From 885c0d65fb0d678354a8317ea0a15d375a3e3aa7 Mon Sep 17 00:00:00 2001 From: Griatch Date: Fri, 31 Jul 2020 20:55:09 +0200 Subject: [PATCH] Updated HTML docs --- docs/0.9.1/.buildinfo | 2 +- .../api/evennia.commands.default.account.html | 4 +- .../evennia.commands.default.building.html | 8 +- .../api/evennia.commands.default.comms.html | 8 +- .../api/evennia.commands.default.general.html | 16 +- .../api/evennia.commands.default.system.html | 8 +- .../evennia.commands.default.unloggedin.html | 12 +- docs/0.9.1/api/evennia.contrib.barter.html | 4 +- docs/0.9.1/api/evennia.contrib.chargen.html | 4 +- docs/0.9.1/api/evennia.contrib.clothing.html | 4 +- docs/0.9.1/api/evennia.contrib.dice.html | 4 +- .../api/evennia.contrib.email_login.html | 12 +- .../api/evennia.contrib.extended_room.html | 4 +- .../evennia.contrib.turnbattle.tb_basic.html | 4 +- .../evennia.contrib.turnbattle.tb_equip.html | 4 +- .../evennia.contrib.turnbattle.tb_items.html | 4 +- .../evennia.contrib.turnbattle.tb_magic.html | 4 +- .../evennia.contrib.turnbattle.tb_range.html | 4 +- ...b.tutorial_examples.cmdset_red_button.html | 12 +- ...vennia.contrib.tutorial_world.objects.html | 16 +- .../evennia.contrib.tutorial_world.rooms.html | 8 +- docs/0.9.1/api/evennia.utils.eveditor.html | 4 +- docs/0.9.1/api/evennia.utils.evmore.html | 4 +- docs/1.0-dev/.buildinfo | 2 +- docs/1.0-dev/Coding/Coding-Introduction.html | 2 +- .../Evennia-for-roleplaying-sessions.html | 2 +- docs/1.0-dev/Howto/Howto-Overview.html | 10 +- .../Starting/Part1/Building-Quickstart.html | 4 +- .../Howto/Starting/Part1/Django-queries.html | 4 +- .../Starting/{ => Part1}/Starting-Part1.html | 84 +++--- .../Howto/Starting/Part2/Game-Planning.html | 10 +- .../Part2/Planning-Some-Useful-Contribs.html | 4 +- .../Part2/Planning-The-Tutorial-Game.html | 36 ++- .../Part2/Planning-Where-Do-I-Begin.html | 248 ++++++++++++++++++ .../Starting/{ => Part2}/Starting-Part2.html | 66 ++--- .../Howto/Starting/Part3/Starting-Part3.html | 132 ++++++++++ .../Tutorial-for-basic-MUSH-like-game.html | 2 +- .../Starting/{ => Part4}/Starting-Part4.html | 50 ++-- .../Starting/{ => Part5}/Starting-Part5.html | 50 ++-- .../Howto/Starting/Starting-Part3.html | 116 -------- docs/1.0-dev/Setup/Setup-Quickstart.html | 2 +- .../Coding/Coding-Introduction.md.txt | 2 +- .../Evennia-for-roleplaying-sessions.md.txt | 2 +- .../_sources/Howto/Howto-Overview.md.txt | 10 +- .../Starting/Part1/Building-Quickstart.md.txt | 4 +- .../Starting/Part1/Django-queries.md.txt | 4 +- .../{ => Part1}/Starting-Part1.md.txt | 40 +-- .../Howto/Starting/Part2/Game-Planning.md.txt | 10 +- .../Planning-Some-Useful-Contribs.md.txt | 4 +- .../Part2/Planning-The-Tutorial-Game.md.txt | 38 ++- .../Part2/Planning-Where-Do-I-Begin.md.txt | 149 +++++++++++ .../{ => Part2}/Starting-Part2.md.txt | 25 +- .../Starting/Part3/Starting-Part3.md.txt | 34 +++ .../Tutorial-for-basic-MUSH-like-game.md.txt | 2 +- .../{ => Part4}/Starting-Part4.md.txt | 8 +- .../{ => Part5}/Starting-Part5.md.txt | 11 +- .../Howto/Starting/Starting-Part3.md.txt | 19 -- .../_sources/Setup/Setup-Quickstart.md.txt | 2 +- docs/1.0-dev/_sources/index.md.txt | 2 +- docs/1.0-dev/_sources/toc.md.txt | 23 +- .../api/evennia.commands.default.account.html | 4 +- .../evennia.commands.default.building.html | 8 +- .../api/evennia.commands.default.comms.html | 8 +- .../api/evennia.commands.default.general.html | 16 +- .../api/evennia.commands.default.system.html | 8 +- .../evennia.commands.default.unloggedin.html | 12 +- docs/1.0-dev/api/evennia.contrib.barter.html | 4 +- docs/1.0-dev/api/evennia.contrib.chargen.html | 4 +- .../1.0-dev/api/evennia.contrib.clothing.html | 4 +- docs/1.0-dev/api/evennia.contrib.dice.html | 4 +- .../api/evennia.contrib.email_login.html | 12 +- .../api/evennia.contrib.extended_room.html | 4 +- .../evennia.contrib.turnbattle.tb_basic.html | 4 +- .../evennia.contrib.turnbattle.tb_equip.html | 4 +- .../evennia.contrib.turnbattle.tb_items.html | 4 +- .../evennia.contrib.turnbattle.tb_magic.html | 4 +- .../evennia.contrib.turnbattle.tb_range.html | 4 +- ...b.tutorial_examples.cmdset_red_button.html | 12 +- ...vennia.contrib.tutorial_world.objects.html | 16 +- .../evennia.contrib.tutorial_world.rooms.html | 8 +- docs/1.0-dev/api/evennia.utils.eveditor.html | 4 +- docs/1.0-dev/api/evennia.utils.evmore.html | 4 +- docs/1.0-dev/index.html | 2 +- docs/1.0-dev/objects.inv | Bin 78264 -> 78517 bytes docs/1.0-dev/searchindex.js | 2 +- docs/1.0-dev/toc.html | 23 +- 86 files changed, 1018 insertions(+), 528 deletions(-) rename docs/1.0-dev/Howto/Starting/{ => Part1}/Starting-Part1.html (69%) create mode 100644 docs/1.0-dev/Howto/Starting/Part2/Planning-Where-Do-I-Begin.html rename docs/1.0-dev/Howto/Starting/{ => Part2}/Starting-Part2.html (53%) create mode 100644 docs/1.0-dev/Howto/Starting/Part3/Starting-Part3.html rename docs/1.0-dev/Howto/Starting/{ => Part4}/Starting-Part4.html (57%) rename docs/1.0-dev/Howto/Starting/{ => Part5}/Starting-Part5.html (56%) delete mode 100644 docs/1.0-dev/Howto/Starting/Starting-Part3.html rename docs/1.0-dev/_sources/Howto/Starting/{ => Part1}/Starting-Part1.md.txt (79%) create mode 100644 docs/1.0-dev/_sources/Howto/Starting/Part2/Planning-Where-Do-I-Begin.md.txt rename docs/1.0-dev/_sources/Howto/Starting/{ => Part2}/Starting-Part2.md.txt (53%) create mode 100644 docs/1.0-dev/_sources/Howto/Starting/Part3/Starting-Part3.md.txt rename docs/1.0-dev/_sources/Howto/Starting/{ => Part4}/Starting-Part4.md.txt (78%) rename docs/1.0-dev/_sources/Howto/Starting/{ => Part5}/Starting-Part5.md.txt (75%) delete mode 100644 docs/1.0-dev/_sources/Howto/Starting/Starting-Part3.md.txt diff --git a/docs/0.9.1/.buildinfo b/docs/0.9.1/.buildinfo index 6e1f3fbfa4..a3069cb6ae 100644 --- a/docs/0.9.1/.buildinfo +++ b/docs/0.9.1/.buildinfo @@ -1,4 +1,4 @@ # Sphinx build info version 1 # This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. -config: 9b2ff8faebec5aef9393bdaae11cef51 +config: f3467f5c1225c147020ad92909044bf5 tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/0.9.1/api/evennia.commands.default.account.html b/docs/0.9.1/api/evennia.commands.default.account.html index 50ae417f65..3a39b3052c 100644 --- a/docs/0.9.1/api/evennia.commands.default.account.html +++ b/docs/0.9.1/api/evennia.commands.default.account.html @@ -69,7 +69,7 @@ method. Otherwise all text will be returned to all connected sessions.

-aliases = ['ls', 'l']
+aliases = ['l', 'ls']
@@ -100,7 +100,7 @@ method. Otherwise all text will be returned to all connected sessions.

-search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n look while out-of-character\n\n Usage:\n look\n\n Look in the ooc state.\n '}
+search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n look while out-of-character\n\n Usage:\n look\n\n Look in the ooc state.\n '}
diff --git a/docs/0.9.1/api/evennia.commands.default.building.html b/docs/0.9.1/api/evennia.commands.default.building.html index f6890359e8..0ced53c917 100644 --- a/docs/0.9.1/api/evennia.commands.default.building.html +++ b/docs/0.9.1/api/evennia.commands.default.building.html @@ -1267,7 +1267,7 @@ server settings.

-aliases = ['parent', 'swap', 'type', 'update']
+aliases = ['type', 'update', 'swap', 'parent']
@@ -1298,7 +1298,7 @@ server settings.

-search_index_entry = {'aliases': 'parent swap type update', 'category': 'building', 'key': 'typeclass', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object.\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}
+search_index_entry = {'aliases': 'type update swap parent', 'category': 'building', 'key': 'typeclass', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object.\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}
@@ -1582,7 +1582,7 @@ one is given.

-aliases = ['search', 'locate']
+aliases = ['locate', 'search']
@@ -1613,7 +1613,7 @@ one is given.

-search_index_entry = {'aliases': 'search locate', 'category': 'building', 'key': 'find', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}
+search_index_entry = {'aliases': 'locate search', 'category': 'building', 'key': 'find', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}
diff --git a/docs/0.9.1/api/evennia.commands.default.comms.html b/docs/0.9.1/api/evennia.commands.default.comms.html index b0dfb4ab15..f71cb06296 100644 --- a/docs/0.9.1/api/evennia.commands.default.comms.html +++ b/docs/0.9.1/api/evennia.commands.default.comms.html @@ -63,7 +63,7 @@ aliases to an already joined channel.

-aliases = ['chanalias', 'aliaschan']
+aliases = ['aliaschan', 'chanalias']
@@ -94,7 +94,7 @@ aliases to an already joined channel.

-search_index_entry = {'aliases': 'chanalias aliaschan', 'category': 'comms', 'key': 'addcom', 'tags': '', 'text': '\n add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}
+search_index_entry = {'aliases': 'aliaschan chanalias', 'category': 'comms', 'key': 'addcom', 'tags': '', 'text': '\n add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}
@@ -233,7 +233,7 @@ Use addcom/delcom to join and leave channels

-aliases = ['clist', 'all channels', 'channellist', 'chanlist', 'comlist']
+aliases = ['chanlist', 'comlist', 'all channels', 'channellist', 'clist']
@@ -264,7 +264,7 @@ Use addcom/delcom to join and leave channels

-search_index_entry = {'aliases': 'clist all channels channellist chanlist comlist', 'category': 'comms', 'key': 'channels', 'tags': '', 'text': "\n list all channels available to you\n\n Usage:\n channels\n clist\n comlist\n\n Lists all channels available to you, whether you listen to them or not.\n Use 'comlist' to only view your current channel subscriptions.\n Use addcom/delcom to join and leave channels\n "}
+search_index_entry = {'aliases': 'chanlist comlist all channels channellist clist', 'category': 'comms', 'key': 'channels', 'tags': '', 'text': "\n list all channels available to you\n\n Usage:\n channels\n clist\n comlist\n\n Lists all channels available to you, whether you listen to them or not.\n Use 'comlist' to only view your current channel subscriptions.\n Use addcom/delcom to join and leave channels\n "}
diff --git a/docs/0.9.1/api/evennia.commands.default.general.html b/docs/0.9.1/api/evennia.commands.default.general.html index 826f469d49..47a4b7ecf9 100644 --- a/docs/0.9.1/api/evennia.commands.default.general.html +++ b/docs/0.9.1/api/evennia.commands.default.general.html @@ -111,7 +111,7 @@ look *<account&g
-aliases = ['ls', 'l']
+aliases = ['l', 'ls']
@@ -142,7 +142,7 @@ look *<account&g
-search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}
+search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}
@@ -204,7 +204,7 @@ for everyone to use, you need build privileges and the alias command.

-aliases = ['nickname', 'nicks']
+aliases = ['nicks', 'nickname']
@@ -236,7 +236,7 @@ for everyone to use, you need build privileges and the alias command.

-search_index_entry = {'aliases': 'nickname nicks', 'category': 'general', 'key': 'nick', 'tags': '', 'text': '\n define a personal alias/nick by defining a string to\n match and replace it with another on the fly\n\n Usage:\n nick[/switches] <string> [= [replacement_string]]\n nick[/switches] <template> = <replacement_template>\n nick/delete <string> or number\n nicks\n\n Switches:\n inputline - replace on the inputline (default)\n object - replace on object-lookup\n account - replace on account-lookup\n list - show all defined aliases (also "nicks" works)\n delete - remove nick by index in /list\n clearall - clear all nicks\n\n Examples:\n nick hi = say Hello, I\'m Sarah!\n nick/object tom = the tall man\n nick build $1 $2 = create/drop $1;$2\n nick tell $1 $2=page $1=$2\n nick tm?$1=page tallman=$1\n nick tm\\=$1=page tallman=$1\n\n A \'nick\' is a personal string replacement. Use $1, $2, ... to catch arguments.\n Put the last $-marker without an ending space to catch all remaining text. You\n can also use unix-glob matching for the left-hand side <string>:\n\n * - matches everything\n ? - matches 0 or 1 single characters\n [abcd] - matches these chars in any order\n [!abcd] - matches everything not among these chars\n \\= - escape literal \'=\' you want in your <string>\n\n Note that no objects are actually renamed or changed by this command - your nicks\n are only available to you. If you want to permanently add keywords to an object\n for everyone to use, you need build privileges and the alias command.\n\n '}
+search_index_entry = {'aliases': 'nicks nickname', 'category': 'general', 'key': 'nick', 'tags': '', 'text': '\n define a personal alias/nick by defining a string to\n match and replace it with another on the fly\n\n Usage:\n nick[/switches] <string> [= [replacement_string]]\n nick[/switches] <template> = <replacement_template>\n nick/delete <string> or number\n nicks\n\n Switches:\n inputline - replace on the inputline (default)\n object - replace on object-lookup\n account - replace on account-lookup\n list - show all defined aliases (also "nicks" works)\n delete - remove nick by index in /list\n clearall - clear all nicks\n\n Examples:\n nick hi = say Hello, I\'m Sarah!\n nick/object tom = the tall man\n nick build $1 $2 = create/drop $1;$2\n nick tell $1 $2=page $1=$2\n nick tm?$1=page tallman=$1\n nick tm\\=$1=page tallman=$1\n\n A \'nick\' is a personal string replacement. Use $1, $2, ... to catch arguments.\n Put the last $-marker without an ending space to catch all remaining text. You\n can also use unix-glob matching for the left-hand side <string>:\n\n * - matches everything\n ? - matches 0 or 1 single characters\n [abcd] - matches these chars in any order\n [!abcd] - matches everything not among these chars\n \\= - escape literal \'=\' you want in your <string>\n\n Note that no objects are actually renamed or changed by this command - your nicks\n are only available to you. If you want to permanently add keywords to an object\n for everyone to use, you need build privileges and the alias command.\n\n '}
@@ -259,7 +259,7 @@ inv

-aliases = ['i', 'inv']
+aliases = ['inv', 'i']
@@ -290,7 +290,7 @@ inv

-search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
+search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
@@ -640,7 +640,7 @@ automatically begin with your name.

-aliases = [':', 'emote']
+aliases = ['emote', ':']
@@ -676,7 +676,7 @@ space.

-search_index_entry = {'aliases': ': emote', 'category': 'general', 'key': 'pose', 'tags': '', 'text': "\n strike a pose\n\n Usage:\n pose <pose text>\n pose's <pose text>\n\n Example:\n pose is standing by the wall, smiling.\n -> others will see:\n Tom is standing by the wall, smiling.\n\n Describe an action being taken. The pose text will\n automatically begin with your name.\n "}
+search_index_entry = {'aliases': 'emote :', 'category': 'general', 'key': 'pose', 'tags': '', 'text': "\n strike a pose\n\n Usage:\n pose <pose text>\n pose's <pose text>\n\n Example:\n pose is standing by the wall, smiling.\n -> others will see:\n Tom is standing by the wall, smiling.\n\n Describe an action being taken. The pose text will\n automatically begin with your name.\n "}
diff --git a/docs/0.9.1/api/evennia.commands.default.system.html b/docs/0.9.1/api/evennia.commands.default.system.html index 87c7b3c9a5..004d4f2257 100644 --- a/docs/0.9.1/api/evennia.commands.default.system.html +++ b/docs/0.9.1/api/evennia.commands.default.system.html @@ -313,7 +313,7 @@ required since whole classes of scripts often have the same name.

-aliases = ['globalscript', 'listscripts']
+aliases = ['listscripts', 'globalscript']
@@ -349,7 +349,7 @@ required since whole classes of scripts often have the same name.

-search_index_entry = {'aliases': 'globalscript listscripts', 'category': 'system', 'key': 'scripts', 'tags': '', 'text': '\n list and manage all running scripts\n\n Usage:\n scripts[/switches] [#dbref, key, script.path or <obj>]\n\n Switches:\n start - start a script (must supply a script path)\n stop - stops an existing script\n kill - kills a script - without running its cleanup hooks\n validate - run a validation on the script(s)\n\n If no switches are given, this command just views all active\n scripts. The argument can be either an object, at which point it\n will be searched for all scripts defined on it, or a script name\n or #dbref. For using the /stop switch, a unique script #dbref is\n required since whole classes of scripts often have the same name.\n\n Use script for managing commands on objects.\n '}
+search_index_entry = {'aliases': 'listscripts globalscript', 'category': 'system', 'key': 'scripts', 'tags': '', 'text': '\n list and manage all running scripts\n\n Usage:\n scripts[/switches] [#dbref, key, script.path or <obj>]\n\n Switches:\n start - start a script (must supply a script path)\n stop - stops an existing script\n kill - kills a script - without running its cleanup hooks\n validate - run a validation on the script(s)\n\n If no switches are given, this command just views all active\n scripts. The argument can be either an object, at which point it\n will be searched for all scripts defined on it, or a script name\n or #dbref. For using the /stop switch, a unique script #dbref is\n required since whole classes of scripts often have the same name.\n\n Use script for managing commands on objects.\n '}
@@ -373,7 +373,7 @@ given, <nr> defaults to 10.

-aliases = ['db', 'stats', 'listobjs', 'listobjects']
+aliases = ['listobjs', 'stats', 'listobjects', 'db']
@@ -399,7 +399,7 @@ given, <nr> defaults to 10.

-search_index_entry = {'aliases': 'db stats listobjs listobjects', 'category': 'system', 'key': 'objects', 'tags': '', 'text': '\n statistics on objects in the database\n\n Usage:\n objects [<nr>]\n\n Gives statictics on objects in database as well as\n a list of <nr> latest objects in database. If not\n given, <nr> defaults to 10.\n '}
+search_index_entry = {'aliases': 'listobjs stats listobjects db', 'category': 'system', 'key': 'objects', 'tags': '', 'text': '\n statistics on objects in the database\n\n Usage:\n objects [<nr>]\n\n Gives statictics on objects in database as well as\n a list of <nr> latest objects in database. If not\n given, <nr> defaults to 10.\n '}
diff --git a/docs/0.9.1/api/evennia.commands.default.unloggedin.html b/docs/0.9.1/api/evennia.commands.default.unloggedin.html index d496d63eeb..5f0bb767b7 100644 --- a/docs/0.9.1/api/evennia.commands.default.unloggedin.html +++ b/docs/0.9.1/api/evennia.commands.default.unloggedin.html @@ -58,7 +58,7 @@ connect “account name” “pass word”

-aliases = ['conn', 'co', 'con']
+aliases = ['co', 'con', 'conn']
@@ -93,7 +93,7 @@ there is no object yet before the account has logged in)

-search_index_entry = {'aliases': 'conn co con', 'category': 'general', 'key': 'connect', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}
+search_index_entry = {'aliases': 'co con conn', 'category': 'general', 'key': 'connect', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}
@@ -172,7 +172,7 @@ version is a bit more complicated.

-aliases = ['qu', 'q']
+aliases = ['q', 'qu']
@@ -198,7 +198,7 @@ version is a bit more complicated.

-search_index_entry = {'aliases': 'qu q', 'category': 'general', 'key': 'quit', 'tags': '', 'text': '\n quit when in unlogged-in state\n\n Usage:\n quit\n\n We maintain a different version of the quit command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}
+search_index_entry = {'aliases': 'q qu', 'category': 'general', 'key': 'quit', 'tags': '', 'text': '\n quit when in unlogged-in state\n\n Usage:\n quit\n\n We maintain a different version of the quit command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}
@@ -222,7 +222,7 @@ All it does is display the connect screen.

-aliases = ['look', 'l']
+aliases = ['l', 'look']
@@ -248,7 +248,7 @@ All it does is display the connect screen.

-search_index_entry = {'aliases': 'look l', 'category': 'general', 'key': '__unloggedin_look_command', 'tags': '', 'text': '\n look when in unlogged-in state\n\n Usage:\n look\n\n This is an unconnected version of the look command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
+search_index_entry = {'aliases': 'l look', 'category': 'general', 'key': '__unloggedin_look_command', 'tags': '', 'text': '\n look when in unlogged-in state\n\n Usage:\n look\n\n This is an unconnected version of the look command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.barter.html b/docs/0.9.1/api/evennia.contrib.barter.html index 1e0bab8286..eecc4f3929 100644 --- a/docs/0.9.1/api/evennia.contrib.barter.html +++ b/docs/0.9.1/api/evennia.contrib.barter.html @@ -680,7 +680,7 @@ try to influence the other part in the deal.

-aliases = ['deal', 'offers']
+aliases = ['offers', 'deal']
@@ -706,7 +706,7 @@ try to influence the other part in the deal.

-search_index_entry = {'aliases': 'deal offers', 'category': 'trading', 'key': 'status', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}
+search_index_entry = {'aliases': 'offers deal', 'category': 'trading', 'key': 'status', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}
diff --git a/docs/0.9.1/api/evennia.contrib.chargen.html b/docs/0.9.1/api/evennia.contrib.chargen.html index 2c330bf7ef..505d9d3b9d 100644 --- a/docs/0.9.1/api/evennia.contrib.chargen.html +++ b/docs/0.9.1/api/evennia.contrib.chargen.html @@ -76,7 +76,7 @@ at them with this command.

-aliases = ['ls', 'l']
+aliases = ['l', 'ls']
@@ -108,7 +108,7 @@ that is checked by the @ic command directly.

-search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n ooc look\n\n Usage:\n look\n look <character>\n\n This is an OOC version of the look command. Since an Account doesn\'t\n have an in-game existence, there is no concept of location or\n "self".\n\n If any characters are available for you to control, you may look\n at them with this command.\n '}
+search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n ooc look\n\n Usage:\n look\n look <character>\n\n This is an OOC version of the look command. Since an Account doesn\'t\n have an in-game existence, there is no concept of location or\n "self".\n\n If any characters are available for you to control, you may look\n at them with this command.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.clothing.html b/docs/0.9.1/api/evennia.contrib.clothing.html index a977afaa8b..672dfce56b 100644 --- a/docs/0.9.1/api/evennia.contrib.clothing.html +++ b/docs/0.9.1/api/evennia.contrib.clothing.html @@ -627,7 +627,7 @@ inv

-aliases = ['i', 'inv']
+aliases = ['inv', 'i']
@@ -658,7 +658,7 @@ inv

-search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
+search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.dice.html b/docs/0.9.1/api/evennia.contrib.dice.html index 171f1264b8..54c507dc22 100644 --- a/docs/0.9.1/api/evennia.contrib.dice.html +++ b/docs/0.9.1/api/evennia.contrib.dice.html @@ -148,7 +148,7 @@ everyone but the person rolling.

-aliases = ['roll', '@dice']
+aliases = ['@dice', 'roll']
@@ -174,7 +174,7 @@ everyone but the person rolling.

