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<title>Static In Game Map &#8212; Evennia 1.0-dev documentation</title>
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@ -38,14 +43,27 @@
<h1>Static In Game Map<a class="headerlink" href="#static-in-game-map" title="Permalink to this headline"></a></h1>
<div class="section" id="introduction">
<h2>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline"></a></h2>
<p>This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also details how to use the <a class="reference internal" href="Batch-Code-Processor.html"><span class="doc">Batch code processor</span></a> for advanced building. There is also the <a class="reference internal" href="Dynamic-In-Game-Map.html"><span class="doc">Dynamic in-game map tutorial</span></a> that works in the opposite direction, by generating a map from an existing grid of rooms.</p>
<p>Evennia does not require its rooms to be positioned in a “logical” way. Your exits could be named anything. You could make an exit “west” that leads to a room described to be in the far north. You could have rooms inside one another, exits leading back to the same room or describing spatial geometries impossible in the real world.</p>
<p>That said, most games <em>do</em> organize their rooms in a logical fashion, if nothing else to retain the sanity of their players. And when they do, the game becomes possible to map. This tutorial will give an example of a simple but flexible in-game map system to further help players to navigate. We will</p>
<p>To simplify development and error-checking well break down the work into bite-size chunks, each building on what came before. For this well make extensive use of the <a class="reference internal" href="Batch-Code-Processor.html"><span class="doc">Batch code processor</span></a>, so you may want to familiarize yourself with that.</p>
<p>This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also
details how to use the <a class="reference internal" href="Batch-Code-Processor.html"><span class="doc">Batch code processor</span></a> for advanced building. There is
also the <a class="reference internal" href="Dynamic-In-Game-Map.html"><span class="doc">Dynamic in-game map tutorial</span></a> that works in the opposite direction,
by generating a map from an existing grid of rooms.</p>
<p>Evennia does not require its rooms to be positioned in a “logical” way. Your exits could be named
anything. You could make an exit “west” that leads to a room described to be in the far north. You
could have rooms inside one another, exits leading back to the same room or describing spatial
geometries impossible in the real world.</p>
<p>That said, most games <em>do</em> organize their rooms in a logical fashion, if nothing else to retain the
sanity of their players. And when they do, the game becomes possible to map. This tutorial will give
an example of a simple but flexible in-game map system to further help players to navigate. We will</p>
<p>To simplify development and error-checking well break down the work into bite-size chunks, each
building on what came before. For this well make extensive use of the [Batch code processor](Batch-
Code-Processor), so you may want to familiarize yourself with that.</p>
<ol>
<li><p><strong>Planning the map</strong> - Here well come up with a small example map to use for the rest of the tutorial.</p></li>
<li><p><strong>Making a map object</strong> - This will showcase how to make a static in-game “map” object a Character could pick up and look at.</p></li>
<li><p><strong>Building the map areas</strong> - Here well actually create the small example area according to the map we designed before.</p></li>
<li><p><strong>Planning the map</strong> - Here well come up with a small example map to use for the rest of the
tutorial.</p></li>
<li><p><strong>Making a map object</strong> - This will showcase how to make a static in-game “map” object a
Character could pick up and look at.</p></li>
<li><p><strong>Building the map areas</strong> - Here well actually create the small example area according to the
map we designed before.</p></li>
<li><p><strong>Map code</strong> - This will link the map to the location so our output looks something like this:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>crossroads(#3)
↑╚∞╝↑
@ -59,13 +77,24 @@ Exits: north(#8), east(#9), south(#10), west(#11)
</div>
</li>
</ol>
<p>We will henceforth assume your game folder is name named <code class="docutils literal notranslate"><span class="pre">mygame</span></code> and that you havent modified the default commands. We will also not be using <a class="reference external" href="/TextTags.html#colored-text">Colors</a> for our map since they dont show in the documentation wiki.</p>
<p>We will henceforth assume your game folder is name named <code class="docutils literal notranslate"><span class="pre">mygame</span></code> and that you havent modified the
default commands. We will also not be using <a class="reference external" href="TextTags.html#colored-text">Colors</a> for our map since they
dont show in the documentation wiki.</p>
</div>
<div class="section" id="planning-the-map">
<h2>Planning the Map<a class="headerlink" href="#planning-the-map" title="Permalink to this headline"></a></h2>
<p>Lets begin with the fun part! Maps in MUDs come in many different <a class="reference external" href="http://journal.imaginary-realities.com/volume-05/issue-01/modern-interface-modern-mud/index.html">shapes and sizes</a>. Some appear as just boxes connected by lines. Others have complex graphics that are external to the game itself.</p>
<p>Our map will be in-game text but that doesnt mean were restricted to the normal alphabet! If youve ever selected the <a class="reference external" href="https://en.wikipedia.org/wiki/Wingdings">Wingdings font</a> in Microsoft Word you will know there are a multitude of other characters around to use. When creating your game with Evennia you have access to the <a class="reference external" href="https://en.wikipedia.org/wiki/UTF-8">UTF-8 character encoding</a> which put at your disposal <a class="reference external" href="http://mcdlr.com/utf-8/#1">thousands of letters, number and geometric shapes</a>.</p>
<p>For this exercise, weve copy-and-pasted from the pallet of special characters used over at <a class="reference external" href="http://dwarffortresswiki.org/index.php/Character_table">Dwarf Fortress</a> to create what is hopefully a pleasing and easy to understood landscape:</p>
<p>Lets begin with the fun part! Maps in MUDs come in many different [shapes and
sizes](http://journal.imaginary-realities.com/volume-05/issue-01/modern-interface-modern-
mud/index.html). Some appear as just boxes connected by lines. Others have complex graphics that are
external to the game itself.</p>
<p>Our map will be in-game text but that doesnt mean were restricted to the normal alphabet! If
youve ever selected the <a class="reference external" href="https://en.wikipedia.org/wiki/Wingdings">Wingdings font</a> in Microsoft Word
you will know there are a multitude of other characters around to use. When creating your game with
Evennia you have access to the <a class="reference external" href="https://en.wikipedia.org/wiki/UTF-8">UTF-8 character encoding</a> which
put at your disposal <a class="reference external" href="http://mcdlr.com/utf-8/#1">thousands of letters, number and geometric shapes</a>.</p>
<p>For this exercise, weve copy-and-pasted from the pallet of special characters used over at <a class="reference external" href="http://dwarffortresswiki.org/index.php/Character_table">Dwarf
Fortress</a> to create what is hopefully a
pleasing and easy to understood landscape:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>≈≈↑↑↑↑↑∩∩
≈≈↑╔═╗↑∩∩ Places the account can visit are indicated by &quot;O&quot;.
≈≈↑║O║↑∩∩ Up the top is a castle visitable by the account.
@ -78,17 +107,36 @@ Exits: north(#8), east(#9), south(#10), west(#11)
≈≈↑↑↑↑↑∩∩
</pre></div>
</div>
<p>There are many considerations when making a game map depending on the play style and requirements you intend to implement. Here we will display a 5x5 character map of the area surrounding the account. This means making sure to account for 2 characters around every visitable location. Good planning at this stage can solve many problems before they happen.</p>
<p>There are many considerations when making a game map depending on the play style and requirements
you intend to implement. Here we will display a 5x5 character map of the area surrounding the
account. This means making sure to account for 2 characters around every visitable location. Good
planning at this stage can solve many problems before they happen.</p>
</div>
<div class="section" id="creating-a-map-object">
<h2>Creating a Map Object<a class="headerlink" href="#creating-a-map-object" title="Permalink to this headline"></a></h2>
<p>In this section we will try to create an actual “map” object that an account can pick up and look at.</p>
<p>Evennia offers a range of <a class="reference internal" href="Default-Command-Help.html"><span class="doc">default commands</span></a> for <a class="reference internal" href="Building-Quickstart.html"><span class="doc">creating objects and rooms in-game</span></a>. While readily accessible, these commands are made to do very specific, restricted things and will thus not offer as much flexibility to experiment (for an advanced exception see <a class="reference external" href="/TextTags.html#new-inlinefuncs">in-line functions</a>). Additionally, entering long descriptions and properties over and over in the game client can become tedious; especially when testing and you may want to delete and recreate things over and over.</p>
<p>To overcome this, Evennia offers <a class="reference internal" href="Batch-Processors.html"><span class="doc">batch processors</span></a> that work as input-files created out-of-game. In this tutorial well be using the more powerful of the two available batch processors, the <a class="reference internal" href="Batch-Code-Processor.html"><span class="doc">Batch Code Processor </span></a>, called with the <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code> command. This is a very powerful tool. It allows you to craft Python files to act as blueprints of your entire game world. These files have access to use Evennias Python API directly. Batchcode allows for easy editing and creation in whatever text editor you prefer, avoiding having to manually build the world line-by-line inside the game.</p>
<p>In this section we will try to create an actual “map” object that an account can pick up and look
at.</p>
<p>Evennia offers a range of <a class="reference internal" href="Default-Command-Help.html"><span class="doc">default commands</span></a> for <a class="reference internal" href="Building-Quickstart.html"><span class="doc">creating objects and rooms
in-game</span></a>. While readily accessible, these commands are made to do very
specific, restricted things and will thus not offer as much flexibility to experiment (for an
advanced exception see <a class="reference external" href="TextTags.html#new-inlinefuncs">in-line functions</a>). Additionally, entering long
descriptions and properties over and over in the game client can become tedious; especially when
testing and you may want to delete and recreate things over and over.</p>
<p>To overcome this, Evennia offers <a class="reference internal" href="Batch-Processors.html"><span class="doc">batch processors</span></a> that work as input-files
created out-of-game. In this tutorial well be using the more powerful of the two available batch
processors, the <a class="reference internal" href="Batch-Code-Processor.html"><span class="doc">Batch Code Processor </span></a>, called with the <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code> command.
This is a very powerful tool. It allows you to craft Python files to act as blueprints of your
entire game world. These files have access to use Evennias Python API directly. Batchcode allows
for easy editing and creation in whatever text editor you prefer, avoiding having to manually build
the world line-by-line inside the game.</p>
<blockquote>
<div><p>Important warning: <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code>s power is only rivaled by the <code class="docutils literal notranslate"><span class="pre">&#64;py</span></code> command. Batchcode is so powerful it should be reserved only for the <a class="reference internal" href="Building-Permissions.html"><span class="doc">superuser</span></a>. Think carefully before you let others (such as <code class="docutils literal notranslate"><span class="pre">Developer</span></code>- level staff) run <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code> on their own - make sure you are okay with them running <em>arbitrary Python code</em> on your server.</p>
<div><p>Important warning: <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code>s power is only rivaled by the <code class="docutils literal notranslate"><span class="pre">&#64;py</span></code> command. Batchcode is so
powerful it should be reserved only for the <a class="reference internal" href="Building-Permissions.html"><span class="doc">superuser</span></a>. Think carefully
