Relinked with correct relative links

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@ -2,7 +2,7 @@
**Before doing this tutorial you will probably want to read the intro in
[Basic Web tutorial](Howto/StartingTutorial/Web-Tutorial).** Reading the three first parts of the
[Basic Web tutorial](Starting/Web-Tutorial).** Reading the three first parts of the
[Django tutorial](https://docs.djangoproject.com/en/1.9/intro/tutorial01/) might help as well.
This tutorial will provide a step-by-step process to installing a wiki on your website.

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@ -28,9 +28,9 @@ Before we continue, lets make a brief detour. Evennia is very flexible about
more flexible about using and adding commands to those objects. Here are some ground rules well
worth remembering for the remainder of this article:
- The [Account](Component/Accounts) represents the real person logging in and has no game-world existence.
- Any [Object](Component/Objects) can be puppeted by an Account (with proper permissions).
- [Characters](Component/Objects#characters), [Rooms](Component/Objects#rooms), and [Exits](Component/Objects#exits) are just
- The [Account](../Component/Accounts) represents the real person logging in and has no game-world existence.
- Any [Object](../Component/Objects) can be puppeted by an Account (with proper permissions).
- [Characters](../Component/Objects#characters), [Rooms](../Component/Objects#rooms), and [Exits](../Component/Objects#exits) are just
children of normal Objects.
- Any Object can be inside another (except if it creates a loop).
- Any Object can store custom sets of commands on it. Those commands can:
@ -120,7 +120,7 @@ about the missiles being fired and has different `key` and `aliases`. We leave
that up to you to create as an exercise. You could have it print "WOOSH! The
mech launches missiles against <target>!", for example.
Now we shove our commands into a command set. A [Command Set](Component/Command-Sets) (CmdSet) is a container
Now we shove our commands into a command set. A [Command Set](../Component/Command-Sets) (CmdSet) is a container
holding any number of commands. The command set is what we will store on the mech.
```python
@ -173,7 +173,7 @@ This is great for testing. The way we added it, the MechCmdSet will even go away
server. Now we want to make the mech an actual object “type” so we can create mechs without those
extra steps. For this we need to create a new Typeclass.
A [Typeclass](Component/Typeclasses) is a near-normal Python class that stores its existence to the database
A [Typeclass](../Component/Typeclasses) is a near-normal Python class that stores its existence to the database
behind the scenes. A Typeclass is created in a normal Python source file:
```python

