Fix all failing links and warnings

This commit is contained in:
Griatch 2020-07-09 00:06:50 +02:00
parent 22743055fe
commit 09c602dd69
24 changed files with 102 additions and 97 deletions

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@ -652,7 +652,7 @@ about... what is this `"book"`?
To get an object from a string, we perform an Evennia search. Evennia provides a `search` method on
all typeclassed objects (you will most likely use the one on characters or accounts). This method
supports a very wide array of arguments and has [its own tutorial](Tutorial-Searching-For-Objects).
supports a very wide array of arguments and has [its own tutorial](Part1/Searching-Things).
Some examples of useful cases follow:
### Local searches

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@ -1,6 +1,6 @@
# Our own commands
[prev lesson](Searching-Things) | [next lesson]()
[prev lesson](Searching-Things) | [next lesson](More-on-Commands)
In this lesson we'll learn how to create our own Evennia _Commands_. If you are new to Python you'll
also learn some more basics about how to manipulate strings and get information out of Evennia.
@ -393,4 +393,4 @@ We also upset a dragon.
In the next lesson we'll learn how to hit Smaug with different weapons. We'll also
get into how we replace and extend Evennia's default Commands.
[prev lesson](Searching-Things) | [next lesson]()
[prev lesson](Searching-Things) | [next lesson](More-on-Commands)

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@ -3,7 +3,7 @@
[prev lesson](../Starting-Part1) | [next lesson](Tutorial-World-Introduction)
In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with
[~90 default commands](Default-Command-Help), and while you can override those as you please,
[around 90 default commands](../../../Component/Default-Command-Help), and while you can override those as you please,
they can be quite useful.
Connect and log into your new game and you will end up in the "Limbo" location. This
@ -152,7 +152,7 @@ the raw description of your current room (including color codes), so that you ca
set its description to something else.
You create new Commands (or modify existing ones) in Python outside the game. We will get to that
later, in the [Commands tutorial](../Adding-Command-Tutorial).
later, in the [Commands tutorial](Adding-Commands).
## Get a Personality

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@ -1,6 +1,6 @@
## Django Database queries
[prev lesson](Searching-Things) | [next lesson]()
[prev lesson](Searching-Things) | [next lesson](../Starting-Part2)
```important:: More advanced lesson!
@ -398,5 +398,4 @@ query using Django is a powerful skill to have.
This concludes the first part of the Evennia starting tutorial - "What we have". Now we have a good foundation
to understand how to plan what our tutorial game will be about.
[prev lesson](Searching-Things) | [next lesson]()
[prev lesson](Searching-Things) | [next lesson](../Starting-Part2)

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@ -52,26 +52,26 @@ the _actual_ library, the thing covered by the API auto-docs and what you get wh
This the the structure of the Evennia library:
- evennia
- [`__init__.py`](Evennia-API#shortcuts) - The "flat API" of Evennia resides here.
- [`settings_default.py`](Server-Conf#Settings-file) - Root settings of Evennia. Copy settings
- [`__init__.py`](../../../Evennia-API#shortcuts) - The "flat API" of Evennia resides here.
- [`settings_default.py`](../../../Component/Server-Conf#Settings-file) - Root settings of Evennia. Copy settings
from here to `mygame/server/settings.py` file.
- [`commands/`](Commands) - The command parser and handler.
- [`commands/`](../../../Component/Commands) - The command parser and handler.
- `default/` - The [default commands](../../../Component/Default-Command-Help) and cmdsets.
- [`comms/`](Communications) - Systems for communicating in-game.
- [`comms/`](../../../Component/Communications) - Systems for communicating in-game.
- `contrib/` - Optional plugins too game-specific for core Evennia.
- `game_template/` - Copied to become the "game directory" when using `evennia --init`.
- [`help/`](Help-System) - Handles the storage and creation of help entries.
- [`help/`](../../../Component/Help-System) - Handles the storage and creation of help entries.
- `locale/` - Language files ([i18n](../../../Concept/Internationalization)).
- [`locks/`](Locks) - Lock system for restricting access to in-game entities.
- [`objects/`](Objects) - In-game entities (all types of items and Characters).
- [`prototypes/`](Spawner-and-Prototypes) - Object Prototype/spawning system and OLC menu
- [`accounts/`](Accounts) - Out-of-game Session-controlled entities (accounts, bots etc)
- [`scripts/`](Scripts) - Out-of-game entities equivalence to Objects, also with timer support.
- [`server/`](Portal-And-Server) - Core server code and Session handling.
- [`locks/`](../../../Component/Locks) - Lock system for restricting access to in-game entities.
- [`objects/`](../../../Component/Objects) - In-game entities (all types of items and Characters).
- [`prototypes/`](../../../Component/Spawner-and-Prototypes) - Object Prototype/spawning system and OLC menu
- [`accounts/`](../../../Component/Accounts) - Out-of-game Session-controlled entities (accounts, bots etc)
- [`scripts/`](../../../Component/Scripts) - Out-of-game entities equivalence to Objects, also with timer support.
- [`server/`](../../../Component/Portal-And-Server) - Core server code and Session handling.
- `portal/` - Portal proxy and connection protocols.
- [`typeclasses/`](Typeclasses) - Abstract classes for the typeclass storage and database system.
- [`utils/`](Coding-Utils) - Various miscellaneous useful coding resources.
- [`web/`](Web-Features) - Web resources and webserver. Partly copied into game directory on initialization.
- [`typeclasses/`](../../../Component/Typeclasses) - Abstract classes for the typeclass storage and database system.
- [`utils/`](../../../Component/Coding-Utils) - Various miscellaneous useful coding resources.
- [`web/`](../../../Concept/Web-Features) - Web resources and webserver. Partly copied into game directory on initialization.
```sidebar:: __init__.py

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@ -203,7 +203,7 @@ people change and re-structure this in various ways to better fit their ideas.
- [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially
just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
[Tutorial World](Tutorial-World-Introduction) was built with such a batch-file.
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](Prototype-and-Spawner) is a way
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Component/Spawner-and-Prototypes) is a way
to easily vary objects without changing their base typeclass. For example, one could use prototypes to
tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different
equipment, stats and looks.

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@ -570,8 +570,7 @@ go around and re-run the method on everyone manually. For the Python beginner, d
try out Python _loops_. We try them out in multi-line Python mode:
> py
> for a in [1, 2, "foo"]:
> print(a)
> for a in [1, 2, "foo"]: > print(a)
1
2
foo

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@ -6,8 +6,8 @@ cracking! But where to start? Here are some ideas for a workflow. Note that the
page are just that - suggestions. Also, they are primarily aimed at a lone hobby designer or a small
team developing a game in their free time. There is an article in the Imaginary Realities e-zine
which was written by the Evennia lead dev. It focuses more on you finding out your motivations for
making a game - you can [read the article here](http://journal.imaginary-
realities.com/volume-07/issue-03/where-do-i-begin/index.html).
making a game - you can
[read the article here](http://journal.imaginary-realities.com/volume-07/issue-03/where-do-i-begin/index.html).
Below are some minimal steps for getting the first version of a new game world going with players.
@ -132,11 +132,11 @@ 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
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
scratch](Tutorial-for-basic-MUSH-like-game).
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](../Part1/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 scratch](../Tutorial-for-basic-MUSH-like-game).
During Coding you look back at the things you wanted during the **Planning** phase and try to
implement them. Don't be shy to update your plans if you find things easier/harder than you thought.

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@ -0,0 +1 @@
# Evennia Starting Tutorial (Part 3)

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@ -0,0 +1,3 @@
# Evennia Starting Tutorial (Part 4)
TODO.

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@ -0,0 +1 @@
# Evennia Starting Tutorial (part 5)

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@ -4,8 +4,8 @@
Evennia uses the [Django](https://www.djangoproject.com/) web framework as the basis of both its
database configuration and the website it provides. While a full understanding of Django requires
reading the Django documentation, we have provided this tutorial to get you running with the basics
and how they pertain to Evennia. This text details getting everything set up. The [Web-based
Character view Tutorial](Web-Character-View-Tutorial) gives a more explicit example of making a
and how they pertain to Evennia. This text details getting everything set up. The
[Web-based Character view Tutorial](../Web-Character-View-Tutorial) gives a more explicit example of making a
custom web page connected to your game, and you may want to read that after finishing this guide.
## A Basic Overview
@ -24,9 +24,8 @@ in [HTML](http://en.wikipedia.org/wiki/Html) for the user, and a `static` folder
like [CSS](http://en.wikipedia.org/wiki/CSS), [Javascript](http://en.wikipedia.org/wiki/Javascript),
and Image files (You may note your mygame/web folder does not have a `static` or `template` folder.
This is intended and explained further below). Django applications may also have a `models.py` file
for storing information in the database. We will not change any models here, take a look at the [New
Models](New-Models) page (as well as the [Django
docs](https://docs.djangoproject.com/en/1.7/topics/db/models/) on models) if you are interested.
for storing information in the database. We will not change any models here, take a look at the
[New Models](../../Concept/New-Models) page (as well as the [Django docs](https://docs.djangoproject.com/en/1.7/topics/db/models/) on models) if you are interested.
There is also a root `urls.py` that determines the URL structure for the entire project. A starter
`urls.py` is included in the default game template, and automatically imports all of Evennia's
@ -104,8 +103,8 @@ means that when you edit a template, the changes are instant. You don't have to
run any extra commands to see these changes - reloading the web page in your browser is enough.
To replace the index page's text, we'll need to find the template for it. We'll go into more detail
about how to determine which template is used for rendering a page in the [Web-based Character view
Tutorial](Web-Character-View-Tutorial). For now, you should know that the template we want to change
about how to determine which template is used for rendering a page in the
[Web-based Character view Tutorial](../Web-Character-View-Tutorial). For now, you should know that the template we want to change
is stored in `evennia/web/website/templates/website/index.html`.
To replace this template file, you will put your changed template inside the
@ -120,8 +119,8 @@ original file already has all the markup and tags, ready for editing.
## Further reading
For further hints on working with the web presence, you could now continue to the [Web-based
Character view Tutorial](Web-Character-View-Tutorial) where you learn to make a web page that
For further hints on working with the web presence, you could now continue to the
[Web-based Character view Tutorial](../Web-Character-View-Tutorial) where you learn to make a web page that
displays in-game character stats. You can also look at [Django's own
tutorial](https://docs.djangoproject.com/en/1.7/intro/tutorial01/) to get more insight in how Django
works and what possibilities exist.