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<script src="../_static/underscore.js"></script>
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<script src="../_static/doctools.js"></script>
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<script src="../_static/language_data.js"></script>
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<script async="async" src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.7/latest.js?config=TeX-AMS-MML_HTMLorMML"></script>
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<script type="text/x-mathjax-config">MathJax.Hub.Config({"tex2jax": {"processClass": "tex2jax_process|mathjax_process|math|output_area"}})</script>
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<link rel="shortcut icon" href="../_static/favicon.ico"/>
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<link rel="index" title="Index" href="../genindex.html" />
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<link rel="search" title="Search" href="../search.html" />
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@ -47,13 +49,13 @@
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<div class="bodywrapper">
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<div class="body" role="main">
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<section id="static-in-game-map">
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<section class="tex2jax_ignore mathjax_ignore" id="static-in-game-map">
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<h1>Static In Game Map<a class="headerlink" href="#static-in-game-map" title="Permalink to this headline">¶</a></h1>
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<section id="introduction">
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<h2>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h2>
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<p>This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also
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details how to use the <a class="reference internal" href="../Components/Batch-Code-Processor.html"><span class="doc">Batch code processor</span></a> for advanced building. There is
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also the <a class="reference internal" href="Dynamic-In-Game-Map.html"><span class="doc">Dynamic in-game map tutorial</span></a> that works in the opposite direction,
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details how to use the <a class="reference internal" href="../Components/Batch-Code-Processor.html"><span class="doc std std-doc">Batch code processor</span></a> for advanced building. There is
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also the <a class="reference internal" href="Dynamic-In-Game-Map.html"><span class="doc std std-doc">Dynamic in-game map tutorial</span></a> that works in the opposite direction,
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||||
by generating a map from an existing grid of rooms.</p>
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||||
<p>Evennia does not require its rooms to be positioned in a “logical” way. Your exits could be named
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anything. You could make an exit “west” that leads to a room described to be in the far north. You
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@ -86,13 +88,13 @@ Exits: north(#8), east(#9), south(#10), west(#11)
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</li>
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</ol>
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<p>We will henceforth assume your game folder is name named <code class="docutils literal notranslate"><span class="pre">mygame</span></code> and that you haven’t modified the
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default commands. We will also not be using <a class="reference external" href="Concepts/TextTags.html#colored-text">Colors</a> for our map since they
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default commands. We will also not be using <a class="reference internal" href="../Concepts/Colors.html"><span class="doc std std-doc">Colors</span></a> for our map since they
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don’t show in the documentation wiki.</p>
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</section>
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<section id="planning-the-map">
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<h2>Planning the Map<a class="headerlink" href="#planning-the-map" title="Permalink to this headline">¶</a></h2>
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<p>Let’s begin with the fun part! Maps in MUDs come in many different [shapes and
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sizes](http://journal.imaginary-realities.com/volume-05/issue-01/modern-interface-modern-
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||||
sizes](<a class="reference external" href="http://journal.imaginary-realities.com/volume-05/issue-01/modern-interface-modern-">http://journal.imaginary-realities.com/volume-05/issue-01/modern-interface-modern-</a>
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mud/index.html). Some appear as just boxes connected by lines. Others have complex graphics that are
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external to the game itself.</p>
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<p>Our map will be in-game text but that doesn’t mean we’re restricted to the normal alphabet! If
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@ -124,54 +126,28 @@ planning at this stage can solve many problems before they happen.</p>
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<h2>Creating a Map Object<a class="headerlink" href="#creating-a-map-object" title="Permalink to this headline">¶</a></h2>
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<p>In this section we will try to create an actual “map” object that an account can pick up and look
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at.</p>
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<p>Evennia offers a range of <a class="reference external" href="../api/evennia.commands.default.html#modules">default commands</a> for
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<a class="reference internal" href="../Howto/Starting/Part1/Building-Quickstart.html"><span class="doc">creating objects and rooms in-game</span></a>. While readily accessible, these commands are made to do very
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<p>Evennia offers a range of <a class="reference internal" href="../Components/Default-Commands.html"><span class="doc std std-doc">default commands</span></a> for
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<a class="reference internal" href="../Howto/Starting/Part1/Building-Quickstart.html"><span class="doc std std-doc">creating objects and rooms in-game</span></a>. While readily accessible, these commands are made to do very
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specific, restricted things and will thus not offer as much flexibility to experiment (for an
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advanced exception see <a class="reference external" href="Concepts/TextTags.html#new-inlinefuncs">in-line functions</a>). Additionally, entering long
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advanced exception see <a class="reference internal" href="../Components/FuncParser.html"><span class="doc std std-doc">the FuncParser</span></a>). Additionally, entering long
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descriptions and properties over and over in the game client can become tedious; especially when
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testing and you may want to delete and recreate things over and over.</p>
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<p>To overcome this, Evennia offers <a class="reference internal" href="../Components/Batch-Processors.html"><span class="doc">batch processors</span></a> that work as input-files
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<p>To overcome this, Evennia offers <a class="reference internal" href="../Components/Batch-Processors.html"><span class="doc std std-doc">batch processors</span></a> that work as input-files
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created out-of-game. In this tutorial we’ll be using the more powerful of the two available batch
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processors, the <a class="reference internal" href="../Components/Batch-Code-Processor.html"><span class="doc">Batch Code Processor </span></a>, called with the <code class="docutils literal notranslate"><span class="pre">@batchcode</span></code> command.
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processors, the <a class="reference internal" href="../Components/Batch-Code-Processor.html"><span class="doc std std-doc">Batch Code Processor </span></a>, called with the <code class="docutils literal notranslate"><span class="pre">@batchcode</span></code> command.
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This is a very powerful tool. It allows you to craft Python files to act as blueprints of your
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entire game world. These files have access to use Evennia’s Python API directly. Batchcode allows
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for easy editing and creation in whatever text editor you prefer, avoiding having to manually build
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the world line-by-line inside the game.</p>
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<blockquote>
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<div><p>Important warning: <code class="docutils literal notranslate"><span class="pre">@batchcode</span></code>’s power is only rivaled by the <code class="docutils literal notranslate"><span class="pre">@py</span></code> command. Batchcode is so
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powerful it should be reserved only for the <a class="reference internal" href="../Concepts/Building-Permissions.html"><span class="doc">superuser</span></a>. Think carefully
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powerful it should be reserved only for the <a class="reference internal" href="../Concepts/Building-Permissions.html"><span class="doc std std-doc">superuser</span></a>. Think carefully
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before you let others (such as <code class="docutils literal notranslate"><span class="pre">Developer</span></code>- level staff) run <code class="docutils literal notranslate"><span class="pre">@batchcode</span></code> on their own - make sure
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you are okay with them running <em>arbitrary Python code</em> on your server.</p>
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</div></blockquote>
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<p>While a simple example, the map object it serves as good way to try out <code class="docutils literal notranslate"><span class="pre">@batchcode</span></code>. Go to
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<code class="docutils literal notranslate"><span class="pre">mygame/world</span></code> and create a new file there named <code class="docutils literal notranslate"><span class="pre">batchcode_map.py</span></code>:</p>
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<div class="highlight-Python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal">27</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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<div class="highlight-Python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
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@ -199,7 +175,7 @@ you are okay with them running <em>arbitrary Python code</em> on your server.</p
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<span class="c1"># This message lets us know our map was created successfully.</span>
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<span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"A map appears out of thin air and falls to the ground."</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>Log into your game project as the superuser and run the command</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="nd">@batchcode</span> <span class="n">batchcode_map</span>
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</pre></div>
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@ -216,75 +192,7 @@ map does not actually exist yet - we’re all mapped up with nowhere to go! Let
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build a game area based on our map. We have five areas outlined: a castle, a cottage, a campsite, a
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coastal beach and the crossroads which connects them. Create a new batchcode file for this in
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<code class="docutils literal notranslate"><span class="pre">mygame/world</span></code>, named <code class="docutils literal notranslate"><span class="pre">batchcode_world.py</span></code>.</p>
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<span class="normal">69</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_world.py</span>
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<div class="highlight-Python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_world.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span><span class="p">,</span> <span class="n">search_object</span>
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<span class="kn">from</span> <span class="nn">typeclasses</span> <span class="kn">import</span> <span class="n">rooms</span><span class="p">,</span> <span class="n">exits</span>
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@ -354,7 +262,7 @@ coastal beach and the crossroads which connects them. Create a new batchcode fil
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<span class="n">limbo_exit</span> <span class="o">=</span> <span class="n">create_object</span><span class="p">(</span><span class="n">exits</span><span class="o">.</span><span class="n">Exit</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="s2">"enter world"</span><span class="p">,</span>
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<span class="n">aliases</span><span class="o">=</span><span class="p">[</span><span class="s2">"enter"</span><span class="p">],</span> <span class="n">location</span><span class="o">=</span><span class="n">limbo</span><span class="p">,</span> <span class="n">destination</span><span class="o">=</span><span class="n">centre</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>Apply this new batch code with <code class="docutils literal notranslate"><span class="pre">@batchcode</span> <span class="pre">batchcode_world</span></code>. If there are no errors in the code we
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now have a nice mini-world to explore. Remember that if you get lost you can look at the map we
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created!</p>
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@ -373,51 +281,7 @@ batchcode.</p>
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in a format which allows us to do that easily. Luckily, python allows us to treat strings as lists
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of characters allowing us to pick out the characters we need.</p>
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<p><code class="docutils literal notranslate"><span class="pre">mygame/world/map_module.py</span></code></p>
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<span class="normal">45</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># We place our map into a sting here.</span>
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<div class="highlight-Python notranslate"><div class="highlight"><pre><span></span><span class="c1"># We place our map into a sting here.</span>
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<span class="n">world_map</span> <span class="o">=</span> <span class="s2">"""</span><span class="se">\</span>
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<span class="s2">≈≈↑↑↑↑↑∩∩</span>
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<span class="s2">≈≈↑╔═╗↑∩∩</span>
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@ -463,20 +327,10 @@ of characters allowing us to pick out the characters we need.</p>
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<span class="k">return</span> <span class="nb">map</span>
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</pre></div>
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</td></tr></table></div>
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</div>
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<p>With our map_module set up, let’s replace our hardcoded map in <code class="docutils literal notranslate"><span class="pre">mygame/world/batchcode_map.py</span></code> with
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a reference to our map module. Make sure to import our map_module!</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
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<span class="normal">11</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
|
||||
|
|
@ -488,7 +342,7 @@ a reference to our map module. Make sure to import our map_module!</p>
|
|||
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||||
<span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">"A map appears out of thin air and falls to the ground."</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
<p>Log into Evennia as the superuser and run this batchcode. If everything worked our new map should
|
||||
look exactly the same as the old map - you can use <code class="docutils literal notranslate"><span class="pre">@delete</span></code> to delete the old one (use a number to
|
||||
pick which to delete).</p>
|
||||
|
|
@ -503,67 +357,7 @@ is a little module called <a class="reference external" href="https://github.com
|
|||
creator for you to utilize in your game. We’ll use it by creating a basic table with 1 row and two
|
||||
columns (one for our map and one for our text) whilst also hiding the borders. Open the batchfile
|
||||
again</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
|
||||
<span class="normal"> 2</span>
|
||||
<span class="normal"> 3</span>
|
||||
<span class="normal"> 4</span>
|
||||
<span class="normal"> 5</span>
|
||||
<span class="normal"> 6</span>
|
||||
<span class="normal"> 7</span>
|
||||
<span class="normal"> 8</span>
|
||||
<span class="normal"> 9</span>
|
||||
<span class="normal">10</span>
|
||||
<span class="normal">11</span>
|
||||
<span class="normal">12</span>
|
||||
<span class="normal">13</span>
|
||||
<span class="normal">14</span>
|
||||
<span class="normal">15</span>
|
||||
<span class="normal">16</span>
|
||||
<span class="normal">17</span>
|
||||
<span class="normal">18</span>
|
||||
<span class="normal">19</span>
|
||||
<span class="normal">20</span>
|
||||
<span class="normal">21</span>
|
||||
<span class="normal">22</span>
|
||||
<span class="normal">23</span>
|
||||
<span class="normal">24</span>
|
||||
<span class="normal">25</span>
|
||||
<span class="normal">26</span>
|
||||
<span class="normal">27</span>
|
||||
<span class="normal">28</span>
|
||||
<span class="normal">29</span>
|
||||
<span class="normal">30</span>
|
||||
<span class="normal">31</span>
|
||||
<span class="normal">32</span>
|
||||
<span class="normal">33</span>
|
||||
<span class="normal">34</span>
|
||||
<span class="normal">35</span>
|
||||
<span class="normal">36</span>
|
||||
<span class="normal">37</span>
|
||||
<span class="normal">38</span>
|
||||
<span class="normal">39</span>
|
||||
<span class="normal">40</span>
|
||||
<span class="normal">41</span>
|
||||
<span class="normal">42</span>
|
||||
<span class="normal">43</span>
|
||||
<span class="normal">44</span>
|
||||
<span class="normal">45</span>
|
||||
<span class="normal">46</span>
|
||||
<span class="normal">47</span>
|
||||
<span class="normal">48</span>
|
||||
<span class="normal">49</span>
|
||||
<span class="normal">50</span>
|
||||
<span class="normal">51</span>
|
||||
<span class="normal">52</span>
|
||||
<span class="normal">53</span>
|
||||
<span class="normal">54</span>
|
||||
<span class="normal">55</span>
|
||||
<span class="normal">56</span>
|
||||
<span class="normal">57</span>
|
||||
<span class="normal">58</span>
|
||||
<span class="normal">59</span>
|
||||
<span class="normal">60</span>
|
||||
<span class="normal">61</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame\world\batchcode_world.py</span>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame\world\batchcode_world.py</span>
|
||||
|
||||
<span class="c1"># Add to imports</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia.utils</span> <span class="kn">import</span> <span class="n">evtable</span>
|
||||
|
|
@ -625,7 +419,7 @@ again</p>
|
|||
<span class="n">border</span><span class="o">=</span><span class="kc">None</span><span class="p">)</span>
|
||||
<span class="n">west</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">desc</span><span class="o">.</span><span class="n">reformat_column</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">70</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</td></tr></table></div>
|
||||
</div>
|
||||
<p>Before we run our new batchcode, if you are anything like me you would have something like 100 maps
|
||||
lying around and 3-4 different versions of our rooms extending from limbo. Let’s wipe it all and
|
||||
start with a clean slate. In Command Prompt you can run <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">flush</span></code> to clear the database and
|
||||
|
|
@ -640,8 +434,8 @@ Prompt use <code class="docutils literal notranslate"><span class="pre">evennia<
|
|||
easily new game defining features can be added to Evennia.</p>
|
||||
<p>You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why
|
||||
not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
|
||||
Tutorial), <a class="reference internal" href="../Howto/Tutorial-Aggressive-NPCs.html"><span class="doc">fill your world with NPC’s</span></a> or
|
||||
<a class="reference internal" href="../Howto/Starting/Part3/Turn-based-Combat-System.html"><span class="doc">implement a combat system</span></a>.</p>
|
||||
Tutorial), <a class="reference internal" href="../Howto/Tutorial-Aggressive-NPCs.html"><span class="doc std std-doc">fill your world with NPC’s</span></a> or
|
||||
<a class="reference internal" href="../Howto/Starting/Part3/Turn-based-Combat-System.html"><span class="doc std std-doc">implement a combat system</span></a>.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
|
@ -704,7 +498,7 @@ Tutorial), <a class="reference internal" href="../Howto/Tutorial-Aggressive-NPCs
|
|||
<h3>Versions</h3>
|
||||
<ul>
|
||||
<li><a href="Static-In-Game-Map.html">1.0-dev (develop branch)</a></li>
|
||||
<li><a href="../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
|
||||
<li><a href="../../0.95/index.html">0.95 (v0.9.5 branch)</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue