mirror of
https://github.com/evennia/evennia.git
synced 2026-03-30 12:37:16 +02:00
Updated HTML docs.
This commit is contained in:
parent
ff7479faba
commit
badf05cfaa
31 changed files with 279 additions and 283 deletions
|
|
@ -1,4 +1,4 @@
|
|||
# Sphinx build info version 1
|
||||
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
|
||||
config: 26a1d871ab958cf89cfb401765437535
|
||||
config: 50f35f653d68f0b685679179ef7b9e77
|
||||
tags: 645f666f9bcd5a90fca523b33c5a78b7
|
||||
|
|
|
|||
|
|
@ -191,10 +191,10 @@ Click here to see the full index of all parts and lessons of the Beginner-Tutori
|
|||
<ul>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Part1/Beginner-Tutorial-Part1-Overview.html">Part 1: What We Have</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Part1/Beginner-Tutorial-Part1-Overview.html#lessons">Lessons</a><ul>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html">1. Using commands and building stuff</a><ul>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#getting-help">1.1. Getting help</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#looking-around">1.2. Looking around</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#stepping-down-from-godhood">1.3. Stepping Down From Godhood</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html">1. Using Commands and Building Stuff</a><ul>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#getting-help">1.1. Getting Help</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#looking-around">1.2. Looking Around</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#stepping-down-from-godhood">1.3. Stepping Down from Godhood</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#creating-an-object">1.4. Creating an Object</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#get-a-personality">1.5. Get a Personality</a></li>
|
||||
<li class="toctree-l4"><a class="reference internal" href="Part1/Beginner-Tutorial-Building-Quickstart.html#pushing-your-buttons">1.6. Pushing Your Buttons</a></li>
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@
|
|||
<meta charset="utf-8" />
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
|
||||
|
||||
<title>1. Using commands and building stuff — Evennia 2.x documentation</title>
|
||||
<title>1. Using Commands and Building Stuff — Evennia 2.x documentation</title>
|
||||
<link rel="stylesheet" href="../../../_static/nature.css" type="text/css" />
|
||||
<link rel="stylesheet" href="../../../_static/pygments.css" type="text/css" />
|
||||
<script id="documentation_options" data-url_root="../../../" src="../../../_static/documentation_options.js"></script>
|
||||
|
|
@ -43,7 +43,7 @@
|
|||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
|
||||
<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Overview.html" >Beginner Tutorial</a> »</li>
|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Overview.html" accesskey="U">Part 1: What We Have</a> »</li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">1. </span>Using commands and building stuff</a></li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">1. </span>Using Commands and Building Stuff</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
|
@ -67,10 +67,10 @@
|
|||
<script>$('#searchbox').show(0);</script>
|
||||
<h3><a href="../../../index.html">Table of Contents</a></h3>
|
||||
<ul>
|
||||
<li><a class="reference internal" href="#">1. Using commands and building stuff</a><ul>
|
||||
<li><a class="reference internal" href="#getting-help">1.1. Getting help</a></li>
|
||||
<li><a class="reference internal" href="#looking-around">1.2. Looking around</a></li>
|
||||
<li><a class="reference internal" href="#stepping-down-from-godhood">1.3. Stepping Down From Godhood</a></li>
|
||||
<li><a class="reference internal" href="#">1. Using Commands and Building Stuff</a><ul>
|
||||
<li><a class="reference internal" href="#getting-help">1.1. Getting Help</a></li>
|
||||
<li><a class="reference internal" href="#looking-around">1.2. Looking Around</a></li>
|
||||
<li><a class="reference internal" href="#stepping-down-from-godhood">1.3. Stepping Down from Godhood</a></li>
|
||||
<li><a class="reference internal" href="#creating-an-object">1.4. Creating an Object</a></li>
|
||||
<li><a class="reference internal" href="#get-a-personality">1.5. Get a Personality</a></li>
|
||||
<li><a class="reference internal" href="#pushing-your-buttons">1.6. Pushing Your Buttons</a></li>
|
||||
|
|
@ -124,26 +124,25 @@
|
|||
<div class="body" role="main">
|
||||
|
||||
<section class="tex2jax_ignore mathjax_ignore" id="using-commands-and-building-stuff">
|
||||
<h1><span class="section-number">1. </span>Using commands and building stuff<a class="headerlink" href="#using-commands-and-building-stuff" title="Permalink to this headline">¶</a></h1>
|
||||
<h1><span class="section-number">1. </span>Using Commands and Building Stuff<a class="headerlink" href="#using-commands-and-building-stuff" title="Permalink to this headline">¶</a></h1>
|
||||
<p>In this lesson, we will test out what we can do in-game out-of-the-box. Evennia ships with
|
||||
<a class="reference internal" href="../../../Components/Default-Commands.html"><span class="doc std std-doc">around 90 default commands</span></a>, and while you can override those as you please,
|
||||
the defaults can be quite useful.</p>
|
||||
<p>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.</p>
|
||||
<p>The default commands has syntax <a class="reference internal" href="../../../Coding/Default-Command-Syntax.html"><span class="doc std std-doc">similar to MUX</span></a>:</p>
|
||||
<a class="reference internal" href="../../../Components/Default-Commands.html"><span class="doc std std-doc">around 90 default commands</span></a> and, while you can override those as you please, the defaults can be quite useful.</p>
|
||||
<p>Connect and login to your new game. You will find yourself in the “Limbo” location. This
|
||||
is the only room in the game at this point. Let’s explore the default commands a little.</p>
|
||||
<p>The default commands have syntax <a class="reference internal" href="../../../Coding/Default-Command-Syntax.html"><span class="doc std std-doc">similar to MUX</span></a>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> command[/switch/switch...] [arguments ...]
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>An example would be</p>
|
||||
<p>An example would be:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> create/drop box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>A <em>/switch</em> is a special, optional flag to the command to make it behave differently. It is always put directly after the command name, and begins with a forward slash (<code class="docutils literal notranslate"><span class="pre">/</span></code>). The <em>arguments</em> are one or more inputs to the commands. It’s common to use an equal sign (<code class="docutils literal notranslate"><span class="pre">=</span></code>) when assigning something to an object.</p>
|
||||
<p>A <em>/switch</em> is a special, optional flag to make a command behave differently. A switch is always put directly after the command name, and begins with a forward slash (<code class="docutils literal notranslate"><span class="pre">/</span></code>). The <em>arguments</em> are one or more inputs to the commands. It’s common to use an equal sign (<code class="docutils literal notranslate"><span class="pre">=</span></code>) when assigning something to an object.</p>
|
||||
<blockquote>
|
||||
<div><p>Are you used to commands starting with @, like @create? That will work too. Evennia simply ignores the preceeding @.</p>
|
||||
<div><p>Are you used to commands starting with @, like @create? That will work, too. Evennia simply ignores the preceeding @.</p>
|
||||
</div></blockquote>
|
||||
<section id="getting-help">
|
||||
<h2><span class="section-number">1.1. </span>Getting help<a class="headerlink" href="#getting-help" title="Permalink to this headline">¶</a></h2>
|
||||
<h2><span class="section-number">1.1. </span>Getting Help<a class="headerlink" href="#getting-help" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>help
|
||||
</pre></div>
|
||||
</div>
|
||||
|
|
@ -154,26 +153,26 @@ is the only room in the game at this point. Let’s explore the commands a littl
|
|||
<p>to see the in-game help for that command.</p>
|
||||
</section>
|
||||
<section id="looking-around">
|
||||
<h2><span class="section-number">1.2. </span>Looking around<a class="headerlink" href="#looking-around" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The most common comman is</p>
|
||||
<h2><span class="section-number">1.2. </span>Looking Around<a class="headerlink" href="#looking-around" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The most common command is</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will show you the description of the current location. <code class="docutils literal notranslate"><span class="pre">l</span></code> is an alias.</p>
|
||||
<p>When targeting objects in commands, you have two special labels you can use, <code class="docutils literal notranslate"><span class="pre">here</span></code> for the current room or <code class="docutils literal notranslate"><span class="pre">me</span></code>/<code class="docutils literal notranslate"><span class="pre">self</span></code> to point back to yourself. So</p>
|
||||
<p>This will show you the description of the current location. <code class="docutils literal notranslate"><span class="pre">l</span></code> is an alias for the look command.</p>
|
||||
<p>When targeting objects in commands, you have two special labels you can use: <code class="docutils literal notranslate"><span class="pre">here</span></code> for the current room, or <code class="docutils literal notranslate"><span class="pre">me</span></code>/<code class="docutils literal notranslate"><span class="pre">self</span></code> to point back to yourself. Thus,</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look me
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>will give you your own description. <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">here</span></code> is, in this case, the same as plain <code class="docutils literal notranslate"><span class="pre">look</span></code>.</p>
|
||||
<p>will give you your own description. <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">here</span></code> is, in this case, the same as just plain <code class="docutils literal notranslate"><span class="pre">look</span></code>.</p>
|
||||
</section>
|
||||
<section id="stepping-down-from-godhood">
|
||||
<h2><span class="section-number">1.3. </span>Stepping Down From Godhood<a class="headerlink" href="#stepping-down-from-godhood" title="Permalink to this headline">¶</a></h2>
|
||||
<p>If you just installed Evennia, your very first player account is called user #1, also known as the <em>superuser</em> or <em>god user</em>. This user is very powerful, so powerful that it will override many game restrictions (such as locks). This can be useful, but it also hides some functionality that you might want to test.</p>
|
||||
<p>To temporarily step down from your superuser position, you can use the <code class="docutils literal notranslate"><span class="pre">quell</span></code> command in-game:</p>
|
||||
<h2><span class="section-number">1.3. </span>Stepping Down from Godhood<a class="headerlink" href="#stepping-down-from-godhood" title="Permalink to this headline">¶</a></h2>
|
||||
<p>If you just installed Evennia, your very first player account is called user #1 — also known as the <em>superuser</em> or <em>god user</em>. This user is very powerful — so powerful that it will override many game restrictions (such as locks). This can be useful, but it also hides some functionality that you might want to test.</p>
|
||||
<p>To step down temporarily from your superuser position, you may use the <code class="docutils literal notranslate"><span class="pre">quell</span></code> command in-game:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>quell
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will make you start using the permission of your current character’s level instead of your superuser level. If you didn’t change any settings, your game Character should have an <em>Developer</em> level permission - high as can be without bypassing locks like the superuser does. This will work fine for the examples on this page. Use</p>
|
||||
<p>This will make you start using the permission of your current character’s level instead of your superuser level. If you didn’t change any settings, your initial game Character should have <em>Developer</em> level permission — as high as can be without bypassing locks like the superuser does. This will work fine for the examples on this page. Use</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>unquell
|
||||
</pre></div>
|
||||
</div>
|
||||
|
|
@ -181,97 +180,95 @@ is the only room in the game at this point. Let’s explore the commands a littl
|
|||
</section>
|
||||
<section id="creating-an-object">
|
||||
<h2><span class="section-number">1.4. </span>Creating an Object<a class="headerlink" href="#creating-an-object" title="Permalink to this headline">¶</a></h2>
|
||||
<p>Basic objects can be anything – swords, flowers, and non-player characters. They are created using the <code class="docutils literal notranslate"><span class="pre">create</span></code> command:</p>
|
||||
<p>Basic objects can be anything — swords, flowers, and non-player characters. They are created using the <code class="docutils literal notranslate"><span class="pre">create</span></code> command. For example:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This created a new ‘box’ (of the default object type) in your inventory. Use the command <code class="docutils literal notranslate"><span class="pre">inventory</span></code> (or <code class="docutils literal notranslate"><span class="pre">i</span></code>) to see it. Now, ‘box’ is a rather short name, let’s rename it and tack on a few aliases.</p>
|
||||
<p>This creates a new ‘box’ (of the default object type) in your inventory. Use the command <code class="docutils literal notranslate"><span class="pre">inventory</span></code> (or <code class="docutils literal notranslate"><span class="pre">i</span></code>) to see it. Now, ‘box’ is a rather short name, so let’s rename it and tack on a few aliases:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>name box = very large box;box;very;crate
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="admonition warning">
|
||||
<p class="admonition-title">Warning</p>
|
||||
<p>MUD clients and semi-colon:
|
||||