-search_index_entry = {'aliases': 'roll @dice', 'category': 'general', 'key': 'dice', 'tags': '', 'text': "\n roll dice\n\n Usage:\n dice[/switch] <nr>d<sides> [modifier] [success condition]\n\n Switch:\n hidden - tell the room the roll is being done, but don't show the result\n secret - don't inform the room about neither roll nor result\n\n Examples:\n dice 3d6 + 4\n dice 1d100 - 2 < 50\n\n This will roll the given number of dice with given sides and modifiers.\n So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result,\n then add 3 to the total'.\n Accepted modifiers are +, -, * and /.\n A success condition is given as normal Python conditionals\n (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed\n only if the final result is above 8. If a success condition is given, the\n outcome (pass/fail) will be echoed along with how much it succeeded/failed\n with. The hidden/secret switches will hide all or parts of the roll from\n everyone but the person rolling.\n "}
+search_index_entry = {'aliases': '@dice roll', 'category': 'general', 'key': 'dice', 'tags': '', 'text': "\n roll dice\n\n Usage:\n dice[/switch] <nr>d<sides> [modifier] [success condition]\n\n Switch:\n hidden - tell the room the roll is being done, but don't show the result\n secret - don't inform the room about neither roll nor result\n\n Examples:\n dice 3d6 + 4\n dice 1d100 - 2 < 50\n\n This will roll the given number of dice with given sides and modifiers.\n So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result,\n then add 3 to the total'.\n Accepted modifiers are +, -, * and /.\n A success condition is given as normal Python conditionals\n (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed\n only if the final result is above 8. If a success condition is given, the\n outcome (pass/fail) will be echoed along with how much it succeeded/failed\n with. The hidden/secret switches will hide all or parts of the roll from\n everyone but the person rolling.\n "}
diff --git a/docs/0.9.1/api/evennia.contrib.email_login.html b/docs/0.9.1/api/evennia.contrib.email_login.html index 6998051d27..aaa21a1958 100644 --- a/docs/0.9.1/api/evennia.contrib.email_login.html +++ b/docs/0.9.1/api/evennia.contrib.email_login.html @@ -73,7 +73,7 @@ the module given by settings.CONNECTION_SCREEN_MODULE.

-aliases = ['conn', 'co', 'con']
+aliases = ['co', 'con', 'conn']
@@ -103,7 +103,7 @@ there is no object yet before the account has logged in)

-search_index_entry = {'aliases': 'conn co con', 'category': 'general', 'key': 'connect', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}
+search_index_entry = {'aliases': 'co con conn', 'category': 'general', 'key': 'connect', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}
@@ -180,7 +180,7 @@ version is a bit more complicated.

-aliases = ['qu', 'q']
+aliases = ['q', 'qu']
@@ -206,7 +206,7 @@ version is a bit more complicated.

-search_index_entry = {'aliases': 'qu q', 'category': 'general', 'key': 'quit', 'tags': '', 'text': '\n We maintain a different version of the `quit` command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}
+search_index_entry = {'aliases': 'q qu', 'category': 'general', 'key': 'quit', 'tags': '', 'text': '\n We maintain a different version of the `quit` command\n here for unconnected accounts for the sake of simplicity. The logged in\n version is a bit more complicated.\n '}
@@ -225,7 +225,7 @@ All it does is display the connect screen.

-aliases = ['look', 'l']
+aliases = ['l', 'look']
@@ -251,7 +251,7 @@ All it does is display the connect screen.

-search_index_entry = {'aliases': 'look l', 'category': 'general', 'key': '__unloggedin_look_command', 'tags': '', 'text': '\n This is an unconnected version of the `look` command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
+search_index_entry = {'aliases': 'l look', 'category': 'general', 'key': '__unloggedin_look_command', 'tags': '', 'text': '\n This is an unconnected version of the `look` command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.extended_room.html b/docs/0.9.1/api/evennia.contrib.extended_room.html index 8f04d80591..ea60a4ce4a 100644 --- a/docs/0.9.1/api/evennia.contrib.extended_room.html +++ b/docs/0.9.1/api/evennia.contrib.extended_room.html @@ -275,7 +275,7 @@ look *<account&g
-aliases = ['ls', 'l']
+aliases = ['l', 'ls']
@@ -295,7 +295,7 @@ look *<account&g
-search_index_entry = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}
+search_index_entry = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_basic.html b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_basic.html index fd994dc923..0b15c772a2 100644 --- a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_basic.html +++ b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_basic.html @@ -569,7 +569,7 @@ if there are still any actions you can take.

-aliases = ['hold', 'wait']
+aliases = ['wait', 'hold']
@@ -590,7 +590,7 @@ if there are still any actions you can take.

-search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_equip.html b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_equip.html index 86dcaa54dd..03ba41b318 100644 --- a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_equip.html +++ b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_equip.html @@ -686,7 +686,7 @@ if there are still any actions you can take.

-aliases = ['hold', 'wait']
+aliases = ['wait', 'hold']
@@ -707,7 +707,7 @@ if there are still any actions you can take.

-search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_items.html b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_items.html index 476a8b0d77..59f368ade4 100644 --- a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_items.html +++ b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_items.html @@ -720,7 +720,7 @@ if there are still any actions you can take.

-aliases = ['hold', 'wait']
+aliases = ['wait', 'hold']
@@ -741,7 +741,7 @@ if there are still any actions you can take.

-search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_magic.html b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_magic.html index 47b4b2cb68..d3452a6f6d 100644 --- a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_magic.html +++ b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_magic.html @@ -592,7 +592,7 @@ if there are still any actions you can take.

-aliases = ['hold', 'wait']
+aliases = ['wait', 'hold']
@@ -613,7 +613,7 @@ if there are still any actions you can take.

-search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_range.html b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_range.html index 0d8fdc1fed..689578be5a 100644 --- a/docs/0.9.1/api/evennia.contrib.turnbattle.tb_range.html +++ b/docs/0.9.1/api/evennia.contrib.turnbattle.tb_range.html @@ -1019,7 +1019,7 @@ if there are still any actions you can take.

-aliases = ['hold', 'wait']
+aliases = ['wait', 'hold']
@@ -1040,7 +1040,7 @@ if there are still any actions you can take.

-search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.tutorial_examples.cmdset_red_button.html b/docs/0.9.1/api/evennia.contrib.tutorial_examples.cmdset_red_button.html index 69d0db6e39..c56b88d861 100644 --- a/docs/0.9.1/api/evennia.contrib.tutorial_examples.cmdset_red_button.html +++ b/docs/0.9.1/api/evennia.contrib.tutorial_examples.cmdset_red_button.html @@ -109,7 +109,7 @@ push the lid of the button away.

-aliases = ['press button', 'push', 'press']
+aliases = ['press', 'push', 'press button']
@@ -140,7 +140,7 @@ lid-state respectively.

-search_index_entry = {'aliases': 'press button push press', 'category': 'general', 'key': 'push button', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}
+search_index_entry = {'aliases': 'press push press button', 'category': 'general', 'key': 'push button', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}
@@ -162,7 +162,7 @@ lid-state respectively.

-aliases = ['smash lid', 'break lid', 'smash']
+aliases = ['break lid', 'smash lid', 'smash']
@@ -189,7 +189,7 @@ of causing the lamp to break.

-search_index_entry = {'aliases': 'smash lid break lid smash', 'category': 'general', 'key': 'smash glass', 'tags': '', 'text': '\n smash glass\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n '}
+search_index_entry = {'aliases': 'break lid smash lid smash', 'category': 'general', 'key': 'smash glass', 'tags': '', 'text': '\n smash glass\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n '}
@@ -306,7 +306,7 @@ of causing the lamp to break.

-aliases = ['feel', 'examine', 'ex', 'l', 'listen', 'get']
+aliases = ['feel', 'examine', 'listen', 'ex', 'l', 'get']
@@ -332,7 +332,7 @@ of causing the lamp to break.

-search_index_entry = {'aliases': 'feel examine ex l listen get', 'category': 'general', 'key': 'look', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}
+search_index_entry = {'aliases': 'feel examine listen ex l get', 'category': 'general', 'key': 'look', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}
diff --git a/docs/0.9.1/api/evennia.contrib.tutorial_world.objects.html b/docs/0.9.1/api/evennia.contrib.tutorial_world.objects.html index dfd1239022..e31ff26409 100644 --- a/docs/0.9.1/api/evennia.contrib.tutorial_world.objects.html +++ b/docs/0.9.1/api/evennia.contrib.tutorial_world.objects.html @@ -360,7 +360,7 @@ of the object. We overload it with our own version.

-aliases = ['light', 'burn']
+aliases = ['burn', 'light']
@@ -387,7 +387,7 @@ to sit on a “lightable” object, we operate only on self.obj.

