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<h3><a href="../../../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">1. Using commands and building stuff</a><ul>
<li><a class="reference internal" href="#getting-help">1.1. Getting help</a></li>
<li><a class="reference internal" href="#looking-around">1.2. Looking around</a></li>
<li><a class="reference internal" href="#stepping-down-from-godhood">1.3. Stepping Down From Godhood</a></li>
<li><a class="reference internal" href="#creating-an-object">1.4. Creating an Object</a></li>
<li><a class="reference internal" href="#get-a-personality">1.5. Get a Personality</a></li>
<li><a class="reference internal" href="#pushing-your-buttons">1.6. Pushing Your Buttons</a></li>
<li><a class="reference internal" href="#making-yourself-a-house">1.7. Making Yourself a House</a></li>
<li><a class="reference internal" href="#reshuffling-the-world">1.8. Reshuffling the World</a></li>
<li><a class="reference internal" href="#adding-a-help-entry">1.9. Adding a Help Entry</a></li>
<li><a class="reference internal" href="#adding-a-world">1.10. Adding a World</a></li>
</ul>
</li>
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<section class="tex2jax_ignore mathjax_ignore" id="using-commands-and-building-stuff">
<h1><span class="section-number">1. </span>Using commands and building stuff<a class="headerlink" href="#using-commands-and-building-stuff" title="Permalink to this headline"></a></h1>
<p>In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with
<a class="reference internal" href="../../../Components/Default-Commands.html"><span class="doc std std-doc">around 90 default commands</span></a>, and while you can override those as you please,
they can be quite useful.</p>
<p>Connect and log into your new game and you will end up in the “Limbo” location. This
is the only room in the game at this point. Lets explore the commands a little.</p>
<p>The default commands has syntax <a class="reference internal" href="../../../Concepts/Using-MUX-as-a-Standard.html"><span class="doc std std-doc">similar to MUX</span></a>:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> command[/switch/switch...] [arguments ...]
</pre></div>
</div>
<p>An example would be</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> create/drop box
</pre></div>
</div>
<p>A <em>/switch</em> is a special, optional flag to the command to make it behave differently. It is always
put directly after the command name, and begins with a forward slash (<code class="docutils literal notranslate"><span class="pre">/</span></code>). The <em>arguments</em> are one
or more inputs to the commands. Its common to use an equal sign (<code class="docutils literal notranslate"><span class="pre">=</span></code>) when assigning something to
an object.</p>
<blockquote>
<div><p>Are you used to commands starting with &#64;, like &#64;create? That will work too. Evennia simply ignores
the preceeding &#64;.</p>
</div></blockquote>
<section id="getting-help">
<h2><span class="section-number">1.1. </span>Getting help<a class="headerlink" href="#getting-help" title="Permalink to this headline"></a></h2>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>help
</pre></div>
</div>
<p>Will give you a list of all commands available to you. Use</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>help &lt;commandname&gt;
</pre></div>
</div>
<p>to see the in-game help for that command.</p>
</section>
<section id="looking-around">
<h2><span class="section-number">1.2. </span>Looking around<a class="headerlink" href="#looking-around" title="Permalink to this headline"></a></h2>
<p>The most common comman is</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look
</pre></div>
</div>
<p>This will show you the description of the current location. <code class="docutils literal notranslate"><span class="pre">l</span></code> is an alias.</p>
<p>When targeting objects in commands you have two special labels you can use, <code class="docutils literal notranslate"><span class="pre">here</span></code> for the current
room or <code class="docutils literal notranslate"><span class="pre">me</span></code>/<code class="docutils literal notranslate"><span class="pre">self</span></code> to point back to yourself. So</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look me
</pre></div>
</div>
<p>will give you your own description. <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">here</span></code> is, in this case, the same as plain <code class="docutils literal notranslate"><span class="pre">look</span></code>.</p>
</section>
<section id="stepping-down-from-godhood">
<h2><span class="section-number">1.3. </span>Stepping Down From Godhood<a class="headerlink" href="#stepping-down-from-godhood" title="Permalink to this headline"></a></h2>
<p>If you just installed Evennia, your very first player account is called user #1, also known as the
<em>superuser</em> or <em>god user</em>. This user is very powerful, so powerful that it will override many game
restrictions such as locks. This can be useful, but it also hides some functionality that you might
want to test.</p>
<p>To temporarily step down from your superuser position you can use the <code class="docutils literal notranslate"><span class="pre">quell</span></code> command in-game:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>quell
</pre></div>
</div>
<p>This will make you start using the permission of your current characters level instead of your
superuser level. If you didnt change any settings your game Character should have an <em>Developer</em>
level permission - high as can be without bypassing locks like the superuser does. This will work
fine for the examples on this page. Use</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>unquell
</pre></div>
</div>
<p>to get superuser status again when you are done.</p>
</section>
<section id="creating-an-object">
<h2><span class="section-number">1.4. </span>Creating an Object<a class="headerlink" href="#creating-an-object" title="Permalink to this headline"></a></h2>
<p>Basic objects can be anything swords, flowers and non-player characters. They are created using
the <code class="docutils literal notranslate"><span class="pre">create</span></code> command:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create box
</pre></div>
</div>
<p>This created a new box (of the default object type) in your inventory. Use the command <code class="docutils literal notranslate"><span class="pre">inventory</span></code>
(or <code class="docutils literal notranslate"><span class="pre">i</span></code>) to see it. Now, box is a rather short name, lets rename it and tack on a few aliases.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>name box = very large box;box;very;crate
</pre></div>
</div>
<div class="admonition warning">
<p class="admonition-title">Warning</p>
<p>MUD clients and semi-colon
Some traditional MUD clients use the semi-colon <code class="docutils literal notranslate"><span class="pre">;</span></code> to separate client inputs. If so,
the above line will give an error. You need to change your client to use another command-separator
or to put it in verbatim mode. If you still have trouble, use the Evennia web client instead.</p>
</div>
<p>We now renamed the box to <em>very large box</em> (and this is what we will see when looking at it), but we
will also recognize it by any of the other names we give - like <em>crate</em> or simply <em>box</em> as before.
We could have given these aliases directly after the name in the <code class="docutils literal notranslate"><span class="pre">create</span></code> command, this is true for
all creation commands - you can always tag on a list of <code class="docutils literal notranslate"><span class="pre">;</span></code>-separated aliases to the name of your
new object. If you had wanted to not change the name itself, but to only add aliases, you could have
used the <code class="docutils literal notranslate"><span class="pre">alias</span></code> command.</p>
<p>We are currently carrying the box. Lets drop it (there is also a short cut to create and drop in
one go by using the <code class="docutils literal notranslate"><span class="pre">/drop</span></code> switch, for example <code class="docutils literal notranslate"><span class="pre">create/drop</span> <span class="pre">box</span></code>).</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>drop box
</pre></div>
</div>
<p>Hey presto - there it is on the ground, in all its normality.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box
</pre></div>
</div>
<p>This will show some technical details about the box object. For now we will ignore what this
information means.</p>
<p>Try to <code class="docutils literal notranslate"><span class="pre">look</span></code> at the box to see the (default) description.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look box
You see nothing special.
</pre></div>
</div>
<p>The description you get is not very exciting. Lets add some flavor.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>desc box = This is a large and very heavy box.
</pre></div>
</div>
<p>If you try the <code class="docutils literal notranslate"><span class="pre">get</span></code> command we will pick up the box. So far so good, but if we really want this to
be a large and heavy box, people should <em>not</em> be able to run off with it that easily. To prevent
this we need to lock it down. This is done by assigning a <em>Lock</em> to it. Make sure the box was
dropped in the room, then try this:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>lock box = get:false()
</pre></div>
</div>
<p>Locks represent a rather <a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc">big topic</span></a>, but for now that will do what we want. This will lock
the box so noone can lift it. The exception is superusers, they override all locks and will pick it
up anyway. Make sure you are quelling your superuser powers and try to get the box now:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>&gt; get box
You can&#39;t get that.
</pre></div>
</div>
<p>Think thís default error message looks dull? The <code class="docutils literal notranslate"><span class="pre">get</span></code> command looks for an <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attribute</span></a>
named <code class="docutils literal notranslate"><span class="pre">get_err_msg</span></code> for returning a nicer error message (we just happen to know this, you would need
to peek into the
<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235">code</a> for
the <code class="docutils literal notranslate"><span class="pre">get</span></code> command to find out.). You set attributes using the <code class="docutils literal notranslate"><span class="pre">set</span></code> command:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>set box/get_err_msg = It&#39;s way too heavy for you to lift.
</pre></div>
</div>
<p>Try to get it now and you should see a nicer error message echoed back to you. To see what this
message string is in the future, you can use examine.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box/get_err_msg
</pre></div>
</div>
<p>Examine will return the value of attributes, including color codes. <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here/desc</span></code> would return
the raw description of your current room (including color codes), so that you can copy-and-paste to
set its description to something else.</p>
<p>You create new Commands (or modify existing ones) in Python outside the game. We will get to that
later, in the <a class="reference internal" href="Beginner-Tutorial-Adding-Commands.html"><span class="doc std std-doc">Commands tutorial</span></a>.</p>
</section>
<section id="get-a-personality">
<h2><span class="section-number">1.5. </span>Get a Personality<a class="headerlink" href="#get-a-personality" title="Permalink to this headline"></a></h2>
<p><a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> are powerful out-of-character objects useful for many “under the hood” things.
