Start documenting evadventure

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# Buffs
Contribution by Tegiminis 2022
A buff is a timed object, attached to a game entity. It is capable of modifying values, triggering code, or both.
It is a common design pattern in RPGs, particularly action games.
Features:
- `BuffHandler`: A buff handler to apply to your objects.
- `BaseBuff`: A buff class to extend from to create your own buffs.
- `BuffableProperty`: A sample property class to show how to automatically check modifiers.
- `CmdBuff`: A command which applies buffs.
- `samplebuffs.py`: Some sample buffs to learn from.
## Quick Start
Assign the handler to a property on the object, like so.
```python
@lazy_property
def buffs(self) -> BuffHandler:
return BuffHandler(self)
```
You may then call the handler to add or manipulate buffs like so: `object.buffs`. See **Using the Handler**.
### Customization
If you want to customize the handler, you can feed the constructor two arguments:
- `dbkey`: The string you wish to use as the attribute key for the buff database. Defaults to "buffs". This allows you to keep separate buff pools - for example, "buffs" and "perks".
- `autopause`: If you want this handler to automatically pause playtime buffs when its owning object is unpuppeted.
> **Note**: If you enable autopausing, you MUST initialize the property in your owning object's
> `at_init` hook. Otherwise, a hot reload can cause playtime buffs to not update properly
> on puppet/unpuppet. You have been warned!
Let's say you want another handler for an object, `perks`, which has a separate database and
respects playtime buffs. You'd assign this new property as so:
```python
class BuffableObject(Object):
@lazy_property
def perks(self) -> BuffHandler:
return BuffHandler(self, dbkey='perks', autopause=True)
def at_init(self):
self.perks
```
## Using the Handler
Here's how to make use of your new handler.
### Apply a Buff
Call the handler's `add` method. This requires a class reference, and also contains a number of
optional arguments to customize the buff's duration, stacks, and so on. You can also store any arbitrary value
in the buff's cache by passing a dictionary through the `to_cache` optional argument. This will not overwrite the normal
values on the cache.
```python
self.buffs.add(StrengthBuff) # A single stack of StrengthBuff with normal duration
self.buffs.add(DexBuff, stacks=3, duration=60) # Three stacks of DexBuff, with a duration of 60 seconds
self.buffs.add(ReflectBuff, to_cache={'reflect': 0.5}) # A single stack of ReflectBuff, with an extra cache value
```
Two important attributes on the buff are checked when the buff is applied: `refresh` and `unique`.
- `refresh` (default: True) determines if a buff's timer is refreshed when it is reapplied.
- `unique` (default: True) determines if this buff is unique; that is, only one of it exists on the object.
The combination of these two booleans creates one of three kinds of keys:
- `Unique is True, Refresh is True/False`: The buff's default key.
- `Unique is False, Refresh is True`: The default key mixed with the applier's dbref. This makes the buff "unique-per-player", so you can refresh through reapplication.
- `Unique is False, Refresh is False`: The default key mixed with a randomized number.
### Get Buffs
The handler has several getter methods which return instanced buffs. You won't need to use these for basic functionality, but if you want to manipulate
buffs after application, they are very useful. The handler's `check`/`trigger` methods utilize some of these getters, while others are just for developer convenience.
`get(key)` is the most basic getter. It returns a single buff instance, or `None` if the buff doesn't exist on the handler. It is also the only getter
that returns a single buff instance, rather than a dictionary.
Group getters, listed below, return a dictionary of values in the format `{buffkey: instance}`. If you want to iterate over all of these buffs,
you should do so via the `dict.values()` method.
- `get_all()` returns all buffs on this handler. You can also use the `handler.all` property.
- `get_by_type(BuffClass)` returns buffs of the specified type.
- `get_by_stat(stat)` returns buffs with a `Mod` object of the specified `stat` string in their `mods` list.
- `get_by_trigger(string)` returns buffs with the specified string in their `triggers` list.