-search_index_entry = {'aliases': 'light burn', 'category': 'tutorialworld', 'key': 'on', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}
+search_index_entry = {'aliases': 'burn light', 'category': 'tutorialworld', 'key': 'on', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}
@@ -491,7 +491,7 @@ shift green root up/down

-aliases = ['shiftroot', 'push', 'move', 'pull']
+aliases = ['shiftroot', 'pull', 'move', 'push']
@@ -527,7 +527,7 @@ yellow/green - horizontal roots

-search_index_entry = {'aliases': 'shiftroot push move pull', 'category': 'tutorialworld', 'key': 'shift', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}
+search_index_entry = {'aliases': 'shiftroot pull move push', 'category': 'tutorialworld', 'key': 'shift', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}
@@ -544,7 +544,7 @@ yellow/green - horizontal roots

-aliases = ['button', 'press button', 'push button']
+aliases = ['push button', 'button', 'press button']
@@ -570,7 +570,7 @@ yellow/green - horizontal roots

-search_index_entry = {'aliases': 'button press button push button', 'category': 'tutorialworld', 'key': 'press', 'tags': '', 'text': '\n Presses a button.\n '}
+search_index_entry = {'aliases': 'push button button press button', 'category': 'tutorialworld', 'key': 'press', 'tags': '', 'text': '\n Presses a button.\n '}
@@ -714,7 +714,7 @@ parry - forgoes your attack but will make you harder to hit on next

-aliases = ['pierce', 'kill', 'hit', 'slash', 'fight', 'thrust', 'stab', 'parry', 'chop', 'defend']
+aliases = ['pierce', 'stab', 'hit', 'fight', 'kill', 'slash', 'chop', 'defend', 'parry', 'thrust']
@@ -740,7 +740,7 @@ parry - forgoes your attack but will make you harder to hit on next

-search_index_entry = {'aliases': 'pierce kill hit slash fight thrust stab parry chop defend', 'category': 'tutorialworld', 'key': 'attack', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}
+search_index_entry = {'aliases': 'pierce stab hit fight kill slash chop defend parry thrust', 'category': 'tutorialworld', 'key': 'attack', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}
diff --git a/docs/0.9.1/api/evennia.contrib.tutorial_world.rooms.html b/docs/0.9.1/api/evennia.contrib.tutorial_world.rooms.html index 80213e508a..ecc784715c 100644 --- a/docs/0.9.1/api/evennia.contrib.tutorial_world.rooms.html +++ b/docs/0.9.1/api/evennia.contrib.tutorial_world.rooms.html @@ -183,7 +183,7 @@ code except for adding in the details.

-aliases = ['ls', 'l']
+aliases = ['l', 'ls']
@@ -198,7 +198,7 @@ code except for adding in the details.

-search_index_entry = {'aliases': 'ls l', 'category': 'tutorialworld', 'key': 'look', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}
+search_index_entry = {'aliases': 'l ls', 'category': 'tutorialworld', 'key': 'look', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}
@@ -754,7 +754,7 @@ to find something.

-aliases = ['feel', 'search', 'feel around', 'l', 'fiddle']
+aliases = ['feel', 'l', 'fiddle', 'feel around', 'search']
@@ -782,7 +782,7 @@ random chance of eventually finding a light source.

-search_index_entry = {'aliases': 'feel search feel around l fiddle', 'category': 'tutorialworld', 'key': 'look', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}
+search_index_entry = {'aliases': 'feel l fiddle feel around search', 'category': 'tutorialworld', 'key': 'look', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}
diff --git a/docs/0.9.1/api/evennia.utils.eveditor.html b/docs/0.9.1/api/evennia.utils.eveditor.html index a43510e18a..88f8641c32 100644 --- a/docs/0.9.1/api/evennia.utils.eveditor.html +++ b/docs/0.9.1/api/evennia.utils.eveditor.html @@ -273,7 +273,7 @@ indentation.

-aliases = [':', ':::', ':>', ':echo', ':<', ':r', ':s', ':fi', ':UU', ':x', ':y', ':uu', ':dd', ':p', ':!', ':u', ':I', ':h', ':S', ':w', ':q', ':wq', ':j', ':A', ':fd', ':f', ':DD', ':dw', '::', ':i', ':q!', ':=']
+aliases = [':s', ':r', ':fd', ':<', ':j', ':w', ':I', ':', ':h', ':q', ':A', ':::', ':x', ':f', ':dw', ':u', ':!', ':y', '::', ':echo', ':UU', ':q!', ':i', ':dd', ':DD', ':p', ':wq', ':fi', ':uu', ':>', ':S', ':=']
@@ -301,7 +301,7 @@ efficient presentation.

-search_index_entry = {'aliases': ': ::: :> :echo :< :r :s :fi :UU :x :y :uu :dd :p :! :u :I :h :S :w :q :wq :j :A :fd :f :DD :dw :: :i :q! :=', 'category': 'general', 'key': ':editor_command_group', 'tags': '', 'text': '\n Commands for the editor\n '}
+search_index_entry = {'aliases': ':s :r :fd :< :j :w :I : :h :q :A ::: :x :f :dw :u :! :y :: :echo :UU :q! :i :dd :DD :p :wq :fi :uu :> :S :=', 'category': 'general', 'key': ':editor_command_group', 'tags': '', 'text': '\n Commands for the editor\n '}
diff --git a/docs/0.9.1/api/evennia.utils.evmore.html b/docs/0.9.1/api/evennia.utils.evmore.html index c8bd4f8fb5..28a0cefe82 100644 --- a/docs/0.9.1/api/evennia.utils.evmore.html +++ b/docs/0.9.1/api/evennia.utils.evmore.html @@ -74,7 +74,7 @@ the caller.msg() construct every time the page is updated.

-aliases = ['abort', 'top', 'n', 'q', 't', 'a', 'back', 'e', 'next', 'b', 'quit', 'end']
+aliases = ['b', 'next', 'q', 'abort', 'end', 'quit', 'back', 'e', 't', 'top', 'n', 'a']
@@ -100,7 +100,7 @@ the caller.msg() construct every time the page is updated.

-search_index_entry = {'aliases': 'abort top n q t a back e next b quit end', 'category': 'general', 'key': '__noinput_command', 'tags': '', 'text': '\n Manipulate the text paging\n '}
+search_index_entry = {'aliases': 'b next q abort end quit back e t top n a', 'category': 'general', 'key': '__noinput_command', 'tags': '', 'text': '\n Manipulate the text paging\n '}
diff --git a/docs/1.0-dev/.buildinfo b/docs/1.0-dev/.buildinfo index 117808a0b1..982e3db49f 100644 --- a/docs/1.0-dev/.buildinfo +++ b/docs/1.0-dev/.buildinfo @@ -1,4 +1,4 @@ # Sphinx build info version 1 # This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. -config: 8244059fe98625c9832c2ceb57107810 +config: 14d990c813fc139adeedbf575089df59 tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/1.0-dev/Coding/Coding-Introduction.html b/docs/1.0-dev/Coding/Coding-Introduction.html index 3941bb32cb..7855294fad 100644 --- a/docs/1.0-dev/Coding/Coding-Introduction.html +++ b/docs/1.0-dev/Coding/Coding-Introduction.html @@ -43,7 +43,7 @@ need to adopt some best practices as well as find a good place to start to learn

Here are some pointers to get you going.

Start with the tutorial

-

It’s highly recommended that you jump in on the Starting Tutorial. Even if +

It’s highly recommended that you jump in on the Starting Tutorial. Even if you only the beginning or some part of it, it covers much of the things needed to get started.

diff --git a/docs/1.0-dev/Howto/Evennia-for-roleplaying-sessions.html b/docs/1.0-dev/Howto/Evennia-for-roleplaying-sessions.html index f750b82a42..58fd30f1e6 100644 --- a/docs/1.0-dev/Howto/Evennia-for-roleplaying-sessions.html +++ b/docs/1.0-dev/Howto/Evennia-for-roleplaying-sessions.html @@ -65,7 +65,7 @@ defaults for our particular use-case. Below we will flesh out these components f instructions. Initialize a new game directory with evennia init <gamedirname>. In this tutorial we assume your game dir is simply named mygame. You can use the default database and keep all other settings to default for now. Familiarize yourself with the mygame folder before continuing. You might want to browse the -First Steps Coding tutorial, just to see roughly where things are modified.

+First Steps Coding tutorial, just to see roughly where things are modified.

The Game Master role

diff --git a/docs/1.0-dev/Howto/Howto-Overview.html b/docs/1.0-dev/Howto/Howto-Overview.html index 8b52e2692c..fb77d225c6 100644 --- a/docs/1.0-dev/Howto/Howto-Overview.html +++ b/docs/1.0-dev/Howto/Howto-Overview.html @@ -51,7 +51,7 @@ in mind for your own game, this will give you a good start.

Part 1: What we have

    -
  1. Introduction & Overview

  2. +
  3. Introduction & Overview

  4. Building stuff

  5. The Tutorial World

  6. Python basics

  7. @@ -69,7 +69,7 @@ in mind for your own game, this will give you a good start.

