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Expand tutorial on equipmenthandler
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# Overview of your new Game Dir
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Next we will take a little detour to look at the _Tutorial World_. This is a little solo adventure
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that comes with Evennia, a showcase for some of the things that are possible.
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Now we have 'run the game' a bit and started with our forays into Python from inside Evennia.
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It is time to start to look at how things look 'outside of the game'. Let's do a tour of your game-dir
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Like everywhere in the docs we'll assume it's called `mygame`.
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> When looking through files, ignore files ending with `.pyc` and the
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`__pycache__` folder if it exists. This is internal Python compilation files that you should never
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> need to touch. Files `__init__.py` is also often empty and can be ignored (they have to do with
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> Python package management).
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You may have noticed when we were building things in-game that we would often refer to code through
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"python paths", such as
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```{sidebar} Python-paths
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A 'python path' uses '.' instead of '/' or '`\\`' and
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skips the `.py` ending of files. It can also point to
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the code contents of python files. Since Evennia is already
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looking for code in your game dir, your python paths can start
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from there.
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So a path `/home/foo/devel/mygame/commands/command.py`
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would translate to a Python-path `commands.command`.
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```
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create/drop button:tutorial_examples.red_button.RedButton
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This is a fundamental aspect of coding Evennia - _you create code and then you tell Evennia where that
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code is and when it should be used_. Above we told it to create a red button by pulling from specific code
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in the `contribs/` folder but the same principle is true everywhere. So it's important to know where code is
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and how you point to it correctly.
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- `mygame/`
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- `commands/` - This holds all your custom commands (user-input handlers). You both add your own
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and override Evennia's defaults from here.
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- `server`/ - The structure of this folder should not change since Evennia expects it.
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- `conf/` - All server configuration files sits here. The most important file is `settings.py`.
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- `logs/` - Server log files are stored here. When you use `evennia --log` you are actually
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tailing the files in this directory.
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- `typeclasses/` - this holds empty templates describing all database-bound entities in the
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game, like Characters, Scripts, Accounts etc. Adding code here allows to customize and extend
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the defaults.
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- `web/` - This is where you override and extend the default templates, views and static files used
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for Evennia's web-presence, like the website and the HTML5 webclient.
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- `world/` - this is a "miscellaneous" folder holding everything related to the world you are
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building, such as build scripts and rules modules that don't fit with one of the other folders.
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> The `server/` subfolder should remain the way it is - Evennia expects this. But you could in
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> principle change the structure of the rest of your game dir as best fits your preference.
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> Maybe you don't need a world/ folder but prefer many folders with different aspects of your world?
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> Or a new folder 'rules' for your RPG rules? This is fine. If you move things around you just need
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> to update Evennia's default settings to point to the right places in the new structure.
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## commands/
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The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Components/Commands.md)
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of Evennia. These manifest in game like the server understanding input like `look` or `dig`.
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```{sidebar} Classes
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A `class` is template for creating object-instances of a particular type
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in Python. We will explain classes in more detail in the next
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`python overview <Python-basic-tutorial-part-two>`_.
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```
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- [command.py](github:evennia/game_template/commands/command.py) (Python-path: `commands.command`) - this contain the
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base _classes_ for designing new input commands, or override the defaults.
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- [default_cmdsets.py](github:evennia/game_template/commands/default_cmdsets.py) (Python path: `commands.default_commands`) -
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a cmdset (Command-Set) groups Commands together. Command-sets can be added and removed from objects on the fly,
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meaning a user could have a different set of commands (or versions of commands) available depending on their circumstance
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in the game. In order to add a new command to the game, it's common to import the new command-class
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from `command.py` and add it to one of the default cmdsets in this module.
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## server/
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This folder contains resource necessary for running Evennia. Contrary to the other folders, the structure
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of this should be kept the way it is.
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- `evennia.db3` - you will only have this file if you are using the default SQLite3 database. This file
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contains the entire database. Just copy it to make a backup. For development you could also just
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make a copy once you have set up everything you need and just copy that back to 'reset' the state.
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If you delete this file you can easily recreate it by running `evennia migrate`.
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### server/logs/
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This holds the server logs. When you do `evennia --log`, the evennia program is in fact tailing and concatenating
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the `server.log` and `portal.log` files in this directory. The logs are rotated every week. Depending on your settings,
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other logs, like the webserver HTTP request log can also be found here.
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### server/conf/
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This contains all configuration files of the Evennia server. These are regular Python modules which
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means that they must be extended with valid Python. You can also add logic to them if you wanted to.
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Common for the settings is that you generally will never them directly via their python-path; instead Evennia
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knows where they are and will read them to configure itself at startup.
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- `settings.py` - this is by far the most important file. It's nearly empty by default, rather you
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are expected to copy&paste the changes you need from [evennia/default_settings.py](github:evennia/default_settings.py).
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The default settings file is extensively documented. Importing/accessing the values in the settings
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file is done in a special way, like this:
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from django.conf import settings
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To get to the setting `TELNET_PORT` in the settings file you'd then do
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telnet_port = settings.TELNET_PORT
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You cannot assign to the settings file dynamically; you must change the `settings.py` file directly to
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change a setting.
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- `secret_settings.py` - If you are making your code effort public, you may not want to share all settings online.
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There may be server-specific secrets or just fine-tuning for your game systems that you prefer be kept secret
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from the players. Put such settings in here, it will override values in `settings.py` and not be included in
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version control.
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- `at_initial_setup.py` - When Evennia starts up for the very first time, it does some basic tasks, like creating the
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superuser and Limbo room. Adding to this file allows to add more actions for it to for first-startup.
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- `at_search.py` - When searching for objects and either finding no match or more than one match, it will
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respond by giving a warning or offering the user to differentiate between the multiple matches. Modifying
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the code here will change this behavior to your liking.
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- `at_server_startstop.py` - This allows to inject code to execute every time the server starts, stops or reloads
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in different ways.
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- `connection_screens.py` - This allows for changing the connection screen you see when you first connect to your
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game.
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- `inlinefuncs.py` - _Inlinefuncs_ are optional and limited 'functions' that can be embedded in any strings being
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sent to a player. They are written as `$funcname(args)` and are used to customize the output
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depending on the user receiving it. For example sending people the text `"Let's meet at $realtime(13:00, GMT)!`
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would show every player seeing that string the time given in their own time zone. The functions added to this
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module will become new inlinefuncs in the game.
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- `inputfucs.py` - When a command like `look` is received by the server, it is handled by an _inputfunc_
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that redirects it to the cmdhandler system. But there could be other inputs coming from the clients, like
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button-presses or the request to update a health-bar. While most common cases are already covered, this is
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where one adds new functions to process new types of input.
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- `lockfuncs.py` - _Locks_ restrict access to things in-game. Lock funcs are used in a mini-language
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to defined more complex locks. For example you could have a lockfunc that checks if the user is carrying
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a given item, is bleeding or has a certain skill value. New functions added in this modules will
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become available for use in lock definitions.
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- `mssp.py` - Mud Server Status Protocol is a way for online MUD archives/listings (which you usually have
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to sign up for) to track which MUDs are currently online, how many players they have etc. While Evennia handles
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the dynamic information automatically, this is were you set up the meta-info about your game, such as its
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theme, if player-killing is allowed and so on. This is a more generic form of the Evennia Game directory.
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- `portal_services_plugins.py` - If you want to add new external connection protocols to Evennia, this is the place
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to add them.
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- `server_services_plugins.py` - This allows to override internal server connection protocols.
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- `web_plugins.py` - This allows to add plugins to the Evennia webserver as it starts.
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### typeclasses/
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The [Typeclasses](../../../Components/Typeclasses.md) of Evennia are Evennia-specific Python classes whose instances save themselves
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to the database. This allows a Character to remain in the same place and your updated strength stat to still
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be the same after a server reboot.
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- [accounts.py](github:evennia/game_template/typeclasses/accounts.py) (Python-path: `typeclasses.accounts`) - An
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[Account](../../../Components/Accounts.md) represents the player connecting to the game. It holds information like email,
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password and other out-of-character details.
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- [channels.py](github:evennia/game_template/typeclasses/channels.py) (Python-path: `typeclasses.channels`) -
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[Channels](../../../Components/Channels.md) are used to manage in-game communication between players.
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- [objects.py](github:evennia/game_template/typeclasses/objects.py) (Python-path: `typeclasses.objects`) -
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[Objects](../../../Components/Objects.md) represent all things having a location within the game world.
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- [characters.py](github:evennia/game_template/typeclasses/characters.py) (Python-path: `typeclasses.characters`) -
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The [Character](../../../Components/Objects.md#characters) is a subclass of Objects, controlled by Accounts - they are the player's
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avatars in the game world.
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- [rooms.py](github:evennia/game_template/typeclasses/rooms.py) (Python-path: `typeclasses.rooms`) - A
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[Room](../../../Components/Objects.md#rooms) is also a subclass of Object; describing discrete locations. While the traditional
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term is 'room', such a location can be anything and on any scale that fits your game, from a forest glade,
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an entire planet or an actual dungeon room.
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- [exits.py](github:evennia/game_template/typeclasses/exits.py) (Python-path: `typeclasses.exits`) -
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[Exits](../../../Components/Objects.md#exits) is another subclass of Object. Exits link one Room to another.
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- [scripts.py](github:evennia/game_template/typeclasses/scripts.py) (Python-path: `typeclasses.scripts`) -
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[Scripts](../../../Components/Scripts.md) are 'out-of-character' objects. They have no location in-game and can serve as basis for
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anything that needs database persistence, such as combat, weather, or economic systems. They also
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have the ability to execute code repeatedly, on a timer.
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### web/
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This folder contains folders for overriding the default web-presence of Evennia with your own designs.
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Most of these folders are empty except for a README file or a subset of other empty folders.
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- `media/` - this empty folder is where you can place your own images or other media files you want the
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web server to serve. If you are releasing your game with a lot of media (especially if you want videos) you
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should consider re-pointing Evennia to use some external service to serve your media instead.
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- `static_overrides/` - 'static' files include fonts, CSS and JS. Within this folder you'll find sub-folders for
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overriding the static files for the `admin` (this is the Django web-admin), the `webclient` (this is thet
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HTML5 webclient) and the `website`. Adding files to this folder will replace same-named files in the
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default web presence.
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- `template_overrides/` - these are HTML files, for the `webclient` and the `website`. HTML files are written
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using [Jinja](https://jinja.palletsprojects.com/en/2.11.x/) templating, which means that one can override
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only particular parts of a default template without touching others.
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- `static/` - this is a work-directory for the web system and should _not_ be manually modified. Basically,
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Evennia will copy static data from `static_overrides` here when the server starts.
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- `urls.py` - this module links up the Python code to the URLs you go to in the browser.
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### world/
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This folder only contains some example files. It's meant to hold 'the rest' of your game implementation. Many
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people change and re-structure this in various ways to better fit their ideas.
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- [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially
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just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
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[Tutorial World](./Beginner-Tutorial-Tutorial-World.md) was built with such a batch-file.
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- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Prototypes.md) is a way
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to easily vary objects without changing their base typeclass. For example, one could use prototypes to
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tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different
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equipment, stats and looks.
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