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Fix various typos
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8 changed files with 11 additions and 9 deletions
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@ -5,7 +5,7 @@ The *MonitorHandler* is a system for watching changes in properties or Attribute
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monitor can be thought of as a sort of trigger that responds to change.
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The main use for the MonitorHandler is to report changes to the client; for example the client
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Session may ask Evennia to monitor the value of the Characer's `health` attribute and report
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Session may ask Evennia to monitor the value of the Character's `health` attribute and report
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whenever it changes. This way the client could for example update its health bar graphic as needed.
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## Using the MonitorHandler
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@ -34,7 +34,7 @@ An Evennia Object is, by definition, a Python class that includes [evennia.obje
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Here, arrows indicate inheritance and point from-child-to-parent.
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So, for example `DefaultObjet` is a child of `DefaultCharacter` (in the Evennia library), which is a parent of `Character` (in the game dir). The class in the game-dir is the one you should modify for your game.
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So, for example `DefaultObject` is a child of `DefaultCharacter` (in the Evennia library), which is a parent of `Character` (in the game dir). The class in the game-dir is the one you should modify for your game.
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> Note the `ObjectParent` class. This is an empty mix-in that all classes in the game-dir inherits from. It's where you put things you want _all_ these classes to have.
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@ -11,7 +11,7 @@ If you ever consider creating an [Object](./Objects.md) with a `None`-location j
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- Scripts can _attach_ to Objects and Accounts via e.g. `obj.scripts.add/remove`. In the script you can then access the object/account as `self.obj` or `self.account`. This can be used to dynamically extend other typeclasses but also to use the timer component to affect the parent object in various ways. For historical reasons, a Script _not_ attached to an object is referred to as a _Global_ Script.
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```{versionchanged} 1.0
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In previus Evennia versions, stopping the Script's timer also meant deleting the Script object.
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In previous Evennia versions, stopping the Script's timer also meant deleting the Script object.
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Starting with this version, the timer can be start/stopped separately and `.delete()` must be called
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on the Script explicitly to delete it.
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@ -333,7 +333,7 @@ GLOBAL_SCRIPTS.weather.db.current_weather = "Cloudy"
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```
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```{warning}
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Note that global scripts appear as properties on `GLOBAL_SCRIPTS` based on their `key`. If you were to create two global scripts with the same `key` (even with different typeclasses), the `GLOBAL_SCRIPTS` container will only return one of them (which one depends on order in the database). Best is to organize your scripts so that this does not happen. Otherwise, use `evennia.search_scripts` to get exactly the script you want.
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Note that global scripts appear as properties on `GLOBAL_SCRIPTS` based on their `key`. If you were to create two global scripts with the same `key` (even with different typeclasses), the `GLOBAL_SCRIPTS` container will only return one of them (which one depends on order in the database). Best is to organize your scripts so that this does not happen. Otherwise, use `evennia.search_script` to get exactly the script you want.
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```
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There are two ways to make a script appear as a property on `GLOBAL_SCRIPTS`:
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@ -11,7 +11,7 @@ You see: a flower
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Exits: north, east
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```
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When you send a command like `look` into Evennia - what actually happens? How does that `look` string end up being handled by the `CmdLook` class? What happens when we use e.g. `caller.msg()` to send the message back
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When you send a command like `look` into Evennia - what actually happens? How does that `look` string end up being handled by the `CmdLook` class? What happens when we use e.g. `caller.msg()` to send the message back?
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Understanding this flow of data - the _message path_ is important in order to understand how Evennia works.
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@ -3,7 +3,7 @@
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Contribution by Griatch 2020
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This implements a full crafting system. The principle is that of a 'recipe',
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where you combine items (tagged as ingredients) create something new. The recipe can also
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where you combine items (tagged as ingredients) to create something new. The recipe can also
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require certain (non-consumed) tools. An example would be to use the 'bread recipe' to
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combine 'flour', 'water' and 'yeast' with an 'oven' to bake a 'loaf of bread'.
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@ -344,7 +344,7 @@ class CmdIC(COMMAND_DEFAULT_CLASS):
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]
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if not character_candidates:
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# fall back to global search only if Builder+ has no
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# playable_characers in list and is not standing in a room
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# playable_characters in list and is not standing in a room
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# with a matching char.
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character_candidates.extend(
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[
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@ -609,7 +609,7 @@ Variables you can use in this event:
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"""
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EXIT_TRAVERSE = """
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After the characer has traversed through this exit.
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After the character has traversed through this exit.
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This event is called after a character has traversed through this
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exit. Traversing cannot be prevented using 'deny()' at this
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point. The character will be in a different room and she will
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@ -386,8 +386,9 @@ class CraftingRecipe(CraftingRecipeBase):
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{"key": "Bag of flour",
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"typeclass": "typeclasses.food.Flour",
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"desc": "A small bag of flour."
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"tags": [("flour", "crafting_material"),
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"tags": [("flour", "crafting_material")],
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}
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]
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class BreadRecipe(CraftRecipe):
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name = "bread"
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@ -397,6 +398,7 @@ class CraftingRecipe(CraftingRecipeBase):
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{"key": "bread",
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"desc": "A tasty bread."
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}
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]
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## Properties on the class level:
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