Clean up contrib docs, autogeneration

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Griatch 2022-01-08 14:40:58 +01:00
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@ -13,11 +13,10 @@ Each contrib contains installation instructions for how to integrate it
with your other code. If you want to tweak the code of a contrib, just
copy its entire folder to your game directory and modify/use it from there.
If you want to contribute yourself, see [here](../Contributing.md)!
> Hint: Additional (potentially un-maintained) code snippets from the community can be found
in our discussion forum's [Community Contribs & Snippets](https://github.com/evennia/evennia/discussions/categories/community-contribs-snippets) category.
If you want to contribute yourself, see [here](../Contributing.md)!
## base_systems
@ -29,113 +28,123 @@ login systems, new command syntaxes, and build helpers._
### Contrib: `awsstorage`
Contrib by The Right Honourable Reverend (trhr) 2020
_Contrib by The Right Honourable Reverend (trhr), 2020_
## What is this for?
This plugin migrates the Web-based portion of Evennia, namely images,
javascript, and other items located inside staticfiles into Amazon AWS (S3)
cloud hosting. Great for those serving media with the game.
[Read the documentation](./Contrib-AWSStorage.md)
[Read the documentation](./Contrib-AWSStorage.md) - [Browse the Code](evennia.contrib.base_systems.awsstorage)
### Contrib: `building_menu`
Module containing the building menu system.
_Contrib by vincent-lg, 2018_
Evennia contributor: vincent-lg 2018
Building menus are in-game menus, not unlike `EvMenu` though using a
different approach. Building menus have been specifically designed to edit
information as a builder. Creating a building menu in a command allows
builders quick-editing of a given object, like a room. If you follow the
steps to add the contrib, you will have access to an `edit` command
that will edit any default object, offering to change its key and description.
[Read the documentation](./Contrib-Building-Menu.md)
[Read the documentation](./Contrib-Building-Menu.md) - [Browse the Code](evennia.contrib.base_systems.building_menu)
### Contrib: `color_markups`
Contribution, Griatch 2017
_Contrib by Griatch, 2017_
Additional color markup styles for Evennia (extending or replacing the default
`|r`, `|234` etc).
`|r`, `|234`). Adds support for MUSH-style (`%cr`, `%c123`) and/or legacy-Evennia
(`{r`, `{123`).
[Read the documentation](./Contrib-Color-Markups.md)
[Read the documentation](./Contrib-Color-Markups.md) - [Browse the Code](evennia.contrib.base_systems.color_markups)
### Contrib: `custom_gametime`
Contrib - Griatch 2017, vlgeoff 2017
_Contrib by vlgeoff, 2017 - based on Griatch's core original_
This reimplements the `evennia.utils.gametime` module but supporting a custom
calendar for your game world. It allows for scheduling events to happen at given
in-game times, taking this custom calendar into account.
This reimplements the `evennia.utils.gametime` module but with a _custom_
calendar (unusual number of days per week/month/year etc) for your game world.
Like the original, it allows for scheduling events to happen at given
in-game times, but now taking this custom calendar into account.
[Read the documentation](./Contrib-Custom-Gametime.md)
[Read the documentation](./Contrib-Custom-Gametime.md) - [Browse the Code](evennia.contrib.base_systems.custom_gametime)
### Contrib: `email_login`
Evennia contrib - Griatch 2012
_Contrib by Griatch, 2012_
This is a variant of the login system that requires an email-address
instead of a username to login.
This is a variant of the login system that asks for an email-address
instead of a username to login. Note that it does not verify the email,
it just uses it as the identifier rather than a username.
[Read the documentation](./Contrib-Email-Login.md)
[Read the documentation](./Contrib-Email-Login.md) - [Browse the Code](evennia.contrib.base_systems.email_login)
### Contrib: `ingame_python`
Vincent Le Goff 2017
_Contrib by Vincent Le Goff 2017_
This contrib adds the system of in-game Python in Evennia, allowing immortals
(or other trusted builders) to dynamically add features to individual objects.
Using custom Python set in-game, every immortal or privileged users could have a
specific room, exit, character, object or something else behave differently from
its "cousins". For these familiar with the use of softcode in MU`*`, like SMAUG
MudProgs, the ability to add arbitrary behavior to individual objects is a step
toward freedom. Keep in mind, however, the warning below, and read it carefully
before the rest of the documentation.
This contrib adds the ability to script with Python in-game. It allows trusted
staff/builders to dynamically add features and triggers to individual objects
without needing to do it in external Python modules. Using custom Python in-game,
specific rooms, exits, characters, objects etc can be made to behave differently from
its "cousins". This is similar to how softcode works for MU or MudProgs for DIKU.
Keep in mind, however, that allowing Python in-game comes with _severe_
security concerns (you must trust your builders deeply), so read the warnings in
this module carefully before continuing.
[Read the documentation](./Contrib-Ingame-Python.md)
[Read the documentation](./Contrib-Ingame-Python.md) - [Browse the Code](evennia.contrib.base_systems.ingame_python)
### Contrib: `menu_login`
Contribution - Vincent-lg 2016, Griatch 2019 (rework for modern EvMenu)
_Contribution by Vincent-lg 2016. Reworked for modern EvMenu by Griatch, 2019._
This changes the Evennia login to ask for the account name and password in
sequence instead of requiring you to enter both at once. It uses EvMenu under
the hood.
This changes the Evennia login to ask for the account name and password as a series
of questions instead of requiring you to enter both at once. It uses Evennia's
menu system `EvMenu` under the hood.
[Read the documentation](./Contrib-Menu-Login.md)
[Read the documentation](./Contrib-Menu-Login.md) - [Browse the Code](evennia.contrib.base_systems.menu_login)
### Contrib: `mux_comms_cmds`
Contribution - Griatch 2021
_Contribution by Griatch 2021_
In Evennia 1.0, the old Channel commands (originally inspired by MUX) were
replaced by the single `channel` command that performs all these function.
That command is still required to talk on channels. This contrib (extracted
from Evennia 0.9.5) reuses the channel-management of the base Channel command
but breaks out its functionality into separate Commands with MUX-familiar names.
In Evennia 1.0+, the old Channel commands (originally inspired by MUX) were
replaced by the single `channel` command that performs all these functions.
This contrib (extracted from Evennia 0.9.5) breaks out the functionality into
separate Commands more familiar to MU* users. This is just for show though, the
main `channel` command is still called under the hood.
[Read the documentation](./Contrib-Mux-Comms-Cmds.md)
[Read the documentation](./Contrib-Mux-Comms-Cmds.md) - [Browse the Code](evennia.contrib.base_systems.mux_comms_cmds)
### Contrib: `unixcommand`
Evennia contribution, Vincent Le Geoff 2017
_Contribution by Vincent Le Geoff (vlgeoff), 2017_
This module contains a command class that allows for unix-style command syntax
in-game, using --options, positional arguments and stuff like -n 10 etc
similarly to a unix command. It might not the best syntax for the average player
This module contains a command class with an alternate syntax parser implementing
Unix-style command syntax in-game. This means `--options`, positional arguments
and stuff like `-n 10`. It might not the best syntax for the average player
but can be really useful for builders when they need to have a single command do
many things with many options. It uses the ArgumentParser from Python's standard
many things with many options. It uses the `ArgumentParser` from Python's standard
library under the hood.
[Read the documentation](./Contrib-Unixcommand.md)
[Read the documentation](./Contrib-Unixcommand.md) - [Browse the Code](evennia.contrib.base_systems.unixcommand)
@ -150,13 +159,15 @@ to start creating content without no further additions (unless you want to)._
### Contrib: `evscaperoom`
Evennia contrib - Griatch 2019
_Contribution by Griatch, 2019_
This 'Evennia escaperoom game engine' was created for the MUD Coders Guild game
Jam, April 14-May 15 2019. The theme for the jam was "One Room". This contains the
utilities and base classes and an empty example room.
