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Adding missing component pages
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17 changed files with 73 additions and 50 deletions
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@ -56,7 +56,6 @@ text editors and IDEs with refactoring, syntax highlighting and all other conven
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collaborative development of an Evennia game is done in the same way most professional collaborative
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development is done in the world, meaning all the best tools can be used.
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## `@parent` vs `@typeclass` and `@spawn`
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Inheritance works differently in Python than in softcode. Evennia has no concept of a "master
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@ -88,8 +87,8 @@ another which is again somewhat remniscent at least of the *effect* of `@parent
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based inheritance of MUSH.
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There are other differences for sure, but that should give some feel for things. Enough with the
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theory. Let's get down to more practical matters next. To install, see the [Getting Started
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instructions](Getting-Started).
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theory. Let's get down to more practical matters next. To install, see the
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[Getting Started instructions](../Setup/Setup-Quickstart).
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## A first step making things more familiar
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@ -211,10 +210,10 @@ for-roleplaying-sessions) that can be of interest.
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An important aspect of making things more familiar for *Players* is adding new and tweaking existing
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commands. How this is done is covered by the [Tutorial on adding new commands](Adding-Command-
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Tutorial). You may also find it useful to shop through the `evennia/contrib/` folder. The [Tutorial
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world](Tutorial-World-Introduction) is a small single-player quest you can try (it’s not very MUSH-
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like but it does show many Evennia concepts in action). Beyond that there are [many more
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tutorials](Tutorials) to try out. If you feel you want a more visual overview you can also look at
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Tutorial). You may also find it useful to shop through the `evennia/contrib/` folder. The
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[Tutorial world](Starting/Part1/Tutorial-World-Introduction) is a small single-player quest you can try (it’s not very MUSH-
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like but it does show many Evennia concepts in action). Beyond that there are [many more tutorials](Howto-Overview)
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to try out. If you feel you want a more visual overview you can also look at
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[Evennia in pictures](https://evennia.blogspot.se/2016/05/evennia-in-pictures.html).
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… And of course, if you need further help you can always drop into the [Evennia
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@ -26,12 +26,12 @@ defaults for our particular use-case. Below we will flesh out these components f
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## Starting out
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We will assume you start from scratch. You need Evennia installed, as per the [Getting
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Started](Getting-Started) instructions. Initialize a new game directory with `evennia init
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We will assume you start from scratch. You need Evennia installed, as per the [Setup Quickstart](../Setup/Setup-Quickstart)
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instructions. Initialize a new game directory with `evennia init
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<gamedirname>`. In this tutorial we assume your game dir is simply named `mygame`. You can use the
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default database and keep all other settings to default for now. Familiarize yourself with the
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`mygame` folder before continuing. You might want to browse the [First Steps Coding](First-Steps-
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Coding) tutorial, just to see roughly where things are modified.
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`mygame` folder before continuing. You might want to browse the
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[First Steps Coding](Starting/Starting-Part1) tutorial, just to see roughly where things are modified.
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## The Game Master role
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@ -266,8 +266,8 @@ more automated ways. Exactly what is the best/easiest way depends on the sheet o
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We will here show two examples using the *EvTable* and *EvForm* utilities.Later we will create
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Commands to edit and display the output from those utilities.
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> Note that due to the limitations of the wiki, no color is used in any of the examples. See [the
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text tag documentation](TextTags) for how to add color to the tables and forms.
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> Note that due to the limitations of the wiki, no color is used in any of the examples. See
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> [the text tag documentation](../Concept/TextTags) for how to add color to the tables and forms.
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#### Making a sheet with EvTable
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@ -686,8 +686,8 @@ implemented.
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## Rooms
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Evennia comes with rooms out of the box, so no extra work needed. A GM will automatically have all
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needed building commands available. A fuller go-through is found in the [Building
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tutorial](Building-Quickstart). Here are some useful highlights:
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needed building commands available. A fuller go-through is found in the [Building tutorial](Starting/Part1/Building-Quickstart).
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Here are some useful highlights:
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* `@dig roomname;alias = exit_there;alias, exit_back;alias` - this is the basic command for digging
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a new room. You can specify any exit-names and just enter the name of that exit to go there.
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@ -3,7 +3,7 @@
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The documents in this section aims to teach how to use Evennia in a tutorial or
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a step-by-step way. They often give hints on about solving a problem or implementing
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a particular feature or concept. They will often refer to the
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[components](Components/Components-Overview) or [concepts](Concepts/Concepts-Overview)
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[components](../Component/Component-Overview) or [concepts](../Concept/Concept-Overview)
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docs for those that want to dive deeper.
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## The Starting Tutorial
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@ -32,38 +32,29 @@ in mind for your own game, this will give you a good start.
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1. [Introduction & Overview](Starting/Starting-Part2)
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1. [On planning a game](Starting/Part2/Game-Planning)
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1. [Multisession modes](Multi-session-modes)
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1. [Layout of our tutorial game](Game-Tutorial-Planning)
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1. [Making use of contribs](Using-Contribs)
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### Part 3: How we get there
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1. [Introduction & Overview](Starting/Starting-Part3)
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1. [Where to put code](Starting/First-Steps-Coding)
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1. [Adding a first command](Starting/Part1/Adding-Commands)
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1. [Parsing strings](Starting/Parsing-command-arguments,-theory-and-best-practices)
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1. [Making a custom Character](Starting/Adding-Object-Typeclass-Tutorial)
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1. [The rules of the game](Starting/Implementing-a-game-rule-system)
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1. [Character generation](Character-Generkation)
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1. [Resolving skills and challenges](Skills-and-Challenges)
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1. [NPCs and mobiles](NPCs-and-Mobiles)
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1. [On grids and coordinates](Starting/Coordinates)
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1. [Quests and Zones](Quests-and-Zones)
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1. [Multisession modes](Unimplemented.md)
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1. [Layout of our tutorial game](#)
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1. [Making use of contribs](Starting/Starting-Part3)
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1. [Making a custom Character](Starting/Implementing-a-game-rule-system)
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1. [Character generation](#)
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1. [Resolving skills and challenges](#)
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1. [NPCs and mobiles](Starting/Coordinates)
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1. [Quests and Zones](#)
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1. [A Combat system](Combat-System)
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### Part 4: Using what we created
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1. [Introduction & Overview](Starting/Starting-Part4)
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1. [Building the tech demo](Building-the-tech-demo)
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1. [Creating a game world](Creating-a-game-world)
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1. [Building the tech demo](#)
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1. [Creating a game world](#)
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### Part 5: Showing the world
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1. [Introduction & Overview](Starting/Starting-Part5)
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1. [Add a web page](Starting/Add-a-simple-new-web-page)
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1. [More on adding web features](Starting/Web-Tutorial)
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1. [Taking your game online](Taking-your-game-online)
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1. [Next steps](Where-to-Go-from-here)
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1. [Taking your game online](#)
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1. [Next steps](#)
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## FAQs
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@ -159,7 +159,7 @@ be the same after a server reboot.
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[Account](../../../Component/Accounts) represents the player connecting to the game. It holds information like email,
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password and other out-of-character details.
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- [channels.py](github:evennia/game_template/typeclasses/channels.py) (Python-path: `typeclasses.channels`) -
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[Channels](Channels) are used to manage in-game communication between players.
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[Channels](../../../Component/Channels) are used to manage in-game communication between players.
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- [objects.py](github:evennia/game_template/typeclasses/objects.py) (Python-path: `typeclasses.objects`) -
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[Objects](../../../Component/Objects) represent all things having a location within the game world.
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- [characters.py](github:evennia/game_template/typeclasses/characters.py) (Python-path: `typeclasses.characters`) -
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