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@ -7,28 +7,28 @@ exists before answering - maybe you can clarify that answer rather than to make
## Table of Contents
- [Removing default commands](Howto/Coding-FAQ#removing-default-commands)
- [Preventing character from moving based on a condition](Howto/Coding-FAQ#preventing-character-from-
- [Removing default commands](Coding-FAQ#removing-default-commands)
- [Preventing character from moving based on a condition](Coding-FAQ#preventing-character-from-
moving-based-on-a-condition)
- [Reference initiating object in an EvMenu command](Howto/Coding-FAQ#reference-initiating-object-in-an-
- [Reference initiating object in an EvMenu command](Coding-FAQ#reference-initiating-object-in-an-
evmenu-command)
- [Adding color to default Evennia Channels](Howto/Coding-FAQ#adding-color-to-default-evennia-channels)
- [Selectively turn off commands in a room](Howto/Coding-FAQ#selectively-turn-off-commands-in-a-room)
- [Select Command based on a condition](Howto/Coding-FAQ#select-command-based-on-a-condition)
- [Automatically updating code when reloading](Howto/Coding-FAQ#automatically-updating-code-when-
- [Adding color to default Evennia Channels](Coding-FAQ#adding-color-to-default-evennia-channels)
- [Selectively turn off commands in a room](Coding-FAQ#selectively-turn-off-commands-in-a-room)
- [Select Command based on a condition](Coding-FAQ#select-command-based-on-a-condition)
- [Automatically updating code when reloading](Coding-FAQ#automatically-updating-code-when-
reloading)
- [Changing all exit messages](Howto/Coding-FAQ#changing-all-exit-messages)
- [Add parsing with the "to" delimiter](Howto/Coding-FAQ#add-parsing-with-the-to-delimiter)
- [Store last used session IP address](Howto/Coding-FAQ#store-last-used-session-ip-address)
- [Use wide characters with EvTable](Howto/Coding-FAQ#non-latin-characters-in-evtable)
- [Changing all exit messages](Coding-FAQ#changing-all-exit-messages)
- [Add parsing with the "to" delimiter](Coding-FAQ#add-parsing-with-the-to-delimiter)
- [Store last used session IP address](Coding-FAQ#store-last-used-session-ip-address)
- [Use wide characters with EvTable](Coding-FAQ#non-latin-characters-in-evtable)
## Removing default commands
**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](Component/Commands) from the
Character [Command Set](Component/Command-Sets)?
**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Component/Commands) from the
Character [Command Set](../Component/Command-Sets)?
**A:** Go to `mygame/commands/default_cmdsets.py`. Find the `CharacterCmdSet` class. It has one
method named `at_cmdset_creation`. At the end of that method, add the following line:
`self.remove(default_cmds.CmdGet())`. See the [Adding Commands Tutorial](Howto/StartingTutorial/Adding-Command-Tutorial)
`self.remove(default_cmds.CmdGet())`. See the [Adding Commands Tutorial](Starting/Adding-Command-Tutorial)
for more info.
## Preventing character from moving based on a condition
@ -36,7 +36,7 @@ for more info.
combat, immobilized, etc.)
**A:** The `at_before_move` hook is called by Evennia just before performing any move. If it returns
`False`, the move is aborted. Let's say we want to check for an [Attribute](Component/Attributes) `cantmove`.
`False`, the move is aborted. Let's say we want to check for an [Attribute](../Component/Attributes) `cantmove`.
Add the following code to the `Character` class:
```python
@ -52,7 +52,7 @@ def at_before_move(self, destination):
**Q:** An object has a Command on it starts up an EvMenu instance. How do I capture a reference to
that object for use in the menu?
**A:** When an [EvMenu](Component/EvMenu) is started, the menu object is stored as `caller.ndb._menutree`.
**A:** When an [EvMenu](../Component/EvMenu) is started, the menu object is stored as `caller.ndb._menutree`.
This is a good place to store menu-specific things since it will clean itself up when the menu
closes. When initiating the menu, any additional keywords you give will be available for you as
properties on this menu object:
@ -101,7 +101,7 @@ CHANNEL_COLORS`.
**Q:** I want certain commands to turn off in a given room. They should still work normally for
staff.
**A:** This is done using a custom cmdset on a room [locked with the 'call' lock type](Component/Locks). Only
**A:** This is done using a custom cmdset on a room [locked with the 'call' lock type](../Component/Locks). Only
if this lock is passed will the commands on the room be made available to an object inside it. Here
is an example of a room where certain commands are disabled for non-staff:
@ -142,7 +142,7 @@ superusers).
command to only be available on a full moon, from midnight to three in-game time.
**A:** This is easiest accomplished by putting the "werewolf" command on the Character as normal,
but to [lock](Component/Locks) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
but to [lock](../Component/Locks) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
command be available.
```python
@ -157,7 +157,7 @@ class CmdWerewolf(Command):
def func(self):
# ...
```
Add this to the [default cmdset as usual](Howto/StartingTutorial/Adding-Command-Tutorial). The `is_full_moon` [lock
Add this to the [default cmdset as usual](Starting/Adding-Command-Tutorial). The `is_full_moon` [lock
function](Locks#lock-functions) does not yet exist. We must create that:
```python

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@ -88,7 +88,7 @@ database, you need to use the caster for the storage.
self.caller.db.firestorm_lastcast = now
```
Since we are storing as an [Attribute](Component/Attributes), we need to identify the
Since we are storing as an [Attribute](../Component/Attributes), we need to identify the
variable as `firestorm_lastcast` so we are sure we get the right one (we'll
likely have other skills with cooldowns after all). But this method of
using cooldowns also has the advantage of working *between* commands - you can

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@ -2,7 +2,7 @@
Before reading this tutorial, if you haven't done so already, you might want to
read [the documentation on commands](Component/Commands) to get a basic understanding of
read [the documentation on commands](../Component/Commands) to get a basic understanding of
how commands work in Evennia.
In some types of games a command should not start and finish immediately.
@ -40,7 +40,7 @@ class CmdTest(Command):
> Important: The `yield` functionality will *only* work in the `func` method of
> Commands. It only works because Evennia has especially
> catered for it in Commands. If you want the same functionality elsewhere you
> must use the [interactive decorator](Concept/Async-Process#The-@interactive-decorator).
> must use the [interactive decorator](../Concept/Async-Process#The-@interactive-decorator).
The important line is the `yield 10`. It tells Evennia to "pause" the command
and to wait for 10 seconds to execute the rest. If you add this command and

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@ -21,7 +21,7 @@ You can combine the sending of normal text with the sending (updating of the pro
self.msg("This is a text", prompt="This is a prompt")
```
You can update the prompt on demand, this is normally done using [OOB](Concept/OOB)-tracking of the relevant
You can update the prompt on demand, this is normally done using [OOB](../Concept/OOB)-tracking of the relevant
Attributes (like the character's health). You could also make sure that attacking commands update
the prompt when they cause a change in health, for example.

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@ -23,7 +23,7 @@ instance.
## Coordinates as tags
The first concept might be the most surprising at first glance: we will create coordinates as
[tags](Component/Tags).
[tags](../Component/Tags).
> Why not attributes, wouldn't that be easier?

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@ -106,7 +106,7 @@ Evennia is smart enough to understand that when we type `+something`, `+` is the
`something` is the command argument. This will, of course, fail if you have a command beginning by
`+` conflicting with the `CmdConnect` key.
4. We have altered some class attributes, like `auto_help`. If you want to know what they do and
why they have changed here, you can check the [documentation on commands](Component/Commands).
why they have changed here, you can check the [documentation on commands](../Component/Commands).
5. In the command body, we begin by extracting the channel name. Remember that this name should be
in the command arguments (that is, in `self.args`). Following the same example, if a player enters
`+something`, `self.args` should contain `"something"`. We use `search_channel` to see if this

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@ -2,8 +2,8 @@
Evennia allows for exits to have any name. The command "kitchen" is a valid exit name as well as
"jump out the window" or "north". An exit actually consists of two parts: an [Exit Object](Component/Objects)
and an [Exit Command](Component/Commands) stored on said exit object. The command has the same key and aliases
"jump out the window" or "north". An exit actually consists of two parts: an [Exit Object](../Component/Objects)
and an [Exit Command](../Component/Commands) stored on said exit object. The command has the same key and aliases
as the object, which is why you can see the exit in the room and just write its name to traverse it.
If you try to enter the name of a non-existing exit, it is thus the same as trying a non-exising
@ -24,7 +24,7 @@ error message just told us that we couldn't go there.
## Adding default error commands
To solve this you need to be aware of how to [write and add new commands](Howto/StartingTutorial/Adding-Command-Tutorial).
To solve this you need to be aware of how to [write and add new commands](Starting/Adding-Command-Tutorial).
What you need to do is to create new commands for all directions you want to support in your game.
In this example all we'll do is echo an error message, but you could certainly consider more
advanced uses. You add these commands to the default command set. Here is an example of such a set
@ -90,7 +90,7 @@ commands:
You cannot move east.
Further expansions by the exit system (including manipulating the way the Exit command itself is
created) can be done by modifying the [Exit typeclass](Component/Typeclasses) directly.
created) can be done by modifying the [Exit typeclass](../Component/Typeclasses) directly.
## Additional Comments
@ -109,7 +109,7 @@ So why didn't we create a single error command above? Something like this:
The anwer is that this would *not* work and understanding why is important in order to not be
confused when working with commands and command sets.
The reason it doesn't work is because Evennia's [command system](Component/Commands) compares commands *both*
The reason it doesn't work is because Evennia's [command system](../Component/Commands) compares commands *both*
by `key` and by `aliases`. If *either* of those match, the two commands are considered *identical*
as far as cmdset merging system is concerned.

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@ -38,7 +38,7 @@ to use. So the *Player* usually operates by making use of the tools prepared for
For a *Player*, collaborating on a game need not be too different between MUSH and Evennia. The
building and description of the game world can still happen mostly in-game using build commands,
using text tags and [inline functions](Concept/TextTags#inline-functions) to prettify and customize the
using text tags and [inline functions](../Concept/TextTags#inline-functions) to prettify and customize the
experience. Evennia offers external ways to build a world but those are optional. There is also
nothing *in principle* stopping a Developer from offering a softcode-like language to Players if
that is deemed necessary.
@ -204,7 +204,7 @@ developer changing the underlying Python code.
## Next steps
If you are a *Developer* and are interested in making a more MUSH-like Evennia game, a good start is
to look into the Evennia [Tutorial for a first MUSH-like game](Howto/StartingTutorial/Tutorial-for-basic-MUSH-like-game).
to look into the Evennia [Tutorial for a first MUSH-like game](Starting/Tutorial-for-basic-MUSH-like-game).
That steps through building a simple little game from scratch and helps to acquaint you with the
various corners of Evennia. There is also the [Tutorial for running roleplaying sessions](Evennia-
for-roleplaying-sessions) that can be of interest.

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@ -44,7 +44,7 @@ to show your renewed GM status to the other accounts.
### The permission hierarchy
Evennia has the following [permission hierarchy](Concept/Building-Permissions#assigning-permissions) out of
Evennia has the following [permission hierarchy](../Concept/Building-Permissions#assigning-permissions) out of
the box: *Players, Helpers, Builders, Admins* and finally *Developers*. We could change these but
then we'd need to update our Default commands to use the changes. We want to keep this simple, so
instead we map our different roles on top of this permission ladder.
@ -60,7 +60,7 @@ everyone.
5. `Developers`-level permission are the server administrators, the ones with the ability to
restart/shutdown the server as well as changing the permission levels.
> The [superuser](Concept/Building-Permissions#the-super-user) is not part of the hierarchy and actually
> The [superuser](../Concept/Building-Permissions#the-super-user) is not part of the hierarchy and actually
completely bypasses it. We'll assume server admin(s) will "just" be Developers.
### How to grant permissions
@ -102,7 +102,7 @@ its name will have the string`(GM)` added to the end.
#### Character modification
Let's first start by customizing the Character. We recommend you browse the beginning of the
[Account](Component/Accounts) page to make sure you know how Evennia differentiates between the OOC "Account
[Account](../Component/Accounts) page to make sure you know how Evennia differentiates between the OOC "Account
objects" (not to be confused with the `Accounts` permission, which is just a string specifying your
access) and the IC "Character objects".
@ -142,7 +142,7 @@ Above, we change how the Character's name is displayed: If the account controlli
a GM, we attach the string `(GM)` to the Character's name so everyone can tell who's the boss. If we
ourselves are Developers or GM's we will see database ids attached to Characters names, which can
help if doing database searches against Characters of exactly the same name. We base the "gm-
ingness" on having an flag (an [Attribute](Component/Attributes)) named `is_gm`. We'll make sure new GM's
ingness" on having an flag (an [Attribute](../Component/Attributes)) named `is_gm`. We'll make sure new GM's
actually get this flag below.
> **Extra exercise:** This will only show the `(GM)` text on *Characters* puppeted by a GM account,
@ -152,7 +152,7 @@ that is, it will show only to those in the same location. If we wanted it to als
#### New @gm/@ungm command
We will describe in some detail how to create and add an Evennia [command](Component/Commands) here with the
We will describe in some detail how to create and add an Evennia [command](../Component/Commands) here with the
hope that we don't need to be as detailed when adding commands in the future. We will build on
Evennia's default "mux-like" commands here.
@ -704,7 +704,7 @@ access after the fact.
## Channels
Evennia comes with [Channels](Component/Communications#Channels) in-built and they are described fully in the
Evennia comes with [Channels](../Component/Communications#Channels) in-built and they are described fully in the
documentation. For brevity, here are the relevant commands for normal use:
* `@ccreate new_channel;alias;alias = short description` - Creates a new channel.

