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Doc refactor/renaming
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@ -2,7 +2,7 @@
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**Before doing this tutorial you will probably want to read the intro in
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[Basic Web tutorial](Starting/Web-Tutorial).** Reading the three first parts of the
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[Basic Web tutorial](Starting/Part5/Web-Tutorial).** Reading the three first parts of the
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[Django tutorial](https://docs.djangoproject.com/en/1.9/intro/tutorial01/) might help as well.
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This tutorial will provide a step-by-step process to installing a wiki on your website.
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@ -28,9 +28,9 @@ Before we continue, let’s make a brief detour. Evennia is very flexible about
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more flexible about using and adding commands to those objects. Here are some ground rules well
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worth remembering for the remainder of this article:
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- The [Account](../Component/Accounts) represents the real person logging in and has no game-world existence.
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- Any [Object](../Component/Objects) can be puppeted by an Account (with proper permissions).
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- [Characters](../Component/Objects#characters), [Rooms](../Component/Objects#rooms), and [Exits](../Component/Objects#exits) are just
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- The [Account](../Components/Accounts) represents the real person logging in and has no game-world existence.
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- Any [Object](../Components/Objects) can be puppeted by an Account (with proper permissions).
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- [Characters](../Components/Objects#characters), [Rooms](../Components/Objects#rooms), and [Exits](../Components/Objects#exits) are just
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children of normal Objects.
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- Any Object can be inside another (except if it creates a loop).
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- Any Object can store custom sets of commands on it. Those commands can:
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@ -120,7 +120,7 @@ about the missiles being fired and has different `key` and `aliases`. We leave
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that up to you to create as an exercise. You could have it print "WOOSH! The
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mech launches missiles against <target>!", for example.
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Now we shove our commands into a command set. A [Command Set](../Component/Command-Sets) (CmdSet) is a container
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Now we shove our commands into a command set. A [Command Set](../Components/Command-Sets) (CmdSet) is a container
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holding any number of commands. The command set is what we will store on the mech.
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```python
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@ -173,7 +173,7 @@ This is great for testing. The way we added it, the MechCmdSet will even go away
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server. Now we want to make the mech an actual object “type” so we can create mechs without those
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extra steps. For this we need to create a new Typeclass.
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A [Typeclass](../Component/Typeclasses) is a near-normal Python class that stores its existence to the database
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A [Typeclass](../Components/Typeclasses) is a near-normal Python class that stores its existence to the database
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behind the scenes. A Typeclass is created in a normal Python source file:
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```python
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@ -23,8 +23,8 @@ reloading)
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- [Use wide characters with EvTable](./Coding-FAQ#non-latin-characters-in-evtable)
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## Removing default commands
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**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Component/Commands) from the
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Character [Command Set](../Component/Command-Sets)?
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**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Components/Commands) from the
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Character [Command Set](../Components/Command-Sets)?
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**A:** Go to `mygame/commands/default_cmdsets.py`. Find the `CharacterCmdSet` class. It has one
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method named `at_cmdset_creation`. At the end of that method, add the following line:
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@ -36,7 +36,7 @@ for more info.
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combat, immobilized, etc.)
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**A:** The `at_before_move` hook is called by Evennia just before performing any move. If it returns
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`False`, the move is aborted. Let's say we want to check for an [Attribute](../Component/Attributes) `cantmove`.
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`False`, the move is aborted. Let's say we want to check for an [Attribute](../Components/Attributes) `cantmove`.
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Add the following code to the `Character` class:
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```python
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@ -52,7 +52,7 @@ def at_before_move(self, destination):
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**Q:** An object has a Command on it starts up an EvMenu instance. How do I capture a reference to
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that object for use in the menu?
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**A:** When an [EvMenu](../Component/EvMenu) is started, the menu object is stored as `caller.ndb._menutree`.
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**A:** When an [EvMenu](../Components/EvMenu) is started, the menu object is stored as `caller.ndb._menutree`.
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This is a good place to store menu-specific things since it will clean itself up when the menu
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closes. When initiating the menu, any additional keywords you give will be available for you as
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properties on this menu object:
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@ -101,7 +101,7 @@ CHANNEL_COLORS`.
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**Q:** I want certain commands to turn off in a given room. They should still work normally for
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staff.
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**A:** This is done using a custom cmdset on a room [locked with the 'call' lock type](../Component/Locks). Only
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**A:** This is done using a custom cmdset on a room [locked with the 'call' lock type](../Components/Locks). Only
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if this lock is passed will the commands on the room be made available to an object inside it. Here
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is an example of a room where certain commands are disabled for non-staff:
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@ -142,7 +142,7 @@ superusers).
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command to only be available on a full moon, from midnight to three in-game time.
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**A:** This is easiest accomplished by putting the "werewolf" command on the Character as normal,
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but to [lock](../Component/Locks) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
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but to [lock](../Components/Locks) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
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command be available.
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```python
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@ -88,7 +88,7 @@ database, you need to use the caster for the storage.
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self.caller.db.firestorm_lastcast = now
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```
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Since we are storing as an [Attribute](../Component/Attributes), we need to identify the
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Since we are storing as an [Attribute](../Components/Attributes), we need to identify the
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variable as `firestorm_lastcast` so we are sure we get the right one (we'll
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likely have other skills with cooldowns after all). But this method of
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using cooldowns also has the advantage of working *between* commands - you can
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@ -2,7 +2,7 @@
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Before reading this tutorial, if you haven't done so already, you might want to
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read [the documentation on commands](../Component/Commands) to get a basic understanding of
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read [the documentation on commands](../Components/Commands) to get a basic understanding of
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how commands work in Evennia.
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In some types of games a command should not start and finish immediately.
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@ -40,7 +40,7 @@ class CmdTest(Command):
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> Important: The `yield` functionality will *only* work in the `func` method of
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> Commands. It only works because Evennia has especially
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> catered for it in Commands. If you want the same functionality elsewhere you
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> must use the [interactive decorator](../Concept/Async-Process#The-@interactive-decorator).
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> must use the [interactive decorator](../Concepts/Async-Process#The-@interactive-decorator).
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The important line is the `yield 10`. It tells Evennia to "pause" the command
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and to wait for 10 seconds to execute the rest. If you add this command and
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@ -21,7 +21,7 @@ You can combine the sending of normal text with the sending (updating of the pro
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self.msg("This is a text", prompt="This is a prompt")
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```
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You can update the prompt on demand, this is normally done using [OOB](../Concept/OOB)-tracking of the relevant
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You can update the prompt on demand, this is normally done using [OOB](../Concepts/OOB)-tracking of the relevant
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Attributes (like the character's health). You could also make sure that attacking commands update
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the prompt when they cause a change in health, for example.
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@ -23,7 +23,7 @@ instance.
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## Coordinates as tags
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The first concept might be the most surprising at first glance: we will create coordinates as
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[tags](../../Component/Tags).
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[tags](../Components/Tags).
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> Why not attributes, wouldn't that be easier?
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@ -106,7 +106,7 @@ Evennia is smart enough to understand that when we type `+something`, `+` is the
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`something` is the command argument. This will, of course, fail if you have a command beginning by
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`+` conflicting with the `CmdConnect` key.
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4. We have altered some class attributes, like `auto_help`. If you want to know what they do and
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why they have changed here, you can check the [documentation on commands](../Component/Commands).
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why they have changed here, you can check the [documentation on commands](../Components/Commands).
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5. In the command body, we begin by extracting the channel name. Remember that this name should be
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in the command arguments (that is, in `self.args`). Following the same example, if a player enters
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`+something`, `self.args` should contain `"something"`. We use `search_channel` to see if this
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@ -2,8 +2,8 @@
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Evennia allows for exits to have any name. The command "kitchen" is a valid exit name as well as
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"jump out the window" or "north". An exit actually consists of two parts: an [Exit Object](../Component/Objects)
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and an [Exit Command](../Component/Commands) stored on said exit object. The command has the same key and aliases
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"jump out the window" or "north". An exit actually consists of two parts: an [Exit Object](../Components/Objects)
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and an [Exit Command](../Components/Commands) stored on said exit object. The command has the same key and aliases
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as the object, which is why you can see the exit in the room and just write its name to traverse it.
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If you try to enter the name of a non-existing exit, it is thus the same as trying a non-exising
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@ -90,7 +90,7 @@ commands:
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You cannot move east.
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Further expansions by the exit system (including manipulating the way the Exit command itself is
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created) can be done by modifying the [Exit typeclass](../Component/Typeclasses) directly.
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created) can be done by modifying the [Exit typeclass](../Components/Typeclasses) directly.
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## Additional Comments
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@ -109,7 +109,7 @@ So why didn't we create a single error command above? Something like this:
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The anwer is that this would *not* work and understanding why is important in order to not be
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confused when working with commands and command sets.
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The reason it doesn't work is because Evennia's [command system](../Component/Commands) compares commands *both*
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The reason it doesn't work is because Evennia's [command system](../Components/Commands) compares commands *both*
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by `key` and by `aliases`. If *either* of those match, the two commands are considered *identical*
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as far as cmdset merging system is concerned.
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@ -38,7 +38,7 @@ to use. So the *Player* usually operates by making use of the tools prepared for
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For a *Player*, collaborating on a game need not be too different between MUSH and Evennia. The
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building and description of the game world can still happen mostly in-game using build commands,
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using text tags and [inline functions](../Concept/TextTags#inline-functions) to prettify and customize the
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using text tags and [inline functions](../Concepts/TextTags#inline-functions) to prettify and customize the
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experience. Evennia offers external ways to build a world but those are optional. There is also
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nothing *in principle* stopping a Developer from offering a softcode-like language to Players if
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that is deemed necessary.
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@ -203,7 +203,7 @@ developer changing the underlying Python code.
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## Next steps
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If you are a *Developer* and are interested in making a more MUSH-like Evennia game, a good start is
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to look into the Evennia [Tutorial for a first MUSH-like game](Starting/Tutorial-for-basic-MUSH-like-game).
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to look into the Evennia [Tutorial for a first MUSH-like game](Starting/Part3/Tutorial-for-basic-MUSH-like-game).
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That steps through building a simple little game from scratch and helps to acquaint you with the
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various corners of Evennia. There is also the [Tutorial for running roleplaying sessions](Evennia-
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for-roleplaying-sessions) that can be of interest.
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@ -44,7 +44,7 @@ to show your renewed GM status to the other accounts.
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### The permission hierarchy
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Evennia has the following [permission hierarchy](../Concept/Building-Permissions#assigning-permissions) out of
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Evennia has the following [permission hierarchy](../Concepts/Building-Permissions#assigning-permissions) out of
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the box: *Players, Helpers, Builders, Admins* and finally *Developers*. We could change these but
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then we'd need to update our Default commands to use the changes. We want to keep this simple, so
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instead we map our different roles on top of this permission ladder.
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@ -60,7 +60,7 @@ everyone.
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5. `Developers`-level permission are the server administrators, the ones with the ability to
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restart/shutdown the server as well as changing the permission levels.
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> The [superuser](../Concept/Building-Permissions#the-super-user) is not part of the hierarchy and actually
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> The [superuser](../Concepts/Building-Permissions#the-super-user) is not part of the hierarchy and actually
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completely bypasses it. We'll assume server admin(s) will "just" be Developers.
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### How to grant permissions
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@ -102,7 +102,7 @@ its name will have the string`(GM)` added to the end.
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#### Character modification
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Let's first start by customizing the Character. We recommend you browse the beginning of the
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[Account](../Component/Accounts) page to make sure you know how Evennia differentiates between the OOC "Account
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[Account](../Components/Accounts) page to make sure you know how Evennia differentiates between the OOC "Account
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objects" (not to be confused with the `Accounts` permission, which is just a string specifying your
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access) and the IC "Character objects".
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@ -142,7 +142,7 @@ Above, we change how the Character's name is displayed: If the account controlli
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a GM, we attach the string `(GM)` to the Character's name so everyone can tell who's the boss. If we
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ourselves are Developers or GM's we will see database ids attached to Characters names, which can
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help if doing database searches against Characters of exactly the same name. We base the "gm-
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ingness" on having an flag (an [Attribute](../Component/Attributes)) named `is_gm`. We'll make sure new GM's
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ingness" on having an flag (an [Attribute](../Components/Attributes)) named `is_gm`. We'll make sure new GM's
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actually get this flag below.
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> **Extra exercise:** This will only show the `(GM)` text on *Characters* puppeted by a GM account,
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@ -152,7 +152,7 @@ that is, it will show only to those in the same location. If we wanted it to als
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#### New @gm/@ungm command
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We will describe in some detail how to create and add an Evennia [command](../Component/Commands) here with the
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We will describe in some detail how to create and add an Evennia [command](../Components/Commands) here with the
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hope that we don't need to be as detailed when adding commands in the future. We will build on
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Evennia's default "mux-like" commands here.
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@ -267,7 +267,7 @@ We will here show two examples using the *EvTable* and *EvForm* utilities.Later
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Commands to edit and display the output from those utilities.
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> Note that due to the limitations of the wiki, no color is used in any of the examples. See
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> [the text tag documentation](../Concept/TextTags) for how to add color to the tables and forms.
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> [the text tag documentation](../Concepts/TextTags) for how to add color to the tables and forms.
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#### Making a sheet with EvTable
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@ -704,7 +704,7 @@ access after the fact.
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## Channels
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Evennia comes with [Channels](../Component/Communications#Channels) in-built and they are described fully in the
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Evennia comes with [Channels](../Components/Communications#Channels) in-built and they are described fully in the
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documentation. For brevity, here are the relevant commands for normal use:
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* `@ccreate new_channel;alias;alias = short description` - Creates a new channel.
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@ -98,7 +98,7 @@ time, and assuming a standard calendar (see below for the same feature with a cu
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instance, it can be used to have a specific message every (in-game) day at 6:00 AM showing how the
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sun rises.
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The function `schedule()` should be used here. It will create a [script](../Component/Scripts) with some
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The function `schedule()` should be used here. It will create a [script](../Components/Scripts) with some
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additional features to make sure the script is always executed when the game time matches the given
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parameters.
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@ -3,7 +3,7 @@
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The documents in this section aims to teach how to use Evennia in a tutorial or
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a step-by-step way. They often give hints on about solving a problem or implementing
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a particular feature or concept. They will often refer to the
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[components](../Component/Component-Overview) or [concepts](../Concept/Concept-Overview)
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[components](../Components/Components-Overview) or [concepts](../Concepts/Concepts-Overview)
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docs for those that want to dive deeper.
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## The Starting Tutorial
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@ -34,11 +34,15 @@ in mind for your own game, this will give you a good start.
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1. [On planning a game](Starting/Part2/Game-Planning)
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1. [Multisession modes](../Unimplemented)
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1. [Layout of our tutorial game](../Unimplemented)
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1. [Making use of contribs](Starting/Starting-Part3)
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1. [Making a custom Character](Starting/Implementing-a-game-rule-system)
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1. [Some useful Contribs](Starting/Part2/Some-Useful-Contribs)
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### Part3: How we get there
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1. [Introduction & Overview](Starting/Starting-Part3)
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1. [Making a custom Character](Starting/Part3/Implementing-a-game-rule-system)
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1. [Character generation](../Unimplemented)
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1. [Resolving skills and challenges](../Unimplemented)
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1. [NPCs and mobiles](Starting/Coordinates)
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1. [NPCs and mobiles](./Coordinates)
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1. [Quests and Zones](../Unimplemented)
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1. [A Combat system](../Unimplemented)
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@ -51,8 +55,8 @@ in mind for your own game, this will give you a good start.
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### Part 5: Showing the world
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1. [Introduction & Overview](Starting/Starting-Part5)
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1. [Add a web page](Starting/Add-a-simple-new-web-page)
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1. [More on adding web features](Starting/Web-Tutorial)
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1. [Add a web page](Starting/Part5/Add-a-simple-new-web-page)
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1. [More on adding web features](Starting/Part5/Web-Tutorial)
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1. [Taking your game online](../Unimplemented)
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1. [Next steps](../Unimplemented)
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@ -5,7 +5,7 @@ This is a small tutorial for customizing your character objects, using the examp
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turn on and off ANSI color parsing as an example. `@options NOCOLOR=True` will now do what this
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tutorial shows, but the tutorial subject can be applied to other toggles you may want, as well.
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In the Building guide's [Colors](../Concept/TextTags#coloured-text) page you can learn how to add color to your
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In the Building guide's [Colors](../Concepts/TextTags#coloured-text) page you can learn how to add color to your
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game by using special markup. Colors enhance the gaming experience, but not all users want color.
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Examples would be users working from clients that don't support color, or people with various seeing
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disabilities that rely on screen readers to play your game. Also, whereas Evennia normally
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@ -26,7 +26,7 @@ configuration system for your characters. This is the basic sequence:
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Create a new module in `mygame/typeclasses` named, for example, `mycharacter.py`. Alternatively you
|
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can simply add a new class to 'mygamegame/typeclasses/characters.py'.
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|
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In your new module(or characters.py), create a new [Typeclass](../Component/Typeclasses) inheriting from
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In your new module(or characters.py), create a new [Typeclass](../Components/Typeclasses) inheriting from
|
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`evennia.DefaultCharacter`. We will also import `evennia.utils.ansi`, which we will use later.
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```python
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@ -39,7 +39,7 @@ In your new module(or characters.py), create a new [Typeclass](../Component/Type
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self.db.config_color = True
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```
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||||
Above we set a simple config value as an [Attribute](../Component/Attributes).
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Above we set a simple config value as an [Attribute](../Components/Attributes).
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|
||||
Let's make sure that new characters are created of this type. Edit your
|
||||
`mygame/server/conf/settings.py` file and add/change `BASE_CHARACTER_TYPECLASS` to point to your new
|
||||
|
|
@ -158,7 +158,7 @@ class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
|||
|
||||
## More colors
|
||||
|
||||
Apart from ANSI colors, Evennia also supports **Xterm256** colors (See [Colors](../Concept/TextTags#colored-
|
||||
Apart from ANSI colors, Evennia also supports **Xterm256** colors (See [Colors](../Concepts/TextTags#colored-
|
||||
text)). The `msg()` method supports the `xterm256` keyword for manually activating/deactiving
|
||||
xterm256. It should be easy to expand the above example to allow players to customize xterm256
|
||||
regardless of if Evennia thinks their client supports it or not.
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
# NPC shop Tutorial
|
||||
|
||||
This tutorial will describe how to make an NPC-run shop. We will make use of the [EvMenu](../Component/EvMenu)
|
||||
This tutorial will describe how to make an NPC-run shop. We will make use of the [EvMenu](../Components/EvMenu)
|
||||
system to present shoppers with a menu where they can buy things from the store's stock.
|
||||
|
||||
Our shop extends over two rooms - a "front" room open to the shop's customers and a locked "store
|
||||
|
|
@ -23,7 +23,7 @@ deducted and the goods transferred from the store room to the inventory of the c
|
|||
|
||||
We want to show a menu to the customer where they can list, examine and buy items in the store. This
|
||||
menu should change depending on what is currently for sale. Evennia's *EvMenu* utility will manage
|
||||
the menu for us. It's a good idea to [read up on EvMenu](../Component/EvMenu) if you are not familiar with it.
|
||||
the menu for us. It's a good idea to [read up on EvMenu](../Components/EvMenu) if you are not familiar with it.
|
||||
|
||||
#### Designing the menu
|
||||
|
||||
|
|
@ -167,7 +167,7 @@ of the customer.
|
|||
#### The command to start the menu
|
||||
|
||||
We could *in principle* launch the shopping menu the moment a customer steps into our shop room, but
|
||||
this would probably be considered pretty annoying. It's better to create a [Command](../Component/Commands) for
|
||||
this would probably be considered pretty annoying. It's better to create a [Command](../Components/Commands) for
|
||||
customers to explicitly wanting to shop around.
|
||||
|
||||
```python
|
||||
|
|
@ -200,7 +200,7 @@ class CmdBuy(Command):
|
|||
This will launch the menu. The `EvMenu` instance is initialized with the path to this very module -
|
||||
since the only global functions available in this module are our menu nodes, this will work fine
|
||||
(you could also have put those in a separate module). We now just need to put this command in a
|
||||
[CmdSet](../Component/Command-Sets) so we can add it correctly to the game:
|
||||
[CmdSet](../Components/Command-Sets) so we can add it correctly to the game:
|
||||
|
||||
```python
|
||||
from evennia import CmdSet
|
||||
|
|
@ -219,7 +219,7 @@ There are really only two things that separate our shop from any other Room:
|
|||
the shop.
|
||||
|
||||
For testing we could easily add these features manually to a room using `@py` or other admin
|
||||
commands. Just to show how it can be done we'll instead make a custom [Typeclass](../Component/Typeclasses) for
|
||||
commands. Just to show how it can be done we'll instead make a custom [Typeclass](../Components/Typeclasses) for
|
||||
the shop room and make a small command that builders can use to build both the shop and the
|
||||
storeroom at once.
|
||||
|
||||
|
|
@ -300,7 +300,7 @@ default-cmdset) before you can use it. Once having created the shop you can now
|
|||
`@open` a new exit to it. You could also easily expand the above command to automatically create
|
||||
exits to and from the new shop from your current location.
|
||||
|
||||
To avoid customers walking in and stealing everything, we create a [Lock](../Component/Locks) on the storage
|
||||
To avoid customers walking in and stealing everything, we create a [Lock](../Components/Locks) on the storage
|
||||
door. It's a simple lock that requires the one entering to carry an object named
|
||||
`<shopname>-storekey`. We even create such a key object and drop it in the shop for the new shop
|
||||
keeper to pick up.
|
||||
|
|
@ -328,7 +328,7 @@ would then be gone and the counter be wrong - the shop would pass us the next it
|
|||
|
||||
Fixing these issues are left as an exercise.
|
||||
|
||||
If you want to keep the shop fully NPC-run you could add a [Script](../Component/Scripts) to restock the shop's
|
||||
If you want to keep the shop fully NPC-run you could add a [Script](../Components/Scripts) to restock the shop's
|
||||
store room regularly. This shop example could also easily be owned by a human Player (run for them
|
||||
by a hired NPC) - the shop owner would get the key to the store room and be responsible for keeping
|
||||
it well stocked.
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
|
||||
This tutorial will elaborate on the many ways one can parse command arguments. The first step after
|
||||
[adding a command](Part1/Adding-Commands) usually is to parse its arguments. There are lots of
|
||||
[adding a command](Starting/Part1/Adding-Commands) usually is to parse its arguments. There are lots of
|
||||
ways to do it, but some are indeed better than others and this tutorial will try to present them.
|
||||
|
||||
If you're a Python beginner, this tutorial might help you a lot. If you're already familiar with
|
||||
|
|
@ -652,7 +652,7 @@ about... what is this `"book"`?
|
|||
|
||||
To get an object from a string, we perform an Evennia search. Evennia provides a `search` method on
|
||||
all typeclassed objects (you will most likely use the one on characters or accounts). This method
|
||||
supports a very wide array of arguments and has [its own tutorial](Part1/Searching-Things).
|
||||
supports a very wide array of arguments and has [its own tutorial](Starting/Part1/Searching-Things).
|
||||
Some examples of useful cases follow:
|
||||
|
||||
### Local searches
|
||||
|
|
@ -3,13 +3,13 @@
|
|||
[prev lesson](../Starting-Part1) | [next lesson](./Tutorial-World-Introduction)
|
||||
|
||||
In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with
|
||||
[around 90 default commands](../../../Component/Default-Command-Help), and while you can override those as you please,
|
||||
[around 90 default commands](../../../Components/Default-Command-Help), and while you can override those as you please,
|
||||
they can be quite useful.
|
||||
|
||||
Connect and log into your new game and you will end up in the "Limbo" location. This
|
||||
is the only room in the game at this point. Let's explore the commands a little.
|
||||
|
||||
The default commands has syntax [similar to MUX](../../../Concept/Using-MUX-as-a-Standard):
|
||||
The default commands has syntax [similar to MUX](../../../Concepts/Using-MUX-as-a-Standard):
|
||||
|
||||
command[/switch/switch...] [arguments ...]
|
||||
|
||||
|
|
@ -127,14 +127,14 @@ dropped in the room, then try this:
|
|||
|
||||
lock box = get:false()
|
||||
|
||||
Locks represent a rather [big topic](../../../Component/Locks), but for now that will do what we want. This will lock
|
||||
Locks represent a rather [big topic](../../../Components/Locks), but for now that will do what we want. This will lock
|
||||
the box so noone can lift it. The exception is superusers, they override all locks and will pick it
|
||||
up anyway. Make sure you are quelling your superuser powers and try to get the box now:
|
||||
|
||||
> get box
|
||||
You can't get that.
|
||||
|
||||
Think thís default error message looks dull? The `get` command looks for an [Attribute](../../../Component/Attributes)
|
||||
Think thís default error message looks dull? The `get` command looks for an [Attribute](../../../Components/Attributes)
|
||||
named `get_err_msg` for returning a nicer error message (we just happen to know this, you would need
|
||||
to peek into the
|
||||
[code](https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235) for
|
||||
|
|
@ -156,7 +156,7 @@ later, in the [Commands tutorial](./Adding-Commands).
|
|||
|
||||
## Get a Personality
|
||||
|
||||
[Scripts](../../../Component/Scripts) are powerful out-of-character objects useful for many "under the hood" things.
|
||||
[Scripts](../../../Components/Scripts) are powerful out-of-character objects useful for many "under the hood" things.
|
||||
One of their optional abilities is to do things on a timer. To try out a first script, let's put one
|
||||
on ourselves. There is an example script in `evennia/contrib/tutorial_examples/bodyfunctions.py`
|
||||
that is called `BodyFunctions`. To add this to us we will use the `script` command:
|
||||
|
|
@ -185,14 +185,14 @@ When you are tired of your character's "insights", kill the script with
|
|||
script/stop self = tutorial_examples.bodyfunctions.BodyFunctions
|
||||
|
||||
You create your own scripts in Python, outside the game; the path you give to `script` is literally
|
||||
the Python path to your script file. The [Scripts](../../../Component/Scripts) page explains more details.
|
||||
the Python path to your script file. The [Scripts](../../../Components/Scripts) page explains more details.
|
||||
|
||||
## Pushing Your Buttons
|
||||
|
||||
If we get back to the box we made, there is only so much fun you can have with it at this point. It's
|
||||
just a dumb generic object. If you renamed it to `stone` and changed its description, noone would be
|
||||
the wiser. However, with the combined use of custom [Typeclasses](../../../Component/Typeclasses), [Scripts](../../../Component/Scripts)
|
||||
and object-based [Commands](../../../Component/Commands), you could expand it and other items to be as unique, complex
|
||||
the wiser. However, with the combined use of custom [Typeclasses](../../../Components/Typeclasses), [Scripts](../../../Components/Scripts)
|
||||
and object-based [Commands](../../../Components/Commands), you could expand it and other items to be as unique, complex
|
||||
and interactive as you want.
|
||||
|
||||
Let's take an example. So far we have only created objects that use the default object typeclass
|
||||
|
|
@ -208,7 +208,7 @@ The same way we did with the Script Earler, we specify a "Python-path" to the Py
|
|||
to use for creating the object. There you go - one red button.
|
||||
|
||||
The RedButton is an example object intended to show off a few of Evennia's features. You will find
|
||||
that the [Typeclass](../../../Component/Typeclasses) and [Commands](../../../Component/Commands) controlling it are
|
||||
that the [Typeclass](../../../Components/Typeclasses) and [Commands](../../../Components/Commands) controlling it are
|
||||
inside [evennia/contrib/tutorial_examples](api:evennia.contrib.tutorial_examples)
|
||||
|
||||
If you wait for a while (make sure you dropped it!) the button will blink invitingly.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
## Django Database queries
|
||||
# Django Database queries
|
||||
|
||||
[prev lesson](./Searching-Things) | [next lesson](../Starting-Part2)
|
||||
|
||||
|
|
@ -184,7 +184,7 @@ will_transform = (
|
|||
|
||||
Running this query makes our newly lycantrrophic Character appear in `will_transform`. Success!
|
||||
|
||||
> Don't confuse database fields with [Attributes](../../../Component/Attributes) you set via `obj.db.attr = 'foo'` or
|
||||
> Don't confuse database fields with [Attributes](../../../Components/Attributes) you set via `obj.db.attr = 'foo'` or
|
||||
`obj.attributes.add()`. Attributes are custom database entities *linked* to an object. They are not
|
||||
separate fields *on* that object like `db_key` or `db_location` are.
|
||||
|
||||
|
|
@ -390,7 +390,7 @@ in a format like the following:
|
|||
]
|
||||
```
|
||||
|
||||
# Conclusions
|
||||
## Conclusions
|
||||
|
||||
We have covered a lot of ground in this lesson and covered several more complex topics. Knowing how to
|
||||
query using Django is a powerful skill to have.
|
||||
|
|
|
|||
|
|
@ -53,25 +53,25 @@ This the the structure of the Evennia library:
|
|||
|
||||
- evennia
|
||||
- [`__init__.py`](../../../Evennia-API#shortcuts) - The "flat API" of Evennia resides here.
|
||||
- [`settings_default.py`](../../../Component/Server-Conf#Settings-file) - Root settings of Evennia. Copy settings
|
||||
- [`settings_default.py`](../../../Components/Server-Conf#Settings-file) - Root settings of Evennia. Copy settings
|
||||
from here to `mygame/server/settings.py` file.
|
||||
- [`commands/`](../../../Component/Commands) - The command parser and handler.
|
||||
- `default/` - The [default commands](../../../Component/Default-Command-Help) and cmdsets.
|
||||
- [`comms/`](../../../Component/Communications) - Systems for communicating in-game.
|
||||
- [`commands/`](../../../Components/Commands) - The command parser and handler.
|
||||
- `default/` - The [default commands](../../../Components/Default-Command-Help) and cmdsets.
|
||||
- [`comms/`](../../../Components/Communications) - Systems for communicating in-game.
|
||||
- `contrib/` - Optional plugins too game-specific for core Evennia.
|
||||
- `game_template/` - Copied to become the "game directory" when using `evennia --init`.
|
||||
- [`help/`](../../../Component/Help-System) - Handles the storage and creation of help entries.
|
||||
- `locale/` - Language files ([i18n](../../../Concept/Internationalization)).
|
||||
- [`locks/`](../../../Component/Locks) - Lock system for restricting access to in-game entities.
|
||||
- [`objects/`](../../../Component/Objects) - In-game entities (all types of items and Characters).
|
||||
- [`prototypes/`](../../../Component/Spawner-and-Prototypes) - Object Prototype/spawning system and OLC menu
|
||||
- [`accounts/`](../../../Component/Accounts) - Out-of-game Session-controlled entities (accounts, bots etc)
|
||||
- [`scripts/`](../../../Component/Scripts) - Out-of-game entities equivalence to Objects, also with timer support.
|
||||
- [`server/`](../../../Component/Portal-And-Server) - Core server code and Session handling.
|
||||
- [`help/`](../../../Components/Help-System) - Handles the storage and creation of help entries.
|
||||
- `locale/` - Language files ([i18n](../../../Concepts/Internationalization)).
|
||||
- [`locks/`](../../../Components/Locks) - Lock system for restricting access to in-game entities.
|
||||
- [`objects/`](../../../Components/Objects) - In-game entities (all types of items and Characters).
|
||||
- [`prototypes/`](../../../Components/Spawner-and-Prototypes) - Object Prototype/spawning system and OLC menu
|
||||
- [`accounts/`](../../../Components/Accounts) - Out-of-game Session-controlled entities (accounts, bots etc)
|
||||
- [`scripts/`](../../../Components/Scripts) - Out-of-game entities equivalence to Objects, also with timer support.
|
||||
- [`server/`](../../../Components/Portal-And-Server) - Core server code and Session handling.
|
||||
- `portal/` - Portal proxy and connection protocols.
|
||||
- [`typeclasses/`](../../../Component/Typeclasses) - Abstract classes for the typeclass storage and database system.
|
||||
- [`utils/`](../../../Component/Coding-Utils) - Various miscellaneous useful coding resources.
|
||||
- [`web/`](../../../Concept/Web-Features) - Web resources and webserver. Partly copied into game directory on initialization.
|
||||
- [`typeclasses/`](../../../Components/Typeclasses) - Abstract classes for the typeclass storage and database system.
|
||||
- [`utils/`](../../../Components/Coding-Utils) - Various miscellaneous useful coding resources.
|
||||
- [`web/`](../../../Concepts/Web-Features) - Web resources and webserver. Partly copied into game directory on initialization.
|
||||
|
||||
```sidebar:: __init__.py
|
||||
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ and how you point to it correctly.
|
|||
|
||||
## commands/
|
||||
|
||||
The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Component/Commands)
|
||||
The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Components/Commands)
|
||||
of Evennia. These manifest in game like the server understanding input like `look` or `dig`.
|
||||
|
||||
```sidebar:: Classes
|
||||
|
|
@ -151,28 +151,28 @@ knows where they are and will read them to configure itself at startup.
|
|||
|
||||
### typeclasses/
|
||||
|
||||
The [Typeclasses](../../../Component/Typeclasses) of Evennia are Evennia-specific Python classes whose instances save themselves
|
||||
The [Typeclasses](../../../Components/Typeclasses) of Evennia are Evennia-specific Python classes whose instances save themselves
|
||||
to the database. This allows a Character to remain in the same place and your updated strength stat to still
|
||||
be the same after a server reboot.
|
||||
|
||||
- [accounts.py](github:evennia/game_template/typeclasses/accounts.py) (Python-path: `typeclasses.accounts`) - An
|
||||
[Account](../../../Component/Accounts) represents the player connecting to the game. It holds information like email,
|
||||
[Account](../../../Components/Accounts) represents the player connecting to the game. It holds information like email,
|
||||
password and other out-of-character details.
|
||||
- [channels.py](github:evennia/game_template/typeclasses/channels.py) (Python-path: `typeclasses.channels`) -
|
||||
[Channels](../../../Component/Channels) are used to manage in-game communication between players.
|
||||
[Channels](../../../Components/Channels) are used to manage in-game communication between players.
|
||||
- [objects.py](github:evennia/game_template/typeclasses/objects.py) (Python-path: `typeclasses.objects`) -
|
||||
[Objects](../../../Component/Objects) represent all things having a location within the game world.
|
||||
[Objects](../../../Components/Objects) represent all things having a location within the game world.
|
||||
- [characters.py](github:evennia/game_template/typeclasses/characters.py) (Python-path: `typeclasses.characters`) -
|
||||
The [Character](../../../Component/Objects#Characers) is a subclass of Objects, controlled by Accounts - they are the player's
|
||||
The [Character](../../../Components/Objects#Characers) is a subclass of Objects, controlled by Accounts - they are the player's
|
||||
avatars in the game world.
|
||||
- [rooms.py](github:evennia/game_template/typeclasses/rooms.py) (Python-path: `typeclasses.rooms`) - A
|
||||
[Room](../../../Component/Objects#Room) is also a subclass of Object; describing discrete locations. While the traditional
|
||||
[Room](../../../Components/Objects#Room) is also a subclass of Object; describing discrete locations. While the traditional
|
||||
term is 'room', such a location can be anything and on any scale that fits your game, from a forest glade,
|
||||
an entire planet or an actual dungeon room.
|
||||
- [exits.py](github:evennia/game_template/typeclasses/exits.py) (Python-path: `typeclasses.exits`) -
|
||||
[Exits](../../../Component/Objects#Exit) is another subclass of Object. Exits link one Room to another.
|
||||
[Exits](../../../Components/Objects#Exit) is another subclass of Object. Exits link one Room to another.
|
||||
- [scripts.py](github:evennia/game_template/typeclasses/scripts.py) (Python-path: `typeclasses.scripts`) -
|
||||
[Scripts](../../../Component/Scripts) are 'out-of-character' objects. They have no location in-game and can serve as basis for
|
||||
[Scripts](../../../Components/Scripts) are 'out-of-character' objects. They have no location in-game and can serve as basis for
|
||||
anything that needs database persistence, such as combat, weather, or economic systems. They also
|
||||
have the ability to execute code repeatedly, on a timer.
|
||||
|
||||
|
|
@ -203,7 +203,7 @@ people change and re-structure this in various ways to better fit their ideas.
|
|||
- [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially
|
||||
just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
|
||||
[Tutorial World](./Tutorial-World-Introduction) was built with such a batch-file.
|
||||
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Component/Spawner-and-Prototypes) is a way
|
||||
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Spawner-and-Prototypes) is a way
|
||||
to easily vary objects without changing their base typeclass. For example, one could use prototypes to
|
||||
tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different
|
||||
equipment, stats and looks.
|
||||
|
|
|
|||
|
|
@ -99,12 +99,12 @@ yourself and what you get back is now a list of zero, one or more matches!
|
|||
|
||||
These are the main database entities one can search for:
|
||||
|
||||
- [Objects](../../../Component/Objects)
|
||||
- [Accounts](../../../Component/Accounts)
|
||||
- [Scripts](../../../Component/Scripts),
|
||||
- [Channels](../../../Component/Communications#channels),
|
||||
- [Objects](../../../Components/Objects)
|
||||
- [Accounts](../../../Components/Accounts)
|
||||
- [Scripts](../../../Components/Scripts),
|
||||
- [Channels](../../../Components/Communications#channels),
|
||||
- [Messages](Communication#Msg)
|
||||
- [Help Entries](../../../Component/Help-System).
|
||||
- [Help Entries](../../../Components/Help-System).
|
||||
|
||||
Most of the time you'll likely spend your time searching for Objects and the occasional Accounts.
|
||||
|
||||
|
|
@ -134,7 +134,7 @@ general search function. If we assume `room` is a particular Room instance,
|
|||
|
||||
### Search by Tags
|
||||
|
||||
Think of a [Tag](../../../Component/Tags) as the label the airport puts on your luggage when flying.
|
||||
Think of a [Tag](../../../Components/Tags) as the label the airport puts on your luggage when flying.
|
||||
Everyone going on the same plane gets a tag grouping them together so the airport can know what should
|
||||
go to which plane. Entities in Evennia can be grouped in the same way. Any number of tags can be attached
|
||||
to each object.
|
||||
|
|
@ -168,7 +168,7 @@ This gets all three books.
|
|||
|
||||
### Search by Attribute
|
||||
|
||||
We can also search by the [Attributes](../../../Component/Attributes) associated with entities.
|
||||
We can also search by the [Attributes](../../../Components/Attributes) associated with entities.
|
||||
|
||||
For example, let's give our rose thorns:
|
||||
|
||||
|
|
|
|||
|
|
@ -125,18 +125,18 @@ gloss over this bit and jump directly to **World Building**. Vice versa, many "g
|
|||
tend to jump directly to this part without doing the **Planning** first. Neither way is good and
|
||||
*will* lead to you having to redo all your hard work at least once, probably more.
|
||||
|
||||
Evennia's [Evennia Component overview](../../../Component/Component-Overview) tries to help you with this bit of development. We
|
||||
Evennia's [Evennia Component overview](../../../Components/Components-Overview) tries to help you with this bit of development. We
|
||||
also have a slew of [Tutorials](../../Howto-Overview) with worked examples. Evennia tries hard to make this
|
||||
part easier for you, but there is no way around the fact that if you want anything but a very basic
|
||||
Talker-type game you *will* have to bite the bullet and code your game (or find a coder willing to
|
||||
do it for you).
|
||||
|
||||
Even if you won't code anything yourself, as a designer you need to at least understand the basic
|
||||
paradigms of Evennia, such as [Objects](../../../Component/Objects),
|
||||
[Commands](../../../Component/Commands) and [Scripts](../../../Component/Scripts) and
|
||||
paradigms of Evennia, such as [Objects](../../../Components/Objects),
|
||||
[Commands](../../../Components/Commands) and [Scripts](../../../Components/Scripts) and
|
||||
how they hang together. We recommend you go through the [Tutorial World](../Part1/Tutorial-World-Introduction) in detail (as well as glancing at its code) to get at least a feel for what is
|
||||
involved behind the scenes. You could also look through the tutorial for
|
||||
[building a game from scratch](../Tutorial-for-basic-MUSH-like-game).
|
||||
[building a game from scratch](../Part3/Tutorial-for-basic-MUSH-like-game).
|
||||
|
||||
During Coding you look back at the things you wanted during the **Planning** phase and try to
|
||||
implement them. Don't be shy to update your plans if you find things easier/harder than you thought.
|
||||
|
|
|
|||
3
docs/source/Howto/Starting/Part2/Some-Useful-Contribs.md
Normal file
3
docs/source/Howto/Starting/Part2/Some-Useful-Contribs.md
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
# Some useful contribs
|
||||
|
||||
TODO
|
||||
|
|
@ -45,12 +45,12 @@ makes it easier to change and update things in one place later.
|
|||
values for Health, a list of skills etc, store those things on the Character - don't store how to
|
||||
roll or change them.
|
||||
- Next is to determine just how you want to store things on your Objects and Characters. You can
|
||||
choose to either store things as individual [Attributes](../../Component/Attributes), like `character.db.STR=34` and
|
||||
choose to either store things as individual [Attributes](../../../Components/Attributes), like `character.db.STR=34` and
|
||||
`character.db.Hunting_skill=20`. But you could also use some custom storage method, like a
|
||||
dictionary `character.db.skills = {"Hunting":34, "Fishing":20, ...}`. A much more fancy solution is
|
||||
to look at the Ainneve [Trait
|
||||
handler](https://github.com/evennia/ainneve/blob/master/world/traits.py). Finally you could even go
|
||||
with a [custom django model](../../Concept/New-Models). Which is the better depends on your game and the
|
||||
with a [custom django model](../../../Concepts/New-Models). Which is the better depends on your game and the
|
||||
complexity of your system.
|
||||
- Make a clear [API](http://en.wikipedia.org/wiki/Application_programming_interface) into your
|
||||
rules. That is, make methods/functions that you feed with, say, your Character and which skill you
|
||||
|
|
@ -31,7 +31,7 @@ allows for emoting as part of combat which is an advantage for roleplay-heavy ga
|
|||
To implement a freeform combat system all you need is a dice roller and a roleplaying rulebook. See
|
||||
[contrib/dice.py](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) for an
|
||||
example dice roller. To implement at twitch-based system you basically need a few combat
|
||||
[commands](../../Component/Commands), possibly ones with a [cooldown](../Command-Cooldown). You also need a [game rule
|
||||
[commands](../../../Components/Commands), possibly ones with a [cooldown](../../Command-Cooldown). You also need a [game rule
|
||||
module](Implementing-a-game-rule-system) that makes use of it. We will focus on the turn-based
|
||||
variety here.
|
||||
|
||||
|
|
@ -61,22 +61,22 @@ reported. A new turn then begins.
|
|||
|
||||
For creating the combat system we will need the following components:
|
||||
|
||||
- A combat handler. This is the main mechanic of the system. This is a [Script](../../Component/Scripts) object
|
||||
- A combat handler. This is the main mechanic of the system. This is a [Script](../../../Components/Scripts) object
|
||||
created for each combat. It is not assigned to a specific object but is shared by the combating
|
||||
characters and handles all the combat information. Since Scripts are database entities it also means
|
||||
that the combat will not be affected by a server reload.
|
||||
- A combat [command set](../../Component/Command-Sets) with the relevant commands needed for combat, such as the
|
||||
- A combat [command set](../../../Components/Command-Sets) with the relevant commands needed for combat, such as the
|
||||
various attack/defend options and the `flee/disengage` command to leave the combat mode.
|
||||
- A rule resolution system. The basics of making such a module is described in the [rule system
|
||||
tutorial](Implementing-a-game-rule-system). We will only sketch such a module here for our end-turn
|
||||
combat resolution.
|
||||
- An `attack` [command](../../Component/Commands) for initiating the combat mode. This is added to the default
|
||||
- An `attack` [command](../../../Components/Commands) for initiating the combat mode. This is added to the default
|
||||
command set. It will create the combat handler and add the character(s) to it. It will also assign
|
||||
the combat command set to the characters.
|
||||
|
||||
## The combat handler
|
||||
|
||||
The _combat handler_ is implemented as a stand-alone [Script](../../Component/Scripts). This Script is created when
|
||||
The _combat handler_ is implemented as a stand-alone [Script](../../../Components/Scripts). This Script is created when
|
||||
the first Character decides to attack another and is deleted when no one is fighting any more. Each
|
||||
handler represents one instance of combat and one combat only. Each instance of combat can hold any
|
||||
number of characters but each character can only be part of one combat at a time (a player would
|
||||
|
|
@ -89,7 +89,7 @@ don't use this very much here this might allow the combat commands on the charac
|
|||
update the combat handler state directly.
|
||||
|
||||
_Note: Another way to implement a combat handler would be to use a normal Python object and handle
|
||||
time-keeping with the [TickerHandler](../../Component/TickerHandler). This would require either adding custom hook
|
||||
time-keeping with the [TickerHandler](../../../Components/TickerHandler). This would require either adding custom hook
|
||||
methods on the character or to implement a custom child of the TickerHandler class to track turns.
|
||||
Whereas the TickerHandler is easy to use, a Script offers more power in this case._
|
||||
|
||||
|
|
@ -506,7 +506,7 @@ class CmdAttack(Command):
|
|||
```
|
||||
|
||||
The `attack` command will not go into the combat cmdset but rather into the default cmdset. See e.g.
|
||||
the [Adding Command Tutorial](Part1/Adding-Commands) if you are unsure about how to do this.
|
||||
the [Adding Command Tutorial](../Part1/Adding-Commands) if you are unsure about how to do this.
|
||||
|
||||
## Expanding the example
|
||||
|
||||
|
|
@ -7,7 +7,7 @@ focused on free form storytelling. Even if you are not interested in MUSH:es, th
|
|||
first game-type to try since it's not so code heavy. You will be able to use the same principles for
|
||||
building other types of games.
|
||||
|
||||
The tutorial starts from scratch. If you did the [First Steps Coding](./Starting-Part1) tutorial
|
||||
The tutorial starts from scratch. If you did the [First Steps Coding](../Starting-Part1) tutorial
|
||||
already you should have some ideas about how to do some of the steps already.
|
||||
|
||||
The following are the (very simplistic and cut-down) features we will implement (this was taken from
|
||||
|
|
@ -61,7 +61,7 @@ class Character(DefaultCharacter):
|
|||
self.db.combat_score = 1
|
||||
```
|
||||
|
||||
We defined two new [Attributes](../../Component/Attributes) `power` and `combat_score` and set them to default
|
||||
We defined two new [Attributes](../../../Components/Attributes) `power` and `combat_score` and set them to default
|
||||
values. Make sure to `@reload` the server if you had it already running (you need to reload every
|
||||
time you update your python code, don't worry, no accounts will be disconnected by the reload).
|
||||
|
||||
|
|
@ -94,8 +94,8 @@ check it. Using this method however will make it easy to add more functionality
|
|||
|
||||
What we need are the following:
|
||||
|
||||
- One character generation [Command](../../Component/Commands) to set the "Power" on the `Character`.
|
||||
- A chargen [CmdSet](../../Component/Command-Sets) to hold this command. Lets call it `ChargenCmdset`.
|
||||
- One character generation [Command](../../../Components/Commands) to set the "Power" on the `Character`.
|
||||
- A chargen [CmdSet](../../../Components/Command-Sets) to hold this command. Lets call it `ChargenCmdset`.
|
||||
- A custom `ChargenRoom` type that makes this set of commands available to players in such rooms.
|
||||
- One such room to test things in.
|
||||
|
||||
|
|
@ -104,7 +104,7 @@ What we need are the following:
|
|||
For this tutorial we will add all our new commands to `mygame/commands/command.py` but you could
|
||||
split your commands into multiple module if you prefered.
|
||||
|
||||
For this tutorial character generation will only consist of one [Command](../../Component/Commands) to set the
|
||||
For this tutorial character generation will only consist of one [Command](../../../Components/Commands) to set the
|
||||
Character s "power" stat. It will be called on the following MUSH-like form:
|
||||
|
||||
+setpower 4
|
||||
|
|
@ -156,7 +156,7 @@ This is a pretty straightforward command. We do some error checking, then set th
|
|||
We use a `help_category` of "mush" for all our commands, just so they are easy to find and separate
|
||||
in the help list.
|
||||
|
||||
Save the file. We will now add it to a new [CmdSet](../../Component/Command-Sets) so it can be accessed (in a full
|
||||
Save the file. We will now add it to a new [CmdSet](../../../Components/Command-Sets) so it can be accessed (in a full
|
||||
chargen system you would of course have more than one command here).
|
||||
|
||||
Open `mygame/commands/default_cmdsets.py` and import your `command.py` module at the top. We also
|
||||
|
|
@ -210,7 +210,7 @@ class ChargenRoom(Room):
|
|||
```
|
||||
Note how new rooms created with this typeclass will always start with `ChargenCmdset` on themselves.
|
||||
Don't forget the `permanent=True` keyword or you will lose the cmdset after a server reload. For
|
||||
more information about [Command Sets](../../Component/Command-Sets) and [Commands](../../Component/Commands), see the respective
|
||||
more information about [Command Sets](../../../Components/Command-Sets) and [Commands](../../../Components/Commands), see the respective
|
||||
links.
|
||||
|
||||
### Testing chargen
|
||||
|
|
@ -242,7 +242,7 @@ between fixes. Don't continue until the creation seems to have worked okay.
|
|||
This should bring you to the chargen room. Being in there you should now have the `+setpower`
|
||||
command available, so test it out. When you leave (via the `finish` exit), the command will go away
|
||||
and trying `+setpower` should now give you a command-not-found error. Use `ex me` (as a privileged
|
||||
user) to check so the `Power` [Attribute](../../Component/Attributes) has been set correctly.
|
||||
user) to check so the `Power` [Attribute](../../../Components/Attributes) has been set correctly.
|
||||
|
||||
If things are not working, make sure your typeclasses and commands are free of bugs and that you
|
||||
have entered the paths to the various command sets and commands correctly. Check the logs or command
|
||||
|
|
@ -391,7 +391,7 @@ There are a few ways to define the NPC class. We could in theory create a custom
|
|||
and put a custom NPC-specific cmdset on all NPCs. This cmdset could hold all manipulation commands.
|
||||
Since we expect NPC manipulation to be a common occurrence among the user base however, we will
|
||||
instead put all relevant NPC commands in the default command set and limit eventual access with
|
||||
[Permissions and Locks](../../Component/Locks#Permissions).
|
||||
[Permissions and Locks](../../../Components/Locks#Permissions).
|
||||
|
||||
### Creating an NPC with +createNPC
|
||||
|
||||
|
|
@ -443,13 +443,13 @@ class CmdCreateNPC(Command):
|
|||
exclude=caller)
|
||||
```
|
||||
Here we define a `+createnpc` (`+createNPC` works too) that is callable by everyone *not* having the
|
||||
`nonpcs` "[permission](../../Component/Locks#Permissions)" (in Evennia, a "permission" can just as well be used to
|
||||
`nonpcs` "[permission](../../../Components/Locks#Permissions)" (in Evennia, a "permission" can just as well be used to
|
||||
block access, it depends on the lock we define). We create the NPC object in the caller's current
|
||||
location, using our custom `Character` typeclass to do so.
|
||||
|
||||
We set an extra lock condition on the NPC, which we will use to check who may edit the NPC later --
|
||||
we allow the creator to do so, and anyone with the Builders permission (or higher). See
|
||||
[Locks](../../Component/Locks) for more information about the lock system.
|
||||
[Locks](../../../Components/Locks) for more information about the lock system.
|
||||
|
||||
Note that we just give the object default permissions (by not specifying the `permissions` keyword
|
||||
to the `create_object()` call). In some games one might want to give the NPC the same permissions
|
||||
|
|
@ -464,7 +464,7 @@ Since we re-used our custom character typeclass, our new NPC already has a *Powe
|
|||
defaults to 1. How do we change this?
|
||||
|
||||
There are a few ways we can do this. The easiest is to remember that the `power` attribute is just a
|
||||
simple [Attribute](../../Component/Attributes) stored on the NPC object. So as a Builder or Admin we could set this
|
||||
simple [Attribute](../../../Components/Attributes) stored on the NPC object. So as a Builder or Admin we could set this
|
||||
right away with the default `@set` command:
|
||||
|
||||
@set mynpc/power = 6
|
||||
|
|
@ -649,6 +649,6 @@ The simple "Power" game mechanic should be easily expandable to something more f
|
|||
useful, same is true for the combat score principle. The `+attack` could be made to target a
|
||||
specific player (or npc) and automatically compare their relevant attributes to determine a result.
|
||||
|
||||
To continue from here, you can take a look at the [Tutorial World](Part1/Tutorial-World-Introduction). For
|
||||
more specific ideas, see the [other tutorials and hints](../Howto-Overview) as well
|
||||
as the [Evennia Component overview](../../Component/Component-Overview).
|
||||
To continue from here, you can take a look at the [Tutorial World](../Part1/Tutorial-World-Introduction). For
|
||||
more specific ideas, see the [other tutorials and hints](../../Howto-Overview) as well
|
||||
as the [Evennia Component overview](../../../Components/Components-Overview).
|
||||
|
|
@ -5,7 +5,7 @@ Evennia uses the [Django](https://www.djangoproject.com/) web framework as the b
|
|||
database configuration and the website it provides. While a full understanding of Django requires
|
||||
reading the Django documentation, we have provided this tutorial to get you running with the basics
|
||||
and how they pertain to Evennia. This text details getting everything set up. The
|
||||
[Web-based Character view Tutorial](../Web-Character-View-Tutorial) gives a more explicit example of making a
|
||||
[Web-based Character view Tutorial](../../Web-Character-View-Tutorial) gives a more explicit example of making a
|
||||
custom web page connected to your game, and you may want to read that after finishing this guide.
|
||||
|
||||
## A Basic Overview
|
||||
|
|
@ -25,7 +25,7 @@ like [CSS](http://en.wikipedia.org/wiki/CSS), [Javascript](http://en.wikipedia.o
|
|||
and Image files (You may note your mygame/web folder does not have a `static` or `template` folder.
|
||||
This is intended and explained further below). Django applications may also have a `models.py` file
|
||||
for storing information in the database. We will not change any models here, take a look at the
|
||||
[New Models](../../Concept/New-Models) page (as well as the [Django docs](https://docs.djangoproject.com/en/1.7/topics/db/models/) on models) if you are interested.
|
||||
[New Models](../../../Concepts/New-Models) page (as well as the [Django docs](https://docs.djangoproject.com/en/1.7/topics/db/models/) on models) if you are interested.
|
||||
|
||||
There is also a root `urls.py` that determines the URL structure for the entire project. A starter
|
||||
`urls.py` is included in the default game template, and automatically imports all of Evennia's
|
||||
|
|
@ -104,7 +104,7 @@ run any extra commands to see these changes - reloading the web page in your bro
|
|||
|
||||
To replace the index page's text, we'll need to find the template for it. We'll go into more detail
|
||||
about how to determine which template is used for rendering a page in the
|
||||
[Web-based Character view Tutorial](../Web-Character-View-Tutorial). For now, you should know that the template we want to change
|
||||
[Web-based Character view Tutorial](../../Web-Character-View-Tutorial). For now, you should know that the template we want to change
|
||||
is stored in `evennia/web/website/templates/website/index.html`.
|
||||
|
||||
To replace this template file, you will put your changed template inside the
|
||||
|
|
@ -120,7 +120,7 @@ original file already has all the markup and tags, ready for editing.
|
|||
## Further reading
|
||||
|
||||
For further hints on working with the web presence, you could now continue to the
|
||||
[Web-based Character view Tutorial](../Web-Character-View-Tutorial) where you learn to make a web page that
|
||||
[Web-based Character view Tutorial](../../Web-Character-View-Tutorial) where you learn to make a web page that
|
||||
displays in-game character stats. You can also look at [Django's own
|
||||
tutorial](https://docs.djangoproject.com/en/1.7/intro/tutorial01/) to get more insight in how Django
|
||||
works and what possibilities exist.
|
||||
|
|
@ -1,43 +1,51 @@
|
|||
# Evennia Starting Tutorial (Part 1)
|
||||
# Starting Tutorial (Part 1)
|
||||
|
||||
[Next lesson](Part1/Building-Quickstart)
|
||||
[Start](Part1/Building-Quickstart)
|
||||
|
||||
This is a multi-part Tutorial that will gradually take you from first installation to making your
|
||||
own first little game in Evennia. Let's get started!
|
||||
```sidebar:: Tutorial Parts
|
||||
|
||||
```sidebar:: Parts of the Starting tutorial
|
||||
|
||||
**Part 1**: What we have
|
||||
**Part 1: What we have**
|
||||
A tour of Evennia and how to use the tools, including an introduction to Python.
|
||||
Part 2: `What we want <Starting-Part2>`_
|
||||
Part 2: `What we want <./Starting-Part2.html>`_
|
||||
Planning our tutorial game and what to think about when planning your own in the future.
|
||||
Part 3: `How we get there <Starting-Part3>`_
|
||||
Part 3: `How we get there <./Starting-Part3.html>`_
|
||||
Getting down to the meat of extending Evennia to make our game
|
||||
Part 4: `Using what we created <Starting-Part4>`_
|
||||
Part 4: `Using what we created <./Starting-Part4.html>`_
|
||||
Building a tech-demo and world content to go with our code
|
||||
Part 5: `Showing the world <Starting-Part5>`_
|
||||
Part 5: `Showing the world <./Starting-Part5.html>`_
|
||||
Taking our new game online and let players try it out
|
||||
```
|
||||
|
||||
Welcome to Evennia! This multi-part Tutorial will help you get off the ground. It consists
|
||||
of five parts, each with several lessons. You can pick what seems interesting, but if you
|
||||
follow through to the end you will have created a little online game of your own to play
|
||||
and share with others!
|
||||
|
||||
## Lessons of Part 1 - "What we have"
|
||||
|
||||
1. Introduction & Overview (you are here)
|
||||
1. [Building stuff](Part1/Building-Quickstart)
|
||||
1. [The Tutorial World](Part1/Tutorial-World-Introduction)
|
||||
1. [Python basics](Part1/Python-basic-introduction)
|
||||
1. [Game dir overview](Part1/Gamedir-Overview)
|
||||
1. [Python classes and objects](Part1/Python-classes-and-objects)
|
||||
1. [Accessing the Evennia library](Part1/Evennia-Library-Overview)
|
||||
1. [Typeclasses - Persistent objects](Part1/Learning-Typeclasses)
|
||||
1. [Making our first own commands](Part1/Adding-Commands)
|
||||
1. [Parsing and replacing default Commands](Part1/More-on-Commands)
|
||||
1. [Creating things](Part1/Creating-Things)
|
||||
1. [Searching for things](Part1/Searching-Things)
|
||||
1. [Advanced searching with Django queries](Part1/Django-queries)
|
||||
```toctree::
|
||||
:numbered:
|
||||
:maxdepth: 1
|
||||
|
||||
Building stuff <Part1/Building-Quickstart>
|
||||
The Tutorial World <Part1/Tutorial-World-Introduction>
|
||||
Python basics <Part1/Python-basic-introduction>
|
||||
Game dir overview <Part1/Gamedir-Overview>
|
||||
Python classes and objects <Part1/Python-classes-and-objects>
|
||||
Accessing the Evennia library <Part1/Evennia-Library-Overview>
|
||||
Typeclasses and Persistent objects <Part1/Learning-Typeclasses>
|
||||
Making first own Commands <Part1/Adding-Commands>
|
||||
Parsing and replacing default Commands <Part1/More-on-Commands>
|
||||
Creating things <Part1/Creating-Things>
|
||||
Searching for things <Part1/Searching-Things>
|
||||
Advanced searching with Django queries <Part1/Django-queries>
|
||||
```
|
||||
|
||||
In this first part we'll focus on what we get out of the box in Evennia - we'll get used to the tools,
|
||||
where things are and how we find things we are looking for. We will also dive into some of things you'll
|
||||
need to know to fully utilize the system, including giving a brief rundown of Python concepts.
|
||||
and how to find things we are looking for. We will also dive into some of things you'll
|
||||
need to know to fully utilize the system, including giving you a brief rundown of Python concepts. If you are
|
||||
an experienced Python programmer, some sections may feel a bit basic, but you will at least not have seen
|
||||
these concepts in the context of Evennia before.
|
||||
|
||||
## Things you will need
|
||||
|
||||
|
|
@ -106,4 +114,4 @@ first enter that gamedir and run
|
|||
|
||||
You should now be good to go!
|
||||
|
||||
[Next lesson](Part1/Building-Quickstart)
|
||||
[Start](Part1/Building-Quickstart)
|
||||
|
|
@ -1,17 +1,28 @@
|
|||
# Evennia Starting Tutorial (Part 2)
|
||||
|
||||
```sidebar:: Parts of the Starting tutorial
|
||||
```sidebar:: Tutorial Parts
|
||||
|
||||
**Part 1**: What we have
|
||||
Part 1: `What we have <./Starting-Part1.html>`_
|
||||
A tour of Evennia and how to use the tools, including an introduction to Python.
|
||||
Part 2: `What we want <Starting-Part2>`_
|
||||
**Part 2: What we want**
|
||||
Planning our tutorial game and what to think about when planning your own in the future.
|
||||
Part 3: `How we get there <Starting-Part3>`_
|
||||
Part 3: `How we get there <./Starting-Part3.html>`_
|
||||
Getting down to the meat of extending Evennia to make our game
|
||||
Part 4: `Using what we created <Starting-Part4>`_
|
||||
Part 4: `Using what we created <./Starting-Part4.html>`_
|
||||
Building a tech-demo and world content to go with our code
|
||||
Part 5: `Showing the world <Starting-Part5>`_
|
||||
Part 5: `Showing the world <./Starting-Part5.html>`_
|
||||
Taking our new game online and let players try it out
|
||||
```
|
||||
|
||||
## Lessons for Part 2
|
||||
|
||||
1. Introduction & Overview (you are here)
|
||||
1. [On planning a game](Part2/Game-Planning)
|
||||
1. [Multisession modes](../../Unimplemented)
|
||||
1. [Layout of our tutorial game](../../Unimplemented)
|
||||
1. [Some useful Contribs](Part2/Some-Useful-Contribs)
|
||||
|
||||
In Part two of the Starting tutorial we'll step back and plan out the kind of tutorial
|
||||
game we want to make. In the process we'll go through the common questions of "where to start"
|
||||
and "what to think about" when creating a multiplayer online text game. We'll also look at
|
||||
some useful Evennia settings to tweak and designs to consider.
|
||||
|
|
@ -1 +1,19 @@
|
|||
# Evennia Starting Tutorial (Part 3)
|
||||
# Evennia Starting Tutorial (Part 3)
|
||||
|
||||
```sidebar:: Tutorial Parts
|
||||
|
||||
Part 1: `What we have <./Starting-Part1.html>`_
|
||||
A tour of Evennia and how to use the tools, including an introduction to Python.
|
||||
Part 2: `What we want <./Starting-Part2.html>`_
|
||||
Planning our tutorial game and what to think about when planning your own in the future.
|
||||
**Part 3: How we get there**
|
||||
Getting down to the meat of extending Evennia to make our game
|
||||
Part 4: `Using what we created <./Starting-Part4.html>`_
|
||||
Building a tech-demo and world content to go with our code
|
||||
Part 5: `Showing the world <./Starting-Part5.html>`_
|
||||
Taking our new game online and let players try it out
|
||||
```
|
||||
|
||||
Now that we have a good idea of what we want, we need to actually implement it. In part three of the
|
||||
Starting tutorial will go through the creation of several key parts of our game. As we go, we will
|
||||
test each part and create a simple "tech demo" to show off all the moving parts.
|
||||
|
|
@ -1,3 +1,21 @@
|
|||
# Evennia Starting Tutorial (Part 4)
|
||||
|
||||
TODO.
|
||||
```sidebar:: Tutorial Parts
|
||||
|
||||
Part 1: `What we have <./Starting-Part1.html>`_
|
||||
A tour of Evennia and how to use the tools, including an introduction to Python.
|
||||
Part 2: `What we want <./Starting-Part2.html>`_
|
||||
Planning our tutorial game and what to think about when planning your own in the future.
|
||||
Part 3: `How we get there <./Starting-Part3.html>`_
|
||||
Getting down to the meat of extending Evennia to make our game to make a tech-demo
|
||||
**Part 4: Using what we created**
|
||||
Using the tech-demo and world content to go with our code
|
||||
Part 5: `Showing the world <./Starting-Part5.html>`_
|
||||
Taking our new game online and let players try it out
|
||||
```
|
||||
|
||||
We now have the code underpinnings of everything we need. We have also tested the various components
|
||||
and has a simple tech-demo to show it all works together. But there is no real coherence to it at this
|
||||
point - we need to actually make a world.
|
||||
In part four we will expand our tech demo into a more full-fledged (if small) game by use of batchcommand
|
||||
and batchcode processors.
|
||||
|
|
@ -1 +1,19 @@
|
|||
# Evennia Starting Tutorial (part 5)
|
||||
# Evennia Starting Tutorial (part 5)
|
||||
|
||||
```sidebar:: Tutorial Parts
|
||||
|
||||
Part 1: `What we have <./Starting-Part1.html>`_
|
||||
A tour of Evennia and how to use the tools, including an introduction to Python.
|
||||
Part 2: `What we want <./Starting-Part2.html>`_
|
||||
Planning our tutorial game and what to think about when planning your own in the future.
|
||||
Part 3: `How we get there <./Starting-Part3.html>`_
|
||||
Getting down to the meat of extending Evennia to make our game
|
||||
Part 4: `Using what we created <./Starting-Part4.html>`_
|
||||
Building a tech-demo and world content to go with our code
|
||||
**Part 5: Showing the world**
|
||||
Taking our new game online and let players try it out
|
||||
```
|
||||
|
||||
You have a working game! In part five we will look at the web-components of Evennia and how to modify them
|
||||
to fit your game. We will also look at hosting your game and if you feel up to it we'll also go through how
|
||||
to bring your game online so you can invite your first players.
|
||||
|
|
@ -5,17 +5,17 @@ This tutorial shows the implementation of an NPC object that responds to charact
|
|||
location. In this example the NPC has the option to respond aggressively or not, but any actions
|
||||
could be triggered this way.
|
||||
|
||||
One could imagine using a [Script](../Component/Scripts) that is constantly checking for newcomers. This would be
|
||||
One could imagine using a [Script](../Components/Scripts) that is constantly checking for newcomers. This would be
|
||||
highly inefficient (most of the time its check would fail). Instead we handle this on-demand by
|
||||
using a couple of existing object hooks to inform the NPC that a Character has entered.
|
||||
|
||||
It is assumed that you already know how to create custom room and character typeclasses, please see
|
||||
the [Basic Game tutorial](Starting/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
|
||||
the [Basic Game tutorial](Starting/Part3/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
|
||||
|
||||
What we will need is the following:
|
||||
|
||||
- An NPC typeclass that can react when someone enters.
|
||||
- A custom [Room](../Component/Objects#rooms) typeclass that can tell the NPC that someone entered.
|
||||
- A custom [Room](../Components/Objects#rooms) typeclass that can tell the NPC that someone entered.
|
||||
- We will also tweak our default `Character` typeclass a little.
|
||||
|
||||
To begin with, we need to create an NPC typeclass. Create a new file inside of your typeclasses
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ their location. In this example the NPC parrots what is said, but any actions co
|
|||
this way.
|
||||
|
||||
It is assumed that you already know how to create custom room and character typeclasses, please see
|
||||
the [Basic Game tutorial](Starting/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
|
||||
the [Basic Game tutorial](Starting/Part3/Tutorial-for-basic-MUSH-like-game) if you haven't already done this.
|
||||
|
||||
What we will need is simply a new NPC typeclass that can react when someone speaks.
|
||||
|
||||
|
|
|
|||
|
|
@ -89,7 +89,7 @@ randomly choosing between these outputs.
|
|||
1. Shows the number of Player Characters, Rooms and Other/Objects
|
||||
2. Shows the number of prototypes currently in the game and then selects 3 random keys to show
|
||||
|
||||
[Scripts Information](../Component/Scripts) will show you how to add it as a Global script, however, for testing
|
||||
[Scripts Information](../Components/Scripts) will show you how to add it as a Global script, however, for testing
|
||||
it may be useful to start/stop it quickly from within the game. Assuming that you create the file
|
||||
as `mygame/typeclasses/tweet_stats.py` it can be started by using the following command
|
||||
|
||||
|
|
|
|||
|
|
@ -50,7 +50,7 @@ and back (assuming we created it in limbo).
|
|||
|
||||
Using the `@tel`command like shown above is obviously not what we want. `@tel` is an admin command
|
||||
and normal players will thus never be able to enter the train! It is also not really a good idea to
|
||||
use [Exits](../Component/Objects#exits) to get in and out of the train - Exits are (at least by default) objects
|
||||
use [Exits](../Components/Objects#exits) to get in and out of the train - Exits are (at least by default) objects
|
||||
too. They point to a specific destination. If we put an Exit in this room leading inside the train
|
||||
it would stay here when the train moved away (still leading into the train like a magic portal!). In
|
||||
the same way, if we put an Exit object inside the train, it would always point back to this room,
|
||||
|
|
@ -58,7 +58,7 @@ regardless of where the Train has moved. Now, one *could* define custom Exit typ
|
|||
the train or change their destination in the right way - but this seems to be a pretty cumbersome
|
||||
solution.
|
||||
|
||||
What we will do instead is to create some new [commands](../Component/Commands): one for entering the train and
|
||||
What we will do instead is to create some new [commands](../Components/Commands): one for entering the train and
|
||||
another for leaving it again. These will be stored *on the train object* and will thus be made
|
||||
available to whomever is either inside it or in the same room as the train.
|
||||
|
||||
|
|
@ -122,7 +122,7 @@ documentation.
|
|||
These commands are work in a pretty straightforward way: `CmdEnterTrain` moves the location of the
|
||||
player to inside the train and `CmdLeaveTrain` does the opposite: it moves the player back to the
|
||||
current location of the train (back outside to its current location). We stacked them in a
|
||||
[cmdset](../Component/Command-Sets) `CmdSetTrain` so they can be used.
|
||||
[cmdset](../Components/Command-Sets) `CmdSetTrain` so they can be used.
|
||||
|
||||
To make the commands work we need to add this cmdset to our train typeclass:
|
||||
|
||||
|
|
@ -159,7 +159,7 @@ As seen above, when this hook is called on our train, our new cmdset will be loa
|
|||
If you have played around a bit, you've probably figured out that you can use `leave train` when
|
||||
outside the train and `enter train` when inside. This doesn't make any sense ... so let's go ahead
|
||||
and fix that. We need to tell Evennia that you can not enter the train when you're already inside
|
||||
or leave the train when you're outside. One solution to this is [locks](../Component/Locks): we will lock down
|
||||
or leave the train when you're outside. One solution to this is [locks](../Components/Locks): we will lock down
|
||||
the commands so that they can only be called if the player is at the correct location.
|
||||
|
||||
Right now commands defaults to the lock `cmd:all()`. The `cmd` lock type in combination with the
|
||||
|
|
@ -322,7 +322,7 @@ If we wanted full control of the train we could now just add a command to step i
|
|||
when desired. We want the train to move on its own though, without us having to force it by manually
|
||||
calling the `goto_next_room` method.
|
||||
|
||||
To do this we will create two [scripts](../Component/Scripts): one script that runs when the train has stopped at
|
||||
To do this we will create two [scripts](../Components/Scripts): one script that runs when the train has stopped at
|
||||
a station and is responsible for starting the train again after a while. The other script will take
|
||||
care of the driving.
|
||||
|
||||
|
|
@ -416,7 +416,7 @@ enter/exit commands check so the train is not moving before allowing the caller
|
|||
* Have train conductor commands that can override the automatic start/stop.
|
||||
* Allow for in-between stops between the start- and end station
|
||||
* Have a rail road track instead of hard-coding the rooms in the train object. This could for
|
||||
example be a custom [Exit](../Component/Objects#exits) only traversable by trains. The train will follow the
|
||||
example be a custom [Exit](../Components/Objects#exits) only traversable by trains. The train will follow the
|
||||
track. Some track segments can split to lead to two different rooms and a player can switch the
|
||||
direction to which room it goes.
|
||||
* Create another kind of vehicle!
|
||||
|
|
@ -2,10 +2,10 @@
|
|||
|
||||
This tutorial aims at dispelling confusions regarding the use of color tags within Evennia.
|
||||
|
||||
Correct understanding of this topic requires having read the [TextTags](../Concept/TextTags) page and learned
|
||||
Correct understanding of this topic requires having read the [TextTags](../Concepts/TextTags) page and learned
|
||||
Evennia's color tags. Here we'll explain by examples the reasons behind the unexpected (or
|
||||
apparently incoherent) behaviors of some color tags, as mentioned _en passant_ in the
|
||||
[TextTags](../Concept/TextTags) page.
|
||||
[TextTags](../Concepts/TextTags) page.
|
||||
|
||||
|
||||
All you'll need for this tutorial is access to a running instance of Evennia via a color-enabled
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ individually track the time, they instead subscribe to be called by a global tic
|
|||
keeping. Not only does this centralize and organize much of the code in one place, it also has less
|
||||
computing overhead.
|
||||
|
||||
Evennia offers the [TickerHandler](../Component/TickerHandler) specifically for using the subscription model. We
|
||||
Evennia offers the [TickerHandler](../Components/TickerHandler) specifically for using the subscription model. We
|
||||
will use it for our weather system.
|
||||
|
||||
We will assume you know how to make your own Typeclasses. If not see one of the beginning tutorials.
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@ and *templates* (how the web page should be structured).
|
|||
|
||||
Models are created in `mygame/web/chargen/models.py`.
|
||||
|
||||
A [Django database model](../Concept/New-Models) is a Python class that describes the database storage of the
|
||||
A [Django database model](../Concepts/New-Models) is a Python class that describes the database storage of the
|
||||
data you want to manage. Any data you choose to store is stored in the same database as the game and
|
||||
you have access to all the game's objects here.
|
||||
|
||||
|
|
@ -262,9 +262,9 @@ create_object function to properly process the permissions.
|
|||
|
||||
Most importantly, the following attributes must be set on the created character object:
|
||||
|
||||
* Evennia [permissions](../Component/Locks#permissions) (copied from the `AccountDB`).
|
||||
* The right `puppet` [locks](../Component/Locks) so the Account can actually play as this Character later.
|
||||
* The relevant Character [typeclass](../Component/Typeclasses)
|
||||
* Evennia [permissions](../Components/Locks#permissions) (copied from the `AccountDB`).
|
||||
* The right `puppet` [locks](../Components/Locks) so the Account can actually play as this Character later.
|
||||
* The relevant Character [typeclass](../Components/Typeclasses)
|
||||
* Character name (key)
|
||||
* The Character's home room location (`#2` by default)
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue