Fix a few docs typos.

This commit is contained in:
Dpeta 2023-04-16 22:46:48 +02:00
parent 13c08af437
commit b65827c827
5 changed files with 16 additions and 16 deletions

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@ -100,7 +100,7 @@ If you try the `get` command, we will pick up the box. So far so good, but if we
lock box = get:false()
Locks represent a rather [big topic](../../../Components/Locks.md), 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
Locks represent a rather [big topic](../../../Components/Locks.md), but for now that will do what we want. This will lock the box so no one 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
@ -142,7 +142,7 @@ You create your own scripts in Python, outside the game; the path you give to `s
## 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](../../../Components/Typeclasses.md), [Scripts](../../../Components/Scripts.md)
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, no one would be the wiser. However, with the combined use of custom [Typeclasses](../../../Components/Typeclasses.md), [Scripts](../../../Components/Scripts.md)
and object-based [Commands](../../../Components/Commands.md), you could expand it and other items to be as unique, complex
and interactive as you want.
@ -153,7 +153,7 @@ Let's make us one of _those_!
create/drop button:tutorials.red_button.RedButton
The same way we did with the Script Earler, we specify a "Python-path" to the Python code we want Evennia to use for creating the object. There you go - one red button.
The same way we did with the Script earlier, we specify a "Python-path" to the Python code we want Evennia 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](../../../Components/Typeclasses.md) and [Commands](../../../Components/Commands.md) controlling it are inside [evennia/contrib/tutorials/red_button](../../../api/evennia.contrib.tutorials.red_button.md)
@ -240,4 +240,4 @@ You will now find your new `History` entry in the `help` list and read your help
## Adding a World
After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out example. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson.
After this brief introduction to building and using in-game commands you may be ready to see a more fleshed-out example. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson.