More work on tutorial text

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Griatch 2022-08-07 00:11:38 +02:00
parent 39735626e1
commit 7fe9cc8053
2 changed files with 19 additions and 17 deletions

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@ -8,7 +8,7 @@ We still need to track what the character is using however: What weapon they hav
they can do. The shield, helmet and armor they use affects their defense.
We have already set up the possible 'wear/wield locations' when we defined our Objects
[in the previous lesson](Beginner-Tutorial-Objects). This is what we have in `enums.py`:
[in the previous lesson](./Beginner-Tutorial-Objects.md). This is what we have in `enums.py`:
```python
# mygame/evadventure/enums.py
@ -38,7 +38,7 @@ when we pick them up, but we will add more functionality using an _Equipment han
```{sidebar}
If you want to understand more about behind how Evennia uses handlers, there is a
[dedicated tutorial](Tutorial-Persistent-Handler) talking about the principle.
[dedicated tutorial](../../Tutorial-Persistent-Handler.md) talking about the principle.
```
A handler is (for our purposes) an object that sits "on" another entity, containing functionality
@ -117,4 +117,4 @@ our data - our _Knave_ slots. We must save them to the database, because we want
them even after reloading.
Using `self.obj.attributes.add()` and `.get()` we save the data to the Character in a specially named
[Attribute](Attributes). Since we use a `category`, we are unlikely to collide with other Attributes.
[Attribute](../../../Components/Attributes.md). Since we use a `category`, we are unlikely to collide with other Attributes.