mirror of
https://github.com/evennia/evennia.git
synced 2026-03-16 21:06:30 +01:00
Merge pull request #2556 from dimitrilw/dev-tweak-diku-users-helpfile
small edits to the Evennia-for-Diku-Users.md file
This commit is contained in:
commit
9de5a082ec
1 changed files with 11 additions and 14 deletions
|
|
@ -10,9 +10,9 @@ in Python.
|
|||
|
||||
Overall, Python offers an extensive library of resources, safe memory management and excellent
|
||||
handling of errors. While Python code does not run as fast as raw C code does, the difference is not
|
||||
all that important for a text-based game. The main advantage of Python is an extremely fast
|
||||
development cycle with and easy ways to create game systems that would take many times more code and
|
||||
be much harder to make stable and maintainable in C.
|
||||
all that important for a text-based game. The main advantages of Python are an extremely fast
|
||||
development cycle and easy ways to create game systems. Doing the same with C can take many times
|
||||
more code and be harder to make stable and maintainable.
|
||||
|
||||
### Core Differences
|
||||
|
||||
|
|
@ -43,10 +43,10 @@ done by:
|
|||
void(struct char ch*, struct room room*){
|
||||
int dam;
|
||||
if (ROOM_FLAGGED(room, ROOM_LAVA)){
|
||||
dam = 100
|
||||
ch->damage_taken = dam
|
||||
};
|
||||
};
|
||||
dam = 100;
|
||||
ch->damage_taken = dam;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
As an example for creating Commands in Evennia via the `from evennia import Command` the character
|
||||
|
|
@ -110,7 +110,7 @@ to the extent of categorising rooms/mobs/objs/trigger/zones[...] into vnum range
|
|||
|
||||
Evennia has objects that are called Scripts. As defined, they are the 'out of game' instances that
|
||||
exist within the mud, but never directly interacted with. Scripts can be used for timers, mob AI,
|
||||
and even a stand alone databases.
|
||||
and even stand alone databases.
|
||||
|
||||
Because of their wonderful structure all mob, room, zone, triggers, etc.. data can be saved in
|
||||
independently created global scripts.
|
||||
|
|
@ -152,7 +152,7 @@ in Evennia.
|
|||
|
||||
First, let's create a global script that does absolutely nothing and isn't attached to anything. You
|
||||
can either create this directly in-game with the @py command or create it in another file to do some
|
||||
checks and balances if for whatever reason the script needs to be created again. Progmatically it
|
||||
checks and balances if for whatever reason the script needs to be created again. It
|
||||
can be done like so:
|
||||
|
||||
```python
|
||||
|
|
@ -184,16 +184,13 @@ mob_db.db.vnums[1] = mob_vnum_1
|
|||
```
|
||||
|
||||
This is a very 'caveman' example, but it gets the idea across. You can use the keys in the
|
||||
`mob_db.vnums` to act as the mob vnum while the rest contains the data..
|
||||
`mob_db.vnums` to act as the mob vnum while the rest contains the data.
|
||||
|
||||
Much simpler to read and edit. If you plan on taking this route, you must keep in mind that by
|
||||
default evennia 'looks' at different properties when using the `look` command for instance. If you
|
||||
create an instance of this mob and make its `self.key = 1`, by default evennia will say
|
||||
create an instance of this mob and make its `self.key = 1`, by default evennia will say:
|
||||
|
||||
`Here is : 1`
|
||||
|
||||
You must restructure all default commands so that the mud looks at different properties defined on
|
||||
your mob.
|
||||
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue