Fix various typos

This commit is contained in:
amfl 2023-01-30 16:51:30 +13:00
parent 5d0db7fb3b
commit 00c2c92472
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
monitor can be thought of as a sort of trigger that responds to change.
The main use for the MonitorHandler is to report changes to the client; for example the client
Session may ask Evennia to monitor the value of the Characer's `health` attribute and report
Session may ask Evennia to monitor the value of the Character's `health` attribute and report
whenever it changes. This way the client could for example update its health bar graphic as needed.
## Using the MonitorHandler

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@ -34,7 +34,7 @@ An Evennia Object is, by definition, a Python class that includes [evennia.obje
Here, arrows indicate inheritance and point from-child-to-parent.
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.
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.
> 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
- 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.
```{versionchanged} 1.0
In previus Evennia versions, stopping the Script's timer also meant deleting the Script object.
In previous Evennia versions, stopping the Script's timer also meant deleting the Script object.
Starting with this version, the timer can be start/stopped separately and `.delete()` must be called
on the Script explicitly to delete it.
@ -333,7 +333,7 @@ GLOBAL_SCRIPTS.weather.db.current_weather = "Cloudy"
```
```{warning}
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.
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.
```
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
Exits: north, east
```
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
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?
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 @@
Contribution by Griatch 2020
This implements a full crafting system. The principle is that of a 'recipe',
where you combine items (tagged as ingredients) create something new. The recipe can also
where you combine items (tagged as ingredients) to create something new. The recipe can also
require certain (non-consumed) tools. An example would be to use the 'bread recipe' to
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):
]
if not character_candidates:
# fall back to global search only if Builder+ has no
# playable_characers in list and is not standing in a room
# playable_characters in list and is not standing in a room
# with a matching char.
character_candidates.extend(
[

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@ -609,7 +609,7 @@ Variables you can use in this event:
"""
EXIT_TRAVERSE = """
After the characer has traversed through this exit.
After the character has traversed through this exit.
This event is called after a character has traversed through this
exit. Traversing cannot be prevented using 'deny()' at this
point. The character will be in a different room and she will

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@ -386,8 +386,9 @@ class CraftingRecipe(CraftingRecipeBase):
{"key": "Bag of flour",
"typeclass": "typeclasses.food.Flour",
"desc": "A small bag of flour."
"tags": [("flour", "crafting_material"),
"tags": [("flour", "crafting_material")],
}
]
class BreadRecipe(CraftRecipe):
name = "bread"
@ -397,6 +398,7 @@ class CraftingRecipe(CraftingRecipeBase):
{"key": "bread",
"desc": "A tasty bread."
}
]
## Properties on the class level: