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Updated ReST documentation.
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@ -51,8 +51,7 @@ intervals (a *ticker*). Scripts not defined directly 'on' objects are
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called *Global* scripts.
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Custom script modules are usually stored in ``game/gamesrc/scripts``. As
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a convenience you can inherit all scripts from
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``game.gamesrc.scripts.basescript.Script``.
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a convenience you can inherit sripts from ``ev.Script``.
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You can try out scripts an add them to objects by use of the ``@script``
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command (not to the confused with ``@scripts`` which lists scripts). You
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@ -79,12 +78,12 @@ to name your script uniquely before adding it. This can be useful if you
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add many scripts of the same type and later plan to use
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``myobj.scripts.delete`` to remove individual scripts.
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You can create global scripts with ``src.utils.create.create_script()``.
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Just don't supply an object to store it on.
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You can create global scripts with
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``ev.create_script (a shortcut to``\ src.utils.create.create\_script()
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::
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# adding a global script from src.utils.create import create_script create_script("game.gamesrc.scripts.globals.MyGlobalEconomy", key="economy", obj=None)
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). Just don't supply an object to store it on. # adding a global script from ev import create_script create_script("game.gamesrc.scripts.globals.MyGlobalEconomy", key="economy", obj=None)
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Assuming the Script ``game.gamesrc.scripts.globals.MyGlobalEconomy``
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exists, this will create and start it as a global script.
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@ -119,7 +118,7 @@ There is one special property:
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It's also imperative to know the hook functions. Normally, overriding
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these are all the customization you'll need to do in Scripts. You can
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find longer descriptions of these in ``gamesrc/scripts/basescript.py``.
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find longer descriptions of these in ``src/scripts/scripts.py``.
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- ``at_script_creation()`` - this is usually where the script class
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sets things like ``interval`` and ``repeats``; things that control
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@ -153,7 +152,7 @@ possible to also invoke manually)
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automatically whenever you add a new script to a handler.
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``at_start()`` will be called.
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- ``stop()`` - this will stop the script and delete it. Removing a
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script from a handler will stop it auomatically. ``at_stop()`` will
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script from a handler will stop it automatically. ``at_stop()`` will
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be called.
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- ``pause()`` - this pauses a running script, rendering it inactive,
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but not deleting it. All properties are saved and timers can be
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@ -174,7 +173,7 @@ Example script
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::
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import random
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from game.gamesrc.scripts.basescript import Script
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from ev import Script
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class Weather(Script):
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"Displays weather info. Meant to be attached to a room."
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def at_script_creation(self):
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@ -212,7 +211,7 @@ locate the room you want:
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::
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from src.utils.create import create_script create_script('game.gamesrc.scripts.weather.Weather', obj=myroom)
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from ev import create_script create_script('game.gamesrc.scripts.weather.Weather', obj=myroom)
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Or, from in-game, use the ``@script`` command:
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