spammed when correctly using the #VARIABLE and #UNVARIABLE commands.

Related: class, debug, ignore, info and kill.


         METRIC SYSTEM

         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.


         MOUSE


         To enable xterm mouse tracking use #CONFIG MOUSE ON.

         To see mouse events as they happen use #CONFIG MOUSE INFO. This
         information can then be used to create mouse events with the #event
         command and buttons with the #button command.

         Visual buttons and pop-ups can be drawn on the screen with the #draw
         command.

         The input field can be changed and renamed using #screen inputregion,
         which allows creating named events for enter handling.

         Links can be created using the MSLP protocol which will generate link
         specific events when clicked.

         In order to copy/paste, most terminals require that you press the shift
         key during selection.


Related: button, draw, event and MSLP.


         MSDP


         MSDP (Mud Server Data Protocol) is part of the #port functionality.
         See #help event for additional documentation as all MSDP events are
         available as regular events.

         Available MSDP events can be queried using the MSDP protocol
         as described in the specification.

         https://tintin.sourceforge.io/protocols/msdp

Related: event and port.


         MSLP


         MSLP (Mud Server Link Protocol) requires enabling #config mouse on,
         and creating the appropriate LINK events.

         The simplest link can be created by surrounding a keyword with the
         \e[4m and \e[24m tags.

Example: #substitute {\b{n|e|s|w|u|d}\b} {\e[4m%1\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 sent by a server,
         you need to use \e]68;2;\a, and they instead trigger the SECURE LINK
         event.

         To creae a link that is not undelined, use \e]4;24m text \e]24m.

Example: #sub {%* tells %*} {\e]68;2;EXEC;#cursor set tell %1 \a\e[4;24m%0\e[24m}
         #event {PRESSED SECURE LINK EXEC MOUSE BUTTON ONE} {%4}

         This would make you start a reply when clicking on a tell.

Website: https://tintin.mudhalla.net/protocols/mslp

Related: event and port.


         NOP

Command: #nop {whatever}

         Short for 'no operation', and is ignored by the client.  It is useful
         for commenting in your coms file, any text after the nop and before a
         semicolon or end of line is ignored. You shouldn't put braces { } in it
         though, unless you close them properly.

         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


         PARSE

Command: #parse {string} {variable} {commands}

         Like the loop statement, parse will loop from start to finish through
         the given string.  The value of the current character is stored in the
         provided variable.

Example: #parse {hello world} {char} {#show $char}

Related: break, continue, foreach, list, loop, repeat, return and while.


         PATH

Command: #path {option} {argument}

         create   Will clear the path and start path mapping.
         delete   Will delete the last move of the path.
         describe Describe the path and current position.
         destroy  Will clear the path and stop path mapping.
         get      Will get either the length or position.
         goto     Go the the start, end, or given position index.
         insert   Add the given argument to the path.
         load     Load the given variable as the new path.
         map      Display the map and the current position.
         move     Move the position forward or backward. If a number is given
                  the position is changed by the given number of steps.
         run      Execute the current path, with an optional floating point
                  delay in seconds as the second argument.
         save     Save the path to a variable. You must specify whether you
                  want to save the path 'forward' or 'backward'.
         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.


         PATHDIR

Command: #pathdir {dir} {reversed dir} {coord}

         By default tintin sets the most commonly used movement commands
         meaning you generally don't really have to bother with pathdirs.
         Pathdirs are used by the #path and #map commands.

         The first argument is a direction, the second argument is the reversed
         direction.  The reverse direction of north is south, etc.

         The third argument is a spatial coordinate which is a power of two.
         'n' is 1, 'e' is 2, 's' is 4, 'w' is '8', 'u' is 16, 'd' is 32. The
         exception is for compound directions, whose value should be the sum
         of the values of each cardinal direction it is composed of. For
         example, 'nw' is the sum of 'n' and 'w' which is 1 + 8, so 'nw'
         needs to be given the value of 9. This value is required for the
         #map functionality to work properly.

Example: #pathdir {ue} {dw} {18}
         #pathdir {dw} {ue} {40}

Comment: You can remove a pathdir with the #unpathdir command.

Related: map and path.


         PCRE


         A regular expression, regex or regexp is a sequence of characters that
         defines a search pattern. Since the 1980s, different syntaxes for
         writing regular expressions exist, the two most widely used ones being
         the POSIX syntax and the similar but more advanced Perl standard.
         TinTin++ supports the Perl standard known as PCRE (Perl Compatible
         Regular Expressions).

         Regular expressions are an integral part of TinTin++, but keep in mind
         that tintin doesn't allow you to use regular expressions directly,
         instead it uses a simpler intermediate syntax that still allows more
         complex expressions when needed.

         Commands that utilize regular expressions are: action, alias, elseif,
         gag, grep, highlight, if, kill, local, math, prompt, regexp, replace,
         substitute, switch, variable and while. Several other commands use
         regular expressions in minor ways. Fortunately the basics are very
         easy to learn.

         TinTin++ Regular Expression

         The following support is available for regular expressions.

       ^ match start of line.
       $ match of end of line.
       \ escape one character.

  %1-%99 match of any text, stored in the corresponding index.
      %0 should be avoided in the regex, contains all matched text.
     { } embed a perl compatible regular expression, matches are stored.
   %!{ } embed a 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 ([^\0]*?)
      %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 ]*?)
      %S Match zero or more non-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.


         PORT

Command: #port {option} {argument}

         #port {init} {name} {port} {file}
           Initilize a port session.

         #port {call} {address} {port}
           Connect to a remote socket.

         #port {color} {color names}
           Set the default color of port messages.

         #port {dnd}
           Do Not Disturb. Decline new connections

         #port {group} {name} {group}
           Assign a socket group.

         #port {ignore} {name}
           Ignore a socket

         #port {info}
           Display information about the port session.

         #port {name} {name}
           Change socket name.

         #port {prefix} {text}
           Set prefix before each message.

         #port {send} {name|all} {text}
           Send data to socket

         #port {uninitialize}
           Uninitialize the port session.

         #port {who}
           Show all connections

         #port {zap} {name}
           Close a connection

         The port command is very similar to chat except that it creates a
         new session dedicated to receiving socket connections at the given
         port number without built-in support for a communication protocol.

         You can init with 0 as the port number to create a dummy session.

Related: all, chat, run, session, sessionname, snoop, ssl and zap.


         PROMPT

Command: #prompt {text} {new text} {row #} {col #}

         Prompt is a feature for split window mode, which will capture a line
         received from the server and display it on the status bar of your
         split screen terminal. You would define <text> and <new text> the
         same way as you would with #substitute.

         The row number is optional and useful if you use a non standard split
         mode. A positive row number draws #row lines from the top while a
         negative number draws #row lines from the bottom. Without an argument
         #prompt will write to the default split line, which is one row above
         the input line, typically at row -2.

         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.


         READ

Command: #read {filename}

         Reads a commands file into memory.  The coms file is merged in with
         the currently loaded commands.  Duplicate commands are overwritten.

         If you uses braces, { and } you can use several lines for 1 commands.
         This however means you must always match every { with a } for the read
         command to work.

         You can comment out triggers using /* text */

Related: log, scan, textin and write.


         REGEXP

Command: #regexp {string} {expression} {true} {false}

         Compares the string to the given regular expression.

         The expression can contain escapes, and if you want to match a literal
         \ character you'll have to use \\ to match a single backslash.

         Variables are stored in &1 to &99 with &0 holding the matched
         substring.

         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.


         REPEAT

Command: #[number] {commands}

        Sometimes you want to repeat the same command multiple times. This is
        the easiest way to accomplish that.

Example: #10 {buy bread}

Related: mathematics and statements.


         REPLACE

Command: #replace {variable} {oldtext} {newtext}

         Searches the given variable, replacing each occurrence of 'oldtext'
         with 'newtext'. The 'oldtext' argument is a regular expression.

         Variables are stored in &1 to &99 with &0 holding the entire matched
         substring.

Example: #function rnd #math result 1d9;#replace test {%.} {@rnd{}}

Related: cat, format, function, local, math, script and variable.


         RETURN

Command: #return {text}

         This command can be used to break out of a command string being
         executed.

         If used inside a #function you can use #return with an argument to both
         break out of the function and set the result variable.

Related: break, continue, foreach, list, loop, parse, repeat and while.


         RUN

Command: #run {name} {shell command} {file}

         The run command works much like the system command except that it
         runs the command in a pseudo terminal. The run command also creates
         a session that treats the given shell command as a server. This
         allows you to run ssh, as well as any other shell application, with
         full tintin scripting capabilities. If a file name is given the file
         is loaded prior to execution.

Example: #run {somewhere} {ssh someone@somewhere.com}
Example: #run {something} {tail -f chats.log}

Related: all, port, session, sessionname, snoop, ssl and zap.


         SCAN

Command: #scan {abort|csv|tsv|txt} {filename}

         The scan command is a file reading utility.

         #scan {abort}
           This command must be called from with a SCAN event and will
           abort the scan if one is in progress.

         #scan {csv} <filename>
           The scan csv command reads in a comma separated value file
           without printing the content to the screen. Instead it triggers one
           of two events.

           The SCAN CSV HEADER event is triggered on the first line of the csv
           file. The SCAN CSV LINE event is triggered on the second and each
           subsequent line of the csv file. The %0 argument contains the entire
           line, with  %1 containing the first value, %2 the second value, etc,
           all the way up to %99.

           Values containing spaces must be surrounded with quotes, keep in mind
           newlines within quotes are not supported. Use two quotes to print one
           literal quote character.

         #scan {dir} <filename> <variable>

          The scan dir command will read the given filename or directory and
          store any gathered information into the provided variable.

         #scan {tsv} <filename>

           The scan tsv <filename> command reads in a tab separated value file
           without printing the content to the screen. Instead it triggers the
           SCAN TSV HEADER event for the first line and SCAN TSV LINE for all
           subsequent lines.

         #scan {file} <filename> {commands}

           The scan file command reads the given files and executes the
            commands argument. &0 contains the raw content of the file and
            &1 contains the plain content. &2 contains the raw byte size of the
            file and &3 the plain byte size. &5 contains the line count.

         #scan {txt} <filename>

           The scan txt <filename> command reads in a file and sends its content
           to the screen as if it was sent by a server. After using scan you can
           use page-up and down to view the file.

           This command is useful to convert ansi color files to html or viewing
           raw log files.

           Actions, highlights, and substitutions will trigger as normal, and it
           is possible to create an action to execute #scan abort to prematurely
           stop the scan.

Related: read and textin.


         SCREEN

Command: #screen {option} {argument}

         The screen command offers a variety of screen manipulation
         commands and utilities.

         #screen blur
           Move the terminal to the back of the stack.

         #screen clear [all|scroll region|square] <args>
           Provide 4 arguments defining the top left and bottom right corner
           when erasing a square.

         #screen focus
           Move the terminal to the front of the stack.

         #screen fullscreen [on|off]
           Toggles fullscreen mode when used without an argument.

         #screen get <option> <var>
           Get various screen options and save them to <var>. Use #screen
           get without an argument to see all available options.

         #screen info
           Debugging information.

         #screen inputregion <square> [name]
           Set the input region. The name argument is optional and can be
           used to create named RECEIVED INPUT [NAME] events.

         #screen load <both|label|title>
           Reload the saved title, label, or both.

         #screen minimize <on|off>
           Minimize with on, restore with off.

         #screen maximize [on|off]
           Maximize with on, restore with off.

         #screen move <height> <width>
           Move the upper left corner of the terminal to pixel coordinate.

         #screen raise <event>
           This will raise several screen events with %1 and %2 arguments.

         #screen refresh
           Terminal dependant, may do nothing.

         #screen rescale <height> <width>
           Resize the screen to the given height and width in pixels.

         #screen resize <rows> <cols>
           Resize the screen to the given height and width in characters.

         #screen save <both|label|title>
           Save the title, label, or both.

         #screen scroll <square>
           Set the scrolling region, changes the split setting.

         #screen set <both|label|title>
           Set the title, label, or both. Only title works on Windows.

         #screen swap
           Swap the input and scroll region.

Related: bell


         SCREEN READER

Command: #config {SCREEN READER} {ON|OFF}

         Screen reader mode is enabled by using #config screen on. 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


         SCRIPT

Command: #script {variable} {shell command}

         The script command works much like the system command except that it
         treats the generated echos as commands if no variable is provided.

