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@ -14,6 +14,8 @@
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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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@ -38,7 +40,7 @@
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<div class="bodywrapper">
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<div class="body" role="main">
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<section id="planning-our-tutorial-game">
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<section class="tex2jax_ignore mathjax_ignore" id="planning-our-tutorial-game">
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<h1>Planning our tutorial game<a class="headerlink" href="#planning-our-tutorial-game" title="Permalink to this headline">¶</a></h1>
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<p>Using the general plan from last lesson we’ll now establish what kind of game we want to create for this tutorial.
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Remembering that we need to keep the scope down, let’s establish some parameters.
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@ -101,8 +103,8 @@ goes outside the regular hierarchy and should usually only.</p>
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other. By default, the <code class="docutils literal notranslate"><span class="pre">public</span></code> channel is created for general discourse.
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Channels are logged to a file and when you are coming back to the game you can view the history of a channel
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in case you missed something.</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>> public Hello world!
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[Public] MyName: Hello world!
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> public Hello world!
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[Public] MyName: Hello world!
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</pre></div>
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</div>
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<p>But Channels can also be set up to work between Characters instead of Accounts. This would mean the channels
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@ -149,7 +151,7 @@ build the brunt of things using Evennia’s Batchcode system.</p>
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the ability to create objects with in-built commands is easy and safe, actual code-creation (aka <em>softcode</em> ) is
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not something Evennia supports natively. Regular, untrusted users should never be allowed to execute raw Python
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code (such as what you can do with the <code class="docutils literal notranslate"><span class="pre">py</span></code> command). You can
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<a class="reference internal" href="../../../Concepts/Soft-Code.html"><span class="doc">read more about Evennia’s stance on softcode here</span></a>. If you want users to do limited scripting,
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<a class="reference internal" href="../../../Concepts/Soft-Code.html"><span class="doc std std-doc">read more about Evennia’s stance on softcode here</span></a>. If you want users to do limited scripting,
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it’s suggested that this is accomplished by adding more powerful build-commands for them to use.</p>
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<p>For our tutorial-game, we will only allow privileged builders to modify the world. The exception is crafting,
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which we will limit to repairing broken items by combining them with other repair-related items.</p>
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@ -556,7 +558,7 @@ to code themselves. So in the next lesson we will check out what help we have fr
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<h3>Versions</h3>
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<ul>
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<li><a href="Planning-The-Tutorial-Game.html">1.0-dev (develop branch)</a></li>
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<li><a href="../../../../0.9.5/index.html">0.9.5 (v0.9.5 branch)</a></li>
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<li><a href="../../../../0.95/index.html">0.95 (v0.9.5 branch)</a></li>
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</ul>
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</div>
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