before you let others (such as <code class="docutils literal notranslate"><span class="pre">Developer</span></code>- level staff) run <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code> on their own - make sure
you are okay with them running <em>arbitrary Python code</em> on your server.</p>
</div></blockquote>
<p>While a simple example, the map object it serves as good way to try out <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code>. Go to <code class="docutils literal notranslate"><span class="pre">mygame/world</span></code> and create a new file there named <code class="docutils literal notranslate"><span class="pre">batchcode_map.py</span></code>:</p>
<p>While a simple example, the map object it serves as good way to try out <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span></code>. Go to
<code class="docutils literal notranslate"><span class="pre">mygame/world</span></code> and create a new file there named <code class="docutils literal notranslate"><span class="pre">batchcode_map.py</span></code>:</p>
<div class="highlight-Python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
2
3
@ -148,12 +196,18 @@ Exits: north(#8), east(#9), south(#10), west(#11)
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="nd">@batchcode</span> <span class="n">batchcode_map</span>
</pre></div>
</div>
<p>This will load your <code class="docutils literal notranslate"><span class="pre">batchcode_map.py</span></code> file and execute the code (Evennia will look in your <code class="docutils literal notranslate"><span class="pre">world/</span></code> folder automatically so you dont need to specify it).</p>
<p>A new map object should have appeared on the ground. You can view the map by using <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">map</span></code>. Lets take it with the <code class="docutils literal notranslate"><span class="pre">get</span> <span class="pre">map</span></code> command. Well need it in case we get lost!</p>
<p>This will load your <code class="docutils literal notranslate"><span class="pre">batchcode_map.py</span></code> file and execute the code (Evennia will look in your <code class="docutils literal notranslate"><span class="pre">world/</span></code>
folder automatically so you dont need to specify it).</p>
<p>A new map object should have appeared on the ground. You can view the map by using <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">map</span></code>. Lets
take it with the <code class="docutils literal notranslate"><span class="pre">get</span> <span class="pre">map</span></code> command. Well need it in case we get lost!</p>
</div>
<div class="section" id="building-the-map-areas">
<h2>Building the map areas<a class="headerlink" href="#building-the-map-areas" title="Permalink to this headline"></a></h2>
<p>Weve just used batchcode to create an object useful for our adventures. But the locations on that map does not actually exist yet - were all mapped up with nowhere to go! Lets use batchcode to build a game area based on our map. We have five areas outlined: a castle, a cottage, a campsite, a coastal beach and the crossroads which connects them. Create a new batchcode file for this in <code class="docutils literal notranslate"><span class="pre">mygame/world</span></code>, named <code class="docutils literal notranslate"><span class="pre">batchcode_world.py</span></code>.</p>
<p>Weve just used batchcode to create an object useful for our adventures. But the locations on that
map does not actually exist yet - were all mapped up with nowhere to go! Lets use batchcode to
build a game area based on our map. We have five areas outlined: a castle, a cottage, a campsite, a
coastal beach and the crossroads which connects them. Create a new batchcode file for this in
<code class="docutils literal notranslate"><span class="pre">mygame/world</span></code>, named <code class="docutils literal notranslate"><span class="pre">batchcode_world.py</span></code>.</p>
<div class="highlight-Python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
2
3
@ -293,13 +347,23 @@ Exits: north(#8), east(#9), south(#10), west(#11)
<span class="n">aliases</span><span class="o">=</span><span class="p">[</span><span class="s2">&quot;enter&quot;</span><span class="p">],</span> <span class="n">location</span><span class="o">=</span><span class="n">limbo</span><span class="p">,</span> <span class="n">destination</span><span class="o">=</span><span class="n">centre</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>Apply this new batch code with <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span> <span class="pre">batchcode_world</span></code>. If there are no errors in the code we now have a nice mini-world to explore. Remember that if you get lost you can look at the map we created!</p>
<p>Apply this new batch code with <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span> <span class="pre">batchcode_world</span></code>. If there are no errors in the code we
now have a nice mini-world to explore. Remember that if you get lost you can look at the map we
created!</p>
</div>
<div class="section" id="in-game-minimap">
<h2>In-game minimap<a class="headerlink" href="#in-game-minimap" title="Permalink to this headline"></a></h2>
<p>Now we have a landscape and matching map, but what we really want is a mini-map that displays whenever we move to a room or use the <code class="docutils literal notranslate"><span class="pre">look</span></code> command.</p>
<p>We <em>could</em> manually enter a part of the map into the description of every room like we did our map object description. But some MUDs have tens of thousands of rooms! Besides, if we ever changed our map we would have to potentially alter a lot of those room descriptions manually to match the change. So instead we will make one central module to hold our map. Rooms will reference this central location on creation and the map changes will thus come into effect when next running our batchcode.</p>
<p>To make our mini-map we need to be able to cut our full map into parts. To do this we need to put it in a format which allows us to do that easily. Luckily, python allows us to treat strings as lists of characters allowing us to pick out the characters we need.</p>
<p>Now we have a landscape and matching map, but what we really want is a mini-map that displays
whenever we move to a room or use the <code class="docutils literal notranslate"><span class="pre">look</span></code> command.</p>
<p>We <em>could</em> manually enter a part of the map into the description of every room like we did our map
object description. But some MUDs have tens of thousands of rooms! Besides, if we ever changed our
map we would have to potentially alter a lot of those room descriptions manually to match the
change. So instead we will make one central module to hold our map. Rooms will reference this
central location on creation and the map changes will thus come into effect when next running our
batchcode.</p>
<p>To make our mini-map we need to be able to cut our full map into parts. To do this we need to put it
in a format which allows us to do that easily. Luckily, python allows us to treat strings as lists
of characters allowing us to pick out the characters we need.</p>
<p><code class="docutils literal notranslate"><span class="pre">mygame/world/map_module.py</span></code></p>
<div class="highlight-Python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
2
@ -394,7 +458,8 @@ Exits: north(#8), east(#9), south(#10), west(#11)
<span class="k">return</span> <span class="nb">map</span>
</pre></div>
</td></tr></table></div>
<p>With our map_module set up, lets replace our hardcoded map in <code class="docutils literal notranslate"><span class="pre">mygame/world/batchcode_map.py</span></code> with a reference to our map module. Make sure to import our map_module!</p>
<p>With our map_module set up, lets replace our hardcoded map in <code class="docutils literal notranslate"><span class="pre">mygame/world/batchcode_map.py</span></code> with
a reference to our map module. Make sure to import our map_module!</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
2
3
@ -418,9 +483,20 @@ Exits: north(#8), east(#9), south(#10), west(#11)
<span class="n">caller</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="s2">&quot;A map appears out of thin air and falls to the ground.&quot;</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>Log into Evennia as the superuser and run this batchcode. If everything worked our new map should look exactly the same as the old map - you can use <code class="docutils literal notranslate"><span class="pre">&#64;delete</span></code> to delete the old one (use a number to pick which to delete).</p>
<p>Now, lets turn our attention towards our games rooms. Lets use the <code class="docutils literal notranslate"><span class="pre">return_minimap</span></code> method we created above in order to include a minimap in our room descriptions. This is a little more complicated.</p>
<p>By itself we would have to settle for either the map being <em>above</em> the description with <code class="docutils literal notranslate"><span class="pre">room.db.desc</span> <span class="pre">=</span> <span class="pre">map_string</span> <span class="pre">+</span> <span class="pre">description_string</span></code>, or the map going <em>below</em> by reversing their order. Both options are rather unsatisfactory - we would like to have the map next to the text! For this solution well explore the utilities that ship with Evennia. Tucked away in <code class="docutils literal notranslate"><span class="pre">evennia\evennia\utils</span></code> is a little module called <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evtable">EvTable</a> . This is an advanced ASCII table creator for you to utilize in your game. Well use it by creating a basic table with 1 row and two columns (one for our map and one for our text) whilst also hiding the borders. Open the batchfile again</p>
<p>Log into Evennia as the superuser and run this batchcode. If everything worked our new map should
look exactly the same as the old map - you can use <code class="docutils literal notranslate"><span class="pre">&#64;delete</span></code> to delete the old one (use a number to
pick which to delete).</p>
<p>Now, lets turn our attention towards our games rooms. Lets use the <code class="docutils literal notranslate"><span class="pre">return_minimap</span></code> method we
created above in order to include a minimap in our room descriptions. This is a little more
complicated.</p>
<p>By itself we would have to settle for either the map being <em>above</em> the description with
<code class="docutils literal notranslate"><span class="pre">room.db.desc</span> <span class="pre">=</span> <span class="pre">map_string</span> <span class="pre">+</span> <span class="pre">description_string</span></code>, or the map going <em>below</em> by reversing their order.
Both options are rather unsatisfactory - we would like to have the map next to the text! For this
solution well explore the utilities that ship with Evennia. Tucked away in <code class="docutils literal notranslate"><span class="pre">evennia\evennia\utils</span></code>
is a little module called <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia.utils.evtable">EvTable</a> . This is an advanced ASCII table
creator for you to utilize in your game. Well use it by creating a basic table with 1 row and two
columns (one for our map and one for our text) whilst also hiding the borders. Open the batchfile
again</p>
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
2
3
@ -544,13 +620,22 @@ Exits: north(#8), east(#9), south(#10), west(#11)
<span class="n">west</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">desc</span><span class="o">.</span><span class="n">reformat_column</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span> <span class="n">width</span><span class="o">=</span><span class="mi">70</span><span class="p">)</span>
</pre></div>
</td></tr></table></div>
<p>Before we run our new batchcode, if you are anything like me you would have something like 100 maps lying around and 3-4 different versions of our rooms extending from limbo. Lets wipe it all and start with a clean slate. In Command Prompt you can run <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">flush</span></code> to clear the database and start anew. It wont reset dbref values however, so if you are at #100 it will start from there. Alternatively you can navigate to <code class="docutils literal notranslate"><span class="pre">mygame/server</span></code> and delete the <code class="docutils literal notranslate"><span class="pre">evennia.db3</span></code> file. Now in Command Prompt use <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">migrate</span></code> to have a completely freshly made database.</p>
<p>Before we run our new batchcode, if you are anything like me you would have something like 100 maps
lying around and 3-4 different versions of our rooms extending from limbo. Lets wipe it all and
start with a clean slate. In Command Prompt you can run <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">flush</span></code> to clear the database and
start anew. It wont reset dbref values however, so if you are at #100 it will start from there.
Alternatively you can navigate to <code class="docutils literal notranslate"><span class="pre">mygame/server</span></code> and delete the <code class="docutils literal notranslate"><span class="pre">evennia.db3</span></code> file. Now in Command
Prompt use <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">migrate</span></code> to have a completely freshly made database.</p>
<p>Log in to evennia and run <code class="docutils literal notranslate"><span class="pre">&#64;batchcode</span> <span class="pre">batchcode_world</span></code> and youll have a little world to explore.</p>
</div>
<div class="section" id="conclusions">
<h2>Conclusions<a class="headerlink" href="#conclusions" title="Permalink to this headline"></a></h2>
<p>You should now have a mapped little world and a basic understanding of batchcode, EvTable and how easily new game defining features can be added to Evennia.</p>
<p>You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why not add more features to your game by trying other tutorials: <a class="reference internal" href="Weather-Tutorial.html"><span class="doc">Add weather to your world</span></a>, <a class="reference internal" href="Tutorial-Aggressive-NPCs.html"><span class="doc">fill your world with NPCs</span></a> or <a class="reference internal" href="Turn-based-Combat-System.html"><span class="doc">implement a combat system</span></a>.</p>
<p>You should now have a mapped little world and a basic understanding of batchcode, EvTable and how
easily new game defining features can be added to Evennia.</p>
<p>You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why
not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
Tutorial), <a class="reference internal" href="Tutorial-Aggressive-NPCs.html"><span class="doc">fill your world with NPCs</span></a> or <a class="reference internal" href="Turn-based-Combat-System.html"><span class="doc">implement a combat
system</span></a>.</p>
</div>
</div>
@ -612,7 +697,10 @@ Exits: north(#8), east(#9), south(#10), west(#11)
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