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Doc refactor/renaming
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## Introduction
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This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also
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details how to use the [Batch code processor](../Component/Batch-Code-Processor) for advanced building. There is
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details how to use the [Batch code processor](../Components/Batch-Code-Processor) for advanced building. There is
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also the [Dynamic in-game map tutorial](./Dynamic-In-Game-Map) that works in the opposite direction,
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by generating a map from an existing grid of rooms.
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@ -41,7 +41,7 @@ map we designed before.
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```
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We will henceforth assume your game folder is name named `mygame` and that you haven't modified the
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default commands. We will also not be using [Colors](../Concept/TextTags#colored-text) for our map since they
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default commands. We will also not be using [Colors](../Concepts/TextTags#colored-text) for our map since they
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don't show in the documentation wiki.
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## Planning the Map
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@ -83,23 +83,23 @@ planning at this stage can solve many problems before they happen.
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In this section we will try to create an actual "map" object that an account can pick up and look
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at.
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Evennia offers a range of [default commands](../Component/Default-Command-Help) for
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Evennia offers a range of [default commands](../Components/Default-Command-Help) for
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[creating objects and rooms in-game](../Howto/Starting/Part1/Building-Quickstart). While readily accessible, these commands are made to do very
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specific, restricted things and will thus not offer as much flexibility to experiment (for an
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advanced exception see [in-line functions](../Concept/TextTags#new-inlinefuncs)). Additionally, entering long
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advanced exception see [in-line functions](../Concepts/TextTags#new-inlinefuncs)). Additionally, entering long
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descriptions and properties over and over in the game client can become tedious; especially when
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testing and you may want to delete and recreate things over and over.
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To overcome this, Evennia offers [batch processors](../Component/Batch-Processors) that work as input-files
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To overcome this, Evennia offers [batch processors](../Components/Batch-Processors) that work as input-files
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created out-of-game. In this tutorial we'll be using the more powerful of the two available batch
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processors, the [Batch Code Processor ](../Component/Batch-Code-Processor), called with the `@batchcode` command.
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processors, the [Batch Code Processor ](../Components/Batch-Code-Processor), called with the `@batchcode` command.
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This is a very powerful tool. It allows you to craft Python files to act as blueprints of your
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entire game world. These files have access to use Evennia's Python API directly. Batchcode allows
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for easy editing and creation in whatever text editor you prefer, avoiding having to manually build
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the world line-by-line inside the game.
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> Important warning: `@batchcode`'s power is only rivaled by the `@py` command. Batchcode is so
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powerful it should be reserved only for the [superuser](../Concept/Building-Permissions). Think carefully
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powerful it should be reserved only for the [superuser](../Concepts/Building-Permissions). Think carefully
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before you let others (such as `Developer`- level staff) run `@batchcode` on their own - make sure
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you are okay with them running *arbitrary Python code* on your server.
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@ -413,4 +413,4 @@ easily new game defining features can be added to Evennia.
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You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why
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not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
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Tutorial), [fill your world with NPC's](../Howto/Tutorial-Aggressive-NPCs) or
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[implement a combat system](../Howto/Starting/Turn-based-Combat-System).
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[implement a combat system](../Howto/Starting/Part3/Turn-based-Combat-System).
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