    Part 2: What we want

      -
    1. Introduction & Overview

    2. +
    3. Introduction & Overview

    4. On planning a game

    5. Planning to use some useful Contribs

    @@ -77,7 +77,7 @@ in mind for your own game, this will give you a good start.

    Part3: How we get there

      -
    1. Introduction & Overview

    2. +
    3. Introduction & Overview

    4. Making a custom Character

    5. Character generation

    6. Resolving skills and challenges

    7. @@ -89,7 +89,7 @@ in mind for your own game, this will give you a good start.

      Part 4: Using what we created

        -
      1. Introduction & Overview

      2. +
      3. Introduction & Overview

      4. Building the tech demo

      5. Creating a game world

      @@ -97,7 +97,7 @@ in mind for your own game, this will give you a good start.

      Part 5: Showing the world

        -
      1. Introduction & Overview

      2. +
      3. Introduction & Overview

      4. Add a web page

      5. More on adding web features

      6. Taking your game online

      7. diff --git a/docs/1.0-dev/Howto/Starting/Part1/Building-Quickstart.html b/docs/1.0-dev/Howto/Starting/Part1/Building-Quickstart.html index 2c1c44c890..9b24b8c5e3 100644 --- a/docs/1.0-dev/Howto/Starting/Part1/Building-Quickstart.html +++ b/docs/1.0-dev/Howto/Starting/Part1/Building-Quickstart.html @@ -38,7 +38,7 @@

        1. Using the game and building stuff

        -

        prev lesson | next lesson

        +

        prev lesson | next lesson

        In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with around 90 default commands, and while you can override those as you please, they can be quite useful.

        @@ -327,7 +327,7 @@ the history of your game world:

        1.10. Adding a World

        After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out example. Evennia comes with a tutorial world for you to explore. We will try that out in the next section.

        -

        prev lesson | next lesson

        +

        prev lesson | next lesson

      diff --git a/docs/1.0-dev/Howto/Starting/Part1/Django-queries.html b/docs/1.0-dev/Howto/Starting/Part1/Django-queries.html index 78216f233d..3ffca52fde 100644 --- a/docs/1.0-dev/Howto/Starting/Part1/Django-queries.html +++ b/docs/1.0-dev/Howto/Starting/Part1/Django-queries.html @@ -38,7 +38,7 @@

      12. Django Database queries

      -

      prev lesson | next lesson

      +

      prev lesson | next lesson

      Important

      More advanced lesson!

      @@ -466,7 +466,7 @@ in a format like the following:

      query using Django is a powerful skill to have.

      This concludes the first part of the Evennia starting tutorial - “What we have”. Now we have a good foundation to understand how to plan what our tutorial game will be about.

      -

      prev lesson | next lesson

      +

      prev lesson | next lesson

      diff --git a/docs/1.0-dev/Howto/Starting/Starting-Part1.html b/docs/1.0-dev/Howto/Starting/Part1/Starting-Part1.html similarity index 69% rename from docs/1.0-dev/Howto/Starting/Starting-Part1.html rename to docs/1.0-dev/Howto/Starting/Part1/Starting-Part1.html index f1b9e9db45..0e919cd4b4 100644 --- a/docs/1.0-dev/Howto/Starting/Starting-Part1.html +++ b/docs/1.0-dev/Howto/Starting/Part1/Starting-Part1.html @@ -6,27 +6,27 @@ Starting Tutorial (Part 1) — Evennia 1.0-dev documentation - - - - - - - - - - + + + + + + + + + + @@ -38,19 +38,19 @@

      Starting Tutorial (Part 1)

      -

      Start

      +

      Start

      @@ -62,18 +62,18 @@ and share with others!

      Lessons of Part 1 - “What we have”

      In this first part we’ll focus on what we get out of the box in Evennia - we’ll get used to the tools, @@ -98,7 +98,7 @@ to convert this to back-slashes

      A MUD client

      -

      You might already have a MUD-client you prefer. Check out the grid of supported clients for aid. +

      You might already have a MUD-client you prefer. Check out the grid of supported clients for aid. If telnet’s not your thing, you can also just use Evennia’s web client in your browser.

      In this documentation we often use ‘MUD’ and ‘MU’ or ‘MU*’ interchangeably @@ -123,7 +123,7 @@ Python is whitespace-aware, this will make your life a lot easier.

      Set up a game dir for the tutorial

      -

      Next you should make sure you have installed Evennia. If you followed the instructions +

      Next you should make sure you have installed Evennia. If you followed the instructions you will already have created a game-dir. You could use that for this tutorial or you may want to do the tutorial in its own, isolated game dir; it’s up to you.

        @@ -159,7 +159,7 @@ the log again just run

      You should now be good to go!

      -

      Start

      +

      Start

      @@ -171,20 +171,20 @@ the log again just run

      diff --git a/docs/1.0-dev/Howto/Starting/Part2/Game-Planning.html b/docs/1.0-dev/Howto/Starting/Part2/Game-Planning.html index e51cde05d0..641c8f114a 100644 --- a/docs/1.0-dev/Howto/Starting/Part2/Game-Planning.html +++ b/docs/1.0-dev/Howto/Starting/Part2/Game-Planning.html @@ -36,12 +36,12 @@
      -

      prev lesson | next lesson

      +

      prev lesson | next lesson

      On Planning a Game

      -

      This lesson will be less hands-on and more introspective. We’ll go through some general things to think -about when planning your game. In the following lessons we’ll apply this to plan out the tutorial-game we will -be making.

      +

      Last lesson we asked ourselves some questions about our motivation. In this one we’ll present +some more technical questions to consider. In the next lesson we’ll answer them for the sake of +our tutorial game.

      Note that the suggestions on this page are just that - suggestions. Also, they are primarily aimed at a lone hobby designer or a small team developing a game in their free time.

      @@ -237,7 +237,7 @@ have made their dream game a reality!

      Planning our tutorial game

      In the next lesson we’ll make use of these general points and try to plan out our tutorial game.

      -

      prev lesson | next lesson

      +

      prev lesson | next lesson

      diff --git a/docs/1.0-dev/Howto/Starting/Part2/Planning-Some-Useful-Contribs.html b/docs/1.0-dev/Howto/Starting/Part2/Planning-Some-Useful-Contribs.html index eed88b3ff5..4b0619b383 100644 --- a/docs/1.0-dev/Howto/Starting/Part2/Planning-Some-Useful-Contribs.html +++ b/docs/1.0-dev/Howto/Starting/Part2/Planning-Some-Useful-Contribs.html @@ -36,7 +36,7 @@
      -

      prev lesson | next lesson

      +

      prev lesson | next lesson

      Planning the use of some useful contribs

      Evennia is deliberately bare-bones out of the box. The idea is that you should be as unrestricted as possible @@ -262,7 +262,7 @@ to our needs.

      We will now move into actually starting to implement our tutorial game in the next part of this tutorial series. When doing this for yourself, remember to refer back to your planning and adjust it as you learn what works and what does not.

      -

      prev lesson | next lesson

      +

      prev lesson | next lesson

      diff --git a/docs/1.0-dev/Howto/Starting/Part2/Planning-The-Tutorial-Game.html b/docs/1.0-dev/Howto/Starting/Part2/Planning-The-Tutorial-Game.html index 3f25b4d212..e3b310d9e7 100644 --- a/docs/1.0-dev/Howto/Starting/Part2/Planning-The-Tutorial-Game.html +++ b/docs/1.0-dev/Howto/Starting/Part2/Planning-The-Tutorial-Game.html @@ -40,11 +40,14 @@

      Planning our tutorial game

      Using the general plan from last lesson we’ll now establish what kind of game we want to create for this tutorial. -Remembering that we need to keep the scope down, let’s establish some parameters. Note that for your own +Remembering that we need to keep the scope down, let’s establish some parameters. +Note that for your own game you don’t need to agree/adopt any of these. Many game-types need more or much less than this. But this makes for good, instructive examples.

        -
      • We want a small game we can play ourselves for fun, but which could in principle be expanded +

      • To have something to refer to rather than just saying “our tutorial game” over and over, we’ll +name it … EvAdventure.

      • +
      • We want EvAdventure be a small game we can play ourselves for fun, but which could in principle be expanded to something more later.

      • Let’s go with a fantasy theme, it’s well understood.

      • We’ll use some existing, simple RPG system.

      • @@ -53,7 +56,7 @@ to something more later.

      • We don’t want to have to rely on a Game master to resolve things, but will rely on code for skill resolution and combat.

