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Add screenshot and rewrote start page text
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index.html
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index.html
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@ -45,70 +45,156 @@
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<h1>
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<a name="evennia-mudmu-creation-system" class="anchor" href="#evennia-mudmu-creation-system"><span class="octicon octicon-link"></span></a>Evennia MUD/MU* Creation System</h1>
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<p><em>Evennia</em> is an open-source Python-based MUD/MU* server/codebase using modern technologies. Evennia allows creators to design and flesh out text-based massively-multiplayer online games with great freedom.</p>
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<p><em>Evennia</em> is an open-source Python-based framework, codebase and
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server for creating text-based multiplayer online games (a MUD/MU* etc) using modern
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technologies and tools.</p>
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<h2>
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<a name="features-and-philosophy" class="anchor"
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href="#features-and-philosophy"><span class="octicon
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octicon-link"></span></a>Features and Philosophy</h2>
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<a name="installation" class="anchor"
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href="#installation"><span class="octicon
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octicon-link"></span></a>Live demo</h2>
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<img class="img floatright" src="images/book.png" alt="Book">
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<p>
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<a href="https://demo.evennia.com">https://demo.evennia.com</a> sports an
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almost vanilla install of a default Evennia server. It has the tutorial world
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and a few extra thing to experience and try out. Use it to get a taste for
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what's possible. You can also ask questions in our support channel directly
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from inside the demo!</p>
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<h2>
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<a name="installation" class="anchor"
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href="#installation"><span class="octicon
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octicon-link"></span></a>Installation</h2>
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Evennia is installed by cloning and installing its repo from
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<a href="https://github.com/evennia/evennia">github</a>. The
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<a href="docs/latest/Getting-Started.html">Getting Started</a> instructions will
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help you get things set up. Once installed, creating your new game is quick:
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<div class="codeblock">
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<code>
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evennia --init mygame<br>
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cd mygame<br>
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evennia start
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</code>
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</div>
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You can now browse your new game's website and play locally in your browser at
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<a href="http://127.0.0.1:4001">http://localhost:4001</a>. You can also
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connect to it with a traditional third-party MUD client on <code>localhost, port 4000</code>.
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<img class="img screenshot" src="images/evennia_screenshot.jpg" alt="Screenshot">
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<div class="screenshot-caption">
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An example of a default Evennia install (hover to enlarge). Top left:
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Running server just started. Top right: Default website served by
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Evennia. Bottom left: Game open in included HTML5 webclient. Bottom right:
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Game open in traditional telnet client
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(<a href="https://tintin.mudhalla.net/">tintin++</a>).
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</div>
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<h2><a name="overview" class="anchor"
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href="#overview"><span class="octicon
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octicon-link"></span></a>Overview</h2>
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<img class="img floatleft" src="images/inkwell.png" alt="Inkwell">
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<p>Evennia aims to supply a bare-bones MU* codebase that allows vast
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flexibility for game designers while taking care of all the gritty networking
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and database-handling behind the scenes. Evennia offers an easy API for
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handling persistent objects, time-dependent scripting and all the other
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low-level features needed to create a MU*. The idea is to allow the mud-coder
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to concentrate solely on designing the parts and systems of the mud that makes
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it uniquely fit their ideas.</p>
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<p>Evennia aims to take care of all the gritty networking, database-handling
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and minutae that all online games need. The idea is to allow you, the game
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developer, to concentrate solely on designing the game systems. We try to get
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out of your way as much as possible.</p>
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<p>Coding in Evennia is primarily done by normal Python modules, making the
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codebase extremely flexible. The code is heavily documented and you use Python
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classes to represent your objects, scripts and players. The database layer is
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abstracted away.</p>
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<p>Evennia is game-agnostic. So we have no opinions on what style of play or
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genre of game you should make. We don't prescribe any skills, classes, races or
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other things that will be specific for your game anyway. Indeed, people have
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used Evennia for non-MU*s as well - it's very suitable for wild experimenting
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and fast prototyping!</p>
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<p>Some game concepts and systems are more common than others though. For these
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we offer a growing library of optional code-snippets and bigger game systems
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you can build from, copy or be inspired by. These are mostly contributed by our
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very friendly developer community.</p>
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<p>Finally, we have tried to make Evennia's code as readable and
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well-documented as possible, should you need to dive in. We have also
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spent a lot of time on our <a href="docs/latest/index.html">extensive documentation</a>,
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all in order to to help you get productive in Evennia with less fuss.</p>
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<h2><a name="default-content" class="anchor"
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href="#default-content"><span class="octicon
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octicon-link"></span></a>Default Content</h2>
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<p>Whereas your Evennia game starts out with no game-specific content, it's not
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empty! Out of the box you get a 'talker'-style game: You can create rooms and
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items, pick up stuff, talk to people, walk around, do light roleplay with
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emotes ... all the base things you expect.</p>
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<p>Here are some of the default resources and tools available out of the box:</p>
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<ul>
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<li>Classes for persistent objects, exits, rooms and characters.</li>
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<li>Separation between character and their accounts (multi-character play, if desired)</li>
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<li>In-game channels and chats (including linking to external chat channels)
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<li>About 90 commands for administration, building, chatting, basic roleplay etc</li>
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<li>Available commands and even their function can vary with circumstance and game state</li>
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<li>Delays, tickers, timers (fully asynchronous, no threading so no risk of race conditions)</li>
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<li>In-game menu-creation system</li>
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<li>Prototype system, for making variations of objects (like monsters or items) without new classes</li>
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<li>Lock and access mini-language for very flexible access control</li>
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<li>Tutorial-world with examples</li>
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<li>Easy storage of custom data on all game objects</li>
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<li>Search, creation, and a large number of coding utilities</li>
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<li>The <code>contrib/</code> folder with optional full systems and shorter snippets</li>
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</ul>
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<img class="img floatright" src="images/dice.png" alt="Dice">
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<p>Evennia offers extensive connectivity options. A single server instance may
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offer connections over Telnet, SSH, SSL and HTTP. The latter is possible since
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Evennia is also its own web server: A default website as well as a
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browser-based comet-style mud client comes as part of the package (<a
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href="https://github.com/evennia/evennia/wiki/Screenshot">screenshot</a>). Due
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to our Django and Twisted foundations, web integration is a snap since the same
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code that powers the game may also be used to run its web presence (you may use
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a third-party webserver too if you prefer though). Evennia in-game channels can
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also be interlinked with external IRC and IMC2 channels so players can chat
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with people "outside" the game.</p>
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<p>Coding in Evennia is primarily done by normal Python modules, making the
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codebase extremely flexible - you don't tweak the library itself, you just
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override the defaults and tell Evennia where to find your changes.</p>
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<img class="img floatleft" src="images/ships.png" alt="Book">
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<p>You use Python classes to represent your objects,
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scripts and players. The database layer is mostly abstracted away but if you
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want you can also leverage the full power of Django's mature ORM.</p>
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<p>Whereas Evennia is intended to be customized to almost any level you like,
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we do offer some defaults you can build from. The code base comes with basic
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classes for objects, exits, rooms and characters. There is also a default
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command set for handling administration, building, chat channels, poses and so
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on. This is enough to run a 'Talker' or some other social-style game out of the
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box. Stock Evennia is however deliberately void of any game-world-specific
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systems. So you won't find any AI codes, mobs, skill systems, races or combat
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stats in the default distribution (we might expand our contributions folder
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with optional plugins in the future though).</p>
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<h2><a name="some server features" class="anchor"
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href="#some-server-features"><span class="octicon
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octicon-link"></span></a>Some server features</h2>
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<p>If this piqued your interest, there is also a <a
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href="docs/latest/Evennia-Introduction.html">lengthier
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introduction</a> to Evennia to read.</p>
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<ul>
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<li>HTML5 webclient (websocket with ajax/comet fallback)</li>
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<li>Telnet, Telnet+SSL, SSH</li>
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<li>Website via own webserver (HTTP, HTTPS with external proxy)</li>
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<li>Game channels links to IRC, Grapevine</li>
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<li>RSS feed, Twitter feed (with snippet from docs)</li>
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<li>Different databases supported via Django: Sqlite3, PostgreSQL, MySQL ...</li>
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<li>MUD-specific telnet protocols supported:</li>
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<ul>
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<li>GMCP and MSDP out-of-band protocols</li>
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<li>MXP (inline links only)</li>
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<li>ANSI and XTerm256 color support</li>
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<li>MSSP status for websites tracking MUDs</li>
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<li>NAWS, TTYPE, MCCP etc ...</li>
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</ul>
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<li>Based on Django and Twisted, both well-supported and hardened Python projects</i>
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<li>Asynchronous, event-driven architecture without risk of race-conditions</i>
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<li>Reload server without disconnecting players</li>
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<li>Extendable protocols for adding custom integrations</li>
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</ul>
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<h2>
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<a name="current-status" class="anchor" href="#current-status"><span
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class="octicon octicon-link"></span></a>Current Status</h2>
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<p>The codebase is currently in <strong>Beta</strong>. While development
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continues, Evennia is already stable enough to be suitable for prototyping and
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development of your own games.</p>
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<img class="img floatleft" src="images/ships.png" alt="Ships">
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<h2>
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<a name="more-information" class="anchor" href="#more-information"><span
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class="octicon octicon-link"></span></a>More Information</h2>
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<img class="img floatleft" src="images/book.png" alt="Book">
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<p>If this piqued your interest, there is a <a
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href="docs/latest/Evennia-Introduction.html">lengthier
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introduction</a> to Evennia to read.</p>
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<p>To learn how to get your hands on the code base, the <a
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href="docs/latest/Getting-Started.html">Getting Started</a> page is the way to go. Otherwise you could browse the <a
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@ -35,7 +35,7 @@ body {
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margin: 0;
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line-height: 1.8em;
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-webkit-font-smoothing: antialiased;
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background-image: url("../images/grey.jpg");
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background-image: url("../images/grey_by_griatch.jpg");
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background-attachment: fixed;
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}
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@ -147,7 +147,7 @@ img {
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margin: 0 auto;
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max-width: 650px;
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padding: 5px;
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margin: 10px 0 32px 0;
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margin: 10px 0 10px 0;
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}
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p img {
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@ -161,11 +161,11 @@ p img {
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}
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.img.floatleft {
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.floatleft {
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float: left;
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}
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.img.floatright {
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.floatright {
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float: right;
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}
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@ -178,6 +178,10 @@ code, pre {
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font-size:14px;
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}
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.codeblock {
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margin: 1em 0 1em 4em;
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}
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pre {
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padding: 4px 12px;
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background: #FDFEFB;
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@ -227,6 +231,7 @@ td {
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.logo {
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padding-left: 15px;
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opacity: 0.6
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}
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header {
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@ -246,7 +251,6 @@ header {
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-webkit-font-smoothing: antialiased;
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height: 94vh;
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opacity: 0.8;
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border-radius: 60px;
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}
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}
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@ -325,15 +329,6 @@ a.github {
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background: url(../images/octocat-small.png) no-repeat 1px;
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}
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a.buttons {
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-webkit-font-smoothing: antialiased;
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/*! background: url(../images/arrow-down.png) no-repeat; */
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font-weight: normal;
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/*! text-shadow: rgba(0, 0, 0, 0.4) 0 -1px 0; */
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padding: 2px 2px 2px 22px;
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height: 30px;
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color: #474747;
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}
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/* Section - for main page content */
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padding-left: 31px;
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padding-right: 19px;
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position: revert;
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border-radius: 60px;
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}
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@ -360,6 +354,53 @@ footer {
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padding-left: 50px;
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}
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/* Screenshot page */
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.img.screenshot {
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transition: transform .5s;
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filter: grayscale(100%);
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}
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.img.screenshot:hover {
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transform: scale(1.5);
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transition-delay: 1.5s;
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filter: grayscale(0%);
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}
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.screenshot-header {
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float: none;
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position: static;
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width: auto;
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height: auto;
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margin: 0px;
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margin-bottom: -23px;
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}
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.screenshot-caption {
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background-color: #fff;
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border-radius: 10px;
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padding: 10px;
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margin-left: 10px;
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font-style: italic;
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opacity: 0.9;
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}
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.screenshot-linksection {
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position: relative;
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top: 35px;
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right: -114px;
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}
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.screenshot-buttons {
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position: absolute;
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left: 36px;
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top: 5px;
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}
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/* Media alternatives */
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@media print, screen and (max-width: 960px) {
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div.wrapper {
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right: 20px;
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}
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.img, .img.screenshot {
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max-width: 720px;
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}
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}
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@media print, screen and (max-width: 720px) {
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body {
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word-wrap:break-word;
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@ -433,6 +480,10 @@ footer {
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margin-bottom: 3px;
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}
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.img, .img.screenshot {
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max-width: 480px;
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}
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}
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@media print, screen and (max-width: 480px) {
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display:block;
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}
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.img, .img.screenshot {
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max-width: 400px;
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}
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}
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@media print, screen and (max-width: 400px) {
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header > h1.header,
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header > p.header,
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.img,
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.logo {
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display: none;
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}
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@ -472,6 +526,10 @@ footer {
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height: 15vh;
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}
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.img, .img.screenshot {
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max-width: 300px;
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}
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}
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