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Doc refactor/renaming
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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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