      • We want monsters to fight and NPCs we can talk to. So some sort of AI.

      • -
      • We want to be able to buy and sell stuff.

      • +
      • We want to be able to buy and sell stuff, both with NPCs and other players.

      • We want some sort of crafting system.

      • We want some sort of quest system.

      @@ -62,9 +65,20 @@ and combat.

      Administration

      Should your game rules be enforced by coded systems by human game masters?

      -

      Using game masters one need to add some new GM-helper commands to make their jobs easier. But overall there -is less work code-wise. GM:ing is work-intensive however, and they can’t be online all the time.

      -

      We want our tutorial game to work without human Game masters.

      +

      Generally, the more work you expect human staffers/GMs to do, the less your code needs to work. To +support GMs you’d need to design commands to support GM-specific actions and the type of game-mastering +you want them to do. You may need to expand communication channels so you can easily +talk to groups people in private and split off gaming groups from each other. RPG rules could be as simple +as the GM sitting with the rule books and using a dice-roller for visibility.

      +

      GM:ing is work-intensive however, and even the most skilled and enthusiastic GM can’t be awake all hours +of the day to serve an international player base. The computer never needs sleep, so having the ability for +players to “self-serve” their RP itch when no GMs are around is a good idea even for the most GM-heavy games.

      +

      On the other side of the spectrum are games with no GMs at all; all gameplay are driven either by the computer +or by the interactions between players. Such games still need an active staff, but nowhere as much active +involvement. Allowing for solo-play with the computer also allows players to have fun when the number of active +players is low.

      +

      We want EvAdventure to work entirely without depending on human GMs. That said, there’d be nothing +stopping a GM from stepping in and run an adventure for some players should they want to.

      What is the staff hierarchy in your game? Is vanilla Evennia roles enough or do you need something else?

      @@ -100,7 +114,7 @@ would have an in-game meaning:

      Bulletin boards are a sort of in-game forum where posts are made publicly or privately. Contrary to a channel, the messages are usually stored and are grouped into topics with replies. Evennia has no default bulletin-board system.

      -

      In this tutorial game we will just use the default inter-account channels. We will also not be implementing any +

      In EvAdventure we will just use the default inter-account channels. We will also not be implementing any bulletin boards.

      @@ -293,7 +307,7 @@ shop-keepers and quest-gives so they won’t need any real AI to speak of.

      “Mobs” or “mobiles” are things that move around. This is traditionally monsters you can fight with, but could also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally different these days it’s often easier to just make NPCs and mobs essentially the same thing.

      -

      In our tutorial game, Both Monsters and NPCs will be the same type of thing; A monster could give you a quest +

      In EvAdventure, both Monsters and NPCs will be the same type of thing; A monster could give you a quest and an NPC might fight you as a mob as well as trade with you.

      @@ -359,7 +373,7 @@ or look
    8. The room will also need to be involved, maybe with some modifier as to how easy it is to hide in the room.

    9. -

      We will not be including a hide-mechanic in our tutorial game though.

      +

      We will not be including a hide-mechanic in EvAdventure though.

      What does the skill tree look like? Can a Character gain experience to improve? By killing enemies? Solving quests? By roleplaying?

      @@ -382,7 +396,7 @@ you gain XP only for running when you run, XP for your axe skill when you fight -

      For our tutorial game we will use Open Adventure’s rules for XP, which will be driven by kills and quest successes.

      +

      For EvAdventure we will use Open Adventure’s rules for XP, which will be driven by kills and quest successes.

      May player-characters attack each other (PvP)?

      @@ -392,7 +406,7 @@ will not be as accepting if they perceive another player is perceived as being o have to be very careful to balance the game - all characters does not have to be exactly equal but they should all be viable to play a fun game with. PvP does not only mean combat though. Players can compete in all sorts of ways, including gaining influence in a political game or gaining market share when selling their crafted merchandise.

      -

      For the tutorial game we will support both Player-vs-environment combat and turn-based PvP. We will allow players +

      For the EvAdventure we will support both Player-vs-environment combat and turn-based PvP. We will allow players to barter with each other (so potentially scam others?) but that’s the extent of it. We will focus on showing off techniques and will not focus on making a balanced game.

      diff --git a/docs/1.0-dev/Howto/Starting/Part2/Planning-Where-Do-I-Begin.html b/docs/1.0-dev/Howto/Starting/Part2/Planning-Where-Do-I-Begin.html new file mode 100644 index 0000000000..00684bd52e --- /dev/null +++ b/docs/1.0-dev/Howto/Starting/Part2/Planning-Where-Do-I-Begin.html @@ -0,0 +1,248 @@ + + + + + + + + Where do I begin? — Evennia 1.0-dev documentation + + + + + + + + + + + + + +
      +
      +
      +
      + +

      prev lesson | next lesson

      +
      +

      Where do I begin?

      +

      The good news is that following this Starting tutorial is a great way to begin making an Evennia game.

      +

      The bad news is that everyone’s different and when it comes to starting your own game there is no +one-size-fits-all answer. Instead we will ask a series of questions +to help you figure this out for yourself. It will also help you evaluate your own skills and maybe +put some more realistic limits on how fast you can achieve your goals.

      +
      +

      The questions in this lesson do not really apply to our tutorial game since we know we are doing it +to learn Evennia. If you just want to follow along with the technical bits you can skip this lesson and +come back later when you feel ready to take on making your own game.

      +
      +
      +

      What is your motivation for doing this?

      +

      So you want to make a game. First you need to make a few things clear to yourself.

      +

      Making a multiplayer online game is a big undertaking. You will (if you are like most of us) be +doing it as a hobby, without getting paid. And you’ll be doing it for a long time.

      +

      So the very first thing you should ask yourself (and your team, if you have any) is +why am I doing this? Do some soul-searching here. Here are some possible answers:

      +
        +
      • I want to earn recognition and fame from my online community and/or among my friends.

      • +
      • I want to build the game so I can play and enjoy it myself.

      • +
      • I want to build the same game I already play but without the bad people.

      • +
      • I want to create a game so that I can control it and be the head honcho.

      • +
      • A friend or online acquaintance talked me into working on it.

      • +
      • I work on this because I’m paid to (wow!)

      • +
      • I only build this for my own benefit or to see if I can pull it off.

      • +
      • I want to create something to give back to the community I love.

      • +
      • I want to use this project as a stepping-stone towards other projects (like a career in game design +or programming).

      • +
      • I am interested in coding or server and network architectures, making a MUD just seems to be a good +way to teach myself.

      • +
      • I want to build a commercial game and earn money.

      • +
      • I want to fulfill a life-long dream of game making.

      • +
      +

      There are many other possibilities. How “solid” your answer is for a long-term development project +is up to you. The important point is that you ask yourself the question.

      +

      Help someone else instead - Maybe you should not start a new project - maybe you’re better off +helping someone else or improve on something that already exists. Or maybe you find you are more of a +game engine developer than a game designer.

      +

      Driven by emotion - Some answers may suggest that you are driven by emotions of revenge or disconcert. Be careful with that and +check so that’s not your only driving force. Those emotions may have abated later when the project +most needs your enthusiasm and motivation.

      +

      Going commercial - If your aim is to earn money, your design goals will likely be very different from +those of a person who only creates as a hobby or for their own benefit. You may also have a much stricter +timeline for release.

      +

      Whichever your motivation, you should at least have it clear in your own mind. It’s worth to make +sure your eventual team is on the same page too.

      +
      +
      +

      What are your skills?

      +

      Once you have your motivations straight you need to take a stock of your own skills and the skills +available in your team, if you have any.

      +

      Your game will have two principal components and you will need skills to cater for both:

      +
        +
      • The game engine / code base - Evennia in this case.

      • +
      • The assets created for using the game engine (“the game world”)

      • +
      +
      +

      The game engine

      +

      The game engine is maintained and modified by programmers (coders). It represents the infrastructure +that runs the game - the network code, the protocol support, the handling of commands, scripting and +data storage.

      +

      If you are just evaluating Evennia, it’s worth to do the following:

      +
        +
      • Hang out in the community/forums/chat. Expect to need to ask a lot of “stupid” questions as you start +developing (hint: no question is stupid). Is this a community in which you would feel comfortable doing so?

      • +
      • Keep tabs on the manual (you’re already here).

      • +
      • How’s your Python skills? What are the skills in your team? Do you or your team already know it or are +you willing to learn? Learning the language as you go is not too unusual with Evennia devs, but expect it +to add development time. You will also be worse at predicting how ‘hard’ something is to do.