- `get_by_source(Object)` returns buffs applied by the specified `source` object.
- `get_by_cachevalue(key, value)` returns buffs with the matching `key: value` pair in their cache. `value` is optional.
All group getters besides `get_all()` can "slice" an existing dictionary through the optional `to_filter` argument.
```python
dict1 = handler.get_by_type(Burned) # This finds all "Burned" buffs on the handler
dict2 = handler.get_by_source(self, to_filter=dict1) # This filters dict1 to find buffs with the matching source
```
> **Note**: Most of these getters also have an associated handler property. For example, `handler.effects` returns all buffs that can be triggered, which
> is then iterated over by the `get_by_trigger` method.
### Remove Buffs
There are also a number of remover methods. Generally speaking, these follow the same format as the getters.
- `remove(key)` removes the buff with the specified key.
- `clear()` removes all buffs.
- `remove_by_type(BuffClass)` removes buffs of the specified type.
- `remove_by_stat(stat)` removes buffs with a `Mod` object of the specified `stat` string in their `mods` list.
- `remove_by_trigger(string)` removes buffs with the specified string in their `triggers` list.
- `remove_by_source(Object)` removes buffs applied by the specified source
- `remove_by_cachevalue(key, value)` removes buffs with the matching `key: value` pair in their cache. `value` is optional.
You can also remove a buff by calling the instance's `remove` helper method. You can do this on the dictionaries returned by the
getters listed above.
```python
to_remove = handler.get_by_trigger(trigger) # Finds all buffs with the specified trigger
for buff in to_remove.values(): # Removes all buffs in the to_remove dictionary via helper methods
buff.remove()
```
### Check Modifiers
Call the handler `check(value, stat)` method when you want to see the modified value.
This will return the `value`, modified by any relevant buffs on the handler's owner (identified by
the `stat` string).
For example, let's say you want to modify how much damage you take. That might look something like this:
```python
# The method we call to damage ourselves
def take_damage(self, source, damage):
_damage = self.buffs.check(damage, 'taken_damage')
self.db.health -= _damage
```
This method calls the `at_pre_check` and `at_post_check` methods at the relevant points in the process. You can use to this make
buffs that are reactive to being checked; for example, removing themselves, altering their values, or interacting with the game state.
> **Note**: You can also trigger relevant buffs at the same time as you check them by ensuring the optional argument `trigger` is True in the `check` method.
### Trigger Buffs
Call the handler's `trigger(string)` method when you want an event call. This will call the `at_trigger` hook method on all buffs with the relevant trigger `string`.
For example, let's say you want to trigger a buff to "detonate" when you hit your target with an attack.
You'd write a buff that might look like this:
```python
class Detonate(BaseBuff):
...
triggers = ['take_damage']
def at_trigger(self, trigger, *args, **kwargs)
self.owner.take_damage(100)
self.remove()
```
And then call `handler.trigger('take_damage')` in the method you use to take damage.
> **Note** You could also do this through mods and `at_post_check` if you like, depending on how to want to add the damage.
### Ticking
Ticking buffs are slightly special. They are similar to trigger buffs in that they run code, but instead of
doing so on an event trigger, they do so on a periodic tick. A common use case for a buff like this is a poison,
or a heal over time.
```python
class Poison(BaseBuff):
...
tickrate = 5
def at_tick(self, initial=True, *args, **kwargs):
_dmg = self.dmg * self.stacks
if not initial:
self.owner.location.msg_contents(
"Poison courses through {actor}'s body, dealing {damage} damage.".format(
actor=self.owner.named, damage=_dmg
)
)
```
To make a buff ticking, ensure the `tickrate` is 1 or higher, and it has code in its `at_tick`
method. Once you add it to the handler, it starts ticking!
> **Note**: Ticking buffs always tick on initial application, when `initial` is `True`. If you don't want your hook to fire at that time,
> make sure to check the value of `initial` in your `at_tick` method.
