diff --git a/docs/source/Components/Channels.md b/docs/source/Components/Channels.md index 4f2527e40d..b125373c34 100644 --- a/docs/source/Components/Channels.md +++ b/docs/source/Components/Channels.md @@ -17,8 +17,8 @@ Channels can be used both for chats between [Accounts](./Accounts.md) and betwee - Private guild channels for planning and organization (IC/OOC depending on game) - Cyberpunk-style retro chat rooms (IC) - In-game radio channels (IC) -- Group telephathy (IC) -- Walkie talkies (IC) +- Group telepathy (IC) +- Walkie-talkies (IC) ```{versionchanged} 1.0 @@ -150,7 +150,7 @@ To create/destroy a new channel on the fly you can do Aliases are optional but can be good for obvious shortcuts everyone may want to use. The description is used in channel-listings. You will automatically join a channel you created and will be controlling it. You can also use `channel/desc` to -change the description on a channel you wnn later. +change the description on a channel you own later. If you control a channel you can also kick people off it: @@ -223,7 +223,7 @@ channels you could override the `help` command and change the lockstring to: ``` -Add this custom command to your default cmdset and regular users wil now get an +Add this custom command to your default cmdset and regular users will now get an access-denied error when trying to use use these switches. ## Using channels in code @@ -263,7 +263,7 @@ below: 3. `channel.at_post_channel_msg(message, **kwargs)` Note that `Accounts` and `Objects` both have their have separate sets of hooks. -So make sure you modify the set actually used by your subcribers (or both). +So make sure you modify the set actually used by your subscribers (or both). Default channels all use `Account` subscribers. ### Channel class @@ -379,7 +379,7 @@ Notable `Channel` hooks: a class-method that will happily remove found channel-aliases from the user linked to _any_ channel, not only from the channel the method is called on. - `pre_join_channel(subscriber)` - if this returns `False`, connection will be refused. -- `post_join_channel(subscriber)` - by default this sets up a users's channel-nicks/aliases. +- `post_join_channel(subscriber)` - by default this sets up a users' channel-nicks/aliases. - `pre_leave_channel(subscriber)` - if this returns `False`, the user is not allowed to leave. - `post_leave_channel(subscriber)` - this will clean up any channel aliases/nicks of the user. - `delete` the standard typeclass-delete mechanism will also automatically un-subscribe all diff --git a/docs/source/Components/Locks.md b/docs/source/Components/Locks.md index 486a918d3e..f306b9505c 100644 --- a/docs/source/Components/Locks.md +++ b/docs/source/Components/Locks.md @@ -104,7 +104,7 @@ Below are the access_types checked by the default commandset. - `search` - this controls if the object can be found with the `DefaultObject.search` method (usually referred to with `caller.search` in Commands). This is how to create entirely 'undetectable' in-game objects. - If not setting this lock excplicitly, all objects are assumed searchable. + If not setting this lock explicitly, all objects are assumed searchable. Note that if you are aiming to make some _permanently invisible game system, using a [Script](./Scripts.md) is a better bet. - `get`- who may pick up the object and carry it around. @@ -330,7 +330,7 @@ error message. Sounds good! Let's start by setting that on the box: Next we need to craft a Lock of type *get* on our box. We want it to only be passed if the accessing object has the attribute *strength* of the right value. For this we would need to create a lock function that checks if attributes have a value greater than a given value. Luckily there is already -such a one included in evennia (see `evennia/locks/lockfuncs.py`), called `attr_gt`. +such a one included in Evennia (see `evennia/locks/lockfuncs.py`), called `attr_gt`. So the lock string will look like this: `get:attr_gt(strength, 50)`. We put this on the box now: diff --git a/docs/source/Concepts/Internationalization.md b/docs/source/Concepts/Internationalization.md index fcf6733615..fc9b53deb5 100644 --- a/docs/source/Concepts/Internationalization.md +++ b/docs/source/Concepts/Internationalization.md @@ -84,11 +84,11 @@ Translations are found in the core `evennia/` library, under `evennia/evennia/locale/`. You must make sure to have cloned this repository from [Evennia's github](github:evennia) before you can proceed. -If you cannot find your language in `evennia/evennia/locale/` it's because noone +If you cannot find your language in `evennia/evennia/locale/` it's because no one has translated it yet. Alternatively you might have the language but find the translation bad ... You are welcome to help improve the situation! -To start a new translation you need to first have cloned the Evennia repositry +To start a new translation you need to first have cloned the Evennia repository with GIT and activated a python virtualenv as described on the [Setup Quickstart](../Setup/Installation.md) page. diff --git a/docs/source/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Building-Quickstart.md b/docs/source/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Building-Quickstart.md index 78863d6412..c35ecf1713 100644 --- a/docs/source/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Building-Quickstart.md +++ b/docs/source/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Building-Quickstart.md @@ -100,7 +100,7 @@ If you try the `get` command, we will pick up the box. So far so good, but if we lock box = get:false() -Locks represent a rather [big topic](../../../Components/Locks.md), but for now that will do what we want. This will lock the box so noone can lift it. The exception is superusers, they override all locks and will pick it +Locks represent a rather [big topic](../../../Components/Locks.md), but for now that will do what we want. This will lock the box so no one can lift it. The exception is superusers, they override all locks and will pick it up anyway. Make sure you are quelling your superuser powers and try to get the box now: > get box @@ -142,7 +142,7 @@ You create your own scripts in Python, outside the game; the path you give to `s ## Pushing Your Buttons -If we get back to the box we made, there is only so much fun you can have with it at this point. It's just a dumb generic object. If you renamed it to `stone` and changed its description, noone would be the wiser. However, with the combined use of custom [Typeclasses](../../../Components/Typeclasses.md), [Scripts](../../../Components/Scripts.md) +If we get back to the box we made, there is only so much fun you can have with it at this point. It's just a dumb generic object. If you renamed it to `stone` and changed its description, no one would be the wiser. However, with the combined use of custom [Typeclasses](../../../Components/Typeclasses.md), [Scripts](../../../Components/Scripts.md) and object-based [Commands](../../../Components/Commands.md), you could expand it and other items to be as unique, complex and interactive as you want. @@ -153,7 +153,7 @@ Let's make us one of _those_! create/drop button:tutorials.red_button.RedButton -The same way we did with the Script Earler, we specify a "Python-path" to the Python code we want Evennia to use for creating the object. There you go - one red button. +The same way we did with the Script earlier, we specify a "Python-path" to the Python code we want Evennia to use for creating the object. There you go - one red button. The RedButton is an example object intended to show off a few of Evennia's features. You will find that the [Typeclass](../../../Components/Typeclasses.md) and [Commands](../../../Components/Commands.md) controlling it are inside [evennia/contrib/tutorials/red_button](../../../api/evennia.contrib.tutorials.red_button.md) @@ -240,4 +240,4 @@ You will now find your new `History` entry in the `help` list and read your help ## Adding a World -After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out example. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson. \ No newline at end of file +After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out example. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson. diff --git a/docs/source/Howtos/Implementing-a-game-rule-system.md b/docs/source/Howtos/Implementing-a-game-rule-system.md index 10b23cd70e..d3419cd5aa 100644 --- a/docs/source/Howtos/Implementing-a-game-rule-system.md +++ b/docs/source/Howtos/Implementing-a-game-rule-system.md @@ -11,7 +11,7 @@ are very dedicated. Many games, even the most roleplay-dedicated, thus tend to allow for players to mediate themselves to some extent. A common way to do this is to introduce *coded systems* - that is, to let the computer do some of the heavy lifting. A basic thing is to add an online dice-roller so everyone can -make rolls and make sure noone is cheating. Somewhere at this level you find the most bare-bones +make rolls and make sure no one is cheating. Somewhere at this level you find the most bare-bones roleplaying MUSHes. The advantage of a coded system is that as long as the rules are fair the computer is too - it makes @@ -236,4 +236,4 @@ Note how simple the command becomes and how generic you can make it. It becomes number of Combat commands by just extending this functionality - you can easily roll challenges and pick different skills to check. And if you ever decided to, say, change how to determine hit chance, you don't have to change every command, but need only change the single `roll_hit` function inside -your `rules` module. \ No newline at end of file +your `rules` module.