Merge pull request #3169 from Dpeta/docs

Fix a few documentation typos
This commit is contained in:
Griatch 2023-04-29 07:52:20 +02:00 committed by GitHub
commit 474e848433
5 changed files with 16 additions and 16 deletions

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@ -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

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@ -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: