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Doc refactor/renaming
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@ -49,7 +49,7 @@ representation in the game world. Through their Account they can instead choose
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[puppet](./Glossary#puppet) one (or more, depending on game mode) [Characters](./Glossary#character) in
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the game.
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In the default [multisession mode](Component/Sessions#multisession-mode) of Evennia, you immediately start
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In the default [multisession mode](Components/Sessions#multisession-mode) of Evennia, you immediately start
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puppeting a Character with the same name as your Account when you log in - mimicking how older
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servers used to work.
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@ -66,7 +66,7 @@ The term _Attribute_ should not be confused with ([properties](./Glossary#proper
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[fields](./Glossary#field). The `Attribute` represents arbitrary pieces of data that can be attached
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to any [typeclassed](./Glossary#typeclass) entity in Evennia. Attributes allows storing new persistent
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data on typeclasses without changing their underlying database schemas.
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[Read more about Attributes here](Component/Attributes).
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[Read more about Attributes here](Components/Attributes).
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### _channel_
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@ -82,7 +82,7 @@ comm system here](Communications#channels).
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The _Character_ is the term we use for the default avatar being [puppeted](./Glossary#puppet) by the
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[account](./Glossary#account) in the game world. It is represented by the `Character` typeclass (which
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is a child of [Object](./Glossary#object)). Many developers use children of this class to represent
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monsters and other NPCs. You can [read more about it here](Component/Objects#subclasses-of-object).
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monsters and other NPCs. You can [read more about it here](Components/Objects#subclasses-of-object).
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### _django_
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@ -133,7 +133,7 @@ A _field_ or _database field_ in Evennia refers to a [property](./Glossary#prope
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properties per typeclass are database fields but they are often tied to the core functionality of
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that base typeclass (for example [Objects](./Glossary#object) store its location as a field). In all
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other cases, [attributes](./Glossary#attribute) are used to add new persistent data to the typeclass.
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[Read more about typeclass properties here](Component/Typeclasses#about-typeclass-properties).
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[Read more about typeclass properties here](Components/Typeclasses#about-typeclass-properties).
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### _git_
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@ -211,7 +211,7 @@ try to use `object` to refer to the general term and capitalized `Object` when w
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typeclass.
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The `Object` is a typeclass that represents all *in-game* entities, including
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[Characters](./Glossary#character), rooms, trees, weapons etc. [Read more about Objects here](Component/Objects).
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[Characters](./Glossary#character), rooms, trees, weapons etc. [Read more about Objects here](Components/Objects).
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### _pip_
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@ -264,16 +264,16 @@ well.
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### _script_
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When we refer to _Scripts_, we generally refer to the `Script` [typeclass](Component/Typeclasses). Scripts are
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When we refer to _Scripts_, we generally refer to the `Script` [typeclass](Components/Typeclasses). Scripts are
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the mavericks of Evennia - they are like [Objects](./Glossary#object) but without any in-game
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existence. They are useful as custom places to store data but also as building blocks in persistent
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game systems. Since the can be initialized with timing capabilities they can also be used for long-
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time persistent time keeping (for fast updates other types of timers may be better though).
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[Read more about Scripts here](Component/Scripts)
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[Read more about Scripts here](Components/Scripts)
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### _session_
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A [Session](Component/Sessions) is a Python object representing a single client connection to the server. A
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A [Session](Components/Sessions) is a Python object representing a single client connection to the server. A
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given human player could connect to the game from different clients and each would get a Session
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(even if you did not allow them to actually log in and get access to an
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[account](./Glossary#account)).
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@ -284,7 +284,7 @@ can be useful for certain game states.
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### _ticker_
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The [Ticker handler](Component/TickerHandler) runs Evennia's optional 'ticker' system. In other engines, such
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The [Ticker handler](Components/TickerHandler) runs Evennia's optional 'ticker' system. In other engines, such
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as [DIKU](https://en.wikipedia.org/wiki/DikuMUD), all game events are processed only at specific
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intervals called 'ticks'. Evennia has no such technical limitation (events are processed whenever
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needed) but using a fixed tick can still be useful for certain types of game systems, like combat.
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@ -293,7 +293,7 @@ to be called when those ticks come around.
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### _typeclass_
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The [typeclass](Component/Typeclasses) is an Evennia-specific term. A typeclass allows developers to work with
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The [typeclass](Components/Typeclasses) is an Evennia-specific term. A typeclass allows developers to work with
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database-persistent objects as if they were normal Python objects. It makes use of specific
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[Django](./Glossary#django) features to link a Python class to a database table. Sometimes we refer to
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such code entities as _being typeclassed_.
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