Doc refactor/renaming

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Griatch 2020-07-11 10:41:33 +02:00
parent 9d8e8d7693
commit b5b265ec3b
115 changed files with 518 additions and 434 deletions

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@ -2,7 +2,7 @@
**Before doing this tutorial you will probably want to read the intro in
[Basic Web tutorial](Starting/Web-Tutorial).** Reading the three first parts of the
[Basic Web tutorial](Starting/Part5/Web-Tutorial).** Reading the three first parts of the
[Django tutorial](https://docs.djangoproject.com/en/1.9/intro/tutorial01/) might help as well.
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, lets make a brief detour. Evennia is very flexible about
more flexible about using and adding commands to those objects. Here are some ground rules well
worth remembering for the remainder of this article:
- The [Account](../Component/Accounts) represents the real person logging in and has no game-world existence.
- Any [Object](../Component/Objects) can be puppeted by an Account (with proper permissions).
- [Characters](../Component/Objects#characters), [Rooms](../Component/Objects#rooms), and [Exits](../Component/Objects#exits) are just
- The [Account](../Components/Accounts) represents the real person logging in and has no game-world existence.
- Any [Object](../Components/Objects) can be puppeted by an Account (with proper permissions).
- [Characters](../Components/Objects#characters), [Rooms](../Components/Objects#rooms), and [Exits](../Components/Objects#exits) are just
children of normal Objects.
- Any Object can be inside another (except if it creates a loop).
- Any Object can store custom sets of commands on it. Those commands can:
@ -120,7 +120,7 @@ about the missiles being fired and has different `key` and `aliases`. We leave
that up to you to create as an exercise. You could have it print "WOOSH! The
mech launches missiles against <target>!", for example.
Now we shove our commands into a command set. A [Command Set](../Component/Command-Sets) (CmdSet) is a container
Now we shove our commands into a command set. A [Command Set](../Components/Command-Sets) (CmdSet) is a container
holding any number of commands. The command set is what we will store on the mech.
```python
@ -173,7 +173,7 @@ This is great for testing. The way we added it, the MechCmdSet will even go away
server. Now we want to make the mech an actual object “type” so we can create mechs without those
extra steps. For this we need to create a new Typeclass.
A [Typeclass](../Component/Typeclasses) is a near-normal Python class that stores its existence to the database
A [Typeclass](../Components/Typeclasses) is a near-normal Python class that stores its existence to the database
behind the scenes. A Typeclass is created in a normal Python source file:
```python

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@ -23,8 +23,8 @@ reloading)
- [Use wide characters with EvTable](./Coding-FAQ#non-latin-characters-in-evtable)
## Removing default commands
**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Component/Commands) from the
Character [Command Set](../Component/Command-Sets)?
**Q:** How does one *remove* (not replace) e.g. the default `get` [Command](../Components/Commands) from the
Character [Command Set](../Components/Command-Sets)?
**A:** Go to `mygame/commands/default_cmdsets.py`. Find the `CharacterCmdSet` class. It has one
method named `at_cmdset_creation`. At the end of that method, add the following line:
@ -36,7 +36,7 @@ for more info.
combat, immobilized, etc.)
**A:** The `at_before_move` hook is called by Evennia just before performing any move. If it returns
`False`, the move is aborted. Let's say we want to check for an [Attribute](../Component/Attributes) `cantmove`.
`False`, the move is aborted. Let's say we want to check for an [Attribute](../Components/Attributes) `cantmove`.
Add the following code to the `Character` class:
```python
@ -52,7 +52,7 @@ def at_before_move(self, destination):
**Q:** An object has a Command on it starts up an EvMenu instance. How do I capture a reference to
that object for use in the menu?
**A:** When an [EvMenu](../Component/EvMenu) is started, the menu object is stored as `caller.ndb._menutree`.
**A:** When an [EvMenu](../Components/EvMenu) is started, the menu object is stored as `caller.ndb._menutree`.
This is a good place to store menu-specific things since it will clean itself up when the menu
closes. When initiating the menu, any additional keywords you give will be available for you as
properties on this menu object:
@ -101,7 +101,7 @@ CHANNEL_COLORS`.
**Q:** I want certain commands to turn off in a given room. They should still work normally for
staff.
**A:** This is done using a custom cmdset on a room [locked with the 'call' lock type](../Component/Locks). Only
**A:** This is done using a custom cmdset on a room [locked with the 'call' lock type](../Components/Locks). Only
if this lock is passed will the commands on the room be made available to an object inside it. Here
is an example of a room where certain commands are disabled for non-staff:
@ -142,7 +142,7 @@ superusers).
command to only be available on a full moon, from midnight to three in-game time.
**A:** This is easiest accomplished by putting the "werewolf" command on the Character as normal,
but to [lock](../Component/Locks) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
but to [lock](../Components/Locks) it with the "cmd" type lock. Only if the "cmd" lock type is passed will the
command be available.
```python

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@ -88,7 +88,7 @@ database, you need to use the caster for the storage.
self.caller.db.firestorm_lastcast = now
```
Since we are storing as an [Attribute](../Component/Attributes), we need to identify the
Since we are storing as an [Attribute](../Components/Attributes), we need to identify the
variable as `firestorm_lastcast` so we are sure we get the right one (we'll
likely have other skills with cooldowns after all). But this method of
using cooldowns also has the advantage of working *between* commands - you can

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@ -2,7 +2,7 @@
Before reading this tutorial, if you haven't done so already, you might want to
read [the documentation on commands](../Component/Commands) to get a basic understanding of
read [the documentation on commands](../Components/Commands) to get a basic understanding of
how commands work in Evennia.
In some types of games a command should not start and finish immediately.
@ -40,7 +40,7 @@ class CmdTest(Command):
> Important: The `yield` functionality will *only* work in the `func` method of
> Commands. It only works because Evennia has especially
> catered for it in Commands. If you want the same functionality elsewhere you
> must use the [interactive decorator](../Concept/Async-Process#The-@interactive-decorator).
> must use the [interactive decorator](../Concepts/Async-Process#The-@interactive-decorator).
The important line is the `yield 10`. It tells Evennia to "pause" the command
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
self.msg("This is a text", prompt="This is a prompt")
```
You can update the prompt on demand, this is normally done using [OOB](../Concept/OOB)-tracking of the relevant
You can update the prompt on demand, this is normally done using [OOB](../Concepts/OOB)-tracking of the relevant
Attributes (like the character's health). You could also make sure that attacking commands update
the prompt when they cause a change in health, for example.

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@ -23,7 +23,7 @@ instance.
## Coordinates as tags
The first concept might be the most surprising at first glance: we will create coordinates as
[tags](../../Component/Tags).
[tags](../Components/Tags).
> 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
`something` is the command argument. This will, of course, fail if you have a command beginning by
`+` conflicting with the `CmdConnect` key.
4. We have altered some class attributes, like `auto_help`. If you want to know what they do and
why they have changed here, you can check the [documentation on commands](../Component/Commands).
why they have changed here, you can check the [documentation on commands](../Components/Commands).
5. In the command body, we begin by extracting the channel name. Remember that this name should be
in the command arguments (that is, in `self.args`). Following the same example, if a player enters
`+something`, `self.args` should contain `"something"`. We use `search_channel` to see if this

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@ -2,8 +2,8 @@
Evennia allows for exits to have any name. The command "kitchen" is a valid exit name as well as
"jump out the window" or "north". An exit actually consists of two parts: an [Exit Object](../Component/Objects)
and an [Exit Command](../Component/Commands) stored on said exit object. The command has the same key and aliases
"jump out the window" or "north". An exit actually consists of two parts: an [Exit Object](../Components/Objects)
and an [Exit Command](../Components/Commands) stored on said exit object. The command has the same key and aliases
as the object, which is why you can see the exit in the room and just write its name to traverse it.
If you try to enter the name of a non-existing exit, it is thus the same as trying a non-exising
@ -90,7 +90,7 @@ commands:
You cannot move east.
Further expansions by the exit system (including manipulating the way the Exit command itself is
created) can be done by modifying the [Exit typeclass](../Component/Typeclasses) directly.
created) can be done by modifying the [Exit typeclass](../Components/Typeclasses) directly.
## Additional Comments
@ -109,7 +109,7 @@ So why didn't we create a single error command above? Something like this:
The anwer is that this would *not* work and understanding why is important in order to not be
confused when working with commands and command sets.
The reason it doesn't work is because Evennia's [command system](../Component/Commands) compares commands *both*
The reason it doesn't work is because Evennia's [command system](../Components/Commands) compares commands *both*
by `key` and by `aliases`. If *either* of those match, the two commands are considered *identical*
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
For a *Player*, collaborating on a game need not be too different between MUSH and Evennia. The
building and description of the game world can still happen mostly in-game using build commands,
using text tags and [inline functions](../Concept/TextTags#inline-functions) to prettify and customize the
using text tags and [inline functions](../Concepts/TextTags#inline-functions) to prettify and customize the
experience. Evennia offers external ways to build a world but those are optional. There is also
nothing *in principle* stopping a Developer from offering a softcode-like language to Players if
that is deemed necessary.
@ -203,7 +203,7 @@ developer changing the underlying Python code.
## Next steps
If you are a *Developer* and are interested in making a more MUSH-like Evennia game, a good start is
to look into the Evennia [Tutorial for a first MUSH-like game](Starting/Tutorial-for-basic-MUSH-like-game).
to look into the Evennia [Tutorial for a first MUSH-like game](Starting/Part3/Tutorial-for-basic-MUSH-like-game).
That steps through building a simple little game from scratch and helps to acquaint you with the
various corners of Evennia. There is also the [Tutorial for running roleplaying sessions](Evennia-
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.
### The permission hierarchy
Evennia has the following [permission hierarchy](../Concept/Building-Permissions#assigning-permissions) out of
Evennia has the following [permission hierarchy](../Concepts/Building-Permissions#assigning-permissions) out of
the box: *Players, Helpers, Builders, Admins* and finally *Developers*. We could change these but
then we'd need to update our Default commands to use the changes. We want to keep this simple, so
instead we map our different roles on top of this permission ladder.
@ -60,7 +60,7 @@ everyone.
5. `Developers`-level permission are the server administrators, the ones with the ability to
restart/shutdown the server as well as changing the permission levels.
> The [superuser](../Concept/Building-Permissions#the-super-user) is not part of the hierarchy and actually
> The [superuser](../Concepts/Building-Permissions#the-super-user) is not part of the hierarchy and actually
completely bypasses it. We'll assume server admin(s) will "just" be Developers.
### How to grant permissions
@ -102,7 +102,7 @@ its name will have the string`(GM)` added to the end.
#### Character modification
Let's first start by customizing the Character. We recommend you browse the beginning of the
[Account](../Component/Accounts) page to make sure you know how Evennia differentiates between the OOC "Account
[Account](../Components/Accounts) page to make sure you know how Evennia differentiates between the OOC "Account
objects" (not to be confused with the `Accounts` permission, which is just a string specifying your
access) and the IC "Character objects".
@ -142,7 +142,7 @@ Above, we change how the Character's name is displayed: If the account controlli
a GM, we attach the string `(GM)` to the Character's name so everyone can tell who's the boss. If we
ourselves are Developers or GM's we will see database ids attached to Characters names, which can
help if doing database searches against Characters of exactly the same name. We base the "gm-
ingness" on having an flag (an [Attribute](../Component/Attributes)) named `is_gm`. We'll make sure new GM's
ingness" on having an flag (an [Attribute](../Components/Attributes)) named `is_gm`. We'll make sure new GM's
actually get this flag below.
> **Extra exercise:** This will only show the `(GM)` text on *Characters* puppeted by a GM account,
@ -152,7 +152,7 @@ that is, it will show only to those in the same location. If we wanted it to als
#### New @gm/@ungm command
We will describe in some detail how to create and add an Evennia [command](../Component/Commands) here with the
We will describe in some detail how to create and add an Evennia [command](../Components/Commands) here with the
hope that we don't need to be as detailed when adding commands in the future. We will build on
Evennia's default "mux-like" commands here.
@ -267,7 +267,7 @@ We will here show two examples using the *EvTable* and *EvForm* utilities.Later
Commands to edit and display the output from those utilities.
> Note that due to the limitations of the wiki, no color is used in any of the examples. See
> [the text tag documentation](../Concept/TextTags) for how to add color to the tables and forms.
> [the text tag documentation](../Concepts/TextTags) for how to add color to the tables and forms.
#### Making a sheet with EvTable
@ -704,7 +704,7 @@ access after the fact.
## Channels
Evennia comes with [Channels](../Component/Communications#Channels) in-built and they are described fully in the
Evennia comes with [Channels](../Components/Communications#Channels) in-built and they are described fully in the
documentation. For brevity, here are the relevant commands for normal use:
* `@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
instance, it can be used to have a specific message every (in-game) day at 6:00 AM showing how the
sun rises.
The function `schedule()` should be used here. It will create a [script](../Component/Scripts) with some
The function `schedule()` should be used here. It will create a [script](../Components/Scripts) with some
additional features to make sure the script is always executed when the game time matches the given
parameters.

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@ -3,7 +3,7 @@
The documents in this section aims to teach how to use Evennia in a tutorial or
a step-by-step way. They often give hints on about solving a problem or implementing
a particular feature or concept. They will often refer to the
[components](../Component/Component-Overview) or [concepts](../Concept/Concept-Overview)
[components](../Components/Components-Overview) or [concepts](../Concepts/Concepts-Overview)
docs for those that want to dive deeper.
## The Starting Tutorial
@ -34,11 +34,15 @@ in mind for your own game, this will give you a good start.
1. [On planning a game](Starting/Part2/Game-Planning)
1. [Multisession modes](../Unimplemented)
1. [Layout of our tutorial game](../Unimplemented)
1. [Making use of contribs](Starting/Starting-Part3)
1. [Making a custom Character](Starting/Implementing-a-game-rule-system)
1. [Some useful Contribs](Starting/Part2/Some-Useful-Contribs)
### Part3: How we get there
1. [Introduction & Overview](Starting/Starting-Part3)
1. [Making a custom Character](Starting/Part3/Implementing-a-game-rule-system)
1. [Character generation](../Unimplemented)
1. [Resolving skills and challenges](../Unimplemented)
1. [NPCs and mobiles](Starting/Coordinates)
1. [NPCs and mobiles](./Coordinates)
1. [Quests and Zones](../Unimplemented)
1. [A Combat system](../Unimplemented)
@ -51,8 +55,8 @@ in mind for your own game, this will give you a good start.
### Part 5: Showing the world
1. [Introduction & Overview](Starting/Starting-Part5)
1. [Add a web page](Starting/Add-a-simple-new-web-page)
1. [More on adding web features](Starting/Web-Tutorial)
1. [Add a web page](Starting/Part5/Add-a-simple-new-web-page)
1. [More on adding web features](Starting/Part5/Web-Tutorial)
1. [Taking your game online](../Unimplemented)
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
turn on and off ANSI color parsing as an example. `@options NOCOLOR=True` will now do what this
tutorial shows, but the tutorial subject can be applied to other toggles you may want, as well.
In the Building guide's [Colors](../Concept/TextTags#coloured-text) page you can learn how to add color to your
In the Building guide's [Colors](../Concepts/TextTags#coloured-text) page you can learn how to add color to your
game by using special markup. Colors enhance the gaming experience, but not all users want color.
Examples would be users working from clients that don't support color, or people with various seeing
disabilities that rely on screen readers to play your game. Also, whereas Evennia normally
@ -26,7 +26,7 @@ configuration system for your characters. This is the basic sequence:
Create a new module in `mygame/typeclasses` named, for example, `mycharacter.py`. Alternatively you
can simply add a new class to 'mygamegame/typeclasses/characters.py'.
In your new module(or characters.py), create a new [Typeclass](../Component/Typeclasses) inheriting from
In your new module(or characters.py), create a new [Typeclass](../Components/Typeclasses) inheriting from
`evennia.DefaultCharacter`. We will also import `evennia.utils.ansi`, which we will use later.
```python
@ -39,7 +39,7 @@ In your new module(or characters.py), create a new [Typeclass](../Component/Type
self.db.config_color = True
```
Above we set a simple config value as an [Attribute](../Component/Attributes).
Above we set a simple config value as an [Attribute](../Components/Attributes).
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.

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@ -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.

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@ -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

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@ -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.

View file

@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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:

View file

@ -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.

View file

@ -0,0 +1,3 @@
# Some useful contribs
TODO

View file

@ -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

View file

@ -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

View file

@ -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).

View file

@ -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.

View file

@ -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)

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@ -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.

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@ -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.

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@ -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.

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@ -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.

View file

@ -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

View file

@ -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.

View file

@ -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

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@ -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!

View file

@ -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

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@ -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.

View file

@ -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)