         This is useful for running php, perl, ruby, and python scripts. You
         can run these scripts either from file or from within tintin if the
         scripting language allows this.

         If you provide a variable the output of the script is stored as a list.

Example: #script {ruby -e 'print "#show hello world"'}
Example: #script {python -c 'print "#show hello world"'}
Example: #script {php -r 'echo "#show hello world"'}
Example: #script {path} {pwd};#show The path is $path[1].

Related: format, function, local, math, replace and variable.


         SEND

Command: #send {text}

         Sends the text directly to the server, useful if you want to start
         with an escape code.

Related: textin


         SESSION

Command: #session {name} {host} {port} {file}

         Starts a telnet session with the given name, host, port, and optional
         file name. The name can be anything you want, except the name of an
         already existing session, a number, or the keywords '+' and '-'.

         If a file name is given the file is only read if the session
         succesfully connects.

         Without an argument #session shows the currently defined sessions.

         If you have more than one session, you can use the following commands:

         #session {-}        Switch to the previous session.
         #session {+}        Switch to the next session.
         #session {<number>} Switch to the given session. Session 0 is the
                             startup session, +1 the first, +2 the second, and
                             -1 is the last session. Sessions are (currently)
                             sorted in order of creation.
         #gts                Switch to the startup session. The name gts stands
                             for global tintin session.
         #ats                Switch to the active session. The name ats stands
                             for active tintin session.
                             not necessarily the calling session.
         #{name}             Activates to the session with the given name.
         #{name} {command}:  Executes a command with the given session without
                             changing the active session.
         @<name>{text}:      Parse text in the given session, substituting the
                             variables and functions, and print the result in
                             the current active session.

         The startup session is named 'gts' and can be used for relog scripts.
         Do keep in mind that tickers do not work in the startup session.

Example: #event {SESSION DISCONNECTED} {#gts #delay 10 #ses %0 tintin.net 4321}

Related: all, port, run, sessionname, snoop, ssl and zap.


         SESSIONNAME

Syntax:  #[sessionname] {commands}

         You can create multiple sessions with the #session command. By default
         only one session is active, meaning commands you input are executed in
         the active session. While all sessions receive output, only output sent
         to the active session is displayed.

         When you create a session with the #session command you must specify a
         session name, the session name, prepended with a hashtag, can be used
         to activate the session when used without an argument. If an argument
         is given it will be executed by that session as a command, the session
         will not be activated.

Example: #ses one tintin.net 23;#ses two tintin.net 23;#one;#two grin

         This will create two sessions, the session that was created last (two
         in this case) will be automatically activated upon creation. Using
         #one, session one is activated. Using #two grin, the grin social will
         be executed by session two, session one will remain the active session.

         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


         SHOWME

Command: #show {string} {row} {col}

         Display the string to the terminal, do not send to the server.  Useful
         for status, warnings, etc.  The {row} and col number are optional and
         work the same way as the row number of the #prompt trigger.

         Actions can be triggered by the show command. If you want to avoid
         this from happening use: #line ignore #show {<string>}.

Example: #tick {TICK} {#delay 50 #show 10 SECONDS TO TICK!!!} {60}

Comment: The #prompt helpfile contains more information on using the
         option {row} and {col} arguments.

Related: buffer, draw, echo, grep and prompt.


         SNOOP

Command: #snoop {session name} {on|off|scroll}

         If there are multiple sessions active, this command allows you to
         monitor what is going on in the sessions that are not currently active.
         The line of text from other sessions will be prefixed by the session's
         name.

         You can toggle off snoop mode by executing #snoop a second time.

         By using the scroll argument you will snoop the session's scroll
         region which will overwrite the display of whichever session is active.
         You can change the size and location of a session's scroll region by
         using the #split and #screen scrollregion commands.

Related: all, port, run, session, sessionname, ssl and zap.


         SPEEDWALK

         SPEEDWALK V1

         Speedwalking allows you to enter multiple directions without using
         semicolons. Directions should be prefixed with a number and will be
         executed the given number of times.

         You can enable speedwalking with #CONFIG {SPEEDWALK} {ON}.

Example: Without speedwalk, you have to type:
         s;s;w;w;w;w;w;s;s;s;w;w;w;n;n;w
         With speedwalk, you only have to type:
         2s5w3s3w2nw

         SPEEDWALK V2

         Modern MUDs have increasingly adopted the use of diagonal exits, like
         ne, nw, sw, and se. To make accomodations for this the #map and #path
         command no longer interpret nesw as a speedwalk and require this to
         be written as 1n1e1s1w, which then allows 2ne2e to execute ne;ne;e;e.

         Speedwalks entered on the input line continue to use the v1 system.

         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.


         SPLIT

Command: #split {top bar} {bottom bar} {left bar} {right bar} {input bar}

         This option requires for your terminal to support VT100 emulation.

         #split allows the creation of a top status bar, a left and right status
         bar, a scrolling region, a bottom status bar, and an input line.

         ╭────────────────────────────────╮
                     top bar               ├──────┬──────────────────┬──────┤
          left     scrolling      right          bar       region         bar          ├──────┴──────────────────┴──────┤
                    bottom bar             ├────────────────────────────────┤
                    input bar              ╰────────────────────────────────╯

         By default the bottom status bar is filled with dashes --- and
         subsequently it is also known as the split line. The scrolling
         region is also known as the main screen and this is where all
         incoming text is displayed by default.

         If you use #split without an argument it will set the height of the
         top status bar to 0 lines and the bottom status bar to 1 line.

         If you use #split with one argument it will set the height of the top
         status bar to the given number of lines and the bottom status bar will
         be set to 1 line.

         If you use two arguments the first argument is the height of the top
         status bar and the second argument the height of the bottom status bar.

         The third and fourth argument are optional and default to 0.

         The fifth argument is optional and sets the size of the input bar, it
         defaults to 1.

         It is possible to use negative arguments in which case the bar width
         defines the minimum width of the scrolling region.

Example: #split 0 0
         This will create a split screen with just a scrolling region and an
         input line. Great for the minimalist.

Example: #split 1 1 0 -80
         This will create a split screen with a single line top and bottom
         bar. The left bar has a width of 0 while the right bar will be of
         variable width. If for example the screen is 100 columns wide, 80
         columns will be used for the scrolling region, leaving a right bar
         with a width of 20 columns.

         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.


         SSL

Command: #ssl {name} {host} {port} {file}

         Starts a secure socket telnet session with the given name, host, port,
         and optional file name.

Related: all, port, run, sessionname, snoop, ssl and zap.


         STATEMENTS


         TinTin++ knows the following statements.

         #break
         #case {value} {true}
         #continue
         #default {commands}
         #else {commands}
         #elseif {expression} {true}
         #foreach {list} {variable} {commands}
         #if {expression} {true}
         #loop {min} {max} {variable} {commands}
         #parse {string} {variable} {commands}
         #return {value}
         #switch {expression} {commands}
         #while {expression} {commands}

Related: mathematics, pcre and repeat.


         SUBSTITUTE

Command: #substitute {text} {new text} {priority}

         Allows you to replace text from the server with the new text.

         The %1-%99 variables can be used to capture text and use it as part of
         the new output.

         Color codes can be used to color the new text, to restore the color to
         that of the original line the <900> color code can be used.

         If only one argument is given, all active substitutions that match the
         argument are displayed.  Wildcards can be used, see '#help regex' for
         additional information on that subject.

         If no argument is given, all subs are displayed.

Example: #sub {Zoe} {ZOE}
         Any instance of Zoe will be replaced with ZOE.

Example: #sub {~\e[0;34m} {\e[1;34m}
         Replace generic dark blue color codes with bright blue ones.

Example: #sub {%1massacres%2} {<018>%1<118>MASSACRES<018>%2}
         Replace a line containing 'massacres' with 'MASSACRES' in red.

Comment: See '#help action', for more information about triggers.

Comment: See '#help colors', for more information.

Comment: You can remove a substitution with the #unsubstitute command.

Related: action, gag, highlight and prompt.


         SUBSTITUTIONS

          TinTin++ will perform various types of substitions as detailed below.

          Variables

$ & * @   All variable and function names must begin with an alphabetic
          character, followed by any combination of alphanumeric characters and
          underscores.

$         The dollar sign is used to retrieve the value of a variable.

