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Updated HTML docs.
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<li><a class="reference internal" href="#">Roleplaying base system for Evennia</a><ul>
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<li><a class="reference internal" href="#roleplaying-emotes">Roleplaying emotes</a><ul>
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<li><a class="reference internal" href="#installation">Installation:</a></li>
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<li><a class="reference internal" href="#usage">Usage</a><ul>
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<li><a class="reference internal" href="#sdescs">Sdescs</a></li>
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<li><a class="reference internal" href="#language-integration">Language integration</a></li>
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</ul>
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</li>
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</ul>
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</li>
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<li><a class="reference internal" href="#language-and-whisper-obfuscation-system">Language and whisper obfuscation system</a><ul>
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<li><a class="reference internal" href="#id1">Installation</a></li>
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<li><a class="reference internal" href="#usage">Usage:</a></li>
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<li><a class="reference internal" href="#id2">Usage:</a></li>
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</ul>
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</li>
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</ul>
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@ -197,7 +202,11 @@ your objects, if you originally created them without this.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> type/reset/force me = typeclasses.characters.Character
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</pre></div>
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</div>
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<p>Examples:</p>
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</section>
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<section id="usage">
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<h3>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h3>
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<section id="sdescs">
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<h4>Sdescs<a class="headerlink" href="#sdescs" title="Permalink to this headline">¶</a></h4>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> look
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Tavern
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@ -220,6 +229,15 @@ The tavern is full of nice people
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</div>
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<p>Note that by default, the case of the tag matters, so <code class="docutils literal notranslate"><span class="pre">/tall</span></code> will lead to ‘tall man’ while <code class="docutils literal notranslate"><span class="pre">/Tall</span></code> will become ‘Tall man’ and /TALL becomes /TALL MAN. If you don’t want this behavior, you can pass case_sensitive=False to the <code class="docutils literal notranslate"><span class="pre">send_emote</span></code> function.</p>
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</section>
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<section id="language-integration">
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<h4>Language integration<a class="headerlink" href="#language-integration" title="Permalink to this headline">¶</a></h4>
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<p>Speech can be identified as a particular language by prefixing it with the language key.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>emote says with a growl, orcish"Hello".
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</pre></div>
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</div>
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<p>This will identify the speech “Hello” as being spoken in orcish, and then pass that information on to <code class="docutils literal notranslate"><span class="pre">process_language</span></code> on your Character. By default, it doesn’t do much, but you can hook in a language system such as the <code class="docutils literal notranslate"><span class="pre">rplanguage</span></code> module below to do more interesting things.</p>
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</section>
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</section>
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</section>
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<section id="language-and-whisper-obfuscation-system">
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<h2>Language and whisper obfuscation system<a class="headerlink" href="#language-and-whisper-obfuscation-system" title="Permalink to this headline">¶</a></h2>
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@ -232,8 +250,8 @@ The tavern is full of nice people
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<h3>Installation<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h3>
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<p>This module adds no new commands; embed it in your say/emote/whisper commands.</p>
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</section>
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<section id="usage">
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<h3>Usage:<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h3>
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<section id="id2">
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<h3>Usage:<a class="headerlink" href="#id2" title="Permalink to this headline">¶</a></h3>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia.contrib.rpg.rpsystem</span> <span class="kn">import</span> <span class="n">rplanguage</span>
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<span class="c1"># need to be done once, here we create the "default" lang</span>
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