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@ -132,7 +132,7 @@ Talker-type game you *will* have to bite the bullet and code your game (or find
do it for you).
Even if you won't code anything yourself, as a designer you need to at least understand the basic
paradigms of Evennia, such as [Objects](Component/Objects), [Commands](Component/Commands) and [Scripts](Component/Scripts) and
paradigms of Evennia, such as [Objects](../Component/Objects), [Commands](../Component/Commands) and [Scripts](../Component/Scripts) and
how they hang together. We recommend you go through the [Tutorial World](Tutorial-World-
Introduction) in detail (as well as glancing at its code) to get at least a feel for what is
involved behind the scenes. You could also look through the tutorial for [building a game from
@ -144,7 +144,7 @@ The earlier you revise problems, the easier they will be to fix.
A good idea is to host your code online (publicly or privately) using version control. Not only will
this make it easy for multiple coders to collaborate (and have a bug-tracker etc), it also means
your work is backed up at all times. The [Version Control](Coding/Version-Control) tutorial has
your work is backed up at all times. The [Version Control](../Coding/Version-Control) tutorial has
instructions for setting up a sane developer environment with proper version control.
### "Tech Demo" Building
@ -199,7 +199,7 @@ flag and let people try it! Call upon your alpha-players to try everything - the
to break your game in ways that you never could have imagined. In Alpha you might be best off to
focus on inviting friends and maybe other MUD developers, people who you can pester to give proper
feedback and bug reports (there *will* be bugs, there is no way around it). Follow the quick
instructions for [Online Setup](Setup/Online-Setup) to make your game visible online. If you hadn't
instructions for [Online Setup](../Setup/Online-Setup) to make your game visible online. If you hadn't
already, make sure to put up your game on the [Evennia game index](http://games.evennia.com/) so
people know it's in the works (actually, even pre-alpha games are allowed in the index so don't be
shy)!

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@ -98,7 +98,7 @@ time, and assuming a standard calendar (see below for the same feature with a cu
instance, it can be used to have a specific message every (in-game) day at 6:00 AM showing how the
sun rises.
The function `schedule()` should be used here. It will create a [script](Component/Scripts) with some
The function `schedule()` should be used here. It will create a [script](../Component/Scripts) with some
additional features to make sure the script is always executed when the game time matches the given
parameters.

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@ -45,12 +45,12 @@ makes it easier to change and update things in one place later.
values for Health, a list of skills etc, store those things on the Character - don't store how to
roll or change them.
- Next is to determine just how you want to store things on your Objects and Characters. You can
choose to either store things as individual [Attributes](Component/Attributes), like `character.db.STR=34` and
choose to either store things as individual [Attributes](../Component/Attributes), like `character.db.STR=34` and
`character.db.Hunting_skill=20`. But you could also use some custom storage method, like a
dictionary `character.db.skills = {"Hunting":34, "Fishing":20, ...}`. A much more fancy solution is
to look at the Ainneve [Trait
handler](https://github.com/evennia/ainneve/blob/master/world/traits.py). Finally you could even go
with a [custom django model](Concept/New-Models). Which is the better depends on your game and the
with a [custom django model](../Concept/New-Models). Which is the better depends on your game and the
complexity of your system.
- Make a clear [API](http://en.wikipedia.org/wiki/Application_programming_interface) into your
rules. That is, make methods/functions that you feed with, say, your Character and which skill you

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@ -5,7 +5,7 @@ This is a small tutorial for customizing your character objects, using the examp
turn on and off ANSI color parsing as an example. `@options NOCOLOR=True` will now do what this
tutorial shows, but the tutorial subject can be applied to other toggles you may want, as well.
In the Building guide's [Colors](Concept/TextTags#coloured-text) page you can learn how to add color to your
In the Building guide's [Colors](../Concept/TextTags#coloured-text) page you can learn how to add color to your
game by using special markup. Colors enhance the gaming experience, but not all users want color.
Examples would be users working from clients that don't support color, or people with various seeing
disabilities that rely on screen readers to play your game. Also, whereas Evennia normally
@ -26,7 +26,7 @@ configuration system for your characters. This is the basic sequence:
Create a new module in `mygame/typeclasses` named, for example, `mycharacter.py`. Alternatively you
can simply add a new class to 'mygamegame/typeclasses/characters.py'.
In your new module(or characters.py), create a new [Typeclass](Component/Typeclasses) inheriting from
In your new module(or characters.py), create a new [Typeclass](../Component/Typeclasses) inheriting from
`evennia.DefaultCharacter`. We will also import `evennia.utils.ansi`, which we will use later.
```python
@ -39,7 +39,7 @@ In your new module(or characters.py), create a new [Typeclass](Component/Typecla
self.db.config_color = True
```
Above we set a simple config value as an [Attribute](Component/Attributes).
Above we set a simple config value as an [Attribute](../Component/Attributes).
Let's make sure that new characters are created of this type. Edit your
`mygame/server/conf/settings.py` file and add/change `BASE_CHARACTER_TYPECLASS` to point to your new
@ -158,7 +158,7 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
## More colors
Apart from ANSI colors, Evennia also supports **Xterm256** colors (See [Colors](Concept/TextTags#colored-
Apart from ANSI colors, Evennia also supports **Xterm256** colors (See [Colors](../Concept/TextTags#colored-
text)). The `msg()` method supports the `xterm256` keyword for manually activating/deactiving
xterm256. It should be easy to expand the above example to allow players to customize xterm256
regardless of if Evennia thinks their client supports it or not.

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@ -1,6 +1,6 @@
# NPC shop Tutorial
This tutorial will describe how to make an NPC-run shop. We will make use of the [EvMenu](Component/EvMenu)
This tutorial will describe how to make an NPC-run shop. We will make use of the [EvMenu](../Component/EvMenu)
system to present shoppers with a menu where they can buy things from the store's stock.
Our shop extends over two rooms - a "front" room open to the shop's customers and a locked "store
@ -23,7 +23,7 @@ deducted and the goods transferred from the store room to the inventory of the c
We want to show a menu to the customer where they can list, examine and buy items in the store. This
menu should change depending on what is currently for sale. Evennia's *EvMenu* utility will manage
the menu for us. It's a good idea to [read up on EvMenu](Component/EvMenu) if you are not familiar with it.
the menu for us. It's a good idea to [read up on EvMenu](../Component/EvMenu) if you are not familiar with it.
#### Designing the menu
@ -167,7 +167,7 @@ of the customer.
#### The command to start the menu
We could *in principle* launch the shopping menu the moment a customer steps into our shop room, but
this would probably be considered pretty annoying. It's better to create a [Command](Component/Commands) for
this would probably be considered pretty annoying. It's better to create a [Command](../Component/Commands) for
customers to explicitly wanting to shop around.
```python
@ -200,7 +200,7 @@ class CmdBuy(Command):
This will launch the menu. The `EvMenu` instance is initialized with the path to this very module -
since the only global functions available in this module are our menu nodes, this will work fine
(you could also have put those in a separate module). We now just need to put this command in a
[CmdSet](Component/Command-Sets) so we can add it correctly to the game:
[CmdSet](../Component/Command-Sets) so we can add it correctly to the game:
```python
from evennia import CmdSet
@ -219,7 +219,7 @@ There are really only two things that separate our shop from any other Room:
the shop.
For testing we could easily add these features manually to a room using `@py` or other admin
commands. Just to show how it can be done we'll instead make a custom [Typeclass](Component/Typeclasses) for
commands. Just to show how it can be done we'll instead make a custom [Typeclass](../Component/Typeclasses) for
the shop room and make a small command that builders can use to build both the shop and the
storeroom at once.
@ -295,12 +295,12 @@ class CmdBuildShop(Command):
Our typeclass is simple and so is our `buildshop` command. The command (which is for Builders only)
just takes the name of the shop and builds the front room and a store room to go with it (always
named `"<shopname>-storage"`. It connects the rooms with a two-way exit. You need to add
`CmdBuildShop` [to the default cmdset](Howto/StartingTutorial/Adding-Command-Tutorial#step-2-adding-the-command-to-a-
`CmdBuildShop` [to the default cmdset](Starting/Adding-Command-Tutorial#step-2-adding-the-command-to-a-
default-cmdset) before you can use it. Once having created the shop you can now `@teleport` to it or
`@open` a new exit to it. You could also easily expand the above command to automatically create
exits to and from the new shop from your current location.
To avoid customers walking in and stealing everything, we create a [Lock](Component/Locks) on the storage
To avoid customers walking in and stealing everything, we create a [Lock](../Component/Locks) on the storage
door. It's a simple lock that requires the one entering to carry an object named
`<shopname>-storekey`. We even create such a key object and drop it in the shop for the new shop
keeper to pick up.
@ -328,7 +328,7 @@ would then be gone and the counter be wrong - the shop would pass us the next it
Fixing these issues are left as an exercise.
If you want to keep the shop fully NPC-run you could add a [Script](Component/Scripts) to restock the shop's
If you want to keep the shop fully NPC-run you could add a [Script](../Component/Scripts) to restock the shop's
store room regularly. This shop example could also easily be owned by a human Player (run for them
by a hired NPC) - the shop owner would get the key to the store room and be responsible for keeping
it well stocked.

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@ -5,17 +5,17 @@ This tutorial shows the implementation of an NPC object that responds to charact
location. In this example the NPC has the option to respond aggressively or not, but any actions
could be triggered this way.
One could imagine using a [Script](Component/Scripts) that is constantly checking for newcomers. This would be
One could imagine using a [Script](../Component/Scripts) that is constantly checking for newcomers. This would be
highly inefficient (most of the time its check would fail). Instead we handle this on-demand by
using a couple of existing object hooks to inform the NPC that a Character has entered.
It is assumed that you already know how to create custom room and character typeclasses, please see
the [Basic Game tutorial](Howto/StartingTutorial/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
the [Basic Game tutorial](Starting/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
What we will need is the following:
- An NPC typeclass that can react when someone enters.
- A custom [Room](Component/Objects#rooms) typeclass that can tell the NPC that someone entered.
- A custom [Room](../Component/Objects#rooms) typeclass that can tell the NPC that someone entered.
- We will also tweak our default `Character` typeclass a little.
To begin with, we need to create an NPC typeclass. Create a new file inside of your typeclasses

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@ -6,7 +6,7 @@ their location. In this example the NPC parrots what is said, but any actions co
this way.
It is assumed that you already know how to create custom room and character typeclasses, please see
the [Basic Game tutorial](Howto/StartingTutorial/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
the [Basic Game tutorial](Starting/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
What we will need is simply a new NPC typeclass that can react when someone speaks.

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@ -2,7 +2,7 @@
This tutorial will create a simple script that will send a tweet to your already configured twitter
account. Please see: [How to connect Evennia to Twitter](Setup/How-to-connect-Evennia-to-Twitter) if you
account. Please see: [How to connect Evennia to Twitter](../Setup/How-to-connect-Evennia-to-Twitter) if you
haven't already done so.
The script could be expanded to cover a variety of statistics you might wish to tweet about
@ -89,7 +89,7 @@ randomly choosing between these outputs.
1. Shows the number of Player Characters, Rooms and Other/Objects
2. Shows the number of prototypes currently in the game and then selects 3 random keys to show
[Scripts Information](Component/Scripts) will show you how to add it as a Global script, however, for testing
[Scripts Information](../Component/Scripts) will show you how to add it as a Global script, however, for testing
it may be useful to start/stop it quickly from within the game. Assuming that you create the file
as `mygame/typeclasses/tweet_stats.py` it can be started by using the following command

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@ -50,7 +50,7 @@ and back (assuming we created it in limbo).
Using the `@tel`command like shown above is obviously not what we want. `@tel` is an admin command
and normal players will thus never be able to enter the train! It is also not really a good idea to
use [Exits](Component/Objects#exits) to get in and out of the train - Exits are (at least by default) objects
use [Exits](../Component/Objects#exits) to get in and out of the train - Exits are (at least by default) objects
too. They point to a specific destination. If we put an Exit in this room leading inside the train
it would stay here when the train moved away (still leading into the train like a magic portal!). In
the same way, if we put an Exit object inside the train, it would always point back to this room,
@ -58,7 +58,7 @@ regardless of where the Train has moved. Now, one *could* define custom Exit typ
the train or change their destination in the right way - but this seems to be a pretty cumbersome
solution.
What we will do instead is to create some new [commands](Component/Commands): one for entering the train and
What we will do instead is to create some new [commands](../Component/Commands): one for entering the train and
another for leaving it again. These will be stored *on the train object* and will thus be made
available to whomever is either inside it or in the same room as the train.
@ -122,7 +122,7 @@ documentation.
These commands are work in a pretty straightforward way: `CmdEnterTrain` moves the location of the
player to inside the train and `CmdLeaveTrain` does the opposite: it moves the player back to the
current location of the train (back outside to its current location). We stacked them in a
[cmdset](Component/Command-Sets) `CmdSetTrain` so they can be used.
[cmdset](../Component/Command-Sets) `CmdSetTrain` so they can be used.
To make the commands work we need to add this cmdset to our train typeclass:
@ -159,7 +159,7 @@ As seen above, when this hook is called on our train, our new cmdset will be loa
If you have played around a bit, you've probably figured out that you can use `leave train` when
outside the train and `enter train` when inside. This doesn't make any sense ... so let's go ahead
and fix that. We need to tell Evennia that you can not enter the train when you're already inside
or leave the train when you're outside. One solution to this is [locks](Component/Locks): we will lock down
or leave the train when you're outside. One solution to this is [locks](../Component/Locks): we will lock down
the commands so that they can only be called if the player is at the correct location.
Right now commands defaults to the lock `cmd:all()`. The `cmd` lock type in combination with the
@ -322,7 +322,7 @@ If we wanted full control of the train we could now just add a command to step i
when desired. We want the train to move on its own though, without us having to force it by manually
calling the `goto_next_room` method.
To do this we will create two [scripts](Component/Scripts): one script that runs when the train has stopped at
To do this we will create two [scripts](../Component/Scripts): one script that runs when the train has stopped at
a station and is responsible for starting the train again after a while. The other script will take
care of the driving.
@ -416,7 +416,7 @@ enter/exit commands check so the train is not moving before allowing the caller
* Have train conductor commands that can override the automatic start/stop.
* Allow for in-between stops between the start- and end station
* Have a rail road track instead of hard-coding the rooms in the train object. This could for
example be a custom [Exit](Component/Objects#exits) only traversable by trains. The train will follow the
example be a custom [Exit](../Component/Objects#exits) only traversable by trains. The train will follow the
track. Some track segments can split to lead to two different rooms and a player can switch the
direction to which room it goes.
* Create another kind of vehicle!

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@ -2,10 +2,10 @@
This tutorial aims at dispelling confusions regarding the use of color tags within Evennia.
Correct understanding of this topic requires having read the [TextTags](Concept/TextTags) page and learned
Correct understanding of this topic requires having read the [TextTags](../Concept/TextTags) page and learned
Evennia's color tags. Here we'll explain by examples the reasons behind the unexpected (or
apparently incoherent) behaviors of some color tags, as mentioned _en passant_ in the
[TextTags](Concept/TextTags) page.
[TextTags](../Concept/TextTags) page.
All you'll need for this tutorial is access to a running instance of Evennia via a color-enabled

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@ -12,7 +12,7 @@ individually track the time, they instead subscribe to be called by a global tic
keeping. Not only does this centralize and organize much of the code in one place, it also has less
computing overhead.
Evennia offers the [TickerHandler](Component/TickerHandler) specifically for using the subscription model. We
Evennia offers the [TickerHandler](../Component/TickerHandler) specifically for using the subscription model. We
will use it for our weather system.
We will assume you know how to make your own Typeclasses. If not see one of the beginning tutorials.

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@ -82,7 +82,7 @@ and *templates* (how the web page should be structured).
Models are created in `mygame/web/chargen/models.py`.
A [Django database model](Concept/New-Models) is a Python class that describes the database storage of the
A [Django database model](../Concept/New-Models) is a Python class that describes the database storage of the
data you want to manage. Any data you choose to store is stored in the same database as the game and
you have access to all the game's objects here.
@ -262,9 +262,9 @@ create_object function to properly process the permissions.
Most importantly, the following attributes must be set on the created character object:
* Evennia [permissions](Component/Locks#permissions) (copied from the `AccountDB`).
* The right `puppet` [locks](Component/Locks) so the Account can actually play as this Character later.
* The relevant Character [typeclass](Component/Typeclasses)
* Evennia [permissions](../Component/Locks#permissions) (copied from the `AccountDB`).
* The right `puppet` [locks](../Component/Locks) so the Account can actually play as this Character later.
* The relevant Character [typeclass](../Component/Typeclasses)
* Character name (key)
* The Character's home room location (`#2` by default)