Merge pull request #3655 from marado/wrong-links

fix: remove erroneous links from the documentation
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Griatch 2024-10-28 18:48:50 +01:00 committed by GitHub
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18 changed files with 31 additions and 28 deletions

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@ -72,7 +72,7 @@ with dynamic keys (rather than just relying on typeclass' key) (Griatch)
- [Fix][issue3590]: Make `examine` command properly show `strattr` type
Attribute values (Griatch)
- [Fix][issue3519]: `GLOBAL_SCRIPTS` container didn't list global scripts not
defined explicitly to be restarted/recrated in settings.py (Griatch)
defined explicitly to be restarted/recrated in `settings.py` (Griatch)
- Fix: Passing an already instantiated Script to `obj.scripts.add` (`ScriptHandler.add`)
did not add it to the handler's object (Griatch)
- [Fix][pull3533]: Fix Lunr search issues preventing finding help entries with similar
@ -142,7 +142,7 @@ underline reset, italic/reset and strikethrough/reset (0xDEADFED5)
- [Fix][pull3580]: Fix typo that made `find/loc` show the wrong dbref in result (erratic-pattern)
- [Fix][pull3571]: Issue disambiguating between certain partial multimatches
(InspectorCaracal)
- [Fix][pull3589]: Fix regex escaping in utils.py for future Python versions (hhsiao)
- [Fix][pull3589]: Fix regex escaping in `utils.py` for future Python versions (hhsiao)
- [Docs]: Add True-color description for Colors documentation (0xDEADFED5)
- [Docs]: Doc fixes (Griatch, InspectorCaracal, 0xDEADFED5)
@ -1496,7 +1496,7 @@ base-modules where removed from game/gamesrc. Instead admins are
encouraged to explicitly create new modules under game/gamesrc/ when
they want to implement their game - gamesrc/ is empty by default
except for the example folders that contain template files to use for
this purpose. We also added the ev.py file, implementing a new, flat
this purpose. We also added the `ev.py` file, implementing a new, flat
API. Work is ongoing to add support for mud-specific telnet
extensions, notably the MSDP and GMCP out-of-band extensions. On the
community side, evennia's dev blog was started and linked on planet

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@ -17,6 +17,8 @@
- [Fix][issue3627]: Traceback from contrib `in-game reports` `help manage` command (Griatch)
- [Fix][issue3643]: Fix for Commands metaclass interpreting e.g. `usercmd:false()` locks as
a `cmd:` type lock for the purposes of default access fallbacks (Griatch).
- [Fix][issue3651]: EvEditor `:j` defaulted to 'full' justify instead of 'left' as
was documented (willmofield)
- [Docs][pull3576]: Rework doc for [Pycharm howto][doc-pycharm]
- Docs updates: feykrh, Griatch
@ -30,6 +32,7 @@
[pull3640]: https://github.com/evennia/evennia/pull/3640
[pull3647]: https://github.com/evennia/evennia/pull/3647
[pull3635]: https://github.com/evennia/evennia/pull/3635
[pull3651]: https://github.com/evennia/evennia/pull/3651
[issue3627]: https://github.com/evennia/evennia/issues/3627
[issue3643]: https://github.com/evennia/evennia/issues/3643
[doc-pycharm]: https://www.evennia.com/docs/latest/Coding/Setting-up-PyCharm.html
@ -69,7 +72,7 @@ with dynamic keys (rather than just relying on typeclass' key) (Griatch)
- [Fix][issue3590]: Make `examine` command properly show `strattr` type
Attribute values (Griatch)
- [Fix][issue3519]: `GLOBAL_SCRIPTS` container didn't list global scripts not
defined explicitly to be restarted/recrated in settings.py (Griatch)
defined explicitly to be restarted/recrated in `settings.py` (Griatch)
- Fix: Passing an already instantiated Script to `obj.scripts.add` (`ScriptHandler.add`)
did not add it to the handler's object (Griatch)
- [Fix][pull3533]: Fix Lunr search issues preventing finding help entries with similar
@ -139,7 +142,7 @@ underline reset, italic/reset and strikethrough/reset (0xDEADFED5)
- [Fix][pull3580]: Fix typo that made `find/loc` show the wrong dbref in result (erratic-pattern)
- [Fix][pull3571]: Issue disambiguating between certain partial multimatches
(InspectorCaracal)
- [Fix][pull3589]: Fix regex escaping in utils.py for future Python versions (hhsiao)
- [Fix][pull3589]: Fix regex escaping in `utils.py` for future Python versions (hhsiao)
- [Docs]: Add True-color description for Colors documentation (0xDEADFED5)
- [Docs]: Doc fixes (Griatch, InspectorCaracal, 0xDEADFED5)
@ -1493,7 +1496,7 @@ base-modules where removed from game/gamesrc. Instead admins are
encouraged to explicitly create new modules under game/gamesrc/ when
they want to implement their game - gamesrc/ is empty by default
except for the example folders that contain template files to use for
this purpose. We also added the ev.py file, implementing a new, flat
this purpose. We also added the `ev.py` file, implementing a new, flat
API. Work is ongoing to add support for mud-specific telnet
extensions, notably the MSDP and GMCP out-of-band extensions. On the
community side, evennia's dev blog was started and linked on planet

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@ -501,7 +501,7 @@ See `evennia/utils/evmenu.py` for the details of their default implementations.
## EvMenu templating language
In evmenu.py are two helper functions `parse_menu_template` and `template2menu` that is used to parse a _menu template_ string into an EvMenu:
In `evmenu.py` are two helper functions `parse_menu_template` and `template2menu` that is used to parse a _menu template_ string into an EvMenu:
evmenu.template2menu(caller, menu_template, goto_callables)

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@ -102,7 +102,7 @@ and static files.
- The api code is located in `evennia/web/api/` - the `url.py` file here is responsible for
collecting all view-classes.
Contrary to other web components, there is no pre-made urls.py set up for
Contrary to other web components, there is no pre-made `urls.py` set up for
`mygame/web/api/`. This is because the registration of models with the api is
strongly integrated with the REST api functionality. Easiest is probably to
copy over `evennia/web/api/urls.py` and modify it in place.

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@ -104,7 +104,7 @@ This is the layout of the `mygame/web/` folder relevant for the website:
Game folders created with older versions of Evennia will lack most of this
convenient `mygame/web/` layout. If you use a game dir from an older version,
you should copy over the missing `evennia/game_template/web/` folders from
there, as well as the main urls.py file.
there, as well as the main `urls.py` file.
```

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@ -21,7 +21,7 @@ Would result in this added description:
## Installation
To install, import this module and have your default character
inherit from ClothedCharacter in your game's characters.py file:
inherit from ClothedCharacter in your game's `characters.py` file:
```python

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@ -9,7 +9,7 @@ You can use Godot to provide advanced functionality with proper Evennia support.
## Installation
You need to add the following settings in your settings.py and restart evennia.
You need to add the following settings in your `settings.py` and restart evennia.
```python
PORTAL_SERVICES_PLUGIN_MODULES.append('evennia.contrib.base_systems.godotwebsocket.webclient')

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@ -77,7 +77,7 @@ The contrib is designed to make adding new types of reports to the system as sim
#### Update your settings
The contrib optionally references `INGAME_REPORT_TYPES` in your settings.py to see which types of reports can be managed. If you want to change the available report types, you'll need to define this setting.
The contrib optionally references `INGAME_REPORT_TYPES` in your `settings.py` to see which types of reports can be managed. If you want to change the available report types, you'll need to define this setting.
```python
# in server/conf/settings.py

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@ -86,7 +86,7 @@ For example:
Below are two examples showcasing the use of automatic exit generation and
custom exit generation. Whilst located, and can be used, from this module for
convenience The below example code should be in mymap.py in mygame/world.
convenience The below example code should be in `mymap.py` in mygame/world.
### Example One

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@ -56,7 +56,7 @@ After this, we will get into defining our *models* (the description of the datab
### Installing - Checkpoint:
* you should have a folder named `chargen` or whatever you chose in your mygame/web/ directory
* you should have your application name added to your INSTALLED_APPS in settings.py
* you should have your application name added to your INSTALLED_APPS in `settings.py`
## Create Models
@ -350,7 +350,7 @@ urlpatterns = [
### URLs - Checkpoint:
* Youve created a urls.py file in the `mygame/web/chargen` directory
* Youve created a `urls.py` file in the `mygame/web/chargen` directory
* You have edited the main `mygame/web/urls.py` file to include urls to the `chargen` directory.
## HTML Templates
@ -416,7 +416,7 @@ This page should show a detailed character sheet of their application. This will
### create.html
Our create HTML template will use the Django form we defined back in views.py/forms.py to drive the majority of the application process. There will be a form input for every field we defined in forms.py, which is handy. We have used POST as our method because we are sending information to the server that will update the database. As an alternative, GET would be much less secure. You can read up on documentation elsewhere on the web for GET vs. POST.
Our create HTML template will use the Django form we defined back in views.py/forms.py to drive the majority of the application process. There will be a form input for every field we defined in `forms.py`, which is handy. We have used POST as our method because we are sending information to the server that will update the database. As an alternative, GET would be much less secure. You can read up on documentation elsewhere on the web for GET vs. POST.
```html
<!-- file mygame/web/chargen/templates/chargen/create.html-->
@ -546,4 +546,4 @@ And you should put it at the bottom of the page. Just before the closing body w
{% endblock %}
```
Reload and open [http://localhost:4001/chargen/create](http://localhost:4001/chargen/create/) and you should see your beautiful CAPCHA just before the "submit" button. Try not to check the checkbox to see what happens. And do the same while checking the checkbox!
Reload and open [http://localhost:4001/chargen/create](http://localhost:4001/chargen/create/) and you should see your beautiful CAPCHA just before the "submit" button. Try not to check the checkbox to see what happens. And do the same while checking the checkbox!

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@ -62,10 +62,10 @@ At this point, our new *app* contains mostly empty files that you can explore.
### Create a view
A *view* in Django is a simple Python function placed in the "views.py" file in your app. It will
A *view* in Django is a simple Python function placed in the `views.py` file in your app. It will
handle the behavior that is triggered when a user asks for this information by entering a *URL* (the connection between *views* and *URLs* will be discussed later).
So let's create our view. You can open the "web/help_system/views.py" file and paste the following lines:
So let's create our view. You can open the `web/help_system/views.py` file and paste the following lines:
```python
from django.shortcuts import render
@ -108,7 +108,7 @@ Here's a little explanation line by line of what this template does:
### Create a new URL
Last step to add our page: we need to add a *URL* leading to it... otherwise users won't be able to access it. The URLs of our apps are stored in the app's directory "urls.py" file.
Last step to add our page: we need to add a *URL* leading to it... otherwise users won't be able to access it. The URLs of our apps are stored in the app's directory `urls.py` file.
Open the `web/help_system/urls.py` file (you might have to create it) and make it look like this:

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@ -94,7 +94,7 @@ We create a database user 'evennia' and a new database named `evennia` (you can
### Evennia PostgreSQL configuration
Edit `mygame/server/conf/secret_settings.py and add the following section:
Edit `mygame/server/conf/secret_settings.py` and add the following section:
```python
#

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@ -55,5 +55,5 @@ Apart from the main `settings.py` file,
Some other Evennia systems can be customized by plugin modules but has no explicit template in `conf/`:
- *cmdparser.py* - a custom module can be used to totally replace Evennia's default command parser. All this does is to split the incoming string into "command name" and "the rest". It also handles things like error messages for no-matches and multiple-matches among other things that makes this more complex than it sounds. The default parser is *very* generic, so you are most often best served by modifying things further down the line (on the command parse level) than here.
- *at_search.py* - this allows for replacing the way Evennia handles search results. It allows to change how errors are echoed and how multi-matches are resolved and reported (like how the default understands that "2-ball" should match the second "ball" object if there are two of them in the room).
- `cmdparser.py` - a custom module can be used to totally replace Evennia's default command parser. All this does is to split the incoming string into "command name" and "the rest". It also handles things like error messages for no-matches and multiple-matches among other things that makes this more complex than it sounds. The default parser is *very* generic, so you are most often best served by modifying things further down the line (on the command parse level) than here.
- `at_search.py` - this allows for replacing the way Evennia handles search results. It allows to change how errors are echoed and how multi-matches are resolved and reported (like how the default understands that "2-ball" should match the second "ball" object if there are two of them in the room).

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@ -1,6 +1,6 @@
# Evennia Documentation
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. This manual was last updated October 21, 2024, see the [Evennia Changelog](Coding/Changelog.md). Latest released Evennia version is 4.4.1.
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. This manual was last updated outubro 26, 2024, see the [Evennia Changelog](Coding/Changelog.md). Latest released Evennia version is 4.4.1.
- [Introduction](./Evennia-Introduction.md) - what is this Evennia thing?
- [Evennia in Pictures](./Evennia-In-Pictures.md) - a visual overview of Evennia

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@ -9,7 +9,7 @@ You can use Godot to provide advanced functionality with proper Evennia support.
## Installation
You need to add the following settings in your settings.py and restart evennia.
You need to add the following settings in your `settings.py` and restart evennia.
```python
PORTAL_SERVICES_PLUGIN_MODULES.append('evennia.contrib.base_systems.godotwebsocket.webclient')

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@ -77,7 +77,7 @@ The contrib is designed to make adding new types of reports to the system as sim
#### Update your settings
The contrib optionally references `INGAME_REPORT_TYPES` in your settings.py to see which types of reports can be managed. If you want to change the available report types, you'll need to define this setting.
The contrib optionally references `INGAME_REPORT_TYPES` in your `settings.py` to see which types of reports can be managed. If you want to change the available report types, you'll need to define this setting.
```python
# in server/conf/settings.py

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@ -21,7 +21,7 @@ Would result in this added description:
## Installation
To install, import this module and have your default character
inherit from ClothedCharacter in your game's characters.py file:
inherit from ClothedCharacter in your game's `characters.py` file:
```python

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@ -86,7 +86,7 @@ For example:
Below are two examples showcasing the use of automatic exit generation and
custom exit generation. Whilst located, and can be used, from this module for
convenience The below example code should be in mymap.py in mygame/world.
convenience The below example code should be in `mymap.py` in mygame/world.
### Example One