<p>In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with
<aclass="reference external"href="../../../api/evennia.commands.default.html#modules">around 90 default commands</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. Let’s explore the commands a little.</p>
<p>The default commands has syntax <aclass="reference internal"href="../../../Concepts/Using-MUX-as-a-Standard.html"><spanclass="doc">similar to MUX</span></a>:</p>
put directly after the command name, and begins with a forward slash (<codeclass="docutils literal notranslate"><spanclass="pre">/</span></code>). The <em>arguments</em> are one
or more inputs to the commands. It’s common to use an equal sign (<codeclass="docutils literal notranslate"><spanclass="pre">=</span></code>) when assigning something to
<p>This will show you the description of the current location. <codeclass="docutils literal notranslate"><spanclass="pre">l</span></code> is an alias.</p>
<p>When targeting objects in commands you have two special labels you can use, <codeclass="docutils literal notranslate"><spanclass="pre">here</span></code> for the current
room or <codeclass="docutils literal notranslate"><spanclass="pre">me</span></code>/<codeclass="docutils literal notranslate"><spanclass="pre">self</span></code> to point back to yourself. So</p>
<p>will give you your own description. <codeclass="docutils literal notranslate"><spanclass="pre">look</span><spanclass="pre">here</span></code> is, in this case, the same as plain <codeclass="docutils literal notranslate"><spanclass="pre">look</span></code>.</p>
<p>To temporarily step down from your superuser position you can use the <codeclass="docutils literal notranslate"><spanclass="pre">quell</span></code> command in-game:</p>
<p>This created a new ‘box’ (of the default object type) in your inventory. Use the command <codeclass="docutils literal notranslate"><spanclass="pre">inventory</span></code>
(or <codeclass="docutils literal notranslate"><spanclass="pre">i</span></code>) to see it. Now, ‘box’ is a rather short name, let’s rename it and tack on a few aliases.</p>
<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 <codeclass="docutils literal notranslate"><spanclass="pre">create</span></code> command, this is true for
all creation commands - you can always tag on a list of <codeclass="docutils literal notranslate"><spanclass="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 <codeclass="docutils literal notranslate"><spanclass="pre">alias</span></code> command.</p>
<p>We are currently carrying the box. Let’s drop it (there is also a short cut to create and drop in
one go by using the <codeclass="docutils literal notranslate"><spanclass="pre">/drop</span></code> switch, for example <codeclass="docutils literal notranslate"><spanclass="pre">create/drop</span><spanclass="pre">box</span></code>).</p>
<p>If you try the <codeclass="docutils literal notranslate"><spanclass="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
<p>Locks represent a rather <aclass="reference internal"href="../../../Components/Locks.html"><spanclass="doc">big topic</span></a>, but for now that will do what we want. This will lock
named <codeclass="docutils literal notranslate"><spanclass="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
<aclass="reference external"href="https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235">code</a> for
the <codeclass="docutils literal notranslate"><spanclass="pre">get</span></code> command to find out.). You set attributes using the <codeclass="docutils literal notranslate"><spanclass="pre">set</span></code> command:</p>
<divclass="highlight-default notranslate"><divclass="highlight"><pre><span></span><spanclass="nb">set</span><spanclass="n">box</span><spanclass="o">/</span><spanclass="n">get_err_msg</span><spanclass="o">=</span><spanclass="n">It</span><spanclass="s1">'s way too heavy for you to lift. </span>
<p>Examine will return the value of attributes, including color codes. <codeclass="docutils literal notranslate"><spanclass="pre">examine</span><spanclass="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
<p><aclass="reference internal"href="../../../Components/Scripts.html"><spanclass="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, let’s put one
on ourselves. There is an example script in <codeclass="docutils literal notranslate"><spanclass="pre">evennia/contrib/tutorial_examples/bodyfunctions.py</span></code>
that is called <codeclass="docutils literal notranslate"><spanclass="pre">BodyFunctions</span></code>. To add this to us we will use the <codeclass="docutils literal notranslate"><spanclass="pre">script</span></code> command:</p>
<p>This string will tell Evennia to dig up the Python code at the place we indicate. It already knows
to look in the <codeclass="docutils literal notranslate"><spanclass="pre">contrib/</span></code> folder, so we don’t have to give the full path.</p>
<blockquote>
<div><p>Note also how we use <codeclass="docutils literal notranslate"><spanclass="pre">.</span></code> instead of <codeclass="docutils literal notranslate"><spanclass="pre">/</span></code> (or <codeclass="docutils literal notranslate"><spanclass="pre">\</span></code> on Windows). This is a so-called “Python path”. In a Python-path,
you separate the parts of the path with <codeclass="docutils literal notranslate"><spanclass="pre">.</span></code> and skip the <codeclass="docutils literal notranslate"><spanclass="pre">.py</span></code> file-ending. Importantly, it also allows you to point to
Python code <em>inside</em> files, like the <codeclass="docutils literal notranslate"><spanclass="pre">BodyFunctions</span></code> class inside <codeclass="docutils literal notranslate"><spanclass="pre">bodyfunctions.py</span></code> (we’ll 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>
<p>This will show details about scripts on yourself (also <codeclass="docutils literal notranslate"><spanclass="pre">examine</span></code> works). You will see how long it is
until it “fires” next. Don’t 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
<p>You create your own scripts in Python, outside the game; the path you give to <codeclass="docutils literal notranslate"><spanclass="pre">script</span></code> is literally
the Python path to your script file. The <aclass="reference internal"href="../../../Components/Scripts.html"><spanclass="doc">Scripts</span></a> page explains more details.</p>
<p>If we get back to the box we made, there is only so much fun you can have with it at this point. It’s
just a dumb generic object. If you renamed it to <codeclass="docutils literal notranslate"><spanclass="pre">stone</span></code> and changed its description, noone would be
the wiser. However, with the combined use of custom <aclass="reference internal"href="../../../Components/Typeclasses.html"><spanclass="doc">Typeclasses</span></a>, <aclass="reference internal"href="../../../Components/Scripts.html"><spanclass="doc">Scripts</span></a>
and object-based <aclass="reference internal"href="../../../Components/Commands.html"><spanclass="doc">Commands</span></a>, you could expand it and other items to be as unique, complex
<p>Let’s take an example. So far we have only created objects that use the default object typeclass
named simply <codeclass="docutils literal notranslate"><spanclass="pre">Object</span></code>. Let’s create an object that is a little more interesting. Under
<codeclass="docutils literal notranslate"><spanclass="pre">evennia/contrib/tutorial_examples</span></code> there is a module <codeclass="docutils literal notranslate"><spanclass="pre">red_button.py</span></code>. It contains the enigmatic
that the <aclass="reference internal"href="../../../Components/Typeclasses.html"><spanclass="doc">Typeclass</span></a> and <aclass="reference internal"href="../../../Components/Commands.html"><spanclass="doc">Commands</span></a> controlling it are
<p>The main command for shaping the game world is <codeclass="docutils literal notranslate"><spanclass="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>
<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 don’t 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
<codeclass="docutils literal notranslate"><spanclass="pre">dig</span></code> too. But Evennia also has a limited version of <codeclass="docutils literal notranslate"><spanclass="pre">dig</span></code> that helps for compass directions (and
also up/down and in/out). It’s called <codeclass="docutils literal notranslate"><spanclass="pre">tunnel</span></code>:</p>
<p>This opens an exit <codeclass="docutils literal notranslate"><spanclass="pre">north</span></code> (with an alias <codeclass="docutils literal notranslate"><spanclass="pre">n</span></code>) to the previously created room <codeclass="docutils literal notranslate"><spanclass="pre">house</span></code>.</p>
<p>If you have many rooms named <codeclass="docutils literal notranslate"><spanclass="pre">house</span></code> you will get a list of matches and have to select which one you
<p>To manually open an exit back to Limbo (if you didn’t do so with the <codeclass="docutils literal notranslate"><spanclass="pre">dig</span></code> command):</p>
<p>(You can also us the #dbref of limbo, which you can find by using <codeclass="docutils literal notranslate"><spanclass="pre">examine</span><spanclass="pre">here</span></code> when in limbo).</p>
<p>You can find things using the <codeclass="docutils literal notranslate"><spanclass="pre">find</span></code> command. Assuming you are back at <codeclass="docutils literal notranslate"><spanclass="pre">Limbo</span></code>, let’s teleport the
<p>Knowing the <codeclass="docutils literal notranslate"><spanclass="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 <codeclass="docutils literal notranslate"><spanclass="pre">house</span></code> first:</p>
<p>As mentioned, <codeclass="docutils literal notranslate"><spanclass="pre">here</span></code> is an alias for ‘your current location’. The box should now be back in Limbo with you.</p>
<p>You will now find your new <codeclass="docutils literal notranslate"><spanclass="pre">History</span></code> entry in the <codeclass="docutils literal notranslate"><spanclass="pre">help</span></code> list and read your help-text with <codeclass="docutils literal notranslate"><spanclass="pre">help</span><spanclass="pre">History</span></code>.</p>