[docs]def columnize(string, columns=2, spacing=4, align="l", width=None):
diff --git a/docs/1.0-dev/_sources/Evennia-In-Pictures.md.txt b/docs/1.0-dev/_sources/Evennia-In-Pictures.md.txt
new file mode 100644
index 0000000000..c1411857c4
--- /dev/null
+++ b/docs/1.0-dev/_sources/Evennia-In-Pictures.md.txt
@@ -0,0 +1,130 @@
+# Evennia in pictures
+
+```{sidebar}
+This is _not_ an exhaustive overview. Think of it as a snapshot of some interesting things to start looking into.
+```
+
+This article tries to give a high-level overview of the Evennia server and some of its moving parts. It should hopefully give a better understanding of how everything hangs together.
+
+
+
+## The two main Evennia pieces
+![evennia portal and server][image1]
+
+What you see in this figure is the part of Evennia that you download from us. It will _not_ start a game on its own. We'll soon create the missing 'jigsaw puzzle piece'. But first, let's see what we have.
+
+First, you'll notice that Evennia has two main components - the [Portal and Server](Components/Portal-And-Server.md). These are separate processes.
+
+The Portal tracks all connections to the outside world and understands Telnet protocols, websockets, SSH and so on. It knows nothing about the database or the game state. Data sent between the Portal and the Server is protocol-agnostic, meaning the Server sends/receives the same data regardless of how the user is connected. Hiding behind the Portal also means that the Server can be completely rebooted without anyone getting disconnected.
+
+The Server is the main “mud driver” and handles everything related to the game world and its database. It's asynchronous and uses [Twisted](http://twistedmatrix.com/trac/).
+
+In the same process of the Server is also the Evennia [Web Server](Components/Webserver.md) . This serves the game’s website.
+
+
+### Initializing the game folder
+
+![creating the game folder][image2]
+
+After [installing evennia](Setup/Installation.md) you will have the `evennia` command available. Using this you create a game directory (let's call it `mygame`). This is the darker grey piece in this figure. It was missing previously. This is where you will create your dream game!
+
+During initialization, Evennia will create Python module templates in `mygame/` and link up all configurations to make mygame a fully functioning, if empty, game, ready to start extending.
+
+As part of the intialization, you'll create the database and then start the server. From this point on, your new game is up and running and you can connect to your new game with telnet on localhost:4000 or by pointing your browser to http://localhost:4001.
+
+Now, our new mygame world needs Characters, locations, items and more!
+
+## The database
+
+![image3][image3]
+
+Evennia is fully persistent and abstracts its database in Python using [Django](https://www.djangoproject.com/). The database tables are few and generic, each represented by a single Python class. As seen in this figure, the example `ObjectDB` Python class represents one database table. The properties on the class are the columns (fields) of the table. Each row is an instance of the class (one entity in the game).
+
+Among the example columns shown is the key (name) of the `ObjectDB` entity as well as a [Foreign key](https://en.wikipedia.org/wiki/Foreign_key)-relationship for its current “location”.
+
+From the figure we can see that _Trigger_ is in the _Dungeon_, carrying his trusty crossbow _Old Betsy_!
+
+The `db_typeclass_path` is an important field. This is a python-style path and tells Evennia which subclass of `ObjectDB` is actually representing this entity. This is the core of Evennia's [Typeclass system](Components/Typeclasses.md), which allows you to work with database entities using normal Python.
+
+### From database to Python
+
+![image4][image4]
+
+Here we see the (somewhat simplified) Python class inheritance tree that you as an Evennia developer will see, along with the three instanced entities.
+
+[Objects](Components/Objects.md) represent stuff you will actually see in-game and its child classes implement all the handlers, helper code and the hook methods that Evennia makes use of. In your `mygame/` folder you just import these and overload the things you want to modify. In this way, the `Crossbow` is modified to do the stuff only crossbows can do and `CastleRoom` adds whatever it is that is special about rooms in the castle.
+
+When creating a new entity in-game, a new row will automatically be created in the database table and then `Trigger` will appear in-game! If we, in code, search the database for Trigger, we will get an instance of the [Character](Components/Objects.md#characters) class back - a Python object we can work with normally.
+
+Looking at this you may think that you will be making a lot of classes for every different object in the game. Your exact layout is up to you but Evennia also offers other ways to customize each individual object. Read on.
+
+### Attributes
+
+![image5][image5]
+
+The [Attribute](Components/Attributes.md) is another class directly tied to the database behind the scenes. Each `Attribute` basically has a key, a value and a ForeignKey relation to another `ObjectDB`.
+
+An `Attribute` serializes Python constructs into the database, meaning you can store basically any valid Python, like the dictionary of skills in this image. The “strength” and “skills” Attributes will henceforth be reachable directly from the _Trigger_ object. This (and a few other resources) allow you to create individualized entities while only needing to create classes for those that really behave fundamentally different.
+
+
+
+## Controlling the action
+
+![image6][image6]
+
+_Trigger_ is most likely played by a human. This human connects to the game via one or more [Sessions](Components/Sessions.md), one for each client they connect with.
+
+Their account on `mygame` is represented by a [Account](Components/Accounts.md) entity. The `AccountDB` holds the password and other account info but has no existence in the game world. Through the `Account` entity, `Sessions` can control (“puppet”) one or more `Object` entities in-game.
+
+In this figure, a user is connected to the game with three `Session`s simultaneously. They are logged in to their player `Account` named _Richard_. Through these `Session`s they are simultaneously puppeting the in-game entities _Trigger_ and _Sir Hiss_. Evennia can be configured to allow or disallow a range of different [Connection Styles](Concepts/Connection-Styles.md) like this.
+
+### Commands
+
+![image7][image7]
+
+For users to be able to control their game entities and actually play the game, they need to be able to send [Commands](Components/Commands.md).
+
+A `Command` can be made to represent anything a user can input actively to the game, such as the `look` command, `get`, `quit`, `emote` and so on.
+
+Each `Command` handles both argument parsing and execution. Since each Command is described with a normal Python class, it means that you can implement parsing once and then just have the rest of your commands inherit the effect. In the above figure, the `DIKUCommand` parent class implements parsing of all the syntax common for all DIKU-style commands so `CmdLook` and others won’t have to.
+
+### Command Sets
+
+![image8][image8]
+
+All Evennia Commands are are always joined together in `CommandSet`s. These are containers that can hold many `Command` instances. A given `Command` class can contribute instances to any number of `CommandSet`s. These sets are always associated with game entities.
+
+In this figure, _Trigger_ has received a `CommandSet` with a bunch of useful commands that he (and by extension his controlling `Account`/Player) can now use.
+
+![image9][image9]
+
+_Trigger_’s `CommandSet` is only available to himself. In this figure we put a `CommandSet` with three commands on the Dungeon room. The room itself has no use for commands but we configure this set to affect those _inside it_ instead. Note that we let these be _different versions_ of these commands (hence the different color)! We’ll explain why below.
+
+
+
+### Merging Command Sets
+
+![image10][image10]
+
+Multiple `CommandSet`s can be dynamically (and temporarily) merged together in a similar fashion as [Set Theory](https://en.wikipedia.org/wiki/Set_theory), except the merge priority can be customized. In this figure we see a _Union_-type merger where the Commands from Dungeon of the same name temporarily override the commands from Trigger. While in the Dungeon, Trigger will be using this version of those commands. When Trigger leaves, his own `CommandSet` will be restored unharmed.
+
+Why would we want to do this? Consider for example that the dungeon is in darkness. We can then let the Dungeon’s version of the `look` command show only the contents of the room if Trigger is carrying a light source. You might also not be able to easily get things in the room without light - you might even be fumbling randomly in your inventory!
+
+Any number of Command Sets can be merged on the fly. This allows you to implement multiple overlapping states (like combat in a darkened room while intoxicated) without needing huge if statements for every possible combination. The merger is non-destructive, so you can remove cmdsets to get back previous states as needed.
+
+## Now go and explore!
+
+This is by no means a full list of Evennia features. But it should give you a bunch of interesting concepts to read more about.
+
+You can find a lot more detail in the [Core Components](Components/Components-Overview.md) and [Core Concepts](Concepts/Concepts-Overview.md) sections of this manual. If you haven't read it already, you should also check out the [Evennia Introduction](./Evennia-Introduction.md).
+
+[image1]: https://2.bp.blogspot.com/-0-oir21e76k/W3kaUuGrg3I/AAAAAAAAJLU/qlQWmXlAiGUz_eKG_oYYVRf0yP6KVDdmQCEwYBhgL/s1600/Evennia_illustrated_fig1.png
+[image2]: https://4.bp.blogspot.com/-TuLk-PIVyK8/W3kaUi-e-MI/AAAAAAAAJLc/DA9oMA6m5ooObZlf0Ao6ywW1jHqsPQZAQCEwYBhgL/s1600/Evennia_illustrated_fig2.png
+[image3]: https://3.bp.blogspot.com/-81zsySVi_EE/W3kaVRn4IWI/AAAAAAAAJLc/yA-j1Nwy4H8F28BF403EDdCquYZ9sN4ZgCEwYBhgL/s1600/Evennia_illustrated_fig3.png
+[image4]: https://2.bp.blogspot.com/--4_MqVdHj8Q/W3kaVpdAZKI/AAAAAAAAJLk/jvTsuBBUlkEbBCaV9vyIU0IWiuF6PLsSwCEwYBhgL/s1600/Evennia_illustrated_fig4.png
+[image5]: https://3.bp.blogspot.com/-6ulv5T_gUCI/W3kaViWBBfI/AAAAAAAAJLU/0NqeAsz3YVsQKwpODzsmjzR-7tICw1pTQCEwYBhgL/s1600/Evennia_illustrated_fig5.png
+[image6]: https://4.bp.blogspot.com/-u-npXjlq6VI/W3kaVwAoiUI/AAAAAAAAJLY/T9bhrzhJJuQwTR8nKHH9GUxQ74hyldKOgCEwYBhgL/s1600/Evennia_illustrated_fig6.png
+[image7]: https://3.bp.blogspot.com/-_RM9-Pb2uKg/W3kaWIs4ndI/AAAAAAAAJLc/n45Hcvk1PiYhNdBbAAr_JjkebRVReffTgCEwYBhgL/s1600/Evennia_illustrated_fig7.png
+[image8]: https://2.bp.blogspot.com/-pgpYPsd4CLM/W3kaWG2ffuI/AAAAAAAAJLg/LKl4m4-1xkYxVA7JXXuVP28Q9ZqhNZXTACEwYBhgL/s1600/Evennia_illustrated_fig8.png
+[image9]: https://3.bp.blogspot.com/-acmVo7kUZCk/W3kaWZWlT0I/AAAAAAAAJLk/nnFrNaq_TNoO08MDleadwhHfVQLdO74eACEwYBhgL/s1600/Evennia_illustrated_fig9.png
+[image10]: https://4.bp.blogspot.com/--lixKOYjEe4/W3kaUl9SFXI/AAAAAAAAJLQ/tCGd-dFhZ8gfLH1HAsQbZdaIS_OQuvU3wCEwYBhgL/s1600/Evennia_illustrated_fig10.png
diff --git a/docs/1.0-dev/_sources/Evennia-Introduction.md.txt b/docs/1.0-dev/_sources/Evennia-Introduction.md.txt
index 22556c53d2..c04414c05b 100644
--- a/docs/1.0-dev/_sources/Evennia-Introduction.md.txt
+++ b/docs/1.0-dev/_sources/Evennia-Introduction.md.txt
@@ -7,77 +7,94 @@ Players can read or view descriptions of rooms, objects, other players, non-play
actions performed in the virtual world. Players typically interact with each other and the world by
typing commands that resemble a natural language.* - [Wikipedia](https://en.wikipedia.org/wiki/MUD)
-If you are reading this, it's quite likely you are dreaming of creating and running a text-based
-massively-multiplayer game ([MUD/MUX/MUSH](https://tinyurl.com/c5sc4bm) etc) of your very own. You
-might just be starting to think about it, or you might have lugged around that *perfect* game in
-your mind for years ... you know *just* how good it would be, if you could only make it come to
-reality. We know how you feel. That is, after all, why Evennia came to be.
+If you are reading this, it's quite likely you are dreaming of creating and running a text-based massively-multiplayer game ([MUD/MUX/MUSH](https://tinyurl.com/c5sc4bm) etc) of your very own. You might just be starting to think about it, or you might have lugged around that *perfect* game in your mind for years ... you know *just* how good it would be, if you could only make it come to reality.
-Evennia is a MU\*-building system: a bare-bones Python codebase and server intended to
-be highly extendable for any style of game. "Bare-bones" in this context means that we try to impose as few game-specific things on you as possible. For convenience offer basic building
-blocks like objects, characters, rooms, default commands for building and administration etc, we
-don't prescribe any combat rules, mob AI, races, skills, character classes or other things that will
-be different from game to game anyway.
+We know how you feel. That is, after all, why Evennia came to be.
-What we *do* however, is to provide a solid foundation for all the boring database, networking, and
-behind-the-scenes administration stuff that all online games need whether they like it or not.
-Evennia is *fully persistent*, that means things you drop on the ground somewhere will still be
-there a dozen server reboots later. Through Django we support a large variety of different database
-systems (a database is created for you automatically if you use the defaults).
+## What is Evennia?
-We also include a growing list of *optional* [contribs](Contribs/Contribs-Overview.md) you can use for your game would you want something to build from.
+Evennia is a MU\*-building framework: a bare-bones Python codebase and server intended to be highly extendable for any style of game.
-Using the full power of Python throughout the server offers some distinct advantages. All your coding, from object definitions and custom commands to AI scripts and economic systems is done in normal Python modules rather than some ad-hoc scripting language. The fact that you script the game in the same high-level language that you code it in allows for very powerful and custom game implementations indeed.
+### Bare-bones?
-Out of the box, Evennia gives you a 'talker'-type of game; you can walk around, chat, build rooms and objects, do basic roleplaying and administration. The server ships with a default set of player commands that are similar to the MUX command set. We *do not* aim specifically to be a MUX server, but we had to pick some default to go with (see [this](Coding/Soft-Code.md) for more about our original motivations). It's easy to remove or add commands, or to have the command syntax mimic other systems, like Diku, LP, MOO and so on. Or why not create a new and better command system of your own design.
+Evennia is "bare-bones" in the sense that we try to impose as few game-specific things on you as possible. We don't prescribe any combat rules, mob AI, races, skills, character classes or other things.
+
+We figure you will want to make that for yourself, just like you want it!
+
+### Framework?
+
+Evennia is bare-bones, but not _that_ barebones. We do offer basic building blocks like objects, characters and rooms, in-built channels and so on. We also provide of useful commands for building and administration etc.
+
+Out of the box you'll have a 'talker' type of game - an empty but fully functional social game where you can build rooms, walk around and chat/roleplay. Evennia handles all the boring database, networking, and behind-the-scenes administration stuff that all online games need whether they like it or not. It's a blank slate for you to expand on.
+
+We also include a growing list of optional [contribs](Contribs/Contribs-Overview.md) you can use with your game. These are more game-specific and can help to inspire or have something to build from.
+
+### Server?
+
+Evennia is its own webserver. When you start Evennia, your server hosts a game website and a browser webclient. This allows your players to play both in their browsers as well as connect using traditional MUD clients. None of this is visible to the internet until you feel ready to share your game with the world.
+
+### Python?
+
+[Python](https://en.wikipedia.org/wiki/Python_(programming_language)) is not only one of the most popular programming languages languages in use today, it is also considered one of the easiest to learn. In the Evennia community, we have many people who learned Python or programming by making a game. Some even got a job from the skills they learned working with Evennia!
+
+All your coding, from object definitions and custom commands to AI scripts and economic systems is done in normal Python modules rather than some ad-hoc scripting language.
## Can I test it somewhere?
-Evennia's demo server can be found at [https://demo.evennia.com](https://demo.evennia.com). If you prefer to
-connect to the demo via your telnet client you can do so at `demo.evennia.com`, port `4000`.
+Evennia's demo server can be found at [https://demo.evennia.com](https://demo.evennia.com) or on `demo.evennia.com`, port `4000` if you are using a traditional MUD client.
-Once you installed Evennia yourself it comes with its own tutorial - this shows off some of the
-possibilities _and_ gives you a small single-player quest to play. The tutorial takes only one
-single in-game command to install as explained [here](Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Tutorial-World.md).
+Once you installed Evennia, you can also create a tutorial mini-game with a single command. Read more about it [here](Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Tutorial-World.md).
-## What you need to know to work with Evennia
+## What do I need to know to work with Evennia?
-Assuming you have Evennia working (see the [quick start instructions](Setup/Installation.md)) and have
-gotten as far as to start the server and connect to it with the client of your choice, here's what
-you need to know depending on your skills and needs.
+Once you [installed Evennia](Setup/Installation.md) and connected, you should decide on what you want to do.
### I don't know (or don't want to do) any programming - I just want to run a game!
-Evennia comes with a default set of commands for the Python newbies and for those who need to get a game running *now*. Stock Evennia is enough for running a simple 'Talker'-type game - you can build and describe rooms and basic objects, have chat channels, do emotes and other things suitable for a social or free-form MU\*. Combat, mobs and other game elements are not included, so you'll have a very basic game indeed if you are not willing to do at least *some* coding.
+Evennia comes with a default set of commands for the Python newbies and for those who need to get a game running *now*.
+
+Stock Evennia is enough for running a simple 'Talker'-type game - you can build and describe rooms and basic objects, have chat channels, do emotes and other things suitable for a social or free-form MU\*.
+
+Combat, mobs and other game elements are not included, so you'll have a very basic game indeed if you are not willing to do at least *some* coding.
### I know basic Python, or I am willing to learn
-Evennia's source code is [extensively documented](https://www.evennia.com/docs/latest). But while Python is considered a very easy programming language to get into, you do have a learning curve to climb if you are new to programming. Evennia's [Starting-tutorial](Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Part1-Overview.md) has a [basic introduction to Python](Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Python-basic-introduction.md) but you should probably also sit down with a full Python beginner's tutorial at some point (there are plenty of them on the web if you look around). See also our [link page](./Links.md) for some reading suggestions.
+Start small. Evennia's [Beginner tutorial](Howtos/Beginner-Tutorial/Beginner-Tutorial-Overview.md) is a good place to start.
+
+```{sidebar}
+See also our [link page](./Links.md) for some reading suggestions.
+```
+While Python is considered a very easy programming language to get into, you do have a learning curve to climb if you are new to programming. The beginner-tutorial has a [basic introduction to Python](Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Python-basic-introduction.md), but if you are completely new, you should probably also sit down with a full Python beginner's tutorial at some point. There are plenty of them on the web if you look around.
To code your dream game in Evennia you don't need to be a Python guru, but you do need to be able to read example code containing at least these basic Python features:
-- Importing and using python [modules](https://docs.python.org/3.7/tutorial/modules.html)
-- Using [variables](https://www.tutorialspoint.com/python/python_variable_types.htm), [conditional statements](https://docs.python.org/tutorial/controlflow.html#if-statements),
-[loops](https://docs.python.org/tutorial/controlflow.html#for-statements) and [functions](https://docs.python.org/tutorial/controlflow.html#defining-functions)
+- Importing and using python [modules](https://docs.python.org/3.11/tutorial/modules.html)
+- Using [variables](https://www.tutorialspoint.com/python/python_variable_types.htm), [conditional statements](https://docs.python.org/tutorial/controlflow.html#if-statements), [loops](https://docs.python.org/tutorial/controlflow.html#for-statements) and [functions](https://docs.python.org/tutorial/controlflow.html#defining-functions)
- Using [lists, dictionaries and list comprehensions](https://docs.python.org/tutorial/datastructures.html)
- Doing [string handling and formatting](https://docs.python.org/tutorial/introduction.html#strings)
-- Have a basic understanding of [object-oriented programming](https://www.tutorialspoint.com/python/python_classes_objects.htm), using
-[Classes](https://docs.python.org/tutorial/classes.html), their methods and properties
+- Have a basic understanding of [object-oriented programming](https://www.tutorialspoint.com/python/python_classes_objects.htm), using [Classes](https://docs.python.org/tutorial/classes.html), their methods and properties
Obviously, the more things you feel comfortable with, the easier time you'll have to find your way.
-With just basic knowledge you should be able to define your own [Commands](Components/Commands.md), create custom
-[Objects](Components/Objects.md) as well as make your world come alive with basic [Scripts](Components/Scripts.md). You can
-definitely build a whole advanced and customized game from extending Evennia's examples only.