### Context
Every important handler method optionally accepts a `context` dictionary.
Context is an important concept for this handler. Every method which checks, triggers, or ticks a buff passes this
dictionary (default: empty) to the buff hook methods as keyword arguments (`**kwargs`). It is used for nothing else. This allows you to make those
methods "event-aware" by storing relevant data in the dictionary you feed to the method.
For example, let's say you want a "thorns" buff which damages enemies that attack you. Let's take our `take_damage` method
and add a context to the mix.
```python
def take_damage(attacker, damage):
context = {'attacker': attacker, 'damage': damage}
_damage = self.buffs.check(damage, 'taken_damage', context=context)
self.buffs.trigger('taken_damage', context=context)
self.db.health -= _damage
```
Now we use the values that context passes to the buff kwargs to customize our logic.
```python
class ThornsBuff(BaseBuff):
...
triggers = ['taken_damage']
# This is the hook method on our thorns buff
def at_trigger(self, trigger, attacker=None, damage=0, **kwargs):
if not attacker:
return
attacker.db.health -= damage * 0.2
```
Apply the buff, take damage, and watch the thorns buff do its work!
## Creating New Buffs
Creating a new buff is very easy: extend `BaseBuff` into a new class, and fill in all the relevant buff details.
However, there are a lot of individual moving parts to a buff. Here's a step-through of the important stuff.
### Basics
Regardless of any other functionality, all buffs have the following class attributes:
- They have customizable `key`, `name`, and `flavor` strings.
- They have a `duration` (float), and automatically clean-up at the end. Use -1 for infinite duration, and 0 to clean-up immediately. (default: -1)
- They can stack, if `maxstacks` (int) is not equal to 1. If it's 0, the buff stacks forever. (default: 1)
- They can be `unique` (bool), which determines if they have a unique namespace or not. (default: True)
- They can `refresh` (bool), which resets the duration when stacked or reapplied. (default: True)
- They can be `playtime` (bool) buffs, where duration only counts down during active play. (default: False)
They also always store some useful mutable information about themselves in the cache:
- `ref` (class): The buff class path we use to construct the buff.
- `start` (float): The timestamp of when the buff was applied.
- `source` (Object): If specified; this allows you to track who or what applied the buff.
- `prevtick` (float): The timestamp of the previous tick.
- `duration` (float): The cached duration. This can vary from the class duration, depending on if the duration has been modified (paused, extended, shortened, etc).
- `stacks` (int): How many stacks they have.
- `paused` (bool): Paused buffs do not clean up, modify values, tick, or fire any hook methods.
You can always access the raw cache dictionary through the `cache` attribute on an instanced buff. This is grabbed when you get the buff through
a handler method, so it may not always reflect recent changes you've made, depending on how you structure your buff calls. All of the above
mutable information can be found in this cache, as well as any arbitrary information you pass through the handler `add` method (via `to_cache`).
### Modifiers
Mods are stored in the `mods` list attribute. Buffs which have one or more Mod objects in them can modify stats. You can use the handler method to check all
mods of a specific stat string and apply their modifications to the value; however, you are encouraged to use `check` in a getter/setter, for easy access.
Mod objects consist of only four values, assigned by the constructor in this order:
- `stat`: The stat you want to modify. When `check` is called, this string is used to find all the mods that are to be collected.
- `mod`: The modifier. Defaults are 'add' and 'mult'. Modifiers are calculated additively, and in standard arithmetic order (see `_calculate_mods` for more)
- `value`: How much value the modifier gives regardless of stacks
- `perstack`: How much value the modifier grants per stack, INCLUDING the first. (default: 0)
The most basic way to add a Mod to a buff is to do so in the buff class definition, like this:
```python
class DamageBuff(BaseBuff):
mods = [Mod('damage', 'add', 10)]
```
No mods applied to the value are permanent in any way. All calculations are done at runtime, and the mod values are never stored
anywhere except on the buff in question. In other words: you don't need to track the origin of particular stat mods, and you will
never permanently change a stat modified by a buff. To remove the modification, simply remove the buff from the object.
> **Note**: You can add your own modifier types by overloading the `_calculate_mods` method, which contains the basic modifier application logic.
#### Generating Mods (Advanced)
An advanced way to do mods is to generate them when the buff is initialized. This lets you create mods on the fly that are reactive to the game state.
```python
class GeneratedStatBuff(BaseBuff):
...
def __init__(self, handler, buffkey, cache={}) -> None:
super().__init__(handler, buffkey, cache)
# Finds our "modgen" cache value, and generates a mod from it
modgen = list(self.cache.get("modgen"))
if modgen:
self.mods = [Mod(*modgen)]
```
### Triggers
Buffs which have one or more strings in the `triggers` attribute can be triggered by events.
When the handler's `trigger` method is called, it searches all buffs on the handler for any with a matchingtrigger,
then calls their `at_trigger` hooks. Buffs can have multiple triggers, and you can tell which trigger was used by
the `trigger` argument in the hook.
```python
class AmplifyBuff(BaseBuff):
triggers = ['damage', 'heal']
def at_trigger(self, trigger, **kwargs):
if trigger == 'damage': print('Damage trigger called!')
if trigger == 'heal': print('Heal trigger called!')
```
### Ticking
A buff which ticks isn't much different than one which triggers. You're still executing arbitrary hooks on
the buff class. To tick, the buff must have a `tickrate` of 1 or higher.
```python
class Poison(BaseBuff):
...
# this buff will tick 6 times between application and cleanup.
duration = 30
tickrate = 5
def at_tick(self, initial, **kwargs):
self.owner.take_damage(10)
```
> **Note**: The buff always ticks once when applied. For this **first tick only**, `initial` will be True in the `at_tick` hook method. `initial` will be False on subsequent ticks.
Ticks utilize a persistent delay, so they should be pickleable. As long as you are not adding new properties to your buff class, this shouldn't be a concern.
If you **are** adding new properties, try to ensure they do not end up with a circular code path to their object or handler, as this will cause pickling errors.
### Extras
Buffs have a grab-bag of extra functionality to let you add complexity to your designs.
#### Conditionals
You can restrict whether or not the buff will `check`, `trigger`, or `tick` through defining the `conditional` hook. As long
as it returns a "truthy" value, the buff will apply itself. This is useful for making buffs dependent on game state - for
example, if you want a buff that makes the player take more damage when they are on fire:
```python
class FireSick(BaseBuff):
...
def conditional(self, *args, **kwargs):
if self.owner.buffs.get_by_type(FireBuff):
return True
return False
```
Conditionals for `check`/`trigger` are checked when the buffs are gathered by the handler methods for the respective operations. `Tick`
conditionals are checked each tick.
#### Helper Methods
Buff instances have a number of helper methods.
- `remove`/`dispel`: Allows you to remove or dispel the buff. Calls `at_remove`/`at_dispel`, depending on optional arguments.
- `pause`/`unpause`: Pauses and unpauses the buff. Calls `at_pause`/`at_unpause`.
- `reset`: Resets the buff's start to the current time; same as "refreshing" it.
#### Playtime Duration
If your handler has `autopause` enabled, any buffs with truthy `playtime` value will automatically pause
and unpause when the object the handler is attached to is puppetted or unpuppetted. This even works with ticking buffs,
although if you have less than 1 second of tick duration remaining, it will round up to 1s.
> **Note**: If you want more control over this process, you can comment out the signal subscriptions on the handler and move the autopause logic
> to your object's `at_pre/post_puppet/unpuppet` hooks.
----
<small>This document page is generated from `evennia/contrib/rpg/buffs/README.md`. Changes to this
file will be overwritten, so edit that file rather than this one.</small>

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# Random Name Generator
Contribution by InspectorCaracal (2022)
A module for generating random names, both real-world and fantasy. Real-world
names can be generated either as first (personal) names, family (last) names, or
full names (first, optional middles, and last). The name data is from [Behind the Name](https://www.behindthename.com/)
and used under the [CC BY-SA 4.0 license](https://creativecommons.org/licenses/by-sa/4.0/).
Fantasy names are generated from basic phonetic rules, using CVC syllable syntax.
Both real-world and fantasy name generation can be extended to include additional
information via your game's `settings.py`
## Installation
This is a stand-alone utility. Just import this module (`from evennia.contrib.utils import name_generator`) and use its functions wherever you like.
## Usage
Import the module where you need it with the following:
```py
from evennia.contrib.utils.name_generator import namegen
```
By default, all of the functions will return a string with one generated name.
If you specify more than one, or pass `return_list=True` as a keyword argument, the returned value will be a list of strings.
The module is especially useful for naming newly-created NPCs, like so:
```py
npc_name = namegen.full_name()
npc_obj = create_object(key=npc_name, typeclass="typeclasses.characters.NPC")
```
## Available Settings
These settings can all be defined in your game's `server/conf/settings.py` file.
- `NAMEGEN_FIRST_NAMES` adds a new list of first (personal) names.
- `NAMEGEN_LAST_NAMES` adds a new list of last (family) names.
- `NAMEGEN_REPLACE_LISTS` - set to `True` if you want to use only the names defined in your settings.
- `NAMEGEN_FANTASY_RULES` lets you add new phonetic rules for generating entirely made-up names. See the section "Custom Fantasy Name style rules" for details on how this should look.
Examples:
```py
NAMEGEN_FIRST_NAMES = [
("Evennia", 'mf'),
("Green Tea", 'f'),
]
NAMEGEN_LAST_NAMES = [ "Beeblebrox", "Son of Odin" ]
NAMEGEN_FANTASY_RULES = {
"example_style": {
"syllable": "(C)VC",
"consonants": [ 'z','z','ph','sh','r','n' ],
"start": ['m'],
"end": ['x','n'],
"vowels": [ "e","e","e","a","i","i","u","o", ],
"length": (2,4),
}
}
```
## Generating Real Names
The contrib offers three functions for generating random real-world names:
`first_name()`, `last_name()`, and `full_name()`. If you want more than one name
generated at once, you can use the `num` keyword argument to specify how many.
Example:
```
>>> namegen.first_name(num=5)
['Genesis', 'Tali', 'Budur', 'Dominykas', 'Kamau']
>>> namegen.first_name(gender='m')
'Blanchard'
```
The `first_name` function also takes a `gender` keyword argument to filter names
by gender association. 'f' for feminine, 'm' for masculine, 'mf' for feminine
_and_ masculine, or the default `None` to match any gendering.
The `full_name` function also takes the `gender` keyword, as well as `parts` which
defines how many names make up the full name. The minimum is two: a first name and
a last name. You can also generate names with the family name first by setting
the keyword arg `surname_first` to `True`
Example:
```
>>> namegen.full_name()
'Keeva Bernat'
>>> namegen.full_name(parts=4)
'Suzu Shabnam Kafka Baier'
>>> namegen.full_name(parts=3, surname_first=True)
'Ó Muircheartach Torunn Dyson'
>>> namegen.full_name(gender='f')
'Wikolia Ó Deasmhumhnaigh'
```
### Adding your own names
You can add additional names with the settings `NAMEGEN_FIRST_NAMES` and
`NAMEGEN_LAST_NAMES`
`NAMEGEN_FIRST_NAMES` should be a list of tuples, where the first value is the name
and then second value is the gender flag - 'm' for masculine-only, 'f' for feminine-
only, and 'mf' for either one.
`NAMEGEN_LAST_NAMES` should be a list of strings, where each item is an available
surname.