One of their optional abilities is to do things on a timer. To try out a first script, lets put one
on ourselves. There is an example script in <code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorials/bodyfunctions/bodyfunctions.py</span></code>
that is called <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code>. To add this to us we will use the <code class="docutils literal notranslate"><span class="pre">script</span></code> command:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self = tutorials.bodyfunctions.BodyFunctions
</pre></div>
</div>
<p>This string will tell Evennia to dig up the Python code at the place we indicate. It already knows
to look in the <code class="docutils literal notranslate"><span class="pre">contrib/</span></code> folder, so we dont have to give the full path.</p>
<blockquote>
<div><p>Note also how we use <code class="docutils literal notranslate"><span class="pre">.</span></code> instead of <code class="docutils literal notranslate"><span class="pre">/</span></code> (or <code class="docutils literal notranslate"><span class="pre">\</span></code> on Windows). This is a so-called “Python path”. In a Python-path,
you separate the parts of the path with <code class="docutils literal notranslate"><span class="pre">.</span></code> and skip the <code class="docutils literal notranslate"><span class="pre">.py</span></code> file-ending. Importantly, it also allows you to point to
Python code <em>inside</em> files, like the <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code> class inside <code class="docutils literal notranslate"><span class="pre">bodyfunctions.py</span></code> (well get to classes later).
These “Python-paths” are used extensively throughout Evennia.</p>
</div></blockquote>
<p>Wait a while and you will notice yourself starting making random observations …</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self
</pre></div>
</div>
<p>This will show details about scripts on yourself (also <code class="docutils literal notranslate"><span class="pre">examine</span></code> works). You will see how long it is
until it “fires” next. Dont be alarmed if nothing happens when the countdown reaches zero - this
particular script has a randomizer to determine if it will say something or not. So you will not see
output every time it fires.</p>
<p>When you are tired of your characters “insights”, kill the script with</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script/stop self = tutorials.bodyfunctions.BodyFunctions
</pre></div>
</div>
<p>You create your own scripts in Python, outside the game; the path you give to <code class="docutils literal notranslate"><span class="pre">script</span></code> is literally
the Python path to your script file. The <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> page explains more details.</p>
</section>
<section id="pushing-your-buttons">
<h2><span class="section-number">1.6. </span>Pushing Your Buttons<a class="headerlink" href="#pushing-your-buttons" title="Permalink to this headline"></a></h2>
<p>If we get back to the box we made, there is only so much fun you can have with it at this point. Its
just a dumb generic object. If you renamed it to <code class="docutils literal notranslate"><span class="pre">stone</span></code> and changed its description, noone would be
the wiser. However, with the combined use of custom <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a>, <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a>
and object-based <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a>, you could expand it and other items to be as unique, complex
and interactive as you want.</p>
<p>Lets take an example. So far we have only created objects that use the default object typeclass
named simply <code class="docutils literal notranslate"><span class="pre">Object</span></code>. Lets create an object that is a little more interesting. Under
<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples</span></code> there is a module <code class="docutils literal notranslate"><span class="pre">red_button.py</span></code>. It contains the enigmatic
<code class="docutils literal notranslate"><span class="pre">RedButton</span></code> class.</p>
<p>Lets make us one of <em>those</em>!</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create/drop button:tutorials.red_button.RedButton
</pre></div>
</div>
<p>The same way we did with the Script Earler, we specify a “Python-path” to the Python code we want Evennia
to use for creating the object. There you go - one red button.</p>
<p>The RedButton is an example object intended to show off a few of Evennias features. You will find
that the <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclass</span></a> and <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a> controlling it are
inside <a class="reference internal" href="../../../api/evennia.contrib.tutorials.red_button.html"><span class="doc std std-doc">evennia/contrib/tutorials/red_button</span></a></p>
<p>If you wait for a while (make sure you dropped it!) the button will blink invitingly.</p>
<p>Why dont you try to push it …?</p>
<p>Surely a big red button is meant to be pushed.</p>
<p>You know you want to.</p>
<div class="admonition warning">
<p class="admonition-title">Warning</p>
<p>Dont press the invitingly blinking red button.</p>
</div>
</section>
<section id="making-yourself-a-house">
<h2><span class="section-number">1.7. </span>Making Yourself a House<a class="headerlink" href="#making-yourself-a-house" title="Permalink to this headline"></a></h2>
<p>The main command for shaping the game world is <code class="docutils literal notranslate"><span class="pre">dig</span></code>. For example, if you are standing in Limbo you
can dig a route to your new house location like this:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>dig house = large red door;door;in,to the outside;out
</pre></div>
</div>
<p>This will create a new room named house. Spaces at the start/end of names and aliases are ignored
so you could put more air if you wanted. This call will directly create an exit from your current
location named large red door and a corresponding exit named to the outside in the house room
leading back to Limbo. We also define a few aliases to those exits, so people dont have to write
the full thing all the time.</p>
<p>If you wanted to use normal compass directions (north, west, southwest etc), you could do that with
<code class="docutils literal notranslate"><span class="pre">dig</span></code> too. But Evennia also has a limited version of <code class="docutils literal notranslate"><span class="pre">dig</span></code> that helps for compass directions (and
also up/down and in/out). Its called <code class="docutils literal notranslate"><span class="pre">tunnel</span></code>:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>tunnel sw = cliff
</pre></div>
</div>
<p>This will create a new room “cliff” with an exit “southwest” leading there and a path “northeast”
leading back from the cliff to your current location.</p>
<p>You can create new exits from where you are, using the <code class="docutils literal notranslate"><span class="pre">open</span></code> command:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open north;n = house
</pre></div>
</div>
<p>This opens an exit <code class="docutils literal notranslate"><span class="pre">north</span></code> (with an alias <code class="docutils literal notranslate"><span class="pre">n</span></code>) to the previously created room <code class="docutils literal notranslate"><span class="pre">house</span></code>.</p>
<p>If you have many rooms named <code class="docutils literal notranslate"><span class="pre">house</span></code> you will get a list of matches and have to select which one you
want to link to.</p>
<p>Follow the north exit to your house or <code class="docutils literal notranslate"><span class="pre">teleport</span></code> to it:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>north
</pre></div>
</div>
<p>or:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport house
</pre></div>
</div>
<p>To manually open an exit back to Limbo (if you didnt do so with the <code class="docutils literal notranslate"><span class="pre">dig</span></code> command):</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open door = limbo
</pre></div>
</div>
<p>(You can also us the #dbref of limbo, which you can find by using <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here</span></code> when in limbo).</p>
</section>
<section id="reshuffling-the-world">
<h2><span class="section-number">1.8. </span>Reshuffling the World<a class="headerlink" href="#reshuffling-the-world" title="Permalink to this headline"></a></h2>
<p>You can find things using the <code class="docutils literal notranslate"><span class="pre">find</span></code> command. Assuming you are back at <code class="docutils literal notranslate"><span class="pre">Limbo</span></code>, lets teleport the
<em>large box</em> to our house.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport box = house
very large box is leaving Limbo, heading for house.
Teleported very large box -&gt; house.
</pre></div>
</div>
<p>We can still find the box by using find:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>find box
One Match(#1-#8):
very large box(#8) - src.objects.objects.Object
</pre></div>
</div>
<p>Knowing the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> of the box (#8 in this example), you can grab the box and get it back here
without actually yourself going to <code class="docutils literal notranslate"><span class="pre">house</span></code> first:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport #8 = here
</pre></div>
</div>
<p>As mentioned, <code class="docutils literal notranslate"><span class="pre">here</span></code> is an alias for your current location. The box should now be back in Limbo with you.</p>
<p>We are getting tired of the box. Lets destroy it.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>destroy box
</pre></div>
</div>
<p>It will ask you for confirmation. Once you give it, the box will be gone.</p>
<p>You can destroy many objects in one go by giving a comma-separated list of objects (or a range
of #dbrefs, if they are not in the same location) to the command.</p>
</section>
<section id="adding-a-help-entry">
<h2><span class="section-number">1.9. </span>Adding a Help Entry<a class="headerlink" href="#adding-a-help-entry" title="Permalink to this headline"></a></h2>
<p>The Command-help is something you modify in Python code. Well get to that when we get to how to
add Commands. But you can also add regular help entries, for example to explain something about
the history of your game world:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>sethelp History = At the dawn of time ...
</pre></div>
</div>
<p>You will now find your new <code class="docutils literal notranslate"><span class="pre">History</span></code> entry in the <code class="docutils literal notranslate"><span class="pre">help</span></code> list and read your help-text with <code class="docutils literal notranslate"><span class="pre">help</span> <span class="pre">History</span></code>.</p>
</section>
<section id="adding-a-world">
<h2><span class="section-number">1.10. </span>Adding a World<a class="headerlink" href="#adding-a-world" title="Permalink to this headline"></a></h2>
<p>After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out
example. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson.</p>
</section>
</section>
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