      • +
      • If you don’t know Python, you should have gotten a few tastes from the first part of this tutorial. But +expect to have to refer to external online tutorials - there are many details of Python that will not be +covered.

      • +
      +
      +
      +

      Asset creation

      +

      Compared to the level of work needed to produce professional graphics for an MMORPG, detailed text +assets for a mud are cheap to create. This is one of the many reasons muds are so well suited for a +small team.

      +

      This is not to say that making “professional” text content is easy though. Knowing how to write +imaginative and grammatically correct prose is only the minimal starting requirement. A good asset- +creator (traditionally called a “builder”) must also be able to utilize the tools of the game engine +to its fullest in order to script events, make quests, triggers and interactive, interesting +environments.

      +

      Assuming you are not coding all alone, your team’s in-house builders will be the first ones to actually +“use” your game framework and build tools. They will stumble on all the bugs. This means that you +need people who are just not “artsy” or “good with words”. Assuming coders and builders are not the +same people (common for early testing), builders need to be able to collaborate well and give clear +and concise feedback.

      +

      If you know your builders are not tech-savvy, you may need to spend more time making easier +build-tools and commands for them.

      +
      +
      +
      +

      So, where do I begin, then?

      +

      Right, after all this soul-searching and skill-inventory-checking, let’s go back to the original +question. And maybe you’ll find that you have a better feeling for the answer yourself already:

      +
        +
      • Keep following this tutorial and spend the time +to really understand what is happening in the examples. Not only will this give you a better idea +of how parts hang together, it may also give you ideas for what is possible. Maybe something +is easier than you expected!

      • +
      • Introduce yourself in the IRC/Discord chat and don’t be shy to ask questions as you go through +the tutorial. Don’t get hung up on trying to resolve something that a seasoned Evennia dev may +clear up for you in five minutes. Also, not all errors are your faults - it’s possible the +tutorial is unclear or has bugs, asking will quickly bring those problems to light, if so.

      • +
      • If Python is new to you, you should complement the tutorial with third-party Python references +so you can read, understand and replicate example code without being completely in the dark.

      • +
      +

      Once you are out of the starting tutorial, you’ll be off to do your own thing.

      +
        +
      • The starting tutorial cannot cover everything. Skim through the Evennia docs. +Even if you don’t read everything, it gives you a feeling for what’s available should you need +to look for something later. Make sure to use the search function.

      • +
      • You can now start by expanding on the tutorial-game we will have created. In the last part there +there will be a list of possible future projects you could take on. Working on your own, without help +from a tutorial is the next step.

      • +
      +

      As for your builders, they can start getting familiar with Evennia’s default build commands … but +keep in mind that your game is not yet built! Don’t set your builders off on creating large zone projects. +If they build anything at all, it should be small test areas to agree on a homogenous form, mood +and literary style.

      +
      +
      +

      Conclusions

      +

      Remember that what kills a hobby game project will usually be your own lack of +motivation. So do whatever you can to keep that motivation burning strong! Even if it means +deviating from what you read in a tutorial like this one. Just get that game out there, whichever way +works best for you.

      +

      In the next lesson we’ll go through some of the technical questions you need to consider. This should +hopefully help you figure out more about the game you want to make. In the lesson following that we’ll +then try to answer those questions for the sake of creating our little tutorial game.

      +

      prev lesson | next lesson

      +
      +
      + + +
      +
      +
      +
      + +
      +
      + + + + \ No newline at end of file diff --git a/docs/1.0-dev/Howto/Starting/Starting-Part2.html b/docs/1.0-dev/Howto/Starting/Part2/Starting-Part2.html similarity index 53% rename from docs/1.0-dev/Howto/Starting/Starting-Part2.html rename to docs/1.0-dev/Howto/Starting/Part2/Starting-Part2.html index 4dd4df58f4..ad9f718fc8 100644 --- a/docs/1.0-dev/Howto/Starting/Starting-Part2.html +++ b/docs/1.0-dev/Howto/Starting/Part2/Starting-Part2.html @@ -6,27 +6,27 @@ Evennia Starting Tutorial (Part 2) — Evennia 1.0-dev documentation - - - - - - - - - - + + + + + + + + + + @@ -41,29 +41,31 @@

      Lessons for Part 2

      +

      In Part two of the Starting tutorial we’ll step back and plan out the kind of tutorial +game we want to make. This is a more ‘theoretical’ part where we won’t do any hands-on +programming.

      1. Introduction & Overview (you are here)

      2. -
      3. On planning a game

      4. -
      5. Planning to use some useful Contribs

      6. +
      7. Where do I begin

      8. +
      9. On planning a game

      10. +
      11. Planning to use some useful Contribs

      -

      In Part two of the Starting tutorial we’ll step back and plan out the kind of tutorial -game we want to make. In the process we’ll go through the common questions of “where to start” -and “what to think about” when creating a multiplayer online text game. We’ll also look at -some useful Evennia settings to tweak and designs to consider.

      +

      In the process we’ll go through the common questions of “where to start” +and “what to think about” when creating a multiplayer online text game.

      @@ -74,20 +76,20 @@ some useful Evennia settings to tweak and designs to consider.

      diff --git a/docs/1.0-dev/Howto/Starting/Part3/Starting-Part3.html b/docs/1.0-dev/Howto/Starting/Part3/Starting-Part3.html new file mode 100644 index 0000000000..7b244edfce --- /dev/null +++ b/docs/1.0-dev/Howto/Starting/Part3/Starting-Part3.html @@ -0,0 +1,132 @@ + + + + + + + + Evennia Starting Tutorial (Part 3) — Evennia 1.0-dev documentation + + + + + + + + + + + + + +
      +
      +
      +
      + +
      +

      Evennia Starting Tutorial (Part 3)

      + +

      In part three of the Evennia Starting tutorial we will go through the creation of several key parts +of our tutorial game EvAdventure. As we go, we will test each part and create a simple “tech demo” to +show off all the moving parts.

      +
        +
      1. Changing settings

      2. +
      3. Applying contribs

      4. +
      5. Creating a rule module

      6. +
      7. Tweaking the base Typeclasses

      8. +
      9. Character creation menu

      10. +
      11. Wearing armor and wielding weapons

      12. +
      13. Two types of combat

      14. +
      15. Monsters and AI

      16. +
      17. Questing and rewards

      18. +
      19. Overview of Tech demo

      20. +
      +

      If you followed the previous parts of this tutorial you will have some notions about Python and where to find +and make use of things in Evennia. We also have a good idea of the type of game we want. +Even if this is not the game-style you are interested in, following along will give you a lot of experience +with using Evennia. This be of much use when doing your own thing later.

      +
      + + +
      +
      +
      +
      + +
      +
      + + + + \ No newline at end of file diff --git a/docs/1.0-dev/Howto/Starting/Part3/Tutorial-for-basic-MUSH-like-game.html b/docs/1.0-dev/Howto/Starting/Part3/Tutorial-for-basic-MUSH-like-game.html index 7ab23e8949..89fdd308d4 100644 --- a/docs/1.0-dev/Howto/Starting/Part3/Tutorial-for-basic-MUSH-like-game.html +++ b/docs/1.0-dev/Howto/Starting/Part3/Tutorial-for-basic-MUSH-like-game.html @@ -43,7 +43,7 @@ focused on free form storytelling. Even if you are not interested in MUSH:es, this is still a good first game-type to try since it’s not so code heavy. You will be able to use the same principles for building other types of games.

      -

      The tutorial starts from scratch. If you did the First Steps Coding tutorial +

      The tutorial starts from scratch. If you did the First Steps Coding tutorial already you should have some ideas about how to do some of the steps already.

      The following are the (very simplistic and cut-down) features we will implement (this was taken from a feature request from a MUSH user new to Evennia). A Character in this system should:

      diff --git a/docs/1.0-dev/Howto/Starting/Starting-Part4.html b/docs/1.0-dev/Howto/Starting/Part4/Starting-Part4.html similarity index 57% rename from docs/1.0-dev/Howto/Starting/Starting-Part4.html rename to docs/1.0-dev/Howto/Starting/Part4/Starting-Part4.html index 6f2934fadb..55ea19a321 100644 --- a/docs/1.0-dev/Howto/Starting/Starting-Part4.html +++ b/docs/1.0-dev/Howto/Starting/Part4/Starting-Part4.html @@ -6,27 +6,27 @@ Evennia Starting Tutorial (Part 4) — Evennia 1.0-dev documentation - - - - - - - - - - + + + + + + + + + + @@ -41,15 +41,15 @@ @@ -67,13 +67,13 @@ and batchcode processors.