Some traditional MUD clients use the semi-colon <code class="docutils literal notranslate"><span class="pre">;</span></code> to separate client inputs. If so, the above line will give an error. You need to change your client to use another command-separator or to put it in ‘verbatim’ mode. If you still have trouble, use the Evennia web client instead.</p>
|
||||
<p>MUD Clients and Semi-Colons:
|
||||
Some traditional MUD clients use the semi-colon <code class="docutils literal notranslate"><span class="pre">;</span></code> to separate client inputs. If so, the above line will give an error and you’ll need to change your client to use another command-separator or put it in ‘verbatim’ mode. If you still have trouble, use the Evennia web client instead.</p>
|
||||
</div>
|
||||
<p>We now renamed the box to <em>very large box</em> (and this is what we will see when looking at it), but we will also recognize it by any of the other names we give - like <em>crate</em> or simply <em>box</em> as before. We could have given these aliases directly after the name in the <code class="docutils literal notranslate"><span class="pre">create</span></code> command. This is true for all creation commands - you can always tag on a list of <code class="docutils literal notranslate"><span class="pre">;</span></code>-separated aliases to the name of your new object. If you had wanted to not change the name itself, but to only add aliases, you could have used the <code class="docutils literal notranslate"><span class="pre">alias</span></code> command.</p>
|
||||
<p>We are currently carrying the box. Let’s drop it (there is also a shortcut to create and drop in
|
||||
one go by using the <code class="docutils literal notranslate"><span class="pre">/drop</span></code> switch, for example <code class="docutils literal notranslate"><span class="pre">create/drop</span> <span class="pre">box</span></code>).</p>
|
||||
<p>We have now renamed the box as <em>very large box</em> — and this is what we will see when looking at it. However, we will also recognize it by any of the other names we have offered as arguments to the name command above (i.e., <em>crate</em> or simply <em>box</em> as before). We also could have given these aliases directly after the name in the initial <code class="docutils literal notranslate"><span class="pre">create</span></code> object command. This is true for all creation commands — you can always provide a list of <code class="docutils literal notranslate"><span class="pre">;</span></code>-separated aliases to the name of your new object. In our example, if you had not wanted to change the box object’s name itself, but to add aliases only, you could use the <code class="docutils literal notranslate"><span class="pre">alias</span></code> command.</p>
|
||||
<p>At this point in the building tutorial, our Character is currently carrying the box. Let’s drop it:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>drop box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Hey presto - there it is on the ground, in all its normality.</p>
|
||||
<p>Hey presto, — there it is on the ground, in all its normality. There is also a shortcut to both create and drop an object in one go by using the <code class="docutils literal notranslate"><span class="pre">/drop</span></code> switch (e.g, <code class="docutils literal notranslate"><span class="pre">create/drop</span> <span class="pre">box</span></code>).</p>
|
||||
<p>Let us take a closer look at our new box:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will show some technical details about the box object. For now we will ignore what this
|
||||
<p>The examine command will show some technical details about the box object. For now, we will ignore what this
|
||||
information means.</p>
|
||||
<p>Try to <code class="docutils literal notranslate"><span class="pre">look</span></code> at the box to see the (default) description.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look box
|
||||
<p>Try to <code class="docutils literal notranslate"><span class="pre">look</span></code> at the box to see the (default) description:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> look box
|
||||
You see nothing special.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The description you get is not very exciting. Let’s add some flavor.</p>
|
||||
<p>The default description is not very exciting. Let’s add some flavor:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>desc box = This is a large and very heavy box.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If you try the <code class="docutils literal notranslate"><span class="pre">get</span></code> command, we will pick up the box. So far so good, but if we really want this to be a large and heavy box, people should <em>not</em> be able to run off with it that easily. To prevent this we need to lock it down. This is done by assigning a <em>Lock</em> to it. Make sure the box was dropped in the room, then try this:</p>
|
||||
<p>If you try the <code class="docutils literal notranslate"><span class="pre">get</span></code> command, we will pick up the box. So far so good. But, if we really want this to be a large and heavy box, people should <em>not</em> be able to run off with it so easily. To prevent this, we must lock it down. This is done by assigning a <em>lock</em> to it. TO do so, first make sure the box was dropped in the room, then use the lock command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>lock box = get:false()
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Locks represent a rather <a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc">big topic</span></a>, 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:</p>
|
||||
<p>Locks represent a rather <a class="reference internal" href="../../../Components/Locks.html"><span class="doc std std-doc">big topic</span></a> but, for now, this will do what we want. The above command will lock the box so no one can lift it — with one exception. Remember that superusers override all locks and will pick it up anyway. Make sure you are quelling your superuser powers, and try to get it again:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> get box
|
||||
You can't get that.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Think this default error message looks dull? The <code class="docutils literal notranslate"><span class="pre">get</span></code> command looks for an <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attribute</span></a> named <code class="docutils literal notranslate"><span class="pre">get_err_msg</span></code> for returning a nicer error messageod (this can be seen from the default <code class="docutils literal notranslate"><span class="pre">get</span></code> command code). You set attributes using the <code class="docutils literal notranslate"><span class="pre">set</span></code> command:</p>
|
||||
<p>Think this default error message looks dull? The <code class="docutils literal notranslate"><span class="pre">get</span></code> command looks for an <a class="reference internal" href="../../../Components/Attributes.html"><span class="doc std std-doc">Attribute</span></a> named <code class="docutils literal notranslate"><span class="pre">get_err_msg</span></code> to return as a custom error message. We set attributes using the <code class="docutils literal notranslate"><span class="pre">set</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>set box/get_err_msg = It's way too heavy for you to lift.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Try to get it now and you should see a nicer error message echoed back to you. To see what this message string is in the future, you can use ‘examine.’</p>
|
||||
<p>Now try to get the box and you should see a more pertinent error message echoed back to you. To see what this message string is in the future, you can use ‘examine’.</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box/get_err_msg
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Examine will return the value of attributes, including color codes. <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here/desc</span></code> would return the raw description of your current room (including color codes), so that you can copy-and-paste to set its description to something else.</p>
|
||||
<p>You create new Commands (or modify existing ones) in Python outside the game. We will get to that later, in the <a class="reference internal" href="Beginner-Tutorial-Adding-Commands.html"><span class="doc std std-doc">Commands tutorial</span></a>.</p>
|
||||
<p><code class="docutils literal notranslate"><span class="pre">Examine</span></code> will return the value of attributes, including color codes. For instance, <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here/desc</span></code> would return the raw description of the current room (including color codes), so that you can copy-and-paste to set its description to something else.</p>
|
||||
<p>You create new Commands — or modify existing ones — in Python code outside the game. We explore doing so later in the <a class="reference internal" href="Beginner-Tutorial-Adding-Commands.html"><span class="doc std std-doc">Commands tutorial</span></a>.</p>
|
||||
</section>
|
||||
<section id="get-a-personality">
|
||||
<h2><span class="section-number">1.5. </span>Get a Personality<a class="headerlink" href="#get-a-personality" title="Permalink to this headline">¶</a></h2>
|
||||
<p><a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> 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 <code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorials/bodyfunctions/bodyfunctions.py</span></code> that is called <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code>. To add this to us we will use the <code class="docutils literal notranslate"><span class="pre">script</span></code> command:</p>
|
||||
<p><a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> 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 our first script, let’s apply one to ourselves. There is an example script in <code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorials/bodyfunctions/bodyfunctions.py</span></code> that is called <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code>. To add this to our self, we may use the <code class="docutils literal notranslate"><span class="pre">script</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self = tutorials.bodyfunctions.BodyFunctions
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This string will tell Evennia to dig up the Python code at the place we indicate. It already knows to look in the <code class="docutils literal notranslate"><span class="pre">contrib/</span></code> folder, so we don’t have to give the full path.</p>
|
||||
<p>The above string tells Evennia to dig up the Python code at the place we indicate. It already knows to look in the <code class="docutils literal notranslate"><span class="pre">contrib/</span></code> folder, so we don’t have to give the full path.</p>
|
||||
<blockquote>
|
||||
<div><p>Note also how we use <code class="docutils literal notranslate"><span class="pre">.</span></code> instead of <code class="docutils literal notranslate"><span class="pre">/</span></code> (or <code class="docutils literal notranslate"><span class="pre">\</span></code> on Windows). This is a so-called “Python path”. In a Python-path, > you separate the parts of the path with <code class="docutils literal notranslate"><span class="pre">.</span></code> and skip the <code class="docutils literal notranslate"><span class="pre">.py</span></code> file-ending. Importantly, it also allows you to point to Python code <em>inside</em> files, like the <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code> class inside <code class="docutils literal notranslate"><span class="pre">bodyfunctions.py</span></code> (we’ll get to classes later). These “Python-paths” are used extensively throughout Evennia.</p>
|
||||
<div><p>Note also how we use <code class="docutils literal notranslate"><span class="pre">.</span></code> instead of <code class="docutils literal notranslate"><span class="pre">/</span></code> (or <code class="docutils literal notranslate"><span class="pre">\</span></code> on Windows). This convention is a so-called “Python-path.” In a Python-path, you separate the parts of the path with <code class="docutils literal notranslate"><span class="pre">.</span></code> and skip the <code class="docutils literal notranslate"><span class="pre">.py</span></code> file-ending. Importantly, it also allows you to point to Python code <em>inside</em> files as in our example where the <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code> class is inside the <code class="docutils literal notranslate"><span class="pre">bodyfunctions.py</span></code> file. We’ll get to classes later. These “Python-paths” are used extensively throughout Evennia.</p>
|
||||
</div></blockquote>
|
||||
<p>Wait a while and you will notice yourself starting making random observations …</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self
|
||||
<p>Wait a while and you will notice yourself starting to make random observations…</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self =
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will show details about scripts on yourself (also <code class="docutils literal notranslate"><span class="pre">examine</span></code> works). You will see how long it is until it “fires” next. Don’t be alarmed if nothing happens when the countdown reaches zero - this particular script has a randomizer to determine if it will say something or not. So you will not see output every time it fires.</p>
|
||||
<p>When you are tired of your character’s “insights”, kill the script with</p>
|
||||
<p>The above command will show details about scripts on the given object, in this case your self. The <code class="docutils literal notranslate"><span class="pre">examine</span></code> command also includes such details.</p>
|
||||
<p>You will see how long it is until it “fires” next. Don’t be alarmed if nothing happens when the countdown reaches zero — this particular script has a randomizer to determine if it will say something or not. So you will not see output every time it fires.</p>
|
||||
<p>When you are tired of your character’s “insights,” stop the script with:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script/stop self = tutorials.bodyfunctions.BodyFunctions
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You create your own scripts in Python, outside the game; the path you give to <code class="docutils literal notranslate"><span class="pre">script</span></code> is literally the Python path to your script file. The <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> page explains more details.</p>
|
||||
<p>You may create your own scripts in Python, outside the game; the path you give to <code class="docutils literal notranslate"><span class="pre">script</span></code> is literally the Python path to your script file. The <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> page explains more details.</p>
|
||||
</section>
|
||||
<section id="pushing-your-buttons">
|
||||
<h2><span class="section-number">1.6. </span>Pushing Your Buttons<a class="headerlink" href="#pushing-your-buttons" title="Permalink to this headline">¶</a></h2>
|
||||
<p>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 <code class="docutils literal notranslate"><span class="pre">stone</span></code> and changed its description, no one would be the wiser. However, with the combined use of custom <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a>, <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a>
|
||||
and object-based <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a>, you could expand it and other items to be as unique, complex
|
||||
and interactive as you want.</p>
|
||||
<p>Let’s take an example. So far we have only created objects that use the default object typeclass named simply <code class="docutils literal notranslate"><span class="pre">Object</span></code>. Let’s create an object that is a little more interesting. Under
|
||||
<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorials</span></code> there is a module <code class="docutils literal notranslate"><span class="pre">red_button.py</span></code>. It contains the enigmatic <code class="docutils literal notranslate"><span class="pre">RedButton</span></code> class.</p>
|
||||
<p>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 <code class="docutils literal notranslate"><span class="pre">stone</span></code> and changed its description, no one would be the wiser. However, with the combined use of custom <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a>, <a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> and object-based <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a>, you can expand it — and other items — to be as unique, complex, and interactive as you want.</p>
|
||||
<p>So, let’s work though just such an example. So far, we have only created objects that use the default object typeclass named simply <code class="docutils literal notranslate"><span class="pre">Object</span></code>. Let’s create an object that is a little more interesting. Under
|
||||
<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorials</span></code> there is a module <code class="docutils literal notranslate"><span class="pre">red_button.py</span></code>. It contains the enigmatic <code class="docutils literal notranslate"><span class="pre">RedButton</span></code> class.</p>
|
||||
<p>Let’s make us one of <em>those</em>!</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create/drop button:tutorials.red_button.RedButton
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>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.</p>
|
||||
<p>The RedButton is an example object intended to show off a few of Evennia’s features. You will find that the <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclass</span></a> and <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a> controlling it are inside <a class="reference internal" href="../../../api/evennia.contrib.tutorials.red_button.html"><span class="doc std std-doc">evennia/contrib/tutorials/red_button</span></a></p>
|
||||
<p>Enter the above command with Python-path and there you go — one red button! Just as in the Script example earlier, we have specified a Python-path to the Python code that we want Evennia to use for creating the object.</p>
|
||||
<p>The RedButton is an example object intended to show off a few of Evennia’s features. You will find that the <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclass</span></a> and <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a> controlling it are inside <a class="reference internal" href="../../../api/evennia.contrib.tutorials.red_button.html"><span class="doc std std-doc">evennia/contrib/tutorials/red_button</span></a>.</p>
|
||||
<p>If you wait for a while (make sure you dropped it!) the button will blink invitingly.</p>
|
||||
<p>Why don’t you try to push it …?</p>
|
||||
<p>Why don’t you try to push it…?</p>
|
||||
<p>Surely a big red button is meant to be pushed.</p>
|
||||
<p>You know you want to.</p>
|
||||
<div class="admonition warning">
|
||||
|
|
@ -281,23 +278,23 @@ and interactive as you want.</p>
|
|||
</section>
|
||||
<section id="making-yourself-a-house">
|
||||
<h2><span class="section-number">1.7. </span>Making Yourself a House<a class="headerlink" href="#making-yourself-a-house" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The main command for shaping the game world is <code class="docutils literal notranslate"><span class="pre">dig</span></code>. For example, if you are standing in Limbo, you can dig a route to your new house location like this:</p>
|
||||
<p>The main command for shaping your game world is <code class="docutils literal notranslate"><span class="pre">dig</span></code>. For example, if you are standing in Limbo, you can dig a route to your new house location like this:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>dig house = large red door;door;in,to the outside;out
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will create a new room named ‘house’. Spaces at the start/end of names and aliases are ignored so you could put more air if you wanted. This call will directly create an exit from your current location named ‘large red door’ and a corresponding exit named ‘to the outside’ in the house room leading back to Limbo. We also define a few aliases to those exits, so people don’t have to write the full thing all the time.</p>
|
||||
<p>If you wanted to use normal compass directions (north, west, southwest etc), you could do that with <code class="docutils literal notranslate"><span class="pre">dig</span></code> too. But Evennia also has a limited version of <code class="docutils literal notranslate"><span class="pre">dig</span></code> that helps for compass directions (and also up/down and in/out). It’s called <code class="docutils literal notranslate"><span class="pre">tunnel</span></code>:</p>
|
||||
<p>The above command will create a new room named “house.” It will also create an exit from your current location named ‘large red door’ and a corresponding exit named ‘to the outside’ in the new house room leading back to Limbo. In above, we also define a few aliases to those exits so that players don’t need to type the full exit name.</p>
|
||||
<p>If you wanted to use regular compass directions (north, west, southwest, etc.), you could do that with <code class="docutils literal notranslate"><span class="pre">dig</span></code>, too. However, Evennia also has a specialized version of <code class="docutils literal notranslate"><span class="pre">dig</span></code> that helps with cardinal directions (as well as up/down and in/out). It’s called <code class="docutils literal notranslate"><span class="pre">tunnel</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>tunnel sw = cliff
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This will create a new room “cliff” with an exit “southwest” leading there and a path “northeast” leading back from the cliff to your current location.</p>
|
||||
<p>You can create new exits from where you are, using the <code class="docutils literal notranslate"><span class="pre">open</span></code> command:</p>
|
||||
<p>This will create a new room named “cliff” with a “southwest” exit leading there, and a “northeast” path leading back from the cliff to your current location.</p>
|
||||
<p>You can create new exits from where you are standing, using the <code class="docutils literal notranslate"><span class="pre">open</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open north;n = house
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>This opens an exit <code class="docutils literal notranslate"><span class="pre">north</span></code> (with an alias <code class="docutils literal notranslate"><span class="pre">n</span></code>) to the previously created room <code class="docutils literal notranslate"><span class="pre">house</span></code>.</p>
|
||||
<p>If you have many rooms named <code class="docutils literal notranslate"><span class="pre">house</span></code> you will get a list of matches and have to select which one you want to link to.</p>
|
||||
<p>Follow the north exit to your ‘house’ or <code class="docutils literal notranslate"><span class="pre">teleport</span></code> to it:</p>
|
||||
<p>If you have many rooms named <code class="docutils literal notranslate"><span class="pre">house</span></code>, you will get a list of matches and must select to which specific one you want to link.</p>
|
||||
<p>Next, follow the northern exit to your “house” by walking north. You can also <code class="docutils literal notranslate"><span class="pre">teleport</span></code> to it:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>north
|
||||
</pre></div>
|
||||
</div>
|
||||
|
|
@ -305,48 +302,49 @@ and interactive as you want.</p>
|
|||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport house
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>To manually open an exit back to Limbo (if you didn’t do so with the <code class="docutils literal notranslate"><span class="pre">dig</span></code> command):</p>
|
||||
<p>To open an exit back to Limbo manually (in case you didn’t do so automatically by using the <code class="docutils literal notranslate"><span class="pre">dig</span></code> command):</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open door = limbo
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>(You can also us the #dbref of limbo, which you can find by using <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here</span></code> when in limbo).</p>
|
||||
<p>(You can also use the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> of Limbo, which you can find by using <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here</span></code> when standing in Limbo.)</p>
|
||||
</section>
|
||||
<section id="reshuffling-the-world">
|
||||
<h2><span class="section-number">1.8. </span>Reshuffling the World<a class="headerlink" href="#reshuffling-the-world" title="Permalink to this headline">¶</a></h2>
|
||||
<p>You can find things using the <code class="docutils literal notranslate"><span class="pre">find</span></code> command. Assuming you are back at <code class="docutils literal notranslate"><span class="pre">Limbo</span></code>, let’s teleport the <em>large box</em> to our house.</p>
|
||||
<p>Assuming you are back at <code class="docutils literal notranslate"><span class="pre">Limbo</span></code>, let’s teleport the <em>large box</em> to our <code class="docutils literal notranslate"><span class="pre">house</span></code>:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport box = house
|
||||
very large box is leaving Limbo, heading for house.
|
||||
Teleported very large box -> house.
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>We can still find the box by using find:</p>
|
||||
<p>You can find things in the game world, such as our <code class="docutils literal notranslate"><span class="pre">box</span></code>, by using the <code class="docutils literal notranslate"><span class="pre">find</span></code> command:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>find box
|
||||
One Match(#1-#8):
|
||||
very large box(#8) - src.objects.objects.Object
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>Knowing the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> of the box (#8 in this example), you can grab the box and get it back here without actually yourself going to <code class="docutils literal notranslate"><span class="pre">house</span></code> first:</p>
|
||||
<p>Knowing the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> of the box (#8 in this example), you can grab the box and get it back here without actually going to the <code class="docutils literal notranslate"><span class="pre">house</span></code> first:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport #8 = here
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>As mentioned, <code class="docutils literal notranslate"><span class="pre">here</span></code> is an alias for ‘your current location’. The box should now be back in Limbo with you. We are getting tired of the box. Let’s destroy it.</p>
|
||||
<p>As mentioned, <code class="docutils literal notranslate"><span class="pre">here</span></code> is an alias for “your current location.” The box should now be back in Limbo with you.</p>
|
||||
<p>We are getting tired of the box. Let’s destroy it:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>destroy box
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>It will ask you for confirmation. Once you give it, the box will be gone.</p>
|
||||
<p>You can destroy many objects in one go by giving a comma-separated list of objects (or a range of #dbrefs, if they are not in the same location) to the command.</p>
|
||||
<p>Issuing the `destroy`` command will ask you for confirmation. Once you confirm, the box will be gone.</p>
|
||||
<p>You can <code class="docutils literal notranslate"><span class="pre">destroy</span></code> many objects in one go by providing a comma-separated list of objects (or a range of <code class="docutils literal notranslate"><span class="pre">#dbrefs</span></code>, if they are not in the same location) to the command.</p>
|
||||
</section>
|
||||
<section id="adding-a-help-entry">
|
||||
<h2><span class="section-number">1.9. </span>Adding a Help Entry<a class="headerlink" href="#adding-a-help-entry" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The Command-help is something you modify in Python code. We’ll get to that when we get to how to add Commands. But you can also add regular help entries, for example to explain something about the history of your game world:</p>
|
||||
<p>Command-related <code class="docutils literal notranslate"><span class="pre">help</span></code> entries are something that you modify in Python code — we’ll cover that when we explain how to add Commands — but you may also add non-command-related help entries. For example, to explain something about the history of your game world:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>sethelp History = At the dawn of time ...
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>You will now find your new <code class="docutils literal notranslate"><span class="pre">History</span></code> entry in the <code class="docutils literal notranslate"><span class="pre">help</span></code> list and read your help-text with <code class="docutils literal notranslate"><span class="pre">help</span> <span class="pre">History</span></code>.</p>
|
||||
<p>You will now find your new <code class="docutils literal notranslate"><span class="pre">History</span></code> entry in the <code class="docutils literal notranslate"><span class="pre">help</span></code> list, and can read your help-text with <code class="docutils literal notranslate"><span class="pre">help</span> <span class="pre">History</span></code>.</p>
|
||||
</section>
|
||||
<section id="adding-a-world">
|
||||
<h2><span class="section-number">1.10. </span>Adding a World<a class="headerlink" href="#adding-a-world" title="Permalink to this headline">¶</a></h2>
|
||||
<p>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.</p>
|
||||
<p>After this brief introduction to building and using in-game commands, you may be ready to see a more fleshed-out example. Fortunately, Evennia comes with an tutorial world for you to explore — which we will try in the next lesson.</p>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
|
@ -375,7 +373,7 @@ and interactive as you want.</p>
|
|||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
|
||||
<li class="nav-item nav-item-2"><a href="../Beginner-Tutorial-Overview.html" >Beginner Tutorial</a> »</li>
|
||||
<li class="nav-item nav-item-3"><a href="Beginner-Tutorial-Part1-Overview.html" >Part 1: What We Have</a> »</li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">1. </span>Using commands and building stuff</a></li>
|
||||
<li class="nav-item nav-item-this"><a href=""><span class="section-number">1. </span>Using Commands and Building Stuff</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@
|
|||
<link rel="shortcut icon" href="../../../_static/favicon.ico"/>
|
||||
<link rel="index" title="Index" href="../../../genindex.html" />
|
||||
<link rel="search" title="Search" href="../../../search.html" />
|
||||
<link rel="next" title="1. Using commands and building stuff" href="Beginner-Tutorial-Building-Quickstart.html" />
|
||||
<link rel="next" title="1. Using Commands and Building Stuff" href="Beginner-Tutorial-Building-Quickstart.html" />
|
||||
<link rel="prev" title="Beginner Tutorial" href="../Beginner-Tutorial-Overview.html" />
|
||||
</head><body>
|
||||
|
||||
|
|
@ -34,7 +34,7 @@
|
|||
<a href="../../../py-modindex.html" title="Python Module Index"
|
||||
>modules</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using commands and building stuff"
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using Commands and Building Stuff"
|
||||
accesskey="N">next</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="../Beginner-Tutorial-Overview.html" title="Beginner Tutorial"
|
||||
|
|
@ -77,7 +77,7 @@
|
|||
title="previous chapter">Beginner Tutorial</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Beginner-Tutorial-Building-Quickstart.html"
|
||||
title="next chapter"><span class="section-number">1. </span>Using commands and building stuff</a></p>
|
||||
title="next chapter"><span class="section-number">1. </span>Using Commands and Building Stuff</a></p>
|
||||
<div role="note" aria-label="source link">
|
||||
<!--h3>This Page</h3-->
|
||||
<ul class="this-page-menu">
|
||||
|
|
@ -137,10 +137,10 @@
|
|||
<h2>Lessons<a class="headerlink" href="#lessons" title="Permalink to this headline">¶</a></h2>
|
||||
<div class="toctree-wrapper compound">
|
||||
<ul>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html">1. Using commands and building stuff</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#getting-help">1.1. Getting help</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#looking-around">1.2. Looking around</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#stepping-down-from-godhood">1.3. Stepping Down From Godhood</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html">1. Using Commands and Building Stuff</a><ul>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#getting-help">1.1. Getting Help</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#looking-around">1.2. Looking Around</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#stepping-down-from-godhood">1.3. Stepping Down from Godhood</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#creating-an-object">1.4. Creating an Object</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#get-a-personality">1.5. Get a Personality</a></li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Beginner-Tutorial-Building-Quickstart.html#pushing-your-buttons">1.6. Pushing Your Buttons</a></li>
|
||||
|
|
@ -263,7 +263,7 @@
|
|||
<a href="../../../py-modindex.html" title="Python Module Index"
|
||||
>modules</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using commands and building stuff"
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using Commands and Building Stuff"
|
||||
>next</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="../Beginner-Tutorial-Overview.html" title="Beginner Tutorial"
|
||||
|
|
|
|||
|
|
@ -18,7 +18,7 @@
|
|||
<link rel="index" title="Index" href="../../../genindex.html" />
|
||||
<link rel="search" title="Search" href="../../../search.html" />
|
||||
<link rel="next" title="3. Intro to using Python with Evennia" href="Beginner-Tutorial-Python-basic-introduction.html" />
|
||||
<link rel="prev" title="1. Using commands and building stuff" href="Beginner-Tutorial-Building-Quickstart.html" />
|
||||
<link rel="prev" title="1. Using Commands and Building Stuff" href="Beginner-Tutorial-Building-Quickstart.html" />
|
||||
</head><body>
|
||||
|
||||
|
||||
|
|
@ -37,7 +37,7 @@
|
|||
<a href="Beginner-Tutorial-Python-basic-introduction.html" title="3. Intro to using Python with Evennia"
|
||||
accesskey="N">next</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using commands and building stuff"
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using Commands and Building Stuff"
|
||||
accesskey="P">previous</a> |</li>
|
||||
<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 2.x</a> »</li>
|
||||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
|
||||
|
|
@ -80,7 +80,7 @@
|
|||
|
||||
<h4>Previous topic</h4>
|
||||
<p class="topless"><a href="Beginner-Tutorial-Building-Quickstart.html"
|
||||
title="previous chapter"><span class="section-number">1. </span>Using commands and building stuff</a></p>
|
||||
title="previous chapter"><span class="section-number">1. </span>Using Commands and Building Stuff</a></p>
|
||||
<h4>Next topic</h4>
|
||||
<p class="topless"><a href="Beginner-Tutorial-Python-basic-introduction.html"
|
||||
title="next chapter"><span class="section-number">3. </span>Intro to using Python with Evennia</a></p>
|
||||
|
|
@ -121,27 +121,26 @@
|
|||
|
||||
<section class="tex2jax_ignore mathjax_ignore" id="the-tutorial-world">
|
||||
<h1><span class="section-number">2. </span>The Tutorial World<a class="headerlink" href="#the-tutorial-world" title="Permalink to this headline">¶</a></h1>
|
||||
<p>The <em>Tutorial World</em> is a small and functioning MUD-style game world shipped with Evennia.
|
||||
It’s a small showcase of what is possible. It can also be useful for those who have an easier
|
||||
<p>The <em>Tutorial World</em> is a small, functioning MUD-style game world shipped with Evennia.
|
||||
It’s a small showcase of what is possible. It may also be useful for those who have an easier
|
||||
time learning by deconstructing existing code.</p>
|
||||
<p>Stand in the Limbo room and install it with</p>
|
||||
<p>To install the tutorial world, stand in the Limbo room and input:</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>batchcommand tutorial_world.build
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>What this does is to run the build script
|
||||
<p>This command runn the build script in
|
||||
<a class="reference external" href="https://github.com/evennia/evennia/blob/main/evennia/contrib/tutorials/tutorial_world/build.ev">evennia/contrib/tutorials/tutorial_world/build.ev</a>.
|
||||
This is pretty much just a list of build-commands executed in sequence by the <code class="docutils literal notranslate"><span class="pre">batchcommand</span></code> command.
|
||||
Basically, this script is a list of build-commands executed in sequence by the <code class="docutils literal notranslate"><span class="pre">batchcommand</span></code> command.
|
||||
Wait for the building to complete and don’t run it twice.</p>
|
||||
<blockquote>
|
||||
<div><p>After having run the batchcommand, the <code class="docutils literal notranslate"><span class="pre">intro</span></code> command also becomes available in Limbo. Try it out to
|
||||
for in-game help and to get an example of <a class="reference internal" href="../../../Components/EvMenu.html"><span class="doc std std-doc">EvMenu</span></a>, Evennia’s in-built
|
||||
<div><p>After having run the batchcommand, the <code class="docutils literal notranslate"><span class="pre">intro</span></code> command becomes available in Limbo. Try it out for
|
||||
in-game help using an example of <a class="reference internal" href="../../../Components/EvMenu.html"><span class="doc std std-doc">EvMenu</span></a>, Evennia’s in-built
|
||||
menu generation system!</p>
|
||||
</div></blockquote>
|
||||
<p>The game consists of a single-player quest and has some 20 rooms that you can explore as you seek
|
||||
<p>The tutorial world consists of a single-player quest and has some 20 rooms to explore as you seek
|
||||
to discover the whereabouts of a mythical weapon.</p>
|
||||
<p>A new exit should have appeared named <em>Tutorial</em>. Enter by writing <code class="docutils literal notranslate"><span class="pre">tutorial</span></code>.</p>
|
||||
<p>You will automatically <code class="docutils literal notranslate"><span class="pre">quell</span></code> when you enter (and <code class="docutils literal notranslate"><span class="pre">unquell</span></code> when you leave), so you can play the way it was intended.
|
||||
Both if you are triumphant or if you use the <code class="docutils literal notranslate"><span class="pre">give</span> <span class="pre">up</span></code> command you will eventually end up back in Limbo.</p>
|
||||
<p>A new exit should have appeared named <em>Tutorial</em>. Enter the tutorial world by typing <code class="docutils literal notranslate"><span class="pre">tutorial</span></code>.</p>
|
||||
<p>You will automatically <code class="docutils literal notranslate"><span class="pre">quell</span></code> when you enter (and <code class="docutils literal notranslate"><span class="pre">unquell</span></code> when you leave), so you can play the way it was intended. Whether you are triumphant or use the <code class="docutils literal notranslate"><span class="pre">give</span> <span class="pre">up</span></code> command, you will eventually end up back in Limbo.</p>
|
||||
<div class="admonition important">
|
||||
<p class="admonition-title">Important</p>
|
||||
<p>Only LOSERS and QUITTERS use the <code class="docutils literal notranslate"><span class="pre">give</span> <span class="pre">up</span></code> command.</p>
|
||||
|
|
@ -150,12 +149,12 @@ Both if you are triumphant or if you use the <code class="docutils literal notra
|
|||
<h2><span class="section-number">2.1. </span>Gameplay<a class="headerlink" href="#gameplay" title="Permalink to this headline">¶</a></h2>
|
||||
<p><img alt="the castle off the moor" src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22916c25-6299-453d-a221-446ec839f567/da2pmzu-46d63c6d-9cdc-41dd-87d6-1106db5a5e1a.jpg/v1/fill/w_600,h_849,q_75,strp/the_castle_off_the_moor_by_griatch_art_da2pmzu-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOiIsImlzcyI6InVybjphcHA6Iiwib2JqIjpbW3siaGVpZ2h0IjoiPD04NDkiLCJwYXRoIjoiXC9mXC8yMjkxNmMyNS02Mjk5LTQ1M2QtYTIyMS00NDZlYzgzOWY1NjdcL2RhMnBtenUtNDZkNjNjNmQtOWNkYy00MWRkLTg3ZDYtMTEwNmRiNWE1ZTFhLmpwZyIsIndpZHRoIjoiPD02MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.omuS3D1RmFiZCy9OSXiIita-HxVGrBok3_7asq0rflw" />
|
||||
(image by Griatch)</p>
|
||||
<p><em>To get into the mood of this miniature quest, imagine you are an adventurer out to find fame and
|
||||
fortune. You have heard rumours of an old castle ruin by the coast. In its depth a warrior princess
|
||||
was buried together with her powerful magical weapon - a valuable prize, if it’s true. Of course
|
||||
this is a chance to adventure that you cannot turn down!</em></p>
|
||||
<p><em>To get into the mood of our miniature quest, imagine you are an adventurer out to find fame and
|
||||
fortune. You have heard rumours of an old castle ruin by the coast. In its depths, a warrior princess
|
||||
was buried together with her powerful magical weapon — a valuable prize, if true. Of course,
|
||||
this is a chance for adventure that you simply cannot turn down!</em></p>
|
||||
<p><em>You reach the ocean in the midst of a raging thunderstorm. With wind and rain screaming in your
|
||||
face you stand where the moor meets the sea along a high, rocky coast …</em></p>
|
||||
face, you stand where the moor meets the sea along a high, rocky coast…</em></p>
|
||||
<hr class="docutils" />
|
||||
<section id="gameplay-hints">
|
||||
<h3><span class="section-number">2.1.1. </span>Gameplay hints<a class="headerlink" href="#gameplay-hints" title="Permalink to this headline">¶</a></h3>
|
||||
|
|
@ -240,7 +239,7 @@ The build-script is <a class="reference external" href="https://github.com/evenn
|
|||
<a href="Beginner-Tutorial-Python-basic-introduction.html" title="3. Intro to using Python with Evennia"
|
||||
>next</a> |</li>
|
||||
<li class="right" >
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using commands and building stuff"
|
||||
<a href="Beginner-Tutorial-Building-Quickstart.html" title="1. Using Commands and Building Stuff"
|
||||
>previous</a> |</li>
|
||||
<li class="nav-item nav-item-0"><a href="../../../index.html">Evennia 2.x</a> »</li>
|
||||
<li class="nav-item nav-item-1"><a href="../../Howtos-Overview.html" >Tutorials and How-To’s</a> »</li>
|
||||
|
|
|
|||
|
|
@ -1,25 +1,24 @@
|
|||
# Using commands and building stuff
|
||||
# Using Commands and Building Stuff
|
||||
|
||||
In this lesson, we will test out what we can do in-game out-of-the-box. Evennia ships with
|
||||
[around 90 default commands](../../../Components/Default-Commands.md), and while you can override those as you please,
|
||||
the defaults can be quite useful.
|
||||
[around 90 default commands](../../../Components/Default-Commands.md) and, while you can override those as you please, the defaults 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.