Examples:
```py
NAMEGEN_FIRST_NAMES = [
("Evennia", 'mf'),
("Green Tea", 'f'),
]
NAMEGEN_LAST_NAMES = [ "Beeblebrox", "Son of Odin" ]
```
Set `NAMEGEN_REPLACE_LISTS = True` if you want your custom lists above to entirely replace the built-in lists rather than extend them.
## Generating Fantasy Names
Generating completely made-up names is done with the `fantasy_name` function. The
contrib comes with three built-in styles of names which you can use, or you can
put a dictionary of custom name rules into `settings.py`
Generating a fantasy name takes the ruleset key as the "style" keyword, and can
return either a single name or multiple names. By default, it will return a
single name in the built-in "harsh" style. The contrib also comes with "fluid" and "alien" styles.
```py
>>> namegen.fantasy_name()
'Vhon'
>>> namegen.fantasy_name(num=3, style="harsh")
['Kha', 'Kizdhu', 'Godögäk']
>>> namegen.fantasy_name(num=3, style="fluid")
['Aewalisash', 'Ayi', 'Iaa']
>>> namegen.fantasy_name(num=5, style="alien")
["Qz'vko'", "Xv'w'hk'hxyxyz", "Wxqv'hv'k", "Wh'k", "Xbx'qk'vz"]
```
### Multi-Word Fantasy Names
The `fantasy_name` function will only generate one name-word at a time, so for multi-word names
you'll need to combine pieces together. Depending on what kind of end result you want, there are
several approaches.
#### The simple approach
If all you need is for it to have multiple parts, you can generate multiple names at once and `join` them.
```py
>>> name = " ".join(namegen.fantasy_name(num=2))
>>> name
'Dezhvözh Khäk'
```
If you want a little more variation between first/last names, you can also generate names for
different styles and then combine them.
```py
>>> first = namegen.fantasy_name(style="fluid")
>>> last = namegen.fantasy_name(style="harsh")
>>> name = f"{first} {last}"
>>> name
'Ofasa Käkudhu'
```
#### "Nakku Silversmith"
One common fantasy name practice is profession- or title-based surnames. To achieve this effect,
you can use the `last_name` function with a custom list of last names and combine it with your generated
fantasy name.
Example:
```py
NAMEGEN_LAST_NAMES = [ "Silversmith", "the Traveller", "Destroyer of Worlds" ]
NAMEGEN_REPLACE_LISTS = True
>>> first = namegen.fantasy_name()
>>> last = namegen.last_name()
>>> name = f"{first} {last}"
>>> name
'Tözhkheko the Traveller'
```
#### Elarion d'Yrinea, Thror Obinson
Another common flavor of fantasy names is to use a surname suffix or prefix. For that, you'll
need to add in the extra bit yourself.
Examples:
```py
>>> names = namegen.fantasy_name(num=2)
>>> name = f"{names[0]} za'{names[1]}"
>>> name
"Tithe za'Dhudozkok"
>>> names = namegen.fantasy_name(num=2)
>>> name = f"{names[0]} {names[1]}son"
>>> name
'Kön Ködhöddoson'
```
### Custom Fantasy Name style rules
The style rules are contained in a dictionary of dictionaries, where the style name
is the key and the style rules are the dictionary value.
The following is how you would add a custom style to `settings.py`:
```py
NAMEGEN_FANTASY_RULES = {
"example_style": {
"syllable": "(C)VC",
"consonants": [ 'z','z','ph','sh','r','n' ],
"start": ['m'],
"end": ['x','n'],
"vowels": [ "e","e","e","a","i","i","u","o", ],
"length": (2,4),
}
}
```
Then you could generate names following that ruleset with `namegen.fantasy_name(style="example_style")`.
The keys `syllable`, `consonants`, `vowels`, and `length` must be present, and `length` must be the minimum and maximum syllable counts. `start` and `end` are optional.
#### syllable
The "syllable" field defines the structure of each syllable. C is consonant, V is vowel,
and parentheses mean it's optional. So, the example `(C)VC` means that every syllable
will always have a vowel followed by a consonant, and will *sometimes* have another
consonant at the beginning. e.g. `en`, `bak`
*Note:* While it's not standard, the contrib lets you nest parentheses, with each layer
being less likely to show up. Additionally, any other characters put into the syllable
structure - e.g. an apostrophe - will be read and inserted as written. The
"alien" style rules in the module gives an example of both: the syllable structure is `C(C(V))(')(C)`
which results in syllables such as `khq`, `xho'q`, and `q'` with a much lower frequency of vowels than
`C(C)(V)(')(C)` would have given.
#### consonants
A simple list of consonant phonemes that can be chosen from. Multi-character strings are
perfectly acceptable, such as "th", but each one will be treated as a single consonant.
The function uses a naive form of weighting, where you make a phoneme more likely to
occur by putting more copies of it into the list.
#### start and end
These are **optional** lists for the first and last letters of a syllable, if they're
a consonant. You can add on additional consonants which can only occur at the beginning
or end of a syllable, or you can add extra copies of already-defined consonants to
increase the frequency of them at the start/end of syllables.
For example, in the `example_style` above, we have a `start` of m, and `end` of x and n.
Taken with the rest of the consonants/vowels, this means you can have the syllables of `mez`
but not `zem`, and you can have `phex` or `phen` but not `xeph` or `neph`.
They can be left out of custom rulesets entirely.
#### vowels
Vowels is a simple list of vowel phonemes - exactly like consonants, but instead used for the
vowel selection. Single-or multi-character strings are equally fine. It uses the same naive weighting system
as consonants - you can increase the frequency of any given vowel by putting it into the list multiple times.
#### length
A tuple with the minimum and maximum number of syllables a name can have.
When setting this, keep in mind how long your syllables can get! 4 syllables might
not seem like very many, but if you have a (C)(V)VC structure with one- and
two-letter phonemes, you can get up to eight characters per syllable.
----
<small>This document page is generated from `evennia/contrib/utils/name_generator/README.md`. Changes to this
file will be overwritten, so edit that file rather than this one.</small>

View file

@ -458,6 +458,7 @@ and rule implementation like character traits, dice rolling and emoting._
```{toctree}
:maxdepth: 1
Contrib-Buffs.md
Contrib-Dice.md
Contrib-Health-Bar.md
Contrib-RPSystem.md
@ -465,6 +466,17 @@ Contrib-Traits.md
```
### Contrib: `buffs`
_Contribution by Tegiminis 2022_
A buff is a timed object, attached to a game entity. It is capable of modifying values, triggering code, or both.
It is a common design pattern in RPGs, particularly action games.
[Read the documentation](./Contrib-Buffs.md) - [Browse the Code](evennia.contrib.rpg.buffs)
### Contrib: `dice`
_Contribution by Griatch, 2012_
@ -643,6 +655,7 @@ and more._
Contrib-Auditing.md
Contrib-Fieldfill.md
Contrib-Name-Generator.md
Contrib-Random-String-Generator.md
Contrib-Tree-Select.md
```
@ -676,6 +689,19 @@ to any callable of your choice.
### Contrib: `name_generator`
_Contribution by InspectorCaracal (2022)_
A module for generating random names, both real-world and fantasy. Real-world
names can be generated either as first (personal) names, family (last) names, or
full names (first, optional middles, and last). The name data is from [Behind the Name](https://www.behindthename.com/)
and used under the [CC BY-SA 4.0 license](https://creativecommons.org/licenses/by-sa/4.0/).
[Read the documentation](./Contrib-Name-Generator.md) - [Browse the Code](evennia.contrib.utils.name_generator)
### Contrib: `random_string_generator`
_Contribution by Vincent Le Goff (vlgeoff), 2017_