+
+With just basic knowledge you can set out to build your game by expanding Evennia's examples.
### I know my Python stuff and I am willing to use it!
-Even if you started out as a Python beginner, you will likely get to this point after working on your game for a while. With more general knowledge in Python the full power of Evennia opens up for you. Apart from modifying commands, objects and scripts, you can develop everything from advanced mob AI and economic systems, through sophisticated combat and social mini games, to redefining how commands, players, rooms or channels themselves work. Since you code your game by importing normal Python modules, there are few limits to what you can accomplish.
+Even if you started out as a Python beginner, you will likely get to this point after working on your game for a while.
+
+With more general knowledge in Python the full power of Evennia opens up for you. Apart from modifying commands, objects and scripts, you can develop everything from advanced mob AI and economic systems, through sophisticated combat and social mini games, to redefining how commands, players, rooms or channels themselves work. Since you code your game by importing normal Python modules, there are few limits to what you can accomplish.
If you *also* happen to know some web programming (HTML, CSS, Javascript) there is also a web
presence (a website and a mud web client) to play around with ...
## Where to from here?
-It's recommended you jump into the [Beginner Tutorial](Howtos/Beginner-Tutorial/Beginner-Tutorial-Overview.md). You can either follow it or jump around to lessons that seem interesting. You can also read the lead developer's [dev blog](https://www.evennia.com/devblog/index.html) for many tidbits and snippets about Evennia's development and structure.
+To get a top-level overview of Evennia, you can check out [Evennia in pictures](./Evennia-In-Pictures.md).
-Sometimes it's easier to ask for help. Get engaged in the Evennia community by joining our [Discord](https://discord.gg/AJJpcRUhtF) for direct support. Make an introductory post to our [Discussion forum](https://github.com/evennia/evennia/discussions) and say hi!.
\ No newline at end of file
+After that it's a good idea to jump into the [Beginner Tutorial](Howtos/Beginner-Tutorial/Beginner-Tutorial-Overview.md). You can either follow it lesson for lesson or jump around to what seems interesting. There are also more [Tutorials and Howto's](Howtos/Howtos-Overview.md#howtos) to look over.
+
+You can also read the lead developer's [dev blog](https://www.evennia.com/devblog/index.html) for many tidbits and snippets about Evennia's development and structure.
+
+Sometimes it's easier to ask for help. Get engaged in the Evennia community by joining our [Discord](https://discord.gg/AJJpcRUhtF) for direct support. Make an introductory post to our [Discussion forum](https://github.com/evennia/evennia/discussions) and say hi! See [here](./Contributing.md) for more ways to get and give help to the project.
+
+Welcome to Evennia!
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt b/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt
index 279517506f..6dda8a6106 100644
--- a/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt
+++ b/docs/1.0-dev/_sources/Setup/Setup-Overview.md.txt
@@ -43,5 +43,4 @@ Client-Support-Grid
Security-Practices
Config-HAProxy
Config-Apache-Proxy
-
```
\ No newline at end of file
diff --git a/docs/1.0-dev/_sources/index.md.txt b/docs/1.0-dev/_sources/index.md.txt
index d3a01ceacf..822696b6b1 100644
--- a/docs/1.0-dev/_sources/index.md.txt
+++ b/docs/1.0-dev/_sources/index.md.txt
@@ -13,6 +13,7 @@
This is the manual of [Evennia](https://www.evennia.com), the open source Python `MU*` creation system. Use the Search bar on the left to find or discover interesting articles.
- [Introduction](./Evennia-Introduction.md) - what is this Evennia thing?
+- [Evennia in Pictures](./Evennia-In-Pictures.md) - a visual overview of Evennia
- [Contributing and Getting help](./Contributing.md) - when you get stuck or want to chip in
## Setup
@@ -27,21 +28,20 @@ This is the manual of [Evennia](https://www.evennia.com), the open source Python
- [The Beginner Tutorial](Howtos/Howtos-Overview.md#beginner-tutorial) - learn the basics and build a small game (in progress)
- [Tutorials and Howto's](Howtos/Howtos-Overview.md#howtos) - mixed tutorials and help articles to learn Evennia
+- [Coding with Evennia](Coding/Coding-Overview.md) - resources and hints for coding and development
-## Developing with Evennia
+## The Evennia Library
-- [Coding with Evennia](Coding/Coding-Overview.md) - coding and development hints and resources
- [Core components](Components/Components-Overview.md) - the core building blocks of Evennia
- [Core Concepts](Concepts/Concepts-Overview.md) - larger-scale concepts and features
- [API](./Evennia-API.md) - the full API-reference, generated from source
-- [Default Commands](Components/Default-Commands.md) - list of game commands included out of the box
## Contributions and Info
- [Contribs](Contribs/Contribs-Overview.md) - game-specific code and snippets to use for your game
-- [Documentation - how to contribute](./Contributing-Docs.md) - if you want to help out
-- [Links](./Links.md) - useful external links for extra reading
+- [Documentation - how to contribute](./Contributing-Docs.md) - if you want to help out with this manual
- [License](./Licensing.md) - Evennia licensing FAQ
+- [Links](./Links.md) - useful links if you need extra reading
----
@@ -56,6 +56,7 @@ This is the manual of [Evennia](https://www.evennia.com), the open source Python
:maxdepth: 3
Evennia-Introduction
+Evennia-In-Pictures
Setup/Running-Evennia
Setup/Updating-Evennia
Setup/Setup-Overview
diff --git a/docs/1.0-dev/_static/basic.css b/docs/1.0-dev/_static/basic.css
index 98bd2833c0..16d5a796ee 100644
--- a/docs/1.0-dev/_static/basic.css
+++ b/docs/1.0-dev/_static/basic.css
@@ -104,6 +104,12 @@ img {
max-width: 100%;
}
+/* images in the body */
+p > img {
+ float: right;
+ padding:0.5em 1em 0.5em 1em;
+}
+
/* -- search page ----------------------------------------------------------- */
ul.search {
diff --git a/docs/1.0-dev/_static/nature.css b/docs/1.0-dev/_static/nature.css
index 9491421d49..71225f8e97 100644
--- a/docs/1.0-dev/_static/nature.css
+++ b/docs/1.0-dev/_static/nature.css
@@ -463,6 +463,7 @@ div.linenodiv>pre {
}
+
/* -- screen sizes ------------------------------------------------------------------ */
@media print, screen and (max-width: 960px) {
diff --git a/docs/1.0-dev/api/evennia.commands.default.admin.html b/docs/1.0-dev/api/evennia.commands.default.admin.html
index e83e49fa66..40627cc099 100644
--- a/docs/1.0-dev/api/evennia.commands.default.admin.html
+++ b/docs/1.0-dev/api/evennia.commands.default.admin.html
@@ -317,7 +317,7 @@ to accounts respectively.
-
-
aliases = ['pemit', 'remit']
+aliases = ['remit', 'pemit']
@@ -348,7 +348,7 @@ to accounts respectively.
-
-
search_index_entry = {'aliases': 'pemit remit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' pemit remit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}
+search_index_entry = {'aliases': 'remit pemit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' remit pemit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}
diff --git a/docs/1.0-dev/api/evennia.commands.default.batchprocess.html b/docs/1.0-dev/api/evennia.commands.default.batchprocess.html
index ffa29ad410..b7288acdff 100644
--- a/docs/1.0-dev/api/evennia.commands.default.batchprocess.html
+++ b/docs/1.0-dev/api/evennia.commands.default.batchprocess.html
@@ -138,7 +138,7 @@ skipping, reloading etc.
-
-
aliases = ['batchcommand', 'batchcmd']
+aliases = ['batchcmd', 'batchcommand']
@@ -169,7 +169,7 @@ skipping, reloading etc.
-
-
search_index_entry = {'aliases': 'batchcommand batchcmd', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcommand batchcmd', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}
+search_index_entry = {'aliases': 'batchcmd batchcommand', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcmd batchcommand', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}
diff --git a/docs/1.0-dev/api/evennia.commands.default.building.html b/docs/1.0-dev/api/evennia.commands.default.building.html
index 8800caef9e..721b23f8c3 100644
--- a/docs/1.0-dev/api/evennia.commands.default.building.html
+++ b/docs/1.0-dev/api/evennia.commands.default.building.html
@@ -592,7 +592,7 @@ You can specify the /force switch to bypass this confirmation.
-
-
aliases = ['@del', '@delete']
+aliases = ['@delete', '@del']
@@ -633,7 +633,7 @@ You can specify the /force switch to bypass this confirmation.
-
-
search_index_entry = {'aliases': '@del @delete', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy del delete', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}
+search_index_entry = {'aliases': '@delete @del', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy delete del', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}
@@ -1345,7 +1345,7 @@ server settings.
-
-
aliases = ['@update', '@parent', '@type', '@swap', '@typeclasses']
+aliases = ['@update', '@typeclasses', '@type', '@swap', '@parent']
@@ -1376,7 +1376,7 @@ server settings.
-
-
search_index_entry = {'aliases': '@update @parent @type @swap @typeclasses', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass update parent type swap typeclasses', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}
+search_index_entry = {'aliases': '@update @typeclasses @type @swap @parent', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass update typeclasses type swap parent', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}
@@ -1531,7 +1531,7 @@ If object is not specified, the current location is examined.
-
-
aliases = ['@ex', '@exam']
+aliases = ['@exam', '@ex']
@@ -1799,7 +1799,7 @@ the cases, see the module doc.
-
-
search_index_entry = {'aliases': '@ex @exam', 'category': 'building', 'key': '@examine', 'no_prefix': 'examine ex exam', 'tags': '', 'text': '\n get detailed information about an object\n\n Usage:\n examine [<object>[/attrname]]\n examine [*<account>[/attrname]]\n\n Switch:\n account - examine an Account (same as adding *)\n object - examine an Object (useful when OOC)\n script - examine a Script\n channel - examine a Channel\n\n The examine command shows detailed game info about an\n object and optionally a specific attribute on it.\n If object is not specified, the current location is examined.\n\n Append a * before the search string to examine an account.\n\n '}
+search_index_entry = {'aliases': '@exam @ex', 'category': 'building', 'key': '@examine', 'no_prefix': 'examine exam ex', 'tags': '', 'text': '\n get detailed information about an object\n\n Usage:\n examine [<object>[/attrname]]\n examine [*<account>[/attrname]]\n\n Switch:\n account - examine an Account (same as adding *)\n object - examine an Object (useful when OOC)\n script - examine a Script\n channel - examine a Channel\n\n The examine command shows detailed game info about an\n object and optionally a specific attribute on it.\n If object is not specified, the current location is examined.\n\n Append a * before the search string to examine an account.\n\n '}
@@ -1833,7 +1833,7 @@ one is given.
-
-
aliases = ['@search', '@locate']
+aliases = ['@locate', '@search']
@@ -1864,7 +1864,7 @@ one is given.
-
-
search_index_entry = {'aliases': '@search @locate', 'category': 'building', 'key': '@find', 'no_prefix': 'find search locate', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}
+search_index_entry = {'aliases': '@locate @search', 'category': 'building', 'key': '@find', 'no_prefix': 'find locate search', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}
diff --git a/docs/1.0-dev/api/evennia.commands.default.general.html b/docs/1.0-dev/api/evennia.commands.default.general.html
index dfe38a7c8e..470a4aac58 100644
--- a/docs/1.0-dev/api/evennia.commands.default.general.html
+++ b/docs/1.0-dev/api/evennia.commands.default.general.html
@@ -323,7 +323,7 @@ inv
-
-
aliases = ['inv', 'i']
+aliases = ['i', 'inv']
@@ -354,7 +354,7 @@ inv
-
-
search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'no_prefix': ' inv i', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
+search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'no_prefix': ' i inv', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
@@ -598,7 +598,7 @@ placing it in their inventory.
-
-
aliases = ["'", '"']
+aliases = ['"', "'"]
@@ -629,7 +629,7 @@ placing it in their inventory.
-
-
search_index_entry = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}
+search_index_entry = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}
@@ -773,7 +773,7 @@ which permission groups you are a member of.
-
-
aliases = ['groups', 'hierarchy']
+aliases = ['hierarchy', 'groups']
@@ -804,7 +804,7 @@ which permission groups you are a member of.
-
-
search_index_entry = {'aliases': 'groups hierarchy', 'category': 'general', 'key': 'access', 'no_prefix': ' groups hierarchy', 'tags': '', 'text': '\n show your current game access\n\n Usage:\n access\n\n This command shows you the permission hierarchy and\n which permission groups you are a member of.\n '}
+search_index_entry = {'aliases': 'hierarchy groups', 'category': 'general', 'key': 'access', 'no_prefix': ' hierarchy groups', 'tags': '', 'text': '\n show your current game access\n\n Usage:\n access\n\n This command shows you the permission hierarchy and\n which permission groups you are a member of.\n '}
diff --git a/docs/1.0-dev/api/evennia.commands.default.tests.html b/docs/1.0-dev/api/evennia.commands.default.tests.html
index 9e1240ba34..f08387b6f3 100644
--- a/docs/1.0-dev/api/evennia.commands.default.tests.html
+++ b/docs/1.0-dev/api/evennia.commands.default.tests.html
@@ -902,7 +902,7 @@ main test suite started with
Test the batch processor.
-
-
red_button = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmpdwiz7bdy/ff8dde6011a5f65a4e856bfe1b128bff6ff14453/evennia/contrib/tutorials/red_button/red_button.py'>
+red_button = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmp2mfxceq5/e090665f50c4976a7579352f933e13b1052f41ef/evennia/contrib/tutorials/red_button/red_button.py'>
diff --git a/docs/1.0-dev/api/evennia.commands.default.unloggedin.html b/docs/1.0-dev/api/evennia.commands.default.unloggedin.html
index 51acae39eb..ec30d44652 100644
--- a/docs/1.0-dev/api/evennia.commands.default.unloggedin.html
+++ b/docs/1.0-dev/api/evennia.commands.default.unloggedin.html
@@ -122,7 +122,7 @@ connect “account name” “pass word”
-
-
aliases = ['con', 'conn', 'co']
+aliases = ['conn', 'con', 'co']
@@ -157,7 +157,7 @@ there is no object yet before the account has logged in)
-
-
search_index_entry = {'aliases': 'con conn co', 'category': 'general', 'key': 'connect', 'no_prefix': ' con conn co', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}
+search_index_entry = {'aliases': 'conn con co', 'category': 'general', 'key': 'connect', 'no_prefix': ' conn con co', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}
@@ -181,7 +181,7 @@ create “account name” “pass word”
-
-
aliases = ['cre', 'cr']
+aliases = ['cr', 'cre']
@@ -212,7 +212,7 @@ create “account name” “pass word”
-
-
search_index_entry = {'aliases': 'cre cr', 'category': 'general', 'key': 'create', 'no_prefix': ' cre cr', 'tags': '', 'text': '\n create a new account account\n\n Usage (at login screen):\n create <accountname> <password>\n create "account name" "pass word"\n\n This creates a new account account.\n\n If you have spaces in your name, enclose it in double quotes.\n '}
+search_index_entry = {'aliases': 'cr cre', 'category': 'general', 'key': 'create', 'no_prefix': ' cr cre', 'tags': '', 'text': '\n create a new account account\n\n Usage (at login screen):\n create <accountname> <password>\n create "account name" "pass word"\n\n This creates a new account account.\n\n If you have spaces in your name, enclose it in double quotes.\n '}
@@ -286,7 +286,7 @@ All it does is display the connect screen.
-
-
aliases = ['l', 'look']
+aliases = ['look', 'l']
@@ -312,7 +312,7 @@ All it does is display the connect screen.
-
-
search_index_entry = {'aliases': 'l look', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' l look', 'tags': '', 'text': '\n look when in unlogged-in state\n\n Usage:\n look\n\n This is an unconnected version of the look command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
+search_index_entry = {'aliases': 'look l', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' look l', 'tags': '', 'text': '\n look when in unlogged-in state\n\n Usage:\n look\n\n This is an unconnected version of the look command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html b/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html
index ec130b4ad2..1018e06dec 100644
--- a/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html
+++ b/docs/1.0-dev/api/evennia.contrib.base_systems.email_login.email_login.html
@@ -139,7 +139,7 @@ the module given by settings.CONNECTION_SCREEN_MODULE.
-
-
aliases = ['con', 'conn', 'co']
+aliases = ['conn', 'con', 'co']
@@ -169,7 +169,7 @@ there is no object yet before the account has logged in)
-
-
search_index_entry = {'aliases': 'con conn co', 'category': 'general', 'key': 'connect', 'no_prefix': ' con conn co', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}
+search_index_entry = {'aliases': 'conn con co', 'category': 'general', 'key': 'connect', 'no_prefix': ' conn con co', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}
@@ -191,7 +191,7 @@ there is no object yet before the account has logged in)
-
-
aliases = ['cre', 'cr']
+aliases = ['cr', 'cre']
@@ -227,7 +227,7 @@ name enclosed in quotes:
-
-
search_index_entry = {'aliases': 'cre cr', 'category': 'general', 'key': 'create', 'no_prefix': ' cre cr', 'tags': '', 'text': '\n Create a new account.\n\n Usage (at login screen):\n create "accountname" <email> <password>\n\n This creates a new account account.\n\n '}
+search_index_entry = {'aliases': 'cr cre', 'category': 'general', 'key': 'create', 'no_prefix': ' cr cre', 'tags': '', 'text': '\n Create a new account.\n\n Usage (at login screen):\n create "accountname" <email> <password>\n\n This creates a new account account.\n\n '}
@@ -291,7 +291,7 @@ All it does is display the connect screen.
-
-
aliases = ['l', 'look']
+aliases = ['look', 'l']
@@ -317,7 +317,7 @@ All it does is display the connect screen.
-
-
search_index_entry = {'aliases': 'l look', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' l look', 'tags': '', 'text': '\n This is an unconnected version of the `look` command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
+search_index_entry = {'aliases': 'look l', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' look l', 'tags': '', 'text': '\n This is an unconnected version of the `look` command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.base_systems.ingame_python.commands.html b/docs/1.0-dev/api/evennia.contrib.base_systems.ingame_python.commands.html
index 8228fe1a75..e4e89477ad 100644
--- a/docs/1.0-dev/api/evennia.contrib.base_systems.ingame_python.commands.html
+++ b/docs/1.0-dev/api/evennia.contrib.base_systems.ingame_python.commands.html
@@ -116,7 +116,7 @@
-
-
aliases = ['@callback', '@calls', '@callbacks']
+aliases = ['@callback', '@callbacks', '@calls']
@@ -197,7 +197,7 @@ on user permission.
-
-
search_index_entry = {'aliases': '@callback @calls @callbacks', 'category': 'building', 'key': '@call', 'no_prefix': 'call callback calls callbacks', 'tags': '', 'text': '\n Command to edit callbacks.\n '}
+search_index_entry = {'aliases': '@callback @callbacks @calls', 'category': 'building', 'key': '@call', 'no_prefix': 'call callback callbacks calls', 'tags': '', 'text': '\n Command to edit callbacks.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.html b/docs/1.0-dev/api/evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.html
index 5ab138dbf8..4c48a7e43f 100644
--- a/docs/1.0-dev/api/evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.html
+++ b/docs/1.0-dev/api/evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.html
@@ -160,7 +160,7 @@ aliases to an already joined channel.
-
-
aliases = ['aliaschan', 'chanalias']
+aliases = ['chanalias', 'aliaschan']
@@ -191,7 +191,7 @@ aliases to an already joined channel.
-
-
search_index_entry = {'aliases': 'aliaschan chanalias', 'category': 'comms', 'key': 'addcom', 'no_prefix': ' aliaschan chanalias', 'tags': '', 'text': '\n Add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}
+search_index_entry = {'aliases': 'chanalias aliaschan', 'category': 'comms', 'key': 'addcom', 'no_prefix': ' chanalias aliaschan', 'tags': '', 'text': '\n Add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html b/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html
index 820b4e3da6..4fdb19da29 100644
--- a/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html
+++ b/docs/1.0-dev/api/evennia.contrib.full_systems.evscaperoom.commands.html
@@ -211,7 +211,7 @@ the operation will be general or on the room.
-
-
aliases = ['chicken out', 'abort', 'q', 'quit']
+aliases = ['quit', 'chicken out', 'abort', 'q']
@@ -235,7 +235,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'chicken out abort q quit', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' chicken out abort q quit', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}
+search_index_entry = {'aliases': 'quit chicken out abort q', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' quit chicken out abort q', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}
@@ -371,7 +371,7 @@ shout
-
-
aliases = ['shout', 'whisper', ';']
+aliases = ['whisper', 'shout', ';']
@@ -400,7 +400,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'shout whisper ;', 'category': 'general', 'key': 'say', 'no_prefix': ' shout whisper ;', 'tags': '', 'text': '\n Perform an communication action.\n\n Usage:\n say <text>\n whisper\n shout\n\n '}
+search_index_entry = {'aliases': 'whisper shout ;', 'category': 'general', 'key': 'say', 'no_prefix': ' whisper shout ;', 'tags': '', 'text': '\n Perform an communication action.\n\n Usage:\n say <text>\n whisper\n shout\n\n '}
@@ -490,7 +490,7 @@ looks and what actions is available.
-
-
aliases = ['examine', 'ex', 'e', 'unfocus']
+aliases = ['unfocus', 'ex', 'e', 'examine']
@@ -519,7 +519,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'examine ex e unfocus', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' examine ex e unfocus', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}
+search_index_entry = {'aliases': 'unfocus ex e examine', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' unfocus ex e examine', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}
@@ -581,7 +581,7 @@ set in self.parse())
-
-
aliases = ['inv', 'i', 'inventory', 'give']
+aliases = ['i', 'give', 'inv', 'inventory']
@@ -605,7 +605,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'inv i inventory give', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' inv i inventory give', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}
+search_index_entry = {'aliases': 'i give inv inventory', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' i give inv inventory', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.game_systems.barter.barter.html b/docs/1.0-dev/api/evennia.contrib.game_systems.barter.barter.html
index 60f08ffd36..2be2efb51c 100644
--- a/docs/1.0-dev/api/evennia.contrib.game_systems.barter.barter.html
+++ b/docs/1.0-dev/api/evennia.contrib.game_systems.barter.barter.html
@@ -745,7 +745,7 @@ try to influence the other part in the deal.
-
-
aliases = ['offers', 'deal']
+aliases = ['deal', 'offers']
@@ -771,7 +771,7 @@ try to influence the other part in the deal.
-
-
search_index_entry = {'aliases': 'offers deal', 'category': 'trading', 'key': 'status', 'no_prefix': ' offers deal', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}
+search_index_entry = {'aliases': 'deal offers', 'category': 'trading', 'key': 'status', 'no_prefix': ' deal offers', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}
diff --git a/docs/1.0-dev/api/evennia.contrib.game_systems.clothing.clothing.html b/docs/1.0-dev/api/evennia.contrib.game_systems.clothing.clothing.html
index 265cf514cb..9be6838d90 100644
--- a/docs/1.0-dev/api/evennia.contrib.game_systems.clothing.clothing.html
+++ b/docs/1.0-dev/api/evennia.contrib.game_systems.clothing.clothing.html
@@ -622,7 +622,7 @@ inv
-
-
aliases = ['inv', 'i']
+aliases = ['i', 'inv']
@@ -653,7 +653,7 @@ inv
-
-
search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'no_prefix': ' inv i', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
+search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'no_prefix': ' i inv', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.grid.extended_room.extended_room.html b/docs/1.0-dev/api/evennia.contrib.grid.extended_room.extended_room.html
index 9d99bb9288..d90f992bc4 100644
--- a/docs/1.0-dev/api/evennia.contrib.grid.extended_room.extended_room.html
+++ b/docs/1.0-dev/api/evennia.contrib.grid.extended_room.extended_room.html
@@ -340,7 +340,7 @@ look *<account&g
-
-
aliases = ['l', 'ls']
+aliases = ['ls', 'l']
@@ -360,7 +360,7 @@ look *<account&g
-
-
search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}
+search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html b/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html
index 993f156e81..85d9c35a24 100644
--- a/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html
+++ b/docs/1.0-dev/api/evennia.contrib.rpg.rpsystem.rpsystem.html
@@ -695,7 +695,7 @@ a different language.
-
-
aliases = ["'", '"']
+aliases = ['"', "'"]
@@ -726,7 +726,7 @@ a different language.
-
-
search_index_entry = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}
+search_index_entry = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}
@@ -865,7 +865,7 @@ Using the command without arguments will list all current recogs.
-
-
aliases = ['recognize', 'forget']
+aliases = ['forget', 'recognize']
@@ -892,7 +892,7 @@ Using the command without arguments will list all current recogs.
-
-
search_index_entry = {'aliases': 'recognize forget', 'category': 'general', 'key': 'recog', 'no_prefix': ' recognize forget', 'tags': '', 'text': '\n Recognize another person in the same room.\n\n Usage:\n recog\n recog sdesc as alias\n forget alias\n\n Example:\n recog tall man as Griatch\n forget griatch\n\n This will assign a personal alias for a person, or forget said alias.\n Using the command without arguments will list all current recogs.\n\n '}
+search_index_entry = {'aliases': 'forget recognize', 'category': 'general', 'key': 'recog', 'no_prefix': ' forget recognize', 'tags': '', 'text': '\n Recognize another person in the same room.\n\n Usage:\n recog\n recog sdesc as alias\n forget alias\n\n Example:\n recog tall man as Griatch\n forget griatch\n\n This will assign a personal alias for a person, or forget said alias.\n Using the command without arguments will list all current recogs.\n\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.evadventure.commands.html b/docs/1.0-dev/api/evennia.contrib.tutorials.evadventure.commands.html
index 3790a76f77..a15639e603 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.evadventure.commands.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.evadventure.commands.html
@@ -256,7 +256,7 @@ set in self.parse())
-
-
aliases = ['inv', 'i']
+aliases = ['i', 'inv']
@@ -280,7 +280,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'no_prefix': ' inv i', 'tags': '', 'text': '\n View your inventory\n\n Usage:\n inventory\n\n '}
+search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'no_prefix': ' i inv', 'tags': '', 'text': '\n View your inventory\n\n Usage:\n inventory\n\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html b/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html
index aa2a86c354..13c01c776c 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.red_button.red_button.html
@@ -153,7 +153,7 @@ such as when closing the lid and un-blinding a character.
-
-
aliases = ['press button', 'push', 'press']
+aliases = ['press', 'press button', 'push']
@@ -182,7 +182,7 @@ check if the lid is open or closed.
-
-
search_index_entry = {'aliases': 'press button push press', 'category': 'general', 'key': 'push button', 'no_prefix': ' press button push press', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}
+search_index_entry = {'aliases': 'press press button push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press press button push', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}
@@ -252,7 +252,7 @@ check if the lid is open or closed.
-
-
aliases = ['break lid', 'smash lid', 'smash']
+aliases = ['smash', 'smash lid', 'break lid']
@@ -279,7 +279,7 @@ break.