|
||||
Connect and login to your new game. You will find yourself in the "Limbo" location. This
|
||||
is the only room in the game at this point. Let's explore the default commands a little.
|
||||
|
||||
The default commands has syntax [similar to MUX](../../../Coding/Default-Command-Syntax.md):
|
||||
The default commands have syntax [similar to MUX](../../../Coding/Default-Command-Syntax.md):
|
||||
|
||||
command[/switch/switch...] [arguments ...]
|
||||
|
||||
An example would be
|
||||
An example would be:
|
||||
|
||||
create/drop box
|
||||
|
||||
A _/switch_ is a special, optional flag to the command to make it behave differently. It is always put directly after the command name, and begins with a forward slash (`/`). The _arguments_ are one or more inputs to the commands. It's common to use an equal sign (`=`) when assigning something to an object.
|
||||
A _/switch_ is a special, optional flag to make a command behave differently. A switch is always put directly after the command name, and begins with a forward slash (`/`). The _arguments_ are one or more inputs to the commands. It's common to use an equal sign (`=`) when assigning something to an object.
|
||||
|
||||
> Are you used to commands starting with @, like @create? That will work too. Evennia simply ignores the preceeding @.
|
||||
> Are you used to commands starting with @, like @create? That will work, too. Evennia simply ignores the preceeding @.
|
||||
|
||||
## Getting help
|
||||
## Getting Help
|
||||
|
||||
help
|
||||
|
||||
|
|
@ -29,30 +28,30 @@ Will give you a list of all commands available to you. Use
|
|||
|
||||
to see the in-game help for that command.
|
||||
|
||||
## Looking around
|
||||
## Looking Around
|
||||
|
||||
The most common comman is
|
||||
The most common command is
|
||||
|
||||
look
|
||||
|
||||
This will show you the description of the current location. `l` is an alias.
|
||||
This will show you the description of the current location. `l` is an alias for the look command.
|
||||
|
||||
When targeting objects in commands, you have two special labels you can use, `here` for the current room or `me`/`self` to point back to yourself. So
|
||||
When targeting objects in commands, you have two special labels you can use: `here` for the current room, or `me`/`self` to point back to yourself. Thus,
|
||||
|
||||
look me
|
||||
|
||||
will give you your own description. `look here` is, in this case, the same as plain `look`.
|
||||
will give you your own description. `look here` is, in this case, the same as just plain `look`.
|
||||
|
||||
|
||||
## Stepping Down From Godhood
|
||||
## Stepping Down from Godhood
|
||||
|
||||
If you just installed Evennia, your very first player account is called user #1, also known as the _superuser_ or _god user_. This user is very powerful, so powerful that it will override many game restrictions (such as locks). This can be useful, but it also hides some functionality that you might want to test.
|
||||
If you just installed Evennia, your very first player account is called user #1 — also known as the _superuser_ or _god user_. This user is very powerful — so powerful that it will override many game restrictions (such as locks). This can be useful, but it also hides some functionality that you might want to test.
|
||||
|
||||
To temporarily step down from your superuser position, you can use the `quell` command in-game:
|
||||
To step down temporarily from your superuser position, you may use the `quell` command in-game:
|
||||
|
||||
quell
|
||||
|
||||
This will make you start using the permission of your current character's level instead of your superuser level. If you didn't change any settings, your game Character should have an _Developer_ level permission - high as can be without bypassing locks like the superuser does. This will work fine for the examples on this page. Use
|
||||
This will make you start using the permission of your current character's level instead of your superuser level. If you didn't change any settings, your initial game Character should have _Developer_ level permission — as high as can be without bypassing locks like the superuser does. This will work fine for the examples on this page. Use
|
||||
|
||||
unquell
|
||||
|
||||
|
|
@ -60,106 +59,105 @@ to get superuser status again when you are done.
|
|||
|
||||
## Creating an Object
|
||||
|
||||
Basic objects can be anything -- swords, flowers, and non-player characters. They are created using the `create` command:
|
||||
Basic objects can be anything — swords, flowers, and non-player characters. They are created using the `create` command. For example:
|
||||
|
||||
create box
|
||||
|
||||
This created a new 'box' (of the default object type) in your inventory. Use the command `inventory` (or `i`) to see it. Now, 'box' is a rather short name, let's rename it and tack on a few aliases.
|
||||
This creates a new 'box' (of the default object type) in your inventory. Use the command `inventory` (or `i`) to see it. Now, 'box' is a rather short name, so let's rename it and tack on a few aliases:
|
||||
|
||||
name box = very large box;box;very;crate
|
||||
|
||||
```{warning} MUD clients and semi-colon:
|
||||
Some traditional MUD clients use the semi-colon `;` to separate client inputs. If so, the above line will give an error. You need to change your client to use another command-separator or to put it in 'verbatim' mode. If you still have trouble, use the Evennia web client instead.
|
||||
```{warning} MUD Clients and Semi-Colons:
|
||||
Some traditional MUD clients use the semi-colon `;` to separate client inputs. If so, the above line will give an error and you'll need to change your client to use another command-separator or put it in 'verbatim' mode. If you still have trouble, use the Evennia web client instead.
|
||||
```
|
||||
|
||||
We have now renamed the box as _very large box_ — and this is what we will see when looking at it. However, we will also recognize it by any of the other names we have offered as arguments to the name command above (i.e., _crate_ or simply _box_ as before). We also could have given these aliases directly after the name in the initial `create` object command. This is true for all creation commands — you can always provide a list of `;`-separated aliases to the name of your new object. In our example, if you had not wanted to change the box object's name itself, but to add aliases only, you could use the `alias` command.
|
||||
|
||||
We now renamed the box to _very large box_ (and this is what we will see when looking at it), but we will also recognize it by any of the other names we give - like _crate_ or simply _box_ as before. We could have given these aliases directly after the name in the `create` command. This is true for all creation commands - you can always tag on a list of `;`-separated aliases to the name of your new object. If you had wanted to not change the name itself, but to only add aliases, you could have used the `alias` command.
|
||||
|
||||
We are currently carrying the box. Let's drop it (there is also a shortcut to create and drop in
|
||||
one go by using the `/drop` switch, for example `create/drop box`).
|
||||
At this point in the building tutorial, our Character is currently carrying the box. Let's drop it:
|
||||
|
||||
drop box
|
||||
|
||||
Hey presto - there it is on the ground, in all its normality.
|
||||
Hey presto, — there it is on the ground, in all its normality. There is also a shortcut to both create and drop an object in one go by using the `/drop` switch (e.g, `create/drop box`).
|
||||
|
||||
Let us take a closer look at our new box:
|
||||
|
||||
examine box
|
||||
|
||||
This will show some technical details about the box object. For now we will ignore what this
|
||||
The examine command will show some technical details about the box object. For now, we will ignore what this
|
||||
information means.
|
||||
|
||||
Try to `look` at the box to see the (default) description.
|
||||
Try to `look` at the box to see the (default) description:
|
||||
|
||||
look box
|
||||
> look box
|
||||
You see nothing special.
|
||||
|
||||
The description you get is not very exciting. Let's add some flavor.
|
||||
The default description is not very exciting. Let's add some flavor:
|
||||
|
||||
desc box = This is a large and very heavy box.
|
||||
|
||||
If you try the `get` command, we will pick up the box. So far so good, but if we really want this to be a large and heavy box, people should _not_ be able to run off with it that easily. To prevent this we need to lock it down. This is done by assigning a _Lock_ to it. Make sure the box was dropped in the room, then try this:
|
||||
If you try the `get` command, we will pick up the box. So far so good. But, if we really want this to be a large and heavy box, people should _not_ be able to run off with it so easily. To prevent this, we must lock it down. This is done by assigning a _lock_ to it. TO do so, first make sure the box was dropped in the room, then use the lock command:
|
||||
|
||||
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 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:
|
||||
Locks represent a rather [big topic](../../../Components/Locks.md) but, for now, this will do what we want. The above command will lock the box so no one can lift it — with one exception. Remember that superusers override all locks and will pick it up anyway. Make sure you are quelling your superuser powers, and try to get it again:
|
||||
|
||||
> get box
|
||||
You can't get that.
|
||||
|
||||
Think this default error message looks dull? The `get` command looks for an [Attribute](../../../Components/Attributes.md) named `get_err_msg` for returning a nicer error messageod (this can be seen from the default `get` command code). You set attributes using the `set` command:
|
||||
Think this default error message looks dull? The `get` command looks for an [Attribute](../../../Components/Attributes.md) named `get_err_msg` to return as a custom error message. We set attributes using the `set` command:
|
||||
|
||||
set box/get_err_msg = It's way too heavy for you to lift.
|
||||
|
||||
Try to get it now and you should see a nicer error message echoed back to you. To see what this message string is in the future, you can use 'examine.'
|
||||
Now try to get the box and you should see a more pertinent error message echoed back to you. To see what this message string is in the future, you can use 'examine'.
|
||||
|
||||
examine box/get_err_msg
|
||||
|
||||
Examine will return the value of attributes, including color codes. `examine here/desc` would return the raw description of your current room (including color codes), so that you can copy-and-paste to set its description to something else.
|
||||
`Examine` will return the value of attributes, including color codes. For instance, `examine here/desc` would return the raw description of the current room (including color codes), so that you can copy-and-paste to set its description to something else.
|
||||
|
||||
You create new Commands (or modify existing ones) in Python outside the game. We will get to that later, in the [Commands tutorial](./Beginner-Tutorial-Adding-Commands.md).
|
||||
You create new Commands — or modify existing ones — in Python code outside the game. We explore doing so later in the [Commands tutorial](./Beginner-Tutorial-Adding-Commands.md).
|
||||
|
||||
## Get a Personality
|
||||
|
||||
[Scripts](../../../Components/Scripts.md) 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/tutorials/bodyfunctions/bodyfunctions.py` that is called `BodyFunctions`. To add this to us we will use the `script` command:
|
||||
[Scripts](../../../Components/Scripts.md) 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 our first script, let's apply one to ourselves. There is an example script in `evennia/contrib/tutorials/bodyfunctions/bodyfunctions.py` that is called `BodyFunctions`. To add this to our self, we may use the `script` command:
|
||||
|
||||
script self = tutorials.bodyfunctions.BodyFunctions
|
||||
|
||||
This string will tell Evennia to dig up the Python code at the place we indicate. It already knows to look in the `contrib/` folder, so we don't have to give the full path.
|
||||
The above string tells Evennia to dig up the Python code at the place we indicate. It already knows to look in the `contrib/` folder, so we don't have to give the full path.
|
||||
|
||||
> Note also how we use `.` instead of `/` (or `\` on Windows). This is a so-called "Python path". In a Python-path, > you separate the parts of the path with `.` and skip the `.py` file-ending. Importantly, it also allows you to point to Python code _inside_ files, like the `BodyFunctions` class inside `bodyfunctions.py` (we'll get to classes later). These "Python-paths" are used extensively throughout Evennia.
|
||||
> Note also how we use `.` instead of `/` (or `\` on Windows). This convention is a so-called "Python-path." In a Python-path, you separate the parts of the path with `.` and skip the `.py` file-ending. Importantly, it also allows you to point to Python code _inside_ files as in our example where the `BodyFunctions` class is inside the `bodyfunctions.py` file. We'll get to classes later. These "Python-paths" are used extensively throughout Evennia.
|
||||
|
||||
Wait a while and you will notice yourself starting making random observations ...
|
||||
Wait a while and you will notice yourself starting to make random observations...
|
||||
|
||||
script self
|
||||
script self =
|
||||
|
||||
This will show details about scripts on yourself (also `examine` works). You will see how long it is until it "fires" next. Don't be alarmed if nothing happens when the countdown reaches zero - this particular script has a randomizer to determine if it will say something or not. So you will not see output every time it fires.
|
||||
The above command will show details about scripts on the given object, in this case your self. The `examine` command also includes such details.
|
||||
|
||||
When you are tired of your character's "insights", kill the script with
|
||||
You will see how long it is until it "fires" next. Don't be alarmed if nothing happens when the countdown reaches zero — this particular script has a randomizer to determine if it will say something or not. So you will not see output every time it fires.
|
||||
|
||||
When you are tired of your character's "insights," stop the script with:
|
||||
|
||||
script/stop self = tutorials.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](../../../Components/Scripts.md) page explains more details.
|
||||
You may 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](../../../Components/Scripts.md) 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, 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.
|
||||
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 can 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 named simply `Object`. Let's create an object that is a little more interesting. Under
|
||||
`evennia/contrib/tutorials` there is a module `red_button.py`. It contains the enigmatic `RedButton` class.
|
||||
So, let's work though just such an example. So far, we have only created objects that use the default object typeclass named simply `Object`. Let's create an object that is a little more interesting. Under
|
||||
`evennia/contrib/tutorials` there is a module `red_button.py`. It contains the enigmatic `RedButton` class.
|
||||
|
||||
Let's make us one of _those_!
|
||||
|
||||
create/drop button:tutorials.red_button.RedButton
|
||||
|
||||
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.
|
||||
Enter the above command with Python-path and there you go — one red button! Just as in the Script example earlier, we have specified a Python-path to the Python code that we want Evennia to use for creating the object.
|
||||
|
||||
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)
|
||||
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).
|
||||
|
||||
If you wait for a while (make sure you dropped it!) the button will blink invitingly.
|
||||
|
||||
Why don't you try to push it ...?
|
||||
Why don't you try to push it...?
|
||||
|
||||
Surely a big red button is meant to be pushed.
|
||||
|
||||
|
|
@ -170,27 +168,27 @@ You know you want to.
|
|||
|
||||
## Making Yourself a House
|
||||
|
||||
The main command for shaping the game world is `dig`. For example, if you are standing in Limbo, you can dig a route to your new house location like this:
|
||||
The main command for shaping your game world is `dig`. For example, if you are standing in Limbo, you can dig a route to your new house location like this:
|
||||
|
||||
dig house = large red door;door;in,to the outside;out
|
||||
|
||||
This will create a new room named 'house'. Spaces at the start/end of names and aliases are ignored so you could put more air if you wanted. This call will directly create an exit from your current location named 'large red door' and a corresponding exit named 'to the outside' in the house room leading back to Limbo. We also define a few aliases to those exits, so people don't have to write the full thing all the time.
|
||||
The above command will create a new room named "house." It will also create an exit from your current location named 'large red door' and a corresponding exit named 'to the outside' in the new house room leading back to Limbo. In above, we also define a few aliases to those exits so that players don't need to type the full exit name.
|
||||
|
||||
If you wanted to use normal compass directions (north, west, southwest etc), you could do that with `dig` too. But Evennia also has a limited version of `dig` that helps for compass directions (and also up/down and in/out). It's called `tunnel`:
|
||||
If you wanted to use regular compass directions (north, west, southwest, etc.), you could do that with `dig`, too. However, Evennia also has a specialized version of `dig` that helps with cardinal directions (as well as up/down and in/out). It's called `tunnel`:
|
||||
|
||||
tunnel sw = cliff
|
||||
|
||||
This will create a new room "cliff" with an exit "southwest" leading there and a path "northeast" leading back from the cliff to your current location.
|
||||
This will create a new room named "cliff" with a "southwest" exit leading there, and a "northeast" path leading back from the cliff to your current location.
|
||||
|
||||
You can create new exits from where you are, using the `open` command:
|
||||
You can create new exits from where you are standing, using the `open` command:
|
||||
|
||||
open north;n = house
|
||||
|
||||
This opens an exit `north` (with an alias `n`) to the previously created room `house`.
|
||||
|
||||
If you have many rooms named `house` you will get a list of matches and have to select which one you want to link to.
|
||||
If you have many rooms named `house`, you will get a list of matches and must select to which specific one you want to link.
|
||||
|
||||
Follow the north exit to your 'house' or `teleport` to it:
|
||||
Next, follow the northern exit to your "house" by walking north. You can also `teleport` to it:
|
||||
|
||||
north
|
||||
|
||||
|
|
@ -198,46 +196,48 @@ or:
|
|||
|
||||
teleport house
|
||||
|
||||
To manually open an exit back to Limbo (if you didn't do so with the `dig` command):
|
||||
To open an exit back to Limbo manually (in case you didn't do so automatically by using the `dig` command):
|
||||
|
||||
open door = limbo
|
||||
|
||||
(You can also us the #dbref of limbo, which you can find by using `examine here` when in limbo).
|
||||
(You can also use the `#dbref` of Limbo, which you can find by using `examine here` when standing in Limbo.)
|
||||
|
||||
## Reshuffling the World
|
||||
|
||||
You can find things using the `find` command. Assuming you are back at `Limbo`, let's teleport the _large box_ to our house.
|
||||
Assuming you are back at `Limbo`, let's teleport the _large box_ to our `house`:
|
||||
|
||||
teleport box = house
|
||||
very large box is leaving Limbo, heading for house.
|
||||
Teleported very large box -> house.
|
||||
|
||||
We can still find the box by using find:
|
||||
You can find things in the game world, such as our `box`, by using the `find` command:
|
||||
|
||||
find box
|
||||
One Match(#1-#8):
|
||||
very large box(#8) - src.objects.objects.Object
|
||||
|
||||
Knowing the `#dbref` of the box (#8 in this example), you can grab the box and get it back here without actually yourself going to `house` first:
|
||||
Knowing the `#dbref` of the box (#8 in this example), you can grab the box and get it back here without actually going to the `house` first:
|
||||
|
||||
teleport #8 = here
|
||||
|
||||
As mentioned, `here` is an alias for 'your current location'. The box should now be back in Limbo with you. We are getting tired of the box. Let's destroy it.
|
||||
As mentioned, `here` is an alias for "your current location." The box should now be back in Limbo with you.
|
||||
|
||||
We are getting tired of the box. Let's destroy it:
|
||||
|
||||
destroy box
|
||||
|
||||
It will ask you for confirmation. Once you give it, the box will be gone.
|
||||
Issuing the `destroy`` command will ask you for confirmation. Once you confirm, the box will be gone.
|
||||
|
||||
You can destroy many objects in one go by giving a comma-separated list of objects (or a range of #dbrefs, if they are not in the same location) to the command.
|
||||
You can `destroy` many objects in one go by providing a comma-separated list of objects (or a range of `#dbrefs`, if they are not in the same location) to the command.
|
||||
|
||||
## Adding a Help Entry
|
||||
|
||||
The Command-help is something you modify in Python code. We'll get to that when we get to how to add Commands. But you can also add regular help entries, for example to explain something about the history of your game world:
|
||||
Command-related `help` entries are something that you modify in Python code — we'll cover that when we explain how to add Commands — but you may also add non-command-related help entries. For example, to explain something about the history of your game world:
|
||||
|
||||
sethelp History = At the dawn of time ...
|
||||
|
||||
You will now find your new `History` entry in the `help` list and read your help-text with `help History`.
|
||||
You will now find your new `History` entry in the `help` list, and can read your help-text with `help History`.
|
||||
|
||||
## 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. Fortunately, Evennia comes with an tutorial world for you to explore — which we will try in the next lesson.
|
||||
|
|
|
|||
|
|
@ -1,29 +1,28 @@
|
|||
# The Tutorial World
|
||||
|
||||
The *Tutorial World* is a small and functioning MUD-style game world shipped with Evennia.
|
||||
It's a small showcase of what is possible. It can also be useful for those who have an easier
|
||||
The *Tutorial World* is a small, functioning MUD-style game world shipped with Evennia.
|
||||
It's a small showcase of what is possible. It may also be useful for those who have an easier
|
||||
time learning by deconstructing existing code.
|
||||
|
||||
Stand in the Limbo room and install it with
|
||||
To install the tutorial world, stand in the Limbo room and input:
|
||||
|
||||
batchcommand tutorial_world.build
|
||||
|
||||
What this does is to run the build script
|
||||
This command runn the build script in
|
||||
[evennia/contrib/tutorials/tutorial_world/build.ev](github:evennia/contrib/tutorials/tutorial_world/build.ev).
|
||||
This is pretty much just a list of build-commands executed in sequence by the `batchcommand` command.
|
||||
Basically, this script is a list of build-commands executed in sequence by the `batchcommand` command.
|
||||
Wait for the building to complete and don't run it twice.
|
||||
|
||||
> After having run the batchcommand, the `intro` command also becomes available in Limbo. Try it out to
|
||||
> for in-game help and to get an example of [EvMenu](../../../Components/EvMenu.md), Evennia's in-built
|
||||
> After having run the batchcommand, the `intro` command becomes available in Limbo. Try it out for
|
||||
> in-game help using an example of [EvMenu](../../../Components/EvMenu.md), Evennia's in-built
|
||||
> menu generation system!
|
||||
|
||||
The game consists of a single-player quest and has some 20 rooms that you can explore as you seek
|
||||
The tutorial world consists of a single-player quest and has some 20 rooms to explore as you seek
|
||||
to discover the whereabouts of a mythical weapon.
|
||||
|
||||
A new exit should have appeared named _Tutorial_. Enter by writing `tutorial`.
|
||||
A new exit should have appeared named _Tutorial_. Enter the tutorial world by typing `tutorial`.
|
||||
|
||||
You will automatically `quell` when you enter (and `unquell` when you leave), so you can play the way it was intended.
|
||||
Both if you are triumphant or if you use the `give up` command you will eventually end up back in Limbo.
|
||||
You will automatically `quell` when you enter (and `unquell` when you leave), so you can play the way it was intended. Whether you are triumphant or use the `give up` command, you will eventually end up back in Limbo.
|
||||
|
||||
```{important}
|
||||
Only LOSERS and QUITTERS use the `give up` command.
|
||||
|
|
@ -34,13 +33,13 @@ Only LOSERS and QUITTERS use the `give up` command.