&         The ampersand sign is used to retrieve the index of a variable.

*         The astrix sign is used to retrieve the name of a variable.

@         The at sign is used for functions.

[ ]       Brackets are used for nested variables which function as an
          associative array. Associative arrays are also known as tables and
          maps. Regex can be used within brackets to match multiple variables.

+ -       The plus and minus signs are used to access variables by their index,
          with the first variable having index +1, and the last variable
          having index -1. Variables are ordered alphanumerically.

          All variables and functions can be escaped by doubling the sign,
          like $$variable_name or @@function_name. To escape a variable
          twice use $$$var_name. One escape is removed each time tintin
          needs to substitute a variable or function.

          Arguments

%0 - %99  The percent sign followed by a number is used for arguments by the
          following triggers:

          alias, action, button, event, function, prompt, and substitute.

&0 - &99  The ampersand sign followed by a number is used for arguments in the
          regex and replace commands.

          All trigger and command arguments can be escaped by doubling the
          sign like %%1 or &&1. One escape is removed each time tintin
          substitutes trigger or command arguments. To escape three times
          triple the sign like %%%1, etc.

          Colors

<000>     Three alphanumeric characters encapsulated by the less- and greater-
          than signs are used for 4 and 8 bit color codes.

<0000>    Either a B (background) or F (foreground) followed by three
          hexadecimal characters encapsulated by < > signs are used for 12
          bit color codes. Requires truecolor capable terminal.

<0000000> Either a B (background) or F (foreground) followed by six
          hexadecimal characters encapsulated by < > signs are used for 24
          bit color codes. Requires truecolor capable terminal.

          More information is available at #help color.

          Escapes

\         The back slash is used to escape a character. All available options
          are listed at #help escape. Escapes are typically escaped when text
          leaves the client, by being sent to a server, the shell, being
          displayed on the screen, or being processed as part of a regex.
          Escapes try to mimic escapes in PCRE when possible.

Related: characters, colors, escape_codes and pcre.


         SUSPEND

Command: #cursor suspend

         Temporarily suspends tintin and returns you to your shell.  To
         return to tintin, type 'fg' at the shell prompt.

         While suspended your tintin sessions will freeze. To keep a
         suspended session running use the #daemon command.

Related: sessionname


         SWITCH

Command: #switch {conditional} {arguments}

         The switch command works similar to the switch statement in other
         languages. When the 'switch' command is encountered its body is parsed
         and each 'case' command found will be compared to the conditional
         argument of the switch and executed if there is a match.

         When comparing strings both the switch and case arguments must be
         enclosed in quote characters.

         If the 'default' command is found and no 'case' statement has been
         matched the default command's argument is executed.

Example: #switch {1d4} {#case 1 cackle;#case 2 smile;#default giggle}

Related: statements


         SYSTEM

Command: #system {command}

         Executes the command specified as a shell command.

Related: detach, script and run.


         TAB

Command: #tab {word}

         Adds a word to the tab completion list, alphabetically sorted.

         If no tabs are defined tintin will use the scrollback buffer for auto
         tab completion.

         Tabbing behavior can be modified with the #cursor tab command which
         by default is bound to the tab key.

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.


         TEXTIN

Command: #textin {filename} {delay}

         Textin allows the user to read in a file, and send its contents
         directly to the server.  Useful for doing online creation, or message
         writing.

         The delay is in seconds and takes a floating point number which is
         cumulatively applied to each outgoing line.

Related: scan and send.


         TICKER

Command: #ticker {name} {commands} {interval in seconds}

         Executes given command every # of seconds. Floating point precision
         for the interval is allowed. A ticker cannot fire more often than
         10 times per second.

Comment: Tickers don't work in the startup session.

Comment: You can remove a ticker with the #unticker command.

Related: delay and event.


         TIME

Command: #format {variable} {%t} {argument}

         The %t format specifier of the #format command allows printing dates
         using the strftime() format specifiers. By default the time stamp used
         is the current time, if you want to print a past or future date use:

Command: #format {variable} {%t} {{argument} {epoch time}}

         The current epoch time value is obtained using #format {time} {%T}.

         When using %t the argument should contain strftime format specifiers.
         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.


         TRIGGERS

         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 or substitution contains the \n sequence it will be
         turned into a multi-line trigger. A multi-line trigger is executed on
         incoming blocks of text from the MUD, and they will not trigger if the
         regular expression spans more than one block. You can visualize
         incoming blocks by using the following event:

         #event {RECEIVED OUTPUT} {#echo <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 triggers trigger before regular triggers. Multiple
         multi-line actions can trigger per block, and each multi-line action
         can trigger multiple times per block. Packet fragmentation is not
         currently handled.

         Multi-line triggers are experimental and subject to change.

         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.


         VARIABLE

Command: #variable {variable name} {text to fill variable}

         Variables differ from the %0-99 arguments in the fact that you can
         specify a full word as a variable, and they stay in memory for the
         full session unless they are changed.  They can be saved in the
         coms file, and can be set to different values if you have two or
         more sessions running at the same time.  Variables are global for
         each session and can be accessed by adding a $ before the variable
         name.

Example: #alias {target} {#var target %0}
         #alias {x}      {kick $target}

         The name of a variable must exist of only letters, numbers and
         underscores in order to be substituted.  If you do not meet these
         requirements do not panic, simply encapsulate the variable in braces:

Example: #variable {cool website} {http://tintin.sourceforge.net}
         #chat I was on ${cool website} yesterday!.

         Variables can be escaped by adding additional $ signs.

Example: #var test 42;#showme $$test

         Variables can be nested using brackets:

Example: #var hp[self] 34;#var hp[target] 46

         You can see the first nest of a variable using $variable[+1] and the
         last nest using $variable[-1]. Using $variable[-2] will report the
         second last variable, and so on. To show all indices use *variable[].
         To show all values use $variable[]. To show all values from index 2
         through 4 use $variable[+2..4].

         Nested variables are also known as tables, table generally being used
         to refer to several variables nested within one specific variable.

         It's possible to use regular expressions.

Example: #show {Targets starting with the letter A: $targets[A%*]

         To disable using regular expressions start the match with '='.

Example: #show {A target literally defined as A%*: $targets[=A%*]

         To see the internal index of a variable use &<variable name>. To see
         the size of a table you would use: &targets[] or &targets[%*]. A non
         existent nested variable will report itself as 0.

Example: #show {Number of targets starting with A: &targets[A%*]

         In some scripts you need to know the name of a nested variable. This
         is also known as the key, and you can get it using *variable. For
         example *target[+1]. To get the first variable's name use *{+1}.

         It's also possible to declare a table using brace notation. Using
         #var hp[self] 34 is the equivalent of #var {hp} {{self}{34}}. This
         also allows merging tables. #var hp[self] 34;#var hp[target] 46 is
         the equivalent of #var {hp} {{self}{34} {target}{46}} as well as
         #var {hp} {{self}{34}} {{target}{46}} or if you want to get creative
         the equivalent of #var hp[self] 34;#var {hp} {$hp} {{target}{46}}.

Comment: You can remove a variable with the #unvariable command.

Related: cat, format, function, local, math, replace and script.


         WHILE

Command: #while {conditional} {commands}

         This command works similar to a 'while' statement in other languages.

         When a 'while' command is encourated, the conditional is evaluated,
         and if TRUE (any non-zero result) the commands are executed. The
         'while' loop will be repeated indefinitely until the conditional is
         FALSE or the #BREAK or #RETURN commands are found.

         The 'while' statement is only evaluated if it is read, so you must
         nest it inside a trigger, like an alias or action.

         The conditional is evaluated exactly the same as in the 'math' command.

Example: #math cnt 0;#while {$cnt < 20} {#math cnt $cnt + 1;say $cnt}

Comment: See '#help math', for more information.

Related: statements


         WRITE

Command: #write {<filename>} {[FORCE]}

         Writes all current actions, aliases, subs, highlights, and variables
         to a command file, specified by filename.

         By default you cannot write to .map files to prevent accidentally
         overwriting a map file. Use the FORCE argument to ignore this
         protection.

Related: log, read, scan and textin.


         ZAP

Command: #zap {[session]}

         Kill your current session.  If there is no current session, it will
         cause the program to terminate. If you provide an argument it'll zap
         the given session instead.

Related: all, port, run, session, sessionname, snoop and ssl.