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Doc refactor/renaming
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@ -3,13 +3,13 @@
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[prev lesson](../Starting-Part1) | [next lesson](./Tutorial-World-Introduction)
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In this lesson we will test out what we can do in-game out-of-the-box. Evennia ships with
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[around 90 default commands](../../../Component/Default-Command-Help), and while you can override those as you please,
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[around 90 default commands](../../../Components/Default-Command-Help), and while you can override those as you please,
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they can be quite useful.
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Connect and log into your new game and you will end up in the "Limbo" location. This
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is the only room in the game at this point. Let's explore the commands a little.
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The default commands has syntax [similar to MUX](../../../Concept/Using-MUX-as-a-Standard):
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The default commands has syntax [similar to MUX](../../../Concepts/Using-MUX-as-a-Standard):
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command[/switch/switch...] [arguments ...]
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@ -127,14 +127,14 @@ dropped in the room, then try this:
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lock box = get:false()
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Locks represent a rather [big topic](../../../Component/Locks), but for now that will do what we want. This will lock
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Locks represent a rather [big topic](../../../Components/Locks), but for now that will do what we want. This will lock
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the box so noone can lift it. The exception is superusers, they override all locks and will pick it
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up anyway. Make sure you are quelling your superuser powers and try to get the box now:
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> get box
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You can't get that.
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Think thís default error message looks dull? The `get` command looks for an [Attribute](../../../Component/Attributes)
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Think thís default error message looks dull? The `get` command looks for an [Attribute](../../../Components/Attributes)
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named `get_err_msg` for returning a nicer error message (we just happen to know this, you would need
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to peek into the
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[code](https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235) for
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@ -156,7 +156,7 @@ later, in the [Commands tutorial](./Adding-Commands).
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## Get a Personality
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[Scripts](../../../Component/Scripts) are powerful out-of-character objects useful for many "under the hood" things.
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[Scripts](../../../Components/Scripts) are powerful out-of-character objects useful for many "under the hood" things.
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One of their optional abilities is to do things on a timer. To try out a first script, let's put one
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on ourselves. There is an example script in `evennia/contrib/tutorial_examples/bodyfunctions.py`
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that is called `BodyFunctions`. To add this to us we will use the `script` command:
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@ -185,14 +185,14 @@ When you are tired of your character's "insights", kill the script with
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script/stop self = tutorial_examples.bodyfunctions.BodyFunctions
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You create your own scripts in Python, outside the game; the path you give to `script` is literally
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the Python path to your script file. The [Scripts](../../../Component/Scripts) page explains more details.
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the Python path to your script file. The [Scripts](../../../Components/Scripts) page explains more details.
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## Pushing Your Buttons
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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
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just a dumb generic object. If you renamed it to `stone` and changed its description, noone would be
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the wiser. However, with the combined use of custom [Typeclasses](../../../Component/Typeclasses), [Scripts](../../../Component/Scripts)
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and object-based [Commands](../../../Component/Commands), you could expand it and other items to be as unique, complex
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the wiser. However, with the combined use of custom [Typeclasses](../../../Components/Typeclasses), [Scripts](../../../Components/Scripts)
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and object-based [Commands](../../../Components/Commands), you could expand it and other items to be as unique, complex
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and interactive as you want.
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Let's take an example. So far we have only created objects that use the default object typeclass
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@ -208,7 +208,7 @@ The same way we did with the Script Earler, we specify a "Python-path" to the Py
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to use for creating the object. There you go - one red button.
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The RedButton is an example object intended to show off a few of Evennia's features. You will find
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that the [Typeclass](../../../Component/Typeclasses) and [Commands](../../../Component/Commands) controlling it are
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that the [Typeclass](../../../Components/Typeclasses) and [Commands](../../../Components/Commands) controlling it are
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inside [evennia/contrib/tutorial_examples](api:evennia.contrib.tutorial_examples)
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If you wait for a while (make sure you dropped it!) the button will blink invitingly.
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