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docs/source/Contribs/Contribs-Overview.md
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# Contribs
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_Contribs_ are optional code snippets and systems contributed by
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the Evennia community. They vary in size and complexity and
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may be more specific about game types and styles than 'core' Evennia.
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This page is auto-generated and summarizes all contribs currently included.
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All contrib categories are imported from `evennia.contrib`, such as
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from evennia.contrib.base_systems import building_menu
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Each contrib contains installation instructions for how to integrate it
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with your other code. If you want to tweak the code of a contrib, just
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copy its entire folder to your game directory and modify/use it from there.
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> Hint: Additional (potentially un-maintained) code snippets from the community can be found
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in our discussion forum's [Community Contribs & Snippets](https://github.com/evennia/evennia/discussions/categories/community-contribs-snippets) category.
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If you want to contribute yourself, see [here](../Contributing.md)!
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## base_systems
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_This category contains systems that are not necessarily tied to a specific
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in-game mechanic but is useful for the game as a whole. Examples include
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login systems, new command syntaxes, and build helpers._
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```{toctree}
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:maxdepth: 1
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Contrib-AWSStorage.md
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Contrib-Building-Menu.md
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Contrib-Color-Markups.md
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Contrib-Custom-Gametime.md
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Contrib-Email-Login.md
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Contrib-Ingame-Python.md
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Contrib-Menu-Login.md
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Contrib-Mux-Comms-Cmds.md
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Contrib-Unixcommand.md
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```
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### Contrib: `awsstorage`
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_Contrib by The Right Honourable Reverend (trhr), 2020_
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This plugin migrates the Web-based portion of Evennia, namely images,
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javascript, and other items located inside staticfiles into Amazon AWS (S3)
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cloud hosting. Great for those serving media with the game.
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[Read the documentation](./Contrib-AWSStorage.md) - [Browse the Code](evennia.contrib.base_systems.awsstorage)
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### Contrib: `building_menu`
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_Contrib by vincent-lg, 2018_
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Building menus are in-game menus, not unlike `EvMenu` though using a
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different approach. Building menus have been specifically designed to edit
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information as a builder. Creating a building menu in a command allows
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builders quick-editing of a given object, like a room. If you follow the
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steps to add the contrib, you will have access to an `edit` command
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that will edit any default object, offering to change its key and description.
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[Read the documentation](./Contrib-Building-Menu.md) - [Browse the Code](evennia.contrib.base_systems.building_menu)
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### Contrib: `color_markups`
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_Contrib by Griatch, 2017_
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Additional color markup styles for Evennia (extending or replacing the default
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`|r`, `|234`). Adds support for MUSH-style (`%cr`, `%c123`) and/or legacy-Evennia
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(`{r`, `{123`).
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[Read the documentation](./Contrib-Color-Markups.md) - [Browse the Code](evennia.contrib.base_systems.color_markups)
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### Contrib: `custom_gametime`
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_Contrib by vlgeoff, 2017 - based on Griatch's core original_
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This reimplements the `evennia.utils.gametime` module but with a _custom_
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calendar (unusual number of days per week/month/year etc) for your game world.
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Like the original, it allows for scheduling events to happen at given
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in-game times, but now taking this custom calendar into account.
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[Read the documentation](./Contrib-Custom-Gametime.md) - [Browse the Code](evennia.contrib.base_systems.custom_gametime)
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### Contrib: `email_login`
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_Contrib by Griatch, 2012_
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This is a variant of the login system that asks for an email-address
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instead of a username to login. Note that it does not verify the email,
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it just uses it as the identifier rather than a username.
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[Read the documentation](./Contrib-Email-Login.md) - [Browse the Code](evennia.contrib.base_systems.email_login)
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### Contrib: `ingame_python`
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_Contrib by Vincent Le Goff 2017_
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This contrib adds the ability to script with Python in-game. It allows trusted
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staff/builders to dynamically add features and triggers to individual objects
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without needing to do it in external Python modules. Using custom Python in-game,
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specific rooms, exits, characters, objects etc can be made to behave differently from
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its "cousins". This is similar to how softcode works for MU or MudProgs for DIKU.
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Keep in mind, however, that allowing Python in-game comes with _severe_
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security concerns (you must trust your builders deeply), so read the warnings in
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this module carefully before continuing.
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[Read the documentation](./Contrib-Ingame-Python.md) - [Browse the Code](evennia.contrib.base_systems.ingame_python)
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### Contrib: `menu_login`
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_Contribution by Vincent-lg 2016. Reworked for modern EvMenu by Griatch, 2019._
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This changes the Evennia login to ask for the account name and password as a series
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of questions instead of requiring you to enter both at once. It uses Evennia's
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menu system `EvMenu` under the hood.
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[Read the documentation](./Contrib-Menu-Login.md) - [Browse the Code](evennia.contrib.base_systems.menu_login)
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### Contrib: `mux_comms_cmds`
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_Contribution by Griatch 2021_
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In Evennia 1.0+, the old Channel commands (originally inspired by MUX) were
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replaced by the single `channel` command that performs all these functions.
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This contrib (extracted from Evennia 0.9.5) breaks out the functionality into
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separate Commands more familiar to MU* users. This is just for show though, the
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main `channel` command is still called under the hood.
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[Read the documentation](./Contrib-Mux-Comms-Cmds.md) - [Browse the Code](evennia.contrib.base_systems.mux_comms_cmds)
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### Contrib: `unixcommand`
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_Contribution by Vincent Le Geoff (vlgeoff), 2017_
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This module contains a command class with an alternate syntax parser implementing
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Unix-style command syntax in-game. This means `--options`, positional arguments
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and stuff like `-n 10`. It might not the best syntax for the average player
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but can be really useful for builders when they need to have a single command do
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many things with many options. It uses the `ArgumentParser` from Python's standard
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library under the hood.
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[Read the documentation](./Contrib-Unixcommand.md) - [Browse the Code](evennia.contrib.base_systems.unixcommand)
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## full_systems
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_This category contains 'complete' game engines that can be used directly
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to start creating content without no further additions (unless you want to)._
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```{toctree}
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:maxdepth: 1
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Contrib-Evscaperoom.md
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```
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### Contrib: `evscaperoom`
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_Contribution by Griatch, 2019_
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A full engine for creating multiplayer escape-rooms in Evennia. Allows players to
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spawn and join puzzle rooms that track their state independently. Any number of players
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can join to solve a room together. This is the engine created for 'EvscapeRoom', which won
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the MUD Coders Guild "One Room" Game Jam in April-May, 2019. The contrib has no game
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content but contains the utilities and base classes and an empty example room.
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[Read the documentation](./Contrib-Evscaperoom.md) - [Browse the Code](evennia.contrib.full_systems.evscaperoom)
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## game_systems
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_This category holds code implementing in-game gameplay systems like
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crafting, mail, combat and more. Each system is meant to be adopted
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piecemeal and adopted for your game. This does not include
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roleplaying-specific systems, those are found in the `rpg` folder._
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```{toctree}
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:maxdepth: 1
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Contrib-Barter.md
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Contrib-Clothing.md
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Contrib-Cooldowns.md
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Contrib-Crafting.md
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Contrib-Gendersub.md
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Contrib-Mail.md
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Contrib-Multidescer.md
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Contrib-Puzzles.md
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Contrib-Turnbattle.md
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```
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### Contrib: `barter`
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_Contribution by Griatch, 2012_
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This implements a full barter system - a way for players to safely
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trade items between each other in code rather than simple `give/get`
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commands. This increases both safety (at no time will one player have
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both goods and payment in-hand) and speed, since agreed goods will
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be moved automatically). By just replacing one side with coin objects,
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(or a mix of coins and goods), this also works fine for regular money
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transactions.
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[Read the documentation](./Contrib-Barter.md) - [Browse the Code](evennia.contrib.game_systems.barter)
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### Contrib: `clothing`
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_Contribution by Tim Ashley Jenkins, 2017_
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Provides a typeclass and commands for wearable clothing. These
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look of these clothes are appended to the character's description when worn.
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[Read the documentation](./Contrib-Clothing.md) - [Browse the Code](evennia.contrib.game_systems.clothing)
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### Contrib: `cooldowns`
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_Contribution by owllex, 2021_
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Cooldowns are used to model rate-limited actions, like how often a
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character can perform a given action; until a certain time has passed their
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command can not be used again. This contrib provides a simple cooldown
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handler that can be attached to any typeclass. A cooldown is a lightweight persistent
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asynchronous timer that you can query to see if a certain time has yet passed.
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[Read the documentation](./Contrib-Cooldowns.md) - [Browse the Code](evennia.contrib.game_systems.cooldowns)
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### Contrib: `crafting`
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_Contribution by Griatch 2020_
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This implements a full crafting system. The principle is that of a 'recipe',
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where you combine items (tagged as ingredients) create something new. The recipe can also
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require certain (non-consumed) tools. An example would be to use the 'bread recipe' to
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combine 'flour', 'water' and 'yeast' with an 'oven' to bake a 'loaf of bread'.
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[Read the documentation](./Contrib-Crafting.md) - [Browse the Code](evennia.contrib.game_systems.crafting)
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### Contrib: `gendersub`
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_Contribution by Griatch 2015_
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This is a simple gender-aware Character class for allowing users to
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insert custom markers in their text to indicate gender-aware
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messaging. It relies on a modified msg() and is meant as an
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inspiration and starting point to how to do stuff like this.
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[Read the documentation](./Contrib-Gendersub.md) - [Browse the Code](evennia.contrib.game_systems.gendersub)
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### Contrib: `mail`
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_Contribution by grungies1138 2016_
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A simple Brandymail style mail system that uses the `Msg` class from Evennia
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Core. It has two Commands for either sending mails between Accounts (out of game)
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or between Characters (in-game). The two types of mails can be used together or
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on their own.
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[Read the documentation](./Contrib-Mail.md) - [Browse the Code](evennia.contrib.game_systems.mail)
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### Contrib: `multidescer`
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_Contribution by Griatch 2016_
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|
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A "multidescer" is a concept from the MUSH world. It allows for
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creating, managing and switching between multiple character
|
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descriptions and is a way for quickly managing your look (such as when
|
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changing clothes) in more free-form roleplaying systems. This will also
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work well together with the `rpsystem` contrib.
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|
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[Read the documentation](./Contrib-Multidescer.md) - [Browse the Code](evennia.contrib.game_systems.multidescer)
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### Contrib: `puzzles`
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_Contribution by Henddher 2018_
|
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|
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Intended for adventure-game style combination puzzles, such as combining fruits
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and a blender to create a smoothie. Provides a typeclass and commands for objects
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that can be combined (i.e. used together). Unlike the `crafting` contrib, each
|
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puzzle is built from unique objects rather than using tags and a builder can create
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the puzzle entirely from in-game.
|
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|
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[Read the documentation](./Contrib-Puzzles.md) - [Browse the Code](evennia.contrib.game_systems.puzzles)
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|
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### Contrib: `turnbattle`
|
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_Contribution by Tim Ashley Jenkins, 2017_
|
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|
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This is a framework for a simple turn-based combat system, similar
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to those used in D&D-style tabletop role playing games. It allows
|
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any character to start a fight in a room, at which point initiative
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is rolled and a turn order is established. Each participant in combat
|
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has a limited time to decide their action for that turn (30 seconds by
|
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default), and combat progresses through the turn order, looping through
|
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the participants until the fight ends.
|
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|
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[Read the documentation](./Contrib-Turnbattle.md) - [Browse the Code](evennia.contrib.game_systems.turnbattle)
|
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|
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|
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|
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|
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|
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|
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## grid
|
||||
|
||||
_Systems related to the game world's topology and structure. This has
|
||||
contribs related to rooms, exits and map building._
|
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|
||||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Contrib-Extended-Room.md
|
||||
Contrib-Mapbuilder.md
|
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Contrib-Simpledoor.md
|
||||
Contrib-Slow-Exit.md
|
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Contrib-Wilderness.md
|
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Contrib-XYZGrid.md
|
||||
```
|
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|
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### Contrib: `extended_room`
|
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|
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_Contribution - Griatch 2012, vincent-lg 2019_
|
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|
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This extends the normal `Room` typeclass to allow its description to change
|
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with time-of-day and/or season. It also adds 'details' for the player to look at
|
||||
in the room (without having to create a new in-game object for each). The room is
|
||||
supported by new `look` and `desc` commands.
|
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|
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[Read the documentation](./Contrib-Extended-Room.md) - [Browse the Code](evennia.contrib.grid.extended_room)
|
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|
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|
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|
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### Contrib: `mapbuilder`
|
||||
|
||||
_Contribution by Cloud_Keeper 2016_
|
||||
|
||||
Build a game map from the drawing of a 2D ASCII map.
|
||||
|
||||
[Read the documentation](./Contrib-Mapbuilder.md) - [Browse the Code](evennia.contrib.grid.mapbuilder)
|
||||
|
||||
|
||||
|
||||
### Contrib: `simpledoor`
|
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|
||||
_Contribution by Griatch, 2016_
|
||||
|
||||
A simple two-way exit that represents a door that can be opened and
|
||||
closed from both sides. Can easily be expanded to make it lockable,
|
||||
destroyable etc.
|
||||
|
||||
[Read the documentation](./Contrib-Simpledoor.md) - [Browse the Code](evennia.contrib.grid.simpledoor)
|
||||
|
||||
|
||||
|
||||
### Contrib: `slow_exit`
|
||||
|
||||
_Contribution by Griatch 2014_
|
||||
|
||||
An example of an Exit-type that delays its traversal. This simulates
|
||||
slow movement, common in many games. The contrib also
|
||||
contains two commands, `setspeed` and `stop` for changing the movement speed
|
||||
and abort an ongoing traversal, respectively.
|
||||
|
||||
[Read the documentation](./Contrib-Slow-Exit.md) - [Browse the Code](evennia.contrib.grid.slow_exit)
|
||||
|
||||
|
||||
|
||||
### Contrib: `wilderness`
|
||||
|
||||
_Contribution by titeuf87, 2017_
|
||||
|
||||
This contrib provides a wilderness map without actually creating a large number
|
||||
of rooms - as you move, you instead end up back in the same room but its description
|
||||
changes. This means you can make huge areas with little database use as
|
||||
long as the rooms are relatively similar (name/desc changing).
|
||||
|
||||
[Read the documentation](./Contrib-Wilderness.md) - [Browse the Code](evennia.contrib.grid.wilderness)
|
||||
|
||||
|
||||
|
||||
### Contrib: `xyzgrid`
|
||||
|
||||
_Contribution by Griatch 2021_
|
||||
|
||||
Places Evennia's game world on an xy (z being different maps) coordinate grid.
|
||||
Grid is created and maintained externally by drawing and parsing 2D ASCII maps,
|
||||
including teleports, map transitions and special markers to aid pathfinding.
|
||||
Supports very fast shortest-route pathfinding on each map. Also includes a
|
||||
fast view function for seeing only a limited number of steps away from your
|
||||
current location (useful for displaying the grid as an in-game, updating map).
|
||||
|
||||
[Read the documentation](./Contrib-XYZGrid.md) - [Browse the Code](evennia.contrib.grid.xyzgrid)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
## rpg
|
||||
|
||||
_These are systems specifically related to roleplaying
|
||||
and rule implementation like character traits, dice rolling and emoting._
|
||||
|
||||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Contrib-Dice.md
|
||||
Contrib-Health-Bar.md
|
||||
Contrib-RPSystem.md
|
||||
Contrib-Traits.md
|
||||
```
|
||||
|
||||
|
||||
### Contrib: `dice`
|
||||
|
||||
_Contribution by Griatch, 2012_
|
||||
|
||||
A dice roller for any number and side of dice. Adds in-game dice rolling
|
||||
(`roll 2d10 + 1`) as well as conditionals (roll under/over/equal to a target)
|
||||
and functions for rolling dice in code. Command also supports hidden or secret
|
||||
rolls for use by a human game master.
|
||||
|
||||
[Read the documentation](./Contrib-Dice.md) - [Browse the Code](evennia.contrib.rpg.dice)
|
||||
|
||||
|
||||
|
||||
### Contrib: `health_bar`
|
||||
|
||||
_Contribution by Tim Ashley Jenkins, 2017_
|
||||
|
||||
The function provided in this module lets you easily display visual
|
||||
bars or meters as a colorful bar instead of just a number. A "health bar"
|
||||
is merely the most obvious use for this, but the bar is highly customizable
|
||||
and can be used for any sort of appropriate data besides player health.
|
||||
|
||||
[Read the documentation](./Contrib-Health-Bar.md) - [Browse the Code](evennia.contrib.rpg.health_bar)
|
||||
|
||||
|
||||
|
||||
### Contrib: `rpsystem`
|
||||
|
||||
_Contribution by Griatch, 2015_
|
||||
|
||||
A full roleplaying emote system. Short-descriptions and recognition (only
|
||||
know people by their looks until you assign a name to them). Room poses. Masks/disguises
|
||||
(hide your description). Speak directly in emote, with optional language obscuration
|
||||
(words get garbled if you don't know the language, you can also have different languages
|
||||
with different 'sounding' garbling). Whispers can be partly overheard from a distance. A
|
||||
very powerful in-emote reference system, for referencing and differentiate targets
|
||||
(including objects).
|
||||
|
||||
[Read the documentation](./Contrib-RPSystem.md) - [Browse the Code](evennia.contrib.rpg.rpsystem)
|
||||
|
||||
|
||||
|
||||
### Contrib: `traits`
|
||||
|
||||
_Contribution by Griatch 2020, based on code by Whitenoise and Ainneve contribs, 2014_
|
||||
|
||||
A `Trait` represents a modifiable property on (usually) a Character. They can
|
||||
be used to represent everything from attributes (str, agi etc) to skills
|
||||
(hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc.
|
||||
Traits differ from normal Attributes in that they track their changes and limit
|
||||
themselves to particular value-ranges. One can add/subtract from them easily and
|
||||
they can even change dynamically at a particular rate (like you being poisoned or
|
||||
healed).
|
||||
|
||||
[Read the documentation](./Contrib-Traits.md) - [Browse the Code](evennia.contrib.rpg.traits)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
## tutorials
|
||||
|
||||
_Helper resources specifically meant to teach a development concept or
|
||||
to exemplify an Evennia system. Any extra resources tied to documentation
|
||||
tutorials are found here. Also the home of the Tutorial World demo adventure._
|
||||
|
||||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Contrib-Batchprocessor.md
|
||||
Contrib-Bodyfunctions.md
|
||||
Contrib-Mirror.md
|
||||
Contrib-Red-Button.md
|
||||
Contrib-Talking-Npc.md
|
||||
Contrib-Tutorial-World.md
|
||||
```
|
||||
|
||||
|
||||
### Contrib: `batchprocessor`
|
||||
|
||||
_Contibution by Griatch, 2012_
|
||||
|
||||
Simple examples for the batch-processor. The batch processor is used for generating
|
||||
in-game content from one or more static files. Files can be stored with version
|
||||
control and then 'applied' to the game to create content.
|
||||
|
||||
[Read the documentation](./Contrib-Batchprocessor.md) - [Browse the Code](evennia.contrib.tutorials.batchprocessor)
|
||||
|
||||
|
||||
|
||||
### Contrib: `bodyfunctions`
|
||||
|
||||
_Contribution by Griatch, 2012_
|
||||
|
||||
Example script for testing. This adds a simple timer that has your
|
||||
character make small verbal observations at irregular intervals.
|
||||
|
||||
[Read the documentation](./Contrib-Bodyfunctions.md) - [Browse the Code](evennia.contrib.tutorials.bodyfunctions)
|
||||
|
||||
|
||||
|
||||
### Contrib: `mirror`
|
||||
|
||||
_Contribution by Griatch, 2017_
|
||||
|
||||
A simple mirror object to experiment with. It will respond to being looked at.
|
||||
|
||||
[Read the documentation](./Contrib-Mirror.md) - [Browse the Code](evennia.contrib.tutorials.mirror)
|
||||
|
||||
|
||||
|
||||
### Contrib: `red_button`
|
||||
|
||||
_Contribution by Griatch, 2011_
|
||||
|
||||
A red button that you can press to have an effect. This is a more advanced example
|
||||
object with its own functionality and state tracking.
|
||||
|
||||
[Read the documentation](./Contrib-Red-Button.md) - [Browse the Code](evennia.contrib.tutorials.red_button)
|
||||
|
||||
|
||||
|
||||
### Contrib: `talking_npc`
|
||||
|
||||
_Contribution by Griatch 2011. Updated by grungies1138, 2016_
|
||||
|
||||
This is an example of a static NPC object capable of holding a simple menu-driven
|
||||
conversation. Suitable for example as a quest giver or merchant.
|
||||
|
||||
[Read the documentation](./Contrib-Talking-Npc.md) - [Browse the Code](evennia.contrib.tutorials.talking_npc)
|
||||
|
||||
|
||||
|
||||
### Contrib: `tutorial_world`
|
||||
|
||||
_Contribution by Griatch 2011, 2015_
|
||||
|
||||
A stand-alone tutorial area for an unmodified Evennia install.
|
||||
Think of it as a sort of single-player adventure rather than a
|
||||
full-fledged multi-player game world. The various rooms and objects
|
||||
are designed to show off features of Evennia, not to be a
|
||||
very challenging (nor long) gaming experience. As such it's of course
|
||||
only skimming the surface of what is possible. Taking this apart
|
||||
is a great way to start learning the system.
|
||||
|
||||
[Read the documentation](./Contrib-Tutorial-World.md) - [Browse the Code](evennia.contrib.tutorials.tutorial_world)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
## utils
|
||||
|
||||
_Miscellaneous, optional tools for manipulating text, auditing connections
|
||||
and more._
|
||||
|
||||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Contrib-Auditing.md
|
||||
Contrib-Fieldfill.md
|
||||
Contrib-Random-String-Generator.md
|
||||
Contrib-Tree-Select.md
|
||||
```
|
||||
|
||||
|
||||
### Contrib: `auditing`
|
||||
|
||||
_Contribution by Johnny, 2017_
|
||||
|
||||
Utility that taps and intercepts all data sent to/from clients and the
|
||||
server and passes it to a callback of your choosing. This is intended for
|
||||
quality assurance, post-incident investigations and debugging.
|
||||
|
||||
[Read the documentation](./Contrib-Auditing.md) - [Browse the Code](evennia.contrib.utils.auditing)
|
||||
|
||||
|
||||
|
||||
### Contrib: `fieldfill`
|
||||
|
||||
_Contribution by Tim Ashley Jenkins, 2018_
|
||||
|
||||
This module contains a function that generates an `EvMenu` for you - this
|
||||
menu presents the player with a form of fields that can be filled
|
||||
out in any order (e.g. for character generation or building). Each field's value can
|
||||
be verified, with the function allowing easy checks for text and integer input,
|
||||
minimum and maximum values / character lengths, or can even be verified by a custom
|
||||
function. Once the form is submitted, the form's data is submitted as a dictionary
|
||||
to any callable of your choice.
|
||||
|
||||
[Read the documentation](./Contrib-Fieldfill.md) - [Browse the Code](evennia.contrib.utils.fieldfill)
|
||||
|
||||
|
||||
|
||||
### Contrib: `random_string_generator`
|
||||
|
||||
_Contribution by Vincent Le Goff (vlgeoff), 2017_
|
||||
|
||||
This utility can be used to generate pseudo-random strings of information
|
||||
with specific criteria. You could, for instance, use it to generate
|
||||
phone numbers, license plate numbers, validation codes, in-game security
|
||||
passwords and so on. The strings generated will be stored and won't be repeated.
|
||||
|
||||
[Read the documentation](./Contrib-Random-String-Generator.md) - [Browse the Code](evennia.contrib.utils.random_string_generator)
|
||||
|
||||
|
||||
|
||||
### Contrib: `tree_select`
|
||||
|
||||
_Contribution by Tim Ashley Jenkins, 2017_
|
||||
|
||||
This utility allows you to create and initialize an entire branching EvMenu
|
||||
instance from a multi-line string passed to one function.
|
||||
|
||||
[Read the documentation](./Contrib-Tree-Select.md) - [Browse the Code](evennia.contrib.utils.tree_select)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
----
|
||||
|
||||
<small>This document page is auto-generated. Manual changes
|
||||
will be overwritten.</small>
|
||||
Loading…
Add table
Add a link
Reference in a new issue