A full engine for creating multiplayer escape-rooms in Evennia. Allows players to
spawn and join puzzle rooms that track their state independently. Any number of players
can join to solve a room together. This is the engine created for 'EvscapeRoom', which won
the MUD Coders Guild "One Room" Game Jam in April-May, 2019. The contrib has no game
content but contains the utilities and base classes and an empty example room.
[Read the documentation](./Contrib-Evscaperoom.md)
[Read the documentation](./Contrib-Evscaperoom.md) - [Browse the Code](evennia.contrib.full_systems.evscaperoom)
@ -173,104 +184,115 @@ roleplaying-specific systems, those are found in the `rpg` folder._
### Contrib: `barter`
Evennia contribution - Griatch 2012
_Contribution by Griatch, 2012_
This implements a full barter system - a way for players to safely
trade items between each other using code rather than simple free-form
talking. The advantage of this is increased buy/sell safety but it
also streamlines the process and makes it faster when doing many
transactions (since goods are automatically exchanged once both
agree).
trade items between each other in code rather than simple `give/get`
commands. This increases both safety (at no time will one player have
both goods and payment in-hand) and speed, since agreed goods will
be moved automatically). By just replacing one side with coin objects,
(or a mix of coins and goods), this also works fine for regular money
transactions.
[Read the documentation](./Contrib-Barter.md)
[Read the documentation](./Contrib-Barter.md) - [Browse the Code](evennia.contrib.game_systems.barter)
### Contrib: `clothing`
Evennia contribution - Tim Ashley Jenkins 2017
_Contribution by Tim Ashley Jenkins, 2017_
Provides a typeclass and commands for wearable clothing,
which is appended to a character's description when worn.
Provides a typeclass and commands for wearable clothing. These
look of these clothes are appended to the character's description when worn.
[Read the documentation](./Contrib-Clothing.md)
[Read the documentation](./Contrib-Clothing.md) - [Browse the Code](evennia.contrib.game_systems.clothing)
### Contrib: `cooldowns`
Evennia contrib - owllex, 2021
_Contribution by owllex, 2021_
This contrib provides a simple cooldown handler that can be attached to any
typeclassed Object or Account. A cooldown is a lightweight persistent
asynchronous timer that you can query to see if it is ready.
Cooldowns are used modelling rate-limited actions, like how often a
character can perform a given action; until a certain time has passed their
command can not be used again. This contrib provides a simple cooldown
handler that can be attached to any typeclass. A cooldown is a lightweight persistent
asynchronous timer that you can query to see if a certain time has yet passed.
[Read the documentation](./Contrib-Cooldowns.md)
[Read the documentation](./Contrib-Cooldowns.md) - [Browse the Code](evennia.contrib.game_systems.cooldowns)
### Contrib: `crafting`
Contrib - Griatch 2020
_Contribution by Griatch 2020_
This implements a full crafting system. The principle is that of a 'recipe':
This implements a full crafting system. The principle is that of a 'recipe',
where you combine items (tagged as ingredients) create something new. The recipe can also
require certain (non-consumed) tools. An example would be to use the 'bread recipe' to
combine 'flour', 'water' and 'yeast' with an 'oven' to bake a 'loaf of bread'.
[Read the documentation](./Contrib-Crafting.md)
[Read the documentation](./Contrib-Crafting.md) - [Browse the Code](evennia.contrib.game_systems.crafting)
### Contrib: `gendersub`
Contrib - Griatch 2015
_Contribution by Griatch 2015_
This is a simple gender-aware Character class for allowing users to
insert custom markers in their text to indicate gender-aware
messaging. It relies on a modified msg() and is meant as an
inspiration and starting point to how to do stuff like this.
[Read the documentation](./Contrib-Gendersub.md)
[Read the documentation](./Contrib-Gendersub.md) - [Browse the Code](evennia.contrib.game_systems.gendersub)
### Contrib: `mail`
Evennia Contribution - grungies1138 2016
_Contribution by grungies1138 2016_
A simple Brandymail style mail system that uses the Msg class from Evennia
Core. It has two Commands, both of which can be used on their own:
A simple Brandymail style mail system that uses the `Msg` class from Evennia
Core. It has two Commands for either sending mails between Accounts (out of game)
or between Characters (in-game). The two types of mails can be used together or
on their own.
[Read the documentation](./Contrib-Mail.md)
[Read the documentation](./Contrib-Mail.md) - [Browse the Code](evennia.contrib.game_systems.mail)
### Contrib: `multidescer`
Contrib - Griatch 2016
_Contribution by Griatch 2016_
A "multidescer" is a concept from the MUSH world. It allows for
creating, managing and switching between multiple character
descriptions. This multidescer will not require any changes to the
Character class, rather it will use the `multidescs` Attribute (a
list) and create it if it does not exist.
descriptions and is a way for quickly managing your look (such as when
changing clothes) in more free-form roleplaying systems. This will also
work well together with the `rpsystem` contrib.
[Read the documentation](./Contrib-Multidescer.md)
[Read the documentation](./Contrib-Multidescer.md) - [Browse the Code](evennia.contrib.game_systems.multidescer)
### Contrib: `puzzles`
Evennia contribution - Henddher 2018
_Contribution by Henddher 2018_
Provides a typeclass and commands for objects that can be combined (i.e. 'use'd)
to produce new objects.
Intended for adventure-game style combination puzzles, such as combining fruits
and a blender to create a smoothie. Provides a typeclass and commands for objects
that can be combined (i.e. used together). Unlike the `crafting` contrib, each
puzzle is built from unique objects rather than using tags and a builder can create
the puzzle entirely from in-game.
[Read the documentation](./Contrib-Puzzles.md)
[Read the documentation](./Contrib-Puzzles.md) - [Browse the Code](evennia.contrib.game_systems.puzzles)
### Contrib: `turnbattle`
Contrib - Tim Ashley Jenkins 2017
_Contribution by Tim Ashley Jenkins, 2017_
This is a framework for a simple turn-based combat system, similar
to those used in D&D-style tabletop role playing games. It allows
@ -280,7 +302,7 @@ has a limited time to decide their action for that turn (30 seconds by
default), and combat progresses through the turn order, looping through
the participants until the fight ends.
[Read the documentation](./Contrib-Turnbattle.md)
[Read the documentation](./Contrib-Turnbattle.md) - [Browse the Code](evennia.contrib.game_systems.turnbattle)
@ -295,80 +317,77 @@ contribs related to rooms, exits and map building._
### Contrib: `extended_room`
Evennia Contribution - Griatch 2012, vincent-lg 2019
_Contribution - Griatch 2012, vincent-lg 2019_
This is an extended Room typeclass for Evennia. It is supported
by an extended `Look` command and an extended `desc` command, also
in this module.
This extends the normal `Room` typeclass to allow its description to change
with time-of-day and/or season. It also adds 'details' for the player to look at
in the room (without having to create a new in-game object for each). The room is
supported by new `look` and `desc` commands.
[Read the documentation](./Contrib-Extended-Room.md)
[Read the documentation](./Contrib-Extended-Room.md) - [Browse the Code](evennia.contrib.grid.extended_room)
### Contrib: `mapbuilder`
Contribution - Cloud_Keeper 2016
_Contribution by Cloud_Keeper 2016_
Build a map from a 2D ASCII map.
Build a game map from the drawing of a 2D ASCII map.
[Read the documentation](./Contrib-Mapbuilder.md)
[Read the documentation](./Contrib-Mapbuilder.md) - [Browse the Code](evennia.contrib.grid.mapbuilder)
### Contrib: `simpledoor`
Contribution - Griatch 2016
_Contribution by Griatch, 2016_
A simple two-way exit that represents a door that can be opened and
closed. Can easily be expanded from to make it lockable, destroyable
etc. Note that the simpledoor is based on Evennia locks, so it will
not work for a superuser (which bypasses all locks) - the superuser
will always appear to be able to close/open the door over and over
without the locks stopping you. To use the door, use `@quell` or a
non-superuser account.
closed from both sides. Can easily be expanded to make it lockable,
destroyable etc.
[Read the documentation](./Contrib-Simpledoor.md)
[Read the documentation](./Contrib-Simpledoor.md) - [Browse the Code](evennia.contrib.grid.simpledoor)
### Contrib: `slow_exit`
Contribution - Griatch 2014
_Contribution by Griatch 2014_
This is an example of an Exit-type that delays its traversal. This simulates
slow movement, common in many different types of games. The contrib also
contains two commands, `CmdSetSpeed` and CmdStop for changing the movement speed
An example of an Exit-type that delays its traversal. This simulates
slow movement, common in many games. The contrib also
contains two commands, `setspeed` and `stop` for changing the movement speed
and abort an ongoing traversal, respectively.
[Read the documentation](./Contrib-Slow-Exit.md)
[Read the documentation](./Contrib-Slow-Exit.md) - [Browse the Code](evennia.contrib.grid.slow_exit)
### Contrib: `wilderness`
Evennia contrib - titeuf87 2017
_Contribution by titeuf87, 2017_
This contrib provides a wilderness map without actually creating a large number
of rooms - as you move, your room is instead updated with different
descriptions. This means you can make huge areas with little database use as
of rooms - as you move, you instead end up back in the same room but its description
changes. This means you can make huge areas with little database use as
long as the rooms are relatively similar (name/desc changing).
[Read the documentation](./Contrib-Wilderness.md)
[Read the documentation](./Contrib-Wilderness.md) - [Browse the Code](evennia.contrib.grid.wilderness)
### Contrib: `xyzgrid`
Full grid coordinate- pathfinding and visualization system
Evennia Contrib by Griatch 2021
_Contribution by Griatch 2021_
The default Evennia's rooms are non-euclidian - they can connect
to each other with any types of exits without necessarily having a clear
position relative to each other. This gives maximum flexibility, but many games
want to use cardinal movements (north, east etc) and also features like finding
the shortest-path between two points.
Places Evennia's game world on an xy (z being different maps) coordinate grid.
Grid is created and maintained externally by drawing and parsing 2D ASCII maps,
including teleports, map transitions and special markers to aid pathfinding.
Supports very fast shortest-route pathfinding on each map. Also includes a
fast view function for seeing only a limited number of steps away from your
current location (useful for displaying the grid as an in-game, updating map).
[Read the documentation](./Contrib-XYZGrid.md)
[Read the documentation](./Contrib-XYZGrid.md) - [Browse the Code](evennia.contrib.grid.xyzgrid)
@ -383,48 +402,59 @@ and rule implementation like character traits, dice rolling and emoting._
### Contrib: `dice`
Rolls dice for roleplaying, in-game gambling or GM:ing
_Contribution by Griatch, 2012_
Evennia contribution - Griatch 2012
A dice roller for any number and side of dice. Adds in-game dice rolling
(`roll 2d10 + 1`) as well as conditionals (roll under/over/equal to a target)
and functions for rolling dice in code. Command also supports hidden or secret
rolls for use by a human game master.
[Read the documentation](./Contrib-Dice.md)
[Read the documentation](./Contrib-Dice.md) - [Browse the Code](evennia.contrib.rpg.dice)
### Contrib: `health_bar`
Contrib - Tim Ashley Jenkins 2017
_Contribution by Tim Ashley Jenkins, 2017_
The function provided in this module lets you easily display visual
bars or meters - "health bar" is merely the most obvious use for this,
though these bars are highly customizable and can be used for any sort
of appropriate data besides player health.
bars or meters as a colorful bar instead of just a number. A "health bar"
is merely the most obvious use for this, but the bar is highly customizable
and can be used for any sort of appropriate data besides player health.
[Read the documentation](./Contrib-Health-Bar.md)
[Read the documentation](./Contrib-Health-Bar.md) - [Browse the Code](evennia.contrib.rpg.health_bar)
### Contrib: `rpsystem`
Roleplaying emotes/sdescs - Griatch, 2015
Language/whisper emotes - Griatch, 2015
_Contribution by Griatch, 2015_
## Roleplaying emotes
A full roleplaying emote system. Short-descriptions and recognition (only
know people by their looks until you assign a name to them). Room poses. Masks/disguises
(hide your description). Speak directly in emote, with optional language obscuration
(words get garbled if you don't know the language, you can also have different languages
with different 'sounding' garbling). Whispers can be partly overheard from a distance. A
very powerful in-emote reference system, for referencing and differentiate targets
(including objects).
[Read the documentation](./Contrib-RPSystem.md)
[Read the documentation](./Contrib-RPSystem.md) - [Browse the Code](evennia.contrib.rpg.rpsystem)
### Contrib: `traits`
Whitenoise 2014, Ainneve contributors,
Griatch 2020
_Contribution by Griatch 2020, based on code by Whitenoise and Ainneve contribs, 2014_
A `Trait` represents a modifiable property on (usually) a Character. They can
be used to represent everything from attributes (str, agi etc) to skills
(hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc.
(hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc.
Traits differ from normal Attributes in that they track their changes and limit
themselves to particular value-ranges. One can add/subtract from them easily and
they can even change dynamically at a particular rate (like you being poisoned or
healed).
[Read the documentation](./Contrib-Traits.md)
[Read the documentation](./Contrib-Traits.md) - [Browse the Code](evennia.contrib.rpg.traits)
@ -440,71 +470,72 @@ tutorials are found here. Also the home of the Tutorial World demo adventure._
### Contrib: `batchprocessor`
Contibution - Griatch 2012
_Contibution by Griatch, 2012_
The batch processor is used for generating in-game content from one or more
static files. Files can be stored with version control and then 'applied'
to the game to create content.
Simple examples for the batch-processor. The batch processor is used for generating
in-game content from one or more static files. Files can be stored with version
control and then 'applied' to the game to create content.
[Read the documentation](./Contrib-Batchprocessor.md)
[Read the documentation](./Contrib-Batchprocessor.md) - [Browse the Code](evennia.contrib.tutorials.batchprocessor)
### Contrib: `bodyfunctions`
Griatch - 2012
_Contribution by Griatch, 2012_
Example script for testing. This adds a simple timer that has your
character make observations and notices at irregular intervals.
character make small verbal observations at irregular intervals.
[Read the documentation](./Contrib-Bodyfunctions.md)
[Read the documentation](./Contrib-Bodyfunctions.md) - [Browse the Code](evennia.contrib.tutorials.bodyfunctions)
### Contrib: `mirror`
A simple mirror object to experiment with.
_Contribution by Griatch, 2017_
A simple mirror object that
A simple mirror object to experiment with. It will respond to being looked at.
[Read the documentation](./Contrib-Mirror.md)
[Read the documentation](./Contrib-Mirror.md) - [Browse the Code](evennia.contrib.tutorials.mirror)
### Contrib: `red_button`
Griatch - 2011
_Contribution by Griatch, 2011_
This is a more advanced example object with its own functionality (commands)
on it.
A red button that you can press to have an effect. This is a more advanced example
object with its own functionality and state tracking.
[Read the documentation](./Contrib-Red-Button.md)
[Read the documentation](./Contrib-Red-Button.md) - [Browse the Code](evennia.contrib.tutorials.red_button)
### Contrib: `talking_npc`
Contribution - Griatch 2011, grungies1138, 2016
_Contribution by Griatch 2011. Updated by grungies1138, 2016_
This is a static NPC object capable of holding a simple menu-driven
conversation. It's just meant as an example.
This is an example of a static NPC object capable of holding a simple menu-driven
conversation. Suitable for example as a quest giver or merchant.
[Read the documentation](./Contrib-Talking-Npc.md)
[Read the documentation](./Contrib-Talking-Npc.md) - [Browse the Code](evennia.contrib.tutorials.talking_npc)
### Contrib: `tutorial_world`
Griatch 2011, 2015
_Contribution by Griatch 2011, 2015_
This is a stand-alone tutorial area for an unmodified Evennia install.
A stand-alone tutorial area for an unmodified Evennia install.
Think of it as a sort of single-player adventure rather than a
full-fledged multi-player game world. The various rooms and objects
herein are designed to show off features of the engine, not to be a
are designed to show off features of Evennia, not to be a
very challenging (nor long) gaming experience. As such it's of course
only skimming the surface of what is possible.
only skimming the surface of what is possible. Taking this apart
is a great way to start learning the system.
[Read the documentation](./Contrib-Tutorial-World.md)
[Read the documentation](./Contrib-Tutorial-World.md) - [Browse the Code](evennia.contrib.tutorials.tutorial_world)
@ -519,54 +550,53 @@ and more._
### Contrib: `auditing`
Contrib - Johnny 2017
_Contribution by Johnny, 2017_
This is a tap that optionally intercepts all data sent to/from clients and the
server and passes it to a callback of your choosing.
Utility that taps and intercepts all data sent to/from clients and the
server and passes it to a callback of your choosing. This is intended for
quality assurance, post-incident investigations and debugging.
[Read the documentation](./Contrib-Auditing.md)
[Read the documentation](./Contrib-Auditing.md) - [Browse the Code](evennia.contrib.utils.auditing)
### Contrib: `fieldfill`
Contrib - Tim Ashley Jenkins 2018
_Contribution by Tim Ashley Jenkins, 2018_
This module contains a function that calls an easily customizable EvMenu - this
menu presents the player with a fillable form, with fields that can be filled
out in any order. Each field's value can be verified, with the function
allowing easy checks for text and integer input, minimum and maximum values /
character lengths, or can even be verified by a custom function. Once the form
is submitted, the form's data is submitted as a dictionary to any callable of
your choice.
This module contains a function that generates an `EvMenu` for you - this
menu presents the player with a form of fields that can be filled
out in any order (e.g. for character generation or building). Each field's value can
be verified, with the function allowing easy checks for text and integer input,
minimum and maximum values / character lengths, or can even be verified by a custom
function. Once the form is submitted, the form's data is submitted as a dictionary
to any callable of your choice.
[Read the documentation](./Contrib-Fieldfill.md)
[Read the documentation](./Contrib-Fieldfill.md) - [Browse the Code](evennia.contrib.utils.fieldfill)
### Contrib: `random_string_generator`
Contribution - Vincent Le Goff 2017
_Contribution by Vincent Le Goff (vlgeoff), 2017_
This contrib can be used to generate pseudo-random strings of information
This utility can be used to generate pseudo-random strings of information
with specific criteria. You could, for instance, use it to generate
phone numbers, license plate numbers, validation codes, non-sensivite
passwords and so on. The strings generated by the generator will be
stored and won't be available again in order to avoid repetition.
Here's a very simple example:
phone numbers, license plate numbers, validation codes, in-game security
passwords and so on. The strings generated will be stored and won't be repeated.
[Read the documentation](./Contrib-Random-String-Generator.md)
[Read the documentation](./Contrib-Random-String-Generator.md) - [Browse the Code](evennia.contrib.utils.random_string_generator)
### Contrib: `tree_select`
Contrib - Tim Ashley Jenkins 2017
_Contribution by Tim Ashley Jenkins, 2017_
This module allows you to create and initialize an entire branching EvMenu
instance with nothing but a multi-line string passed to one function.
This utility allows you to create and initialize an entire branching EvMenu
instance from a multi-line string passed to one function.
[Read the documentation](./Contrib-Tree-Select.md)
[Read the documentation](./Contrib-Tree-Select.md) - [Browse the Code](evennia.contrib.utils.tree_select)
@ -574,52 +604,52 @@ instance with nothing but a multi-line string passed to one function.
```{toctree}
:depth: 2
Contribs/Contrib-AWSStorage.md
Contribs/Contrib-Building-Menu.md
Contribs/Contrib-Color-Markups.md
Contribs/Contrib-Custom-Gametime.md
Contribs/Contrib-Email-Login.md
Contribs/Contrib-Ingame-Python.md
Contribs/Contrib-Menu-Login.md
Contribs/Contrib-Mux-Comms-Cmds.md
Contribs/Contrib-Unixcommand.md
Contribs/Contrib-Evscaperoom.md
Contribs/Contrib-Barter.md
Contribs/Contrib-Clothing.md
Contribs/Contrib-Cooldowns.md
Contribs/Contrib-Crafting.md
Contribs/Contrib-Gendersub.md
Contribs/Contrib-Mail.md
Contribs/Contrib-Multidescer.md
Contribs/Contrib-Puzzles.md
Contribs/Contrib-Turnbattle.md
Contribs/Contrib-Extended-Room.md
Contribs/Contrib-Mapbuilder.md
Contribs/Contrib-Simpledoor.md
Contribs/Contrib-Slow-Exit.md
Contribs/Contrib-Wilderness.md
Contribs/Contrib-XYZGrid.md
Contribs/Contrib-Dice.md
Contribs/Contrib-Health-Bar.md
Contribs/Contrib-RPSystem.md
Contribs/Contrib-Traits.md
Contribs/Contrib-Batchprocessor.md
Contribs/Contrib-Bodyfunctions.md
Contribs/Contrib-Mirror.md
Contribs/Contrib-Red-Button.md
Contribs/Contrib-Talking-Npc.md
Contribs/Contrib-Tutorial-World.md
Contribs/Contrib-Auditing.md
Contribs/Contrib-Fieldfill.md
Contribs/Contrib-Random-String-Generator.md
Contribs/Contrib-Tree-Select.md
Contribs/Contrib-Building-Menu.md
Contribs/Contrib-Color-Markups.md
Contribs/Contrib-Custom-Gametime.md
Contribs/Contrib-Email-Login.md
Contribs/Contrib-Ingame-Python.md
Contribs/Contrib-Menu-Login.md
Contribs/Contrib-Mux-Comms-Cmds.md
Contribs/Contrib-Unixcommand.md
Contribs/Contrib-Evscaperoom.md
Contribs/Contrib-Barter.md
Contribs/Contrib-Clothing.md
Contribs/Contrib-Cooldowns.md
Contribs/Contrib-Crafting.md
Contribs/Contrib-Gendersub.md
Contribs/Contrib-Mail.md
Contribs/Contrib-Multidescer.md
Contribs/Contrib-Puzzles.md
Contribs/Contrib-Turnbattle.md
Contribs/Contrib-Extended-Room.md
Contribs/Contrib-Mapbuilder.md
Contribs/Contrib-Simpledoor.md
Contribs/Contrib-Slow-Exit.md
Contribs/Contrib-Wilderness.md
Contribs/Contrib-XYZGrid.md
Contribs/Contrib-Dice.md
Contribs/Contrib-Health-Bar.md
Contribs/Contrib-RPSystem.md
Contribs/Contrib-Traits.md
Contribs/Contrib-Batchprocessor.md
Contribs/Contrib-Bodyfunctions.md
Contribs/Contrib-Mirror.md
Contribs/Contrib-Red-Button.md
Contribs/Contrib-Talking-Npc.md
Contribs/Contrib-Tutorial-World.md
Contribs/Contrib-Auditing.md
Contribs/Contrib-Fieldfill.md
Contribs/Contrib-Random-String-Generator.md
Contribs/Contrib-Tree-Select.md
```
----
<small>This document page is auto-generated from the sources. Manual changes
<small>This document page is auto-generated. Manual changes
will be overwritten.</small>