-
-
search_index_entry = {'aliases': 'break lid smash lid smash', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' break lid smash lid smash', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}
+search_index_entry = {'aliases': 'smash smash lid break lid', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' smash smash lid break lid', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}
@@ -379,7 +379,7 @@ be mutually exclusive.
-
-
aliases = ['press button', 'push', 'press']
+aliases = ['press', 'press button', 'push']
@@ -408,7 +408,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'press button push press', 'category': 'general', 'key': 'push button', 'no_prefix': ' press button push press', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}
+search_index_entry = {'aliases': 'press press button push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press press button push', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}
@@ -506,7 +506,7 @@ be mutually exclusive.
-
-
aliases = ['l', 'feel', 'get', 'ex', 'examine', 'listen']
+aliases = ['get', 'l', 'ex', 'feel', 'listen', 'examine']
@@ -532,7 +532,7 @@ be mutually exclusive.
-
-
search_index_entry = {'aliases': 'l feel get ex examine listen', 'category': 'general', 'key': 'look', 'no_prefix': ' l feel get ex examine listen', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}
+search_index_entry = {'aliases': 'get l ex feel listen examine', 'category': 'general', 'key': 'look', 'no_prefix': ' get l ex feel listen examine', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html
index 67d00ac19c..7a5224c329 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.objects.html
@@ -425,7 +425,7 @@ of the object. We overload it with our own version.
-
-
aliases = ['light', 'burn']
+aliases = ['burn', 'light']
@@ -452,7 +452,7 @@ to sit on a “lightable” object, we operate only on self.obj.
-
-
search_index_entry = {'aliases': 'light burn', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' light burn', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}
+search_index_entry = {'aliases': 'burn light', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' burn light', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}
@@ -556,7 +556,7 @@ shift green root up/down
-
-
aliases = ['move', 'push', 'pull', 'shiftroot']
+aliases = ['pull', 'move', 'shiftroot', 'push']
@@ -592,7 +592,7 @@ yellow/green - horizontal roots
-
-
search_index_entry = {'aliases': 'move push pull shiftroot', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' move push pull shiftroot', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}
+search_index_entry = {'aliases': 'pull move shiftroot push', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' pull move shiftroot push', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}
@@ -609,7 +609,7 @@ yellow/green - horizontal roots
-
-
aliases = ['press button', 'push button', 'button']
+aliases = ['push button', 'button', 'press button']
@@ -635,7 +635,7 @@ yellow/green - horizontal roots
-
-
search_index_entry = {'aliases': 'press button push button button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' press button push button button', 'tags': '', 'text': '\n Presses a button.\n '}
+search_index_entry = {'aliases': 'push button button press button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' push button button press button', 'tags': '', 'text': '\n Presses a button.\n '}
@@ -779,7 +779,7 @@ parry - forgoes your attack but will make you harder to hit on next
-
-
aliases = ['stab', 'hit', 'bash', 'parry', 'kill', 'fight', 'thrust', 'defend', 'pierce', 'slash', 'chop']
+aliases = ['slash', 'bash', 'pierce', 'chop', 'parry', 'stab', 'hit', 'kill', 'thrust', 'defend', 'fight']
@@ -805,7 +805,7 @@ parry - forgoes your attack but will make you harder to hit on next
-
-
search_index_entry = {'aliases': 'stab hit bash parry kill fight thrust defend pierce slash chop', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' stab hit bash parry kill fight thrust defend pierce slash chop', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}
+search_index_entry = {'aliases': 'slash bash pierce chop parry stab hit kill thrust defend fight', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' slash bash pierce chop parry stab hit kill thrust defend fight', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html
index aece84f83f..737494d508 100644
--- a/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html
+++ b/docs/1.0-dev/api/evennia.contrib.tutorials.tutorial_world.rooms.html
@@ -248,7 +248,7 @@ code except for adding in the details.
-
-
aliases = ['l', 'ls']
+aliases = ['ls', 'l']
@@ -263,7 +263,7 @@ code except for adding in the details.
-
-
search_index_entry = {'aliases': 'l ls', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}
+search_index_entry = {'aliases': 'ls l', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}
@@ -968,7 +968,7 @@ to find something.
-
-
aliases = ['feel around', 'l', 'fiddle', 'search', 'feel']
+aliases = ['fiddle', 'search', 'l', 'feel', 'feel around']
@@ -996,7 +996,7 @@ random chance of eventually finding a light source.
-
-
search_index_entry = {'aliases': 'feel around l fiddle search feel', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' feel around l fiddle search feel', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}
+search_index_entry = {'aliases': 'fiddle search l feel feel around', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' fiddle search l feel feel around', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}
diff --git a/docs/1.0-dev/api/evennia.contrib.utils.git_integration.git_integration.html b/docs/1.0-dev/api/evennia.contrib.utils.git_integration.git_integration.html
index e20c676cf3..0155619843 100644
--- a/docs/1.0-dev/api/evennia.contrib.utils.git_integration.git_integration.html
+++ b/docs/1.0-dev/api/evennia.contrib.utils.git_integration.git_integration.html
@@ -208,7 +208,7 @@ git evennia pull - Pull the latest evennia code.
-
-
directory = '/tmp/tmpdwiz7bdy/ff8dde6011a5f65a4e856bfe1b128bff6ff14453/evennia'
+directory = '/tmp/tmp2mfxceq5/e090665f50c4976a7579352f933e13b1052f41ef/evennia'
@@ -269,7 +269,7 @@ git pull - Pull the latest code from your current branch.
-
-
directory = '/tmp/tmpdwiz7bdy/ff8dde6011a5f65a4e856bfe1b128bff6ff14453/evennia/game_template'
+directory = '/tmp/tmp2mfxceq5/e090665f50c4976a7579352f933e13b1052f41ef/evennia/game_template'
diff --git a/docs/1.0-dev/api/evennia.scripts.tickerhandler.html b/docs/1.0-dev/api/evennia.scripts.tickerhandler.html
index e844a0fee0..244acf5e45 100644
--- a/docs/1.0-dev/api/evennia.scripts.tickerhandler.html
+++ b/docs/1.0-dev/api/evennia.scripts.tickerhandler.html
@@ -178,7 +178,7 @@ way it operates.
using it.
- Parameters
-start_delay (int) – Time to way before starting.
+start_delay (int, optional) – Time to way before starting.
@@ -270,8 +270,7 @@ subscribed objects at given times.
restoring the pool will automatically re-populate the pool.
- Parameters
-interval (int, optional) – Only stop tickers with this
-interval.
+interval (int, optional) – Only stop tickers with this interval.
@@ -331,30 +330,29 @@ non-persistent tickers must be killed.
Add subscription to tickerhandler
- Parameters
-
diff --git a/docs/1.0-dev/index.html b/docs/1.0-dev/index.html
index d26f374c21..fd15112a31 100644
--- a/docs/1.0-dev/index.html
+++ b/docs/1.0-dev/index.html
@@ -60,7 +60,7 @@
- Evennia Documentation