Work on cleaning up docs

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Griatch 2023-05-19 11:11:46 +02:00
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@ -67,14 +67,14 @@ An example of an implemented Twitch combat system can be found in [evennia/contr
Here is the general design of the Twitch-based combat handler:
- The twitch-version of the CombatHandler will be stored on each combatant whenever combat starts. When combat is over, or they leave the room with combat, the handler will be deleted.
- The handler will start queue each action independently, starting a timer until they fire.
- The handler will queue each action independently, starting a timer until they fire.
- All input are handled via Commands.
## Twitch combat handler
> Create a new module `evadventure/combat_twitch.py`.
We will make use of the _Combat Actions_, _Combat dicts_ and the parent `EvAdventureCombatBaseHandler` [we created previously](./Beginner-Tutorial-Combat-Base.md).
We will make use of the _Combat Actions_, _Action dicts_ and the parent `EvAdventureCombatBaseHandler` [we created previously](./Beginner-Tutorial-Combat-Base.md).
```python
# in evadventure/combat_twitch.py
@ -941,7 +941,7 @@ This is what we need for a minimal test:
- An item (like a potion) we can `use`.
```{sidebar}
You can find an example batch-command script in [evennia/contrib/tutorials/evadventure/batchscripts/twitch_combat_demo.ev](evennia.contrib.tutorials.evadventure.batchscripts)
You can find an example batch-command script in [evennia/contrib/tutorials/evadventure/batchscripts/twitch_combat_demo.ev](github:evennia/contrib/tutorials/evadventure/batchscripts/turnbased_combat_demo.ev)
```
While you can create these manually in-game, it can be convenient to create a [batch-command script](../../../Components/Batch-Command-Processor.md) to set up your testing environment.