|
|||

|
||||
(image by Griatch)
|
||||
|
||||
*To get into the mood of this miniature quest, imagine you are an adventurer out to find fame and
|
||||
fortune. You have heard rumours of an old castle ruin by the coast. In its depth a warrior princess
|
||||
was buried together with her powerful magical weapon - a valuable prize, if it's true. Of course
|
||||
this is a chance to adventure that you cannot turn down!*
|
||||
*To get into the mood of our miniature quest, imagine you are an adventurer out to find fame and
|
||||
fortune. You have heard rumours of an old castle ruin by the coast. In its depths, a warrior princess
|
||||
was buried together with her powerful magical weapon — a valuable prize, if true. Of course,
|
||||
this is a chance for adventure that you simply cannot turn down!*
|
||||
|
||||
*You reach the ocean in the midst of a raging thunderstorm. With wind and rain screaming in your
|
||||
face you stand where the moor meets the sea along a high, rocky coast ...*
|
||||
face, you stand where the moor meets the sea along a high, rocky coast...*
|
||||
|
||||
---
|
||||
|
||||
|
|
|
|||
|
|
@ -141,7 +141,7 @@ method. Otherwise all text will be returned to all connected sessions.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.account.CmdOOCLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -172,7 +172,7 @@ method. Otherwise all text will be returned to all connected sessions.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.account.CmdOOCLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look while out-of-character\n\n Usage:\n look\n\n Look in the ooc state.\n '}</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look while out-of-character\n\n Usage:\n look\n\n Look in the ooc state.\n '}</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -325,7 +325,7 @@ to accounts respectively.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.admin.CmdEmit.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['remit', 'pemit']</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['pemit', 'remit']</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -356,7 +356,7 @@ to accounts respectively.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.admin.CmdEmit.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'remit pemit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' remit pemit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'pemit remit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' pemit remit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -146,7 +146,7 @@ skipping, reloading etc.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.batchprocess.CmdBatchCommands.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['batchcmd', 'batchcommand']</em><a class="headerlink" href="#evennia.commands.default.batchprocess.CmdBatchCommands.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['batchcommand', 'batchcmd']</em><a class="headerlink" href="#evennia.commands.default.batchprocess.CmdBatchCommands.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -177,7 +177,7 @@ skipping, reloading etc.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.batchprocess.CmdBatchCommands.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'batchcmd batchcommand', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcmd batchcommand', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}</em><a class="headerlink" href="#evennia.commands.default.batchprocess.CmdBatchCommands.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'batchcommand batchcmd', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcommand batchcmd', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}</em><a class="headerlink" href="#evennia.commands.default.batchprocess.CmdBatchCommands.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -600,7 +600,7 @@ You can specify the /force switch to bypass this confirmation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdDestroy.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@delete', '@del']</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@del', '@delete']</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -641,7 +641,7 @@ You can specify the /force switch to bypass this confirmation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdDestroy.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@delete @del', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy delete del', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@del @delete', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy del delete', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -1353,7 +1353,7 @@ server settings.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdTypeclass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@parent', '@type', '@update', '@typeclasses', '@swap']</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@typeclasses', '@parent', '@update', '@type', '@swap']</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -1384,7 +1384,7 @@ server settings.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdTypeclass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@parent @type @update @typeclasses @swap', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass parent type update typeclasses swap', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@typeclasses @parent @update @type @swap', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass typeclasses parent update type swap', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -183,7 +183,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -214,7 +214,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -276,7 +276,7 @@ for everyone to use, you need build privileges and the alias command.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdNick.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['nicks', 'nickname']</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['nickname', 'nicks']</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -308,7 +308,7 @@ for everyone to use, you need build privileges and the alias command.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdNick.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'nicks nickname', 'category': 'general', 'key': 'nick', 'no_prefix': ' nicks nickname', 'tags': '', 'text': '\n define a personal alias/nick by defining a string to\n match and replace it with another on the fly\n\n Usage:\n nick[/switches] <string> [= [replacement_string]]\n nick[/switches] <template> = <replacement_template>\n nick/delete <string> or number\n nicks\n\n Switches:\n inputline - replace on the inputline (default)\n object - replace on object-lookup\n account - replace on account-lookup\n list - show all defined aliases (also "nicks" works)\n delete - remove nick by index in /list\n clearall - clear all nicks\n\n Examples:\n nick hi = say Hello, I\'m Sarah!\n nick/object tom = the tall man\n nick build $1 $2 = create/drop $1;$2\n nick tell $1 $2=page $1=$2\n nick tm?$1=page tallman=$1\n nick tm\\=$1=page tallman=$1\n\n A \'nick\' is a personal string replacement. Use $1, $2, ... to catch arguments.\n Put the last $-marker without an ending space to catch all remaining text. You\n can also use unix-glob matching for the left-hand side <string>:\n\n * - matches everything\n ? - matches 0 or 1 single characters\n [abcd] - matches these chars in any order\n [!abcd] - matches everything not among these chars\n \\= - escape literal \'=\' you want in your <string>\n\n Note that no objects are actually renamed or changed by this command - your nicks\n are only available to you. If you want to permanently add keywords to an object\n for everyone to use, you need build privileges and the alias command.\n\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'nickname nicks', 'category': 'general', 'key': 'nick', 'no_prefix': ' nickname nicks', 'tags': '', 'text': '\n define a personal alias/nick by defining a string to\n match and replace it with another on the fly\n\n Usage:\n nick[/switches] <string> [= [replacement_string]]\n nick[/switches] <template> = <replacement_template>\n nick/delete <string> or number\n nicks\n\n Switches:\n inputline - replace on the inputline (default)\n object - replace on object-lookup\n account - replace on account-lookup\n list - show all defined aliases (also "nicks" works)\n delete - remove nick by index in /list\n clearall - clear all nicks\n\n Examples:\n nick hi = say Hello, I\'m Sarah!\n nick/object tom = the tall man\n nick build $1 $2 = create/drop $1;$2\n nick tell $1 $2=page $1=$2\n nick tm?$1=page tallman=$1\n nick tm\\=$1=page tallman=$1\n\n A \'nick\' is a personal string replacement. Use $1, $2, ... to catch arguments.\n Put the last $-marker without an ending space to catch all remaining text. You\n can also use unix-glob matching for the left-hand side <string>:\n\n * - matches everything\n ? - matches 0 or 1 single characters\n [abcd] - matches these chars in any order\n [!abcd] - matches everything not among these chars\n \\= - escape literal \'=\' you want in your <string>\n\n Note that no objects are actually renamed or changed by this command - your nicks\n are only available to you. If you want to permanently add keywords to an object\n for everyone to use, you need build privileges and the alias command.\n\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -606,7 +606,7 @@ placing it in their inventory.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdSay.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ["'", '"']</em><a class="headerlink" href="#evennia.commands.default.general.CmdSay.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['"', "'"]</em><a class="headerlink" href="#evennia.commands.default.general.CmdSay.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -637,7 +637,7 @@ placing it in their inventory.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdSay.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdSay.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdSay.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -717,7 +717,7 @@ automatically begin with your name.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdPose.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['emote', ':']</em><a class="headerlink" href="#evennia.commands.default.general.CmdPose.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [':', 'emote']</em><a class="headerlink" href="#evennia.commands.default.general.CmdPose.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -758,7 +758,7 @@ space.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdPose.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'emote :', 'category': 'general', 'key': 'pose', 'no_prefix': ' emote :', 'tags': '', 'text': "\n strike a pose\n\n Usage:\n pose <pose text>\n pose's <pose text>\n\n Example:\n pose is standing by the wall, smiling.\n -> others will see:\n Tom is standing by the wall, smiling.\n\n Describe an action being taken. The pose text will\n automatically begin with your name.\n "}</em><a class="headerlink" href="#evennia.commands.default.general.CmdPose.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': ': emote', 'category': 'general', 'key': 'pose', 'no_prefix': ' : emote', 'tags': '', 'text': "\n strike a pose\n\n Usage:\n pose <pose text>\n pose's <pose text>\n\n Example:\n pose is standing by the wall, smiling.\n -> others will see:\n Tom is standing by the wall, smiling.\n\n Describe an action being taken. The pose text will\n automatically begin with your name.\n "}</em><a class="headerlink" href="#evennia.commands.default.general.CmdPose.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -781,7 +781,7 @@ which permission groups you are a member of.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdAccess.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hierarchy', 'groups']</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['groups', 'hierarchy']</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -812,7 +812,7 @@ which permission groups you are a member of.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdAccess.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'hierarchy groups', 'category': 'general', 'key': 'access', 'no_prefix': ' hierarchy groups', 'tags': '', 'text': '\n show your current game access\n\n Usage:\n access\n\n This command shows you the permission hierarchy and\n which permission groups you are a member of.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'groups hierarchy', 'category': 'general', 'key': 'access', 'no_prefix': ' groups hierarchy', 'tags': '', 'text': '\n show your current game access\n\n Usage:\n access\n\n This command shows you the permission hierarchy and\n which permission groups you are a member of.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -963,7 +963,7 @@ main test suite started with</p>
|
|||
<p>Test the batch processor.</p>
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.tests.TestBatchProcess.red_button">
|
||||
<code class="sig-name descname">red_button</code><em class="property"> = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmpxq7pny5z/c4c4cb14ff915a62cf98070e3bd5ab5b3f633e30/evennia/contrib/tutorials/red_button/red_button.py'></em><a class="headerlink" href="#evennia.commands.default.tests.TestBatchProcess.red_button" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">red_button</code><em class="property"> = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmpivnama9j/0f313eb149ab70100682d36cc91d0f4fe4c35b1c/evennia/contrib/tutorials/red_button/red_button.py'></em><a class="headerlink" href="#evennia.commands.default.tests.TestBatchProcess.red_button" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
|
|||
|
|
@ -300,7 +300,7 @@ All it does is display the connect screen.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['look', 'l']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'look']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -326,7 +326,7 @@ All it does is display the connect screen.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'look l', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' look l', 'tags': '', 'text': '\n look when in unlogged-in state\n\n Usage:\n look\n\n This is an unconnected version of the look command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l look', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' l look', 'tags': '', 'text': '\n look when in unlogged-in state\n\n Usage:\n look\n\n This is an unconnected version of the look command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -299,7 +299,7 @@ All it does is display the connect screen.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['look', 'l']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'look']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -325,7 +325,7 @@ All it does is display the connect screen.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'look l', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' look l', 'tags': '', 'text': '\n This is an unconnected version of the `look` command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l look', 'category': 'general', 'key': '__unloggedin_look_command', 'no_prefix': ' l look', 'tags': '', 'text': '\n This is an unconnected version of the `look` command for simplicity.\n\n This is called by the server and kicks everything in gear.\n All it does is display the connect screen.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -124,7 +124,7 @@
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.ingame_python.commands.CmdCallback.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@calls', '@callbacks', '@callback']</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@calls', '@callback', '@callbacks']</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -205,7 +205,7 @@ on user permission.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.ingame_python.commands.CmdCallback.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@calls @callbacks @callback', 'category': 'building', 'key': '@call', 'no_prefix': 'call calls callbacks callback', 'tags': '', 'text': '\n Command to edit callbacks.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@calls @callback @callbacks', 'category': 'building', 'key': '@call', 'no_prefix': 'call calls callback callbacks', 'tags': '', 'text': '\n Command to edit callbacks.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -168,7 +168,7 @@ aliases to an already joined channel.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.CmdAddCom.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['chanalias', 'aliaschan']</em><a class="headerlink" href="#evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.CmdAddCom.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['aliaschan', 'chanalias']</em><a class="headerlink" href="#evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.CmdAddCom.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -199,7 +199,7 @@ aliases to an already joined channel.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.CmdAddCom.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'chanalias aliaschan', 'category': 'comms', 'key': 'addcom', 'no_prefix': ' chanalias aliaschan', 'tags': '', 'text': '\n Add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.CmdAddCom.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'aliaschan chanalias', 'category': 'comms', 'key': 'addcom', 'no_prefix': ' aliaschan chanalias', 'tags': '', 'text': '\n Add a channel alias and/or subscribe to a channel\n\n Usage:\n addcom [alias=] <channel>\n\n Joins a given channel. If alias is given, this will allow you to\n refer to the channel by this alias rather than the full channel\n name. Subsequent calls of this command can be used to add multiple\n aliases to an already joined channel.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.mux_comms_cmds.mux_comms_cmds.CmdAddCom.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -219,7 +219,7 @@ the operation will be general or on the room.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['abort', 'chicken out', 'q', 'quit']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['abort', 'q', 'quit', 'chicken out']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -243,7 +243,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'abort chicken out q quit', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' abort chicken out q quit', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'abort q quit chicken out', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' abort q quit chicken out', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -264,7 +264,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -298,7 +298,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'evscaperoom', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n Look at the room, an object or the currently focused object\n\n Usage:\n look [obj]\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'evscaperoom', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n Look at the room, an object or the currently focused object\n\n Usage:\n look [obj]\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -379,7 +379,7 @@ shout</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdSpeak.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [';', 'whisper', 'shout']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdSpeak.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [';', 'shout', 'whisper']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdSpeak.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -408,7 +408,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdSpeak.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '; whisper shout', 'category': 'general', 'key': 'say', 'no_prefix': ' ; whisper shout', 'tags': '', 'text': '\n Perform an communication action.\n\n Usage:\n say <text>\n whisper\n shout\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdSpeak.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '; shout whisper', 'category': 'general', 'key': 'say', 'no_prefix': ' ; shout whisper', 'tags': '', 'text': '\n Perform an communication action.\n\n Usage:\n say <text>\n whisper\n shout\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdSpeak.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -436,7 +436,7 @@ emote /me points to /box and /lever.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdEmote.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [':', 'pose']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdEmote.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['pose', ':']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdEmote.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -475,7 +475,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdEmote.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': ': pose', 'category': 'general', 'key': 'emote', 'no_prefix': ' : pose', 'tags': '', 'text': '\n Perform a free-form emote. Use /me to\n include yourself in the emote and /name\n to include other objects or characters.\n Use "..." to enact speech.\n\n Usage:\n emote <emote>\n :<emote\n\n Example:\n emote /me smiles at /peter\n emote /me points to /box and /lever.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdEmote.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'pose :', 'category': 'general', 'key': 'emote', 'no_prefix': ' pose :', 'tags': '', 'text': '\n Perform a free-form emote. Use /me to\n include yourself in the emote and /name\n to include other objects or characters.\n Use "..." to enact speech.\n\n Usage:\n emote <emote>\n :<emote\n\n Example:\n emote /me smiles at /peter\n emote /me points to /box and /lever.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdEmote.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -498,7 +498,7 @@ looks and what actions is available.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ex', 'examine', 'e', 'unfocus']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['examine', 'unfocus', 'e', 'ex']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -527,7 +527,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ex examine e unfocus', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' ex examine e unfocus', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'examine unfocus e ex', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' examine unfocus e ex', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -589,7 +589,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGet.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['i', 'inv', 'give', 'inventory']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['i', 'inventory', 'inv', 'give']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -613,7 +613,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGet.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'i inv give inventory', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' i inv give inventory', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'i inventory inv give', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' i inventory inv give', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -634,7 +634,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@open', '@dig']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@dig', '@open']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -657,7 +657,7 @@ to all the variables defined therein.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@open @dig', 'category': 'general', 'key': 'open', 'no_prefix': ' open dig', 'tags': '', 'text': '\n Interact with an object in focus.\n\n Usage:\n <action> [arg]\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@dig @open', 'category': 'general', 'key': 'open', 'no_prefix': ' dig open', 'tags': '', 'text': '\n Interact with an object in focus.\n\n Usage:\n <action> [arg]\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -753,7 +753,7 @@ try to influence the other part in the deal.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.barter.barter.CmdStatus.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['offers', 'deal']</em><a class="headerlink" href="#evennia.contrib.game_systems.barter.barter.CmdStatus.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['deal', 'offers']</em><a class="headerlink" href="#evennia.contrib.game_systems.barter.barter.CmdStatus.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -779,7 +779,7 @@ try to influence the other part in the deal.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.barter.barter.CmdStatus.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'offers deal', 'category': 'trading', 'key': 'status', 'no_prefix': ' offers deal', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}</em><a class="headerlink" href="#evennia.contrib.game_systems.barter.barter.CmdStatus.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'deal offers', 'category': 'trading', 'key': 'status', 'no_prefix': ' deal offers', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}</em><a class="headerlink" href="#evennia.contrib.game_systems.barter.barter.CmdStatus.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -651,7 +651,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -671,7 +671,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -709,7 +709,7 @@ a different language.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.rpg.rpsystem.rpsystem.CmdSay.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ["'", '"']</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdSay.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['"', "'"]</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdSay.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -740,7 +740,7 @@ a different language.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.rpg.rpsystem.rpsystem.CmdSay.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdSay.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdSay.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -389,7 +389,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -409,7 +409,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -485,7 +485,7 @@ boost INT Wizard Goblin</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['foil', 'boost']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['boost', 'foil']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -519,7 +519,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'foil boost', 'category': 'combat', 'key': 'stunt', 'no_prefix': ' foil boost', 'tags': '', 'text': '\n Perform a combat stunt, that boosts an ally against a target, or\n foils an enemy, giving them disadvantage against an ally.\n\n Usage:\n boost [ability] <recipient> <target>\n foil [ability] <recipient> <target>\n boost [ability] <target> (same as boost me <target>)\n foil [ability] <target> (same as foil <target> me)\n\n Example:\n boost STR me Goblin\n boost DEX Goblin\n foil STR Goblin me\n foil INT Goblin\n boost INT Wizard Goblin\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'boost foil', 'category': 'combat', 'key': 'stunt', 'no_prefix': ' boost foil', 'tags': '', 'text': '\n Perform a combat stunt, that boosts an ally against a target, or\n foils an enemy, giving them disadvantage against an ally.\n\n Usage:\n boost [ability] <recipient> <target>\n foil [ability] <recipient> <target>\n boost [ability] <target> (same as boost me <target>)\n foil [ability] <target> (same as foil <target> me)\n\n Example:\n boost STR me Goblin\n boost DEX Goblin\n foil STR Goblin me\n foil INT Goblin\n boost INT Wizard Goblin\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -161,7 +161,7 @@ such as when closing the lid and un-blinding a character.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press', 'push', 'press button']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press button', 'press', 'push']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -190,7 +190,7 @@ check if the lid is open or closed.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press push press button', 'category': 'general', 'key': 'push button', 'no_prefix': ' press push press button', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press button press push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press button press push', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -260,7 +260,7 @@ check if the lid is open or closed.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['break lid', 'smash lid', 'smash']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['smash lid', 'break lid', 'smash']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -287,7 +287,7 @@ break.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'break lid smash lid smash', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' break lid smash lid smash', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'smash lid break lid smash', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' smash lid break lid smash', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -387,7 +387,7 @@ be mutually exclusive.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press', 'push', 'press button']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press button', 'press', 'push']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -416,7 +416,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press push press button', 'category': 'general', 'key': 'push button', 'no_prefix': ' press push press button', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press button press push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press button press push', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -514,7 +514,7 @@ be mutually exclusive.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['examine', 'feel', 'listen', 'ex', 'get', 'l']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['feel', 'ex', 'l', 'get', 'examine', 'listen']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -540,7 +540,7 @@ be mutually exclusive.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'examine feel listen ex get l', 'category': 'general', 'key': 'look', 'no_prefix': ' examine feel listen ex get l', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'feel ex l get examine listen', 'category': 'general', 'key': 'look', 'no_prefix': ' feel ex l get examine listen', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -433,7 +433,7 @@ of the object. We overload it with our own version.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdLight.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['burn', 'light']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['light', 'burn']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -460,7 +460,7 @@ to sit on a “lightable” object, we operate only on self.obj.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdLight.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'burn light', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' burn light', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'light burn', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' light burn', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -564,7 +564,7 @@ shift green root up/down</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['move', 'pull', 'push', 'shiftroot']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['pull', 'move', 'shiftroot', 'push']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -600,7 +600,7 @@ yellow/green - horizontal roots</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'move pull push shiftroot', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' move pull push shiftroot', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'pull move shiftroot push', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' pull move shiftroot push', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -617,7 +617,7 @@ yellow/green - horizontal roots</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['push button', 'button', 'press button']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press button', 'button', 'push button']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -643,7 +643,7 @@ yellow/green - horizontal roots</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'push button button press button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' push button button press button', 'tags': '', 'text': '\n Presses a button.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press button button push button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' press button button push button', 'tags': '', 'text': '\n Presses a button.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -787,7 +787,7 @@ parry - forgoes your attack but will make you harder to hit on next</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['thrust', 'defend', 'bash', 'hit', 'parry', 'pierce', 'chop', 'slash', 'kill', 'stab', 'fight']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['defend', 'hit', 'bash', 'stab', 'chop', 'fight', 'pierce', 'thrust', 'parry', 'slash', 'kill']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -813,7 +813,7 @@ parry - forgoes your attack but will make you harder to hit on next</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'thrust defend bash hit parry pierce chop slash kill stab fight', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' thrust defend bash hit parry pierce chop slash kill stab fight', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'defend hit bash stab chop fight pierce thrust parry slash kill', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' defend hit bash stab chop fight pierce thrust parry slash kill', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -256,7 +256,7 @@ code except for adding in the details.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -271,7 +271,7 @@ code except for adding in the details.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -976,7 +976,7 @@ to find something.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['feel', 'feel around', 'search', 'fiddle', 'l']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['feel', 'search', 'l', 'fiddle', 'feel around']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -1004,7 +1004,7 @@ random chance of eventually finding a light source.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'feel feel around search fiddle l', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' feel feel around search fiddle l', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'feel search l fiddle feel around', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' feel search l fiddle feel around', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -216,7 +216,7 @@ git evennia pull - Pull the latest evennia code.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.utils.git_integration.git_integration.CmdGitEvennia.directory">
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpxq7pny5z/c4c4cb14ff915a62cf98070e3bd5ab5b3f633e30/evennia'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGitEvennia.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpivnama9j/0f313eb149ab70100682d36cc91d0f4fe4c35b1c/evennia'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGitEvennia.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -277,7 +277,7 @@ git pull - Pull the latest code from your current branch.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.utils.git_integration.git_integration.CmdGit.directory">
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpxq7pny5z/c4c4cb14ff915a62cf98070e3bd5ab5b3f633e30/evennia/game_template'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGit.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpivnama9j/0f313eb149ab70100682d36cc91d0f4fe4c35b1c/evennia/game_template'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGit.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
|
|||
|
|
@ -344,7 +344,7 @@ indentation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.eveditor.CmdEditorGroup.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [':s', ':y', ':', ':::', ':dd', ':q!', ':fi', ':UU', ':i', ':S', ':q', '::', ':j', ':echo', ':=', ':fd', ':I', ':f', ':x', ':u', ':r', ':uu', ':w', ':wq', ':DD', ':p', ':dw', ':>', ':A', ':h', ':<', ':!']</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [':wq', ':=', ':i', ':p', ':fi', ':uu', ':dd', ':::', '::', ':q!', ':f', ':q', ':', ':h', ':u', ':r', ':y', ':w', ':x', ':fd', ':dw', ':I', ':S', ':<', ':DD', ':!', ':echo', ':j', ':>', ':UU', ':s', ':A']</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -372,7 +372,7 @@ efficient presentation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.eveditor.CmdEditorGroup.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': ':s :y : ::: :dd :q! :fi :UU :i :S :q :: :j :echo := :fd :I :f :x :u :r :uu :w :wq :DD :p :dw :> :A :h :< :!', 'category': 'general', 'key': ':editor_command_group', 'no_prefix': ' :s :y : ::: :dd :q! :fi :UU :i :S :q :: :j :echo := :fd :I :f :x :u :r :uu :w :wq :DD :p :dw :> :A :h :< :!', 'tags': '', 'text': '\n Commands for the editor\n '}</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': ':wq := :i :p :fi :uu :dd ::: :: :q! :f :q : :h :u :r :y :w :x :fd :dw :I :S :< :DD :! :echo :j :> :UU :s :A', 'category': 'general', 'key': ':editor_command_group', 'no_prefix': ' :wq := :i :p :fi :uu :dd ::: :: :q! :f :q : :h :u :r :y :w :x :fd :dw :I :S :< :DD :! :echo :j :> :UU :s :A', 'tags': '', 'text': '\n Commands for the editor\n '}</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -947,7 +947,7 @@ single question.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmenu.CmdYesNoQuestion.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['y', 'a', 'n', 'yes', '__nomatch_command', 'abort', 'no']</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['y', '__nomatch_command', 'abort', 'n', 'no', 'a', 'yes']</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -973,7 +973,7 @@ single question.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmenu.CmdYesNoQuestion.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'y a n yes __nomatch_command abort no', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' y a n yes __nomatch_command abort no', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'y __nomatch_command abort n no a yes', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' y __nomatch_command abort n no a yes', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -145,7 +145,7 @@ the <strong>caller.msg()</strong> construct every time the page is updated.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmore.CmdMore.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['a', 'n', 't', 'top', 'e', 'end', 'next', 'abort', 'p', 'previous', 'q', 'quit']</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['end', 'abort', 'q', 'quit', 'n', 'next', 'e', 'a', 't', 'top', 'previous', 'p']</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -171,7 +171,7 @@ the <strong>caller.msg()</strong> construct every time the page is updated.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmore.CmdMore.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'a n t top e end next abort p previous q quit', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' a n t top e end next abort p previous q quit', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'end abort q quit n next e a t top previous p', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' end abort q quit n next e a t top previous p', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
Binary file not shown.
File diff suppressed because one or more lines are too long
Loading…
Add table
Add a link
Reference in a new issue