mirror of
https://github.com/evennia/evennia.git
synced 2026-03-16 21:06:30 +01:00
Relinked with correct relative links
This commit is contained in:
parent
3e8017a874
commit
061dfbffaa
91 changed files with 633 additions and 631 deletions
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -28,9 +28,9 @@ Before we continue, let’s 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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
|
|
@ -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?
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -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)!
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
|
|||
|
|
@ -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!
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue