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Refactor 1.0 docs with new toctree structure and inheritance
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docs/source/Howtos/Beginner-Tutorial/Part1/Tutorial-World.md
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docs/source/Howtos/Beginner-Tutorial/Part1/Tutorial-World.md
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# The Tutorial World
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The *Tutorial World* is a small and functioning MUD-style game world shipped with Evennia.
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It's a small showcase of what is possible. It can also be useful for those who have an easier
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time learning by deconstructing existing code.
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Stand in the Limbo room and install it with
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batchcommand tutorial_world.build
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What this does is to run the build script
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[evennia/contrib/tutorial_world/build.ev](github:evennia/contrib/tutorial_world/build.ev).
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This is pretty much just a list of build-commands executed in sequence by the `batchcommand` command.
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Wait for the building to complete and don't run it twice.
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> After having run the batchcommand, the `intro` command also becomes available in Limbo. Try it out to
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> for in-game help and to get an example of [EvMenu](../../../Components/EvMenu.md), Evennia's in-built
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> menu generation system!
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The game consists of a single-player quest and has some 20 rooms that you can explore as you seek
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to discover the whereabouts of a mythical weapon.
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A new exit should have appeared named _Tutorial_. Enter by writing `tutorial`.
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You will automatically `quell` when you enter (and `unquell` when you leave), so you can play the way it was intended.
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Both if you are triumphant or if you use the `give up` command you will eventually end up back in Limbo.
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```{important}
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Only LOSERS and QUITTERS use the `give up` command.
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```
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## Gameplay
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*To get into the mood of this miniature quest, imagine you are an adventurer out to find fame and
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fortune. You have heard rumours of an old castle ruin by the coast. In its depth a warrior princess
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was buried together with her powerful magical weapon - a valuable prize, if it's true. Of course
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this is a chance to adventure that you cannot turn down!*
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*You reach the ocean in the midst of a raging thunderstorm. With wind and rain screaming in your
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face you stand where the moor meets the sea along a high, rocky coast ...*
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---
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### Gameplay hints
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- Use the command `tutorial` to get code insight behind the scenes of every room.
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- Look at everything. While a demo, the Tutorial World is not necessarily trivial to solve - it depends
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on your experience with text-based adventure games. Just remember that everything can be solved or bypassed.
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- Some objects are interactive in more than one way. Use the normal `help` command to get a feel for
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which commands are available at any given time.
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- In order to fight, you need to first find some type of weapon.
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- *slash* is a normal attack
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- *stab* launches an attack that makes more damage but has a lower chance to hit.
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- *defend* will lower the chance to taking damage on your enemy's next attack.
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- Some things _cannot_ be hurt by mundane weapons. In that case it's OK to run away. Expect
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to be chased though.
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- Being defeated is a part of the experience. You can't actually die, but getting knocked out
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means being left in the dark ...
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## Once you are done (or had enough)
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Afterwards you'll either have conquered the old ruin and returned in glory and triumph ... or
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you returned limping and whimpering from the challenge by using the `give up` command.
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Either way you should now be back in Limbo, able to reflect on the experience.
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Some features exemplified by the tutorial world:
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- Rooms with custom ability to show details (like looking at the wall in the dark room)
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- Hidden or impassable exits until you fulfilled some criterion
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- Objects with multiple custom interactions (like swords, the well, the obelisk ...)
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- Large-area rooms (that bridge is actually only one room!)
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- Outdoor weather rooms with weather (the rain pummeling you)
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- Dark room, needing light source to reveal itself (the burning splinter even burns out after a while)
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- Puzzle object (the wines in the dark cell; hope you didn't get stuck!)
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- Multi-room puzzle (the obelisk and the crypt)
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- Aggressive mobile with roam, pursue and battle state-engine AI (quite deadly until you find the right weapon)
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- Weapons, also used by mobs (most are admittedly not that useful against the big baddie)
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- Simple combat system with attack/defend commands (teleporting on-defeat)
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- Object spawning (the weapons in the barrel and the final weapoon is actually randomized)
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- Teleporter trap rooms (if you fail the obelisk puzzle)
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```{sidebar} Extra Credit
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If you have previous programming experience (or after you have gone
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through this Starter tutorial) it may be instructive to dig a little deeper into the Tutorial-world
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code to learn how it achieves what it does. The code is heavily documented.
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You can find all the code in [evennia/contrib/tutorials/tutorial_world](evennia.contrib.tutorials.tutorial_world).
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The build-script is [here](github:evennia/contrib/tutorials/tutorial_world/build.ev).
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When reading the code, remember that the Tutorial World was designed to install easily and to not permanently modify
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the rest of the game. It therefore makes sure to only use temporary solutions and to clean up after itself. This is
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not something you will often need to worry about when making your own game.
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```
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Quite a lot of stuff crammed in such a small area!
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## Uninstall the tutorial world
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Once are done playing with the tutorial world, let's uninstall it.
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Uninstalling the tutorial world basically means deleting all the rooms and objects it consists of.
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Make sure you are back in Limbo, then
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find tut#01
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find tut#16
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This should locate the first and last rooms created by `build.ev` - *Intro* and *Outro*. If you
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installed normally, everything created between these two numbers should be part of the tutorial.
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Note their #dbref numbers, for example 5 and 80. Next we just delete all objects in that range:
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del 5-80
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You will see some errors since some objects are auto-deleted and so cannot be found when the delete
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mechanism gets to them. That's fine. You should have removed the tutorial completely once the
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command finishes.
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Even if the game-style of the Tutorial-world was not similar to the one you are interested in, it
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should hopefully have given you a little taste of some of the possibilities of Evennia. Now we'll
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move on with how to access this power through code.
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