From cfb30bf8fde6fc25212bb9ffe9cfd700bba3aee5 Mon Sep 17 00:00:00 2001 From: Evennia docbuilder action Date: Sat, 18 Mar 2023 11:15:28 +0000 Subject: [PATCH] Updated HTML docs. --- docs/1.0/.buildinfo | 2 +- docs/1.0/Coding/Changelog.html | 3 + docs/1.0/Components/Accounts.html | 2 +- docs/1.0/Components/Characters.html | 158 +++++++++++++ docs/1.0/Components/Commands.html | 2 +- docs/1.0/Components/Components-Overview.html | 15 +- docs/1.0/Components/Exits.html | 194 +++++++++++++++ docs/1.0/Components/Locks.html | 4 +- docs/1.0/Components/Objects.html | 220 ++++++++---------- docs/1.0/Components/Rooms.html | 158 +++++++++++++ docs/1.0/Components/Scripts.html | 10 +- docs/1.0/Contribs/Contrib-Ingame-Python.html | 2 +- docs/1.0/Evennia-API.html | 6 +- docs/1.0/Evennia-In-Pictures.html | 2 +- .../Beginner-Tutorial-Gamedir-Overview.html | 6 +- docs/1.0/Howtos/Tutorial-Building-a-Mech.html | 2 +- .../1.0/Howtos/Tutorial-Building-a-Train.html | 4 +- docs/1.0/Howtos/Tutorial-NPC-Reacting.html | 2 +- .../1.0/_modules/evennia/locks/lockfuncs.html | 10 +- docs/1.0/_sources/Coding/Changelog.md.txt | 3 + .../1.0/_sources/Components/Characters.md.txt | 29 +++ .../Components/Components-Overview.md.txt | 3 + docs/1.0/_sources/Components/Exits.md.txt | 55 +++++ docs/1.0/_sources/Components/Objects.md.txt | 195 ++++++---------- docs/1.0/_sources/Components/Rooms.md.txt | 31 +++ .../Contribs/Contrib-Ingame-Python.md.txt | 2 +- docs/1.0/_sources/Evennia-API.md.txt | 6 +- .../api/evennia.commands.default.account.html | 4 +- .../evennia.commands.default.building.html | 8 +- .../api/evennia.commands.default.comms.html | 8 +- .../api/evennia.commands.default.general.html | 20 +- .../api/evennia.commands.default.tests.html | 2 +- .../evennia.commands.default.unloggedin.html | 16 +- ....base_systems.email_login.email_login.html | 16 +- ...systems.mux_comms_cmds.mux_comms_cmds.html | 4 +- ...rib.full_systems.evscaperoom.commands.html | 28 +-- ...ontrib.game_systems.clothing.clothing.html | 4 +- ...trib.game_systems.turnbattle.tb_basic.html | 4 +- ...trib.game_systems.turnbattle.tb_equip.html | 4 +- ...trib.game_systems.turnbattle.tb_items.html | 4 +- ...trib.game_systems.turnbattle.tb_magic.html | 4 +- ...trib.game_systems.turnbattle.tb_range.html | 4 +- ...trib.grid.extended_room.extended_room.html | 4 +- ...evennia.contrib.rpg.rpsystem.rpsystem.html | 4 +- ...ontrib.tutorials.evadventure.commands.html | 4 +- ...ntrib.tutorials.red_button.red_button.html | 16 +- ...trib.tutorials.tutorial_world.objects.html | 12 +- ...ontrib.tutorials.tutorial_world.rooms.html | 12 +- ...utils.git_integration.git_integration.html | 4 +- docs/1.0/api/evennia.locks.lockfuncs.html | 3 +- docs/1.0/api/evennia.utils.eveditor.html | 4 +- docs/1.0/api/evennia.utils.evmenu.html | 4 +- docs/1.0/api/evennia.utils.evmore.html | 4 +- docs/1.0/index.html | 3 + docs/1.0/objects.inv | Bin 158029 -> 158232 bytes docs/1.0/searchindex.js | 2 +- 56 files changed, 951 insertions(+), 381 deletions(-) create mode 100644 docs/1.0/Components/Characters.html create mode 100644 docs/1.0/Components/Exits.html create mode 100644 docs/1.0/Components/Rooms.html create mode 100644 docs/1.0/_sources/Components/Characters.md.txt create mode 100644 docs/1.0/_sources/Components/Exits.md.txt create mode 100644 docs/1.0/_sources/Components/Rooms.md.txt diff --git a/docs/1.0/.buildinfo b/docs/1.0/.buildinfo index 8b6bbb934b..e0203e4bfd 100644 --- a/docs/1.0/.buildinfo +++ b/docs/1.0/.buildinfo @@ -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: 962d18d055560f63d608453a482eac81 +config: 67047cf3d6df7cfe2c26787c7b571148 tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/1.0/Coding/Changelog.html b/docs/1.0/Coding/Changelog.html index 9999d12587..77d37c9d80 100644 --- a/docs/1.0/Coding/Changelog.html +++ b/docs/1.0/Coding/Changelog.html @@ -174,6 +174,9 @@
diff --git a/docs/1.0/Components/Accounts.html b/docs/1.0/Components/Accounts.html index aa471e401b..6787c5ee68 100644 --- a/docs/1.0/Components/Accounts.html +++ b/docs/1.0/Components/Accounts.html @@ -116,7 +116,7 @@

An Account represents a unique game account - one player playing the game. Whereas a player can potentially connect to the game from several Clients/Sessions, they will normally have only one Account.

-

The Account object has no in-game representation. In order to actually get on the game the Account must puppet an Object (normally a Character).

+

The Account object has no in-game representation. In order to actually get on the game the Account must puppet an Object (normally a Character).

Exactly how many Sessions can interact with an Account and its Puppets at once is determined by Evennia’s MULTISESSION_MODE

Apart from storing login information and other account-specific data, the Account object is what is chatting on Evennia’s default Channels. It is also a good place to store Permissions to be consistent between different in-game characters. It can also hold player-level configuration options.

diff --git a/docs/1.0/Components/Characters.html b/docs/1.0/Components/Characters.html new file mode 100644 index 0000000000..cfd2b9b9a3 --- /dev/null +++ b/docs/1.0/Components/Characters.html @@ -0,0 +1,158 @@ + + + + + + + + + Characters — Evennia 1.0 documentation + + + + + + + + + + + + + + + +
+ +
+ +
+
+ +
+

Characters

+

**Inheritance Tree:

+
┌─────────────┐
+│DefaultObject│
+└─────▲───────┘
+      │
+┌─────┴──────────┐
+│DefaultCharacter│
+└─────▲──────────┘
+      │           ┌────────────┐
+      │ ┌─────────►ObjectParent│
+      │ │         └────────────┘
+  ┌───┴─┴───┐
+  │Character│
+  └─────────┘
+
+
+

Characters is an in-game Object commonly used to represent the player’s in-game avatar. The empty Character class is found in mygame/typeclasses/characters.py. It inherits from DefaultCharacter and the (by default empty) ObjectParent class (used if wanting to add share properties between all in-game Objects).

+

When a new Account logs in to Evennia for the first time, a new Character object is created and the Account will be set to puppet it. By default this first Character will get the same name as the Account (but Evennia supports alternative connection-styles if so desired).

+

A Character object will usually have a Default Commandset set on itself at creation, or the account will not be able to issue any in-game commands!

+

If you want to change the default character created by the default commands, you can change it in settings:

+
BASE_CHARACTER_TYPECLASS = "typeclasses.characters.Character"
+
+
+

This deafult points at the empty class in mygame/typeclasses/characters.py , ready for you to modify as you please.

+
+ + +
+
+
+ +
+ + + + \ No newline at end of file diff --git a/docs/1.0/Components/Commands.html b/docs/1.0/Components/Commands.html index 120fdb27af..f33fa2f1de 100644 --- a/docs/1.0/Components/Commands.html +++ b/docs/1.0/Components/Commands.html @@ -539,7 +539,7 @@ corresponds to a known command. This is how the command handler sequence looks f
  • The caller’s own currently active CmdSet.

  • CmdSets defined on the current account, if caller is a puppeted object.

  • CmdSets defined on the Session itself.

  • -
  • The active CmdSets of eventual objects in the same location (if any). This includes commands on Exits.

  • +
  • The active CmdSets of eventual objects in the same location (if any). This includes commands on Exits.

  • Sets of dynamically created System commands representing available Communications

  • diff --git a/docs/1.0/Components/Components-Overview.html b/docs/1.0/Components/Components-Overview.html index 2c142841fa..f5c53536bf 100644 --- a/docs/1.0/Components/Components-Overview.html +++ b/docs/1.0/Components/Components-Overview.html @@ -132,11 +132,16 @@
  • Objects +
  • +
  • Characters
  • +
  • Rooms
  • +
  • Exits
  • Scripts
      diff --git a/docs/1.0/Components/Exits.html b/docs/1.0/Components/Exits.html new file mode 100644 index 0000000000..b3e7b9d904 --- /dev/null +++ b/docs/1.0/Components/Exits.html @@ -0,0 +1,194 @@ + + + + + + + + + Exits — Evennia 1.0 documentation + + + + + + + + + + + + + + + +
      + +
      + +
      +
      + +
      +

      Exits

      +

      Inheritance Tree:

      +
      ┌─────────────┐
      +│DefaultObject│
      +└─────▲───────┘
      +      │
      +┌─────┴─────┐
      +│DefaultExit│
      +└─────▲─────┘
      +      │       ┌────────────┐
      +      │ ┌─────►ObjectParent│
      +      │ │     └────────────┘
      +    ┌─┴─┴┐
      +    │Exit│
      +    └────┘
      +
      +
      +

      Exits are in-game Objects connecting other objects (usually Rooms) together.

      +

      An object named north or in might be exits, as well as door, portal or jump out the window.

      +

      An exit has two things that separate them from other objects.

      +
        +
      1. Their .destination property is set and points to a valid target location. This fact makes it easy and fast to locate exits in the database.

      2. +
      3. Exits define a special Transit Command on themselves when they are created. This command is named the same as the exit object and will, when called, handle the practicalities of moving the character to the Exits’s .destination - this allows you to just enter the name of the exit on its own to move around, just as you would expect.

      4. +
      +

      The default exit functionality is all defined on the DefaultExit typeclass. You could in principle completely change how exits work in your game by overriding this - it’s not recommended though, unless you really know what you are doing).

      +

      Exits are locked using an access_type called traverse and also make use of a few hook methods for giving feedback if the traversal fails. See evennia.DefaultExit for more info.

      +

      Exits are normally overridden on a case-by-case basis, but if you want to change the default exit createad by rooms like dig , tunnel or open you can change it in settings:

      +
      BASE_EXIT_TYPECLASS = "typeclasses.exits.Exit"
      +
      +
      +

      In mygame/typeclasses/exits.py there is an empty Exit class for you to modify.

      +
      +

      Exit details

      +

      The process of traversing an exit is as follows:

      +
        +
      1. The traversing obj sends a command that matches the Exit-command name on the Exit object. The cmdhandler detects this and triggers the command defined on the Exit. Traversal always involves the “source” (the current location) and the destination (this is stored on the Exit object).

      2. +
      3. The Exit command checks the traverse lock on the Exit object

      4. +
      5. The Exit command triggers at_traverse(obj, destination) on the Exit object.

      6. +
      7. In at_traverse, object.move_to(destination) is triggered. This triggers the following hooks, in order:

        +
          +
        1. obj.at_pre_move(destination) - if this returns False, move is aborted.

        2. +
        3. origin.at_pre_leave(obj, destination)

        4. +
        5. obj.announce_move_from(destination)

        6. +
        7. Move is performed by changing obj.location from source location to destination.

        8. +
        9. obj.announce_move_to(source)

        10. +
        11. destination.at_object_receive(obj, source)

        12. +
        13. obj.at_post_move(source)

        14. +
        +
      8. +
      9. On the Exit object, at_post_traverse(obj, source) is triggered.

      10. +
      +

      If the move fails for whatever reason, the Exit will look for an Attribute err_traverse on itself and display this as an error message. If this is not found, the Exit will instead call at_failed_traverse(obj) on itself.

      +
      +
      + + +
      +
      +
      + +
      + + + + \ No newline at end of file diff --git a/docs/1.0/Components/Locks.html b/docs/1.0/Components/Locks.html index 46279702cf..bd51887375 100644 --- a/docs/1.0/Components/Locks.html +++ b/docs/1.0/Components/Locks.html @@ -217,12 +217,12 @@ using a attrcreate - who may create new attributes on the object (default True)

  • -
  • Characters:

    +
  • Characters:

    • Same as for Objects

  • -
  • Exits:

    +
  • Exits:

    • Same as for Objects

    • traverse - who may pass the exit.

    • diff --git a/docs/1.0/Components/Objects.html b/docs/1.0/Components/Objects.html index 0066460927..306ac8db9f 100644 --- a/docs/1.0/Components/Objects.html +++ b/docs/1.0/Components/Objects.html @@ -17,7 +17,7 @@ - +
  • -
    -

    Characters

    -

    The DefaultCharacters is the root class for player in-game entities. They are usually puppeted by Accounts.

    -

    When a new Account logs in to Evennia for the first time, a new Character object is created and the Account object is assigned to the account attribute (but Evennia supports alternative connection-styles if so desired).

    -

    A Character object must have a Default Commandset set on itself at creation, or the account will not be able to issue any commands!

    -

    If you want to change the default character created by the default commands, you can change it in settings:

    -
    BASE_CHARACTER_TYPECLASS = "typeclasses.characters.Character"
    +
    +

    Changing an Object’s appearance

    +

    When you type look <obj>, this is the sequence of events that happen:

    +
      +
    1. The command checks if the caller of the command (the ‘looker’) passes the view lock of the target obj. If not, they will not find anything to look at (this is how you make objects invisible).

    2. +
    3. The look command calls caller.at_look(obj) - that is, the at_look hook on the ‘looker’ (the caller of the command) is called to perform the look on the target object. The command will echo whatever this hook returns.

    4. +
    5. caller.at_look calls and returns the outcome of obj.return_apperance(looker, **kwargs). Here looker is the caller of the command. In other words, we ask the obj to descibe itself to looker.

    6. +
    7. obj.return_appearance makes use of its .appearance_template property and calls a slew of helper-hooks to populate this template. This is how the template looks by default:

      +
           ```python
      +     appearance_template = """
      +     {header}
      +     |c{name}|n
      +     {desc}
      +     {exits}{characters}{things}
      +     {footer}
      +     """```
       
      -

      This deafult points at the empty class in mygame/typeclasses/characters.py , ready for you to modify as you please.

      -
    -
    -

    Rooms

    -

    Rooms are the root containers of all other objects.

    -

    The only thing really separating a room from any other object is that they have no location of their own and that default commands like dig creates objects of this class - so if you want to expand your rooms with more functionality, just inherit from evennia.DefaultRoom.

    -

    To change the default room created by dig, tunnel and other commands, change it in settings:

    -
    BASE_ROOM_TYPECLASS = "typeclases.rooms.Room"
    -
    -
    -

    The empty class in mygame/typeclasses/rooms.py is a good place to start!

    -
    -
    -

    Exits

    -

    Exits are objects connecting other objects (usually Rooms) together. An object named North or in might be an exit, as well as door, portal or jump out the window. An exit has two things that separate them from other objects. Firstly, their destination property is set and points to a valid object. This fact makes it easy and fast to locate exits in the database. Secondly, exits define a special Transit Command on themselves when they are created. This command is named the same as the exit object and will, when called, handle the practicalities of moving the character to the Exits’s destination - this allows you to just enter the name of the exit on its own to move around, just as you would expect.

    -

    The exit functionality is all defined on the Exit typeclass, so you could in principle completely change how exits work in your game (it’s not recommended though, unless you really know what you are doing). Exits are locked using an access_type called traverse and also make use of a few hook methods for giving feedback if the traversal fails. See evennia.DefaultExit for more info.

    -

    Exits are normally overridden on a case-by-case basis, but if you want to change the default exit createad by rooms like dig , tunnel or open you can change it in settings:

    -
    BASE_EXIT_TYPECLASS = "typeclasses.exits.Exit"
    -
    -
    -

    In mygame/typeclasses/exits.py there is an empty Exit class for you to modify.

    -
    -

    Exit details

    -

    The process of traversing an exit is as follows:

    -
      -
    1. The traversing obj sends a command that matches the Exit-command name on the Exit object. The cmdhandler detects this and triggers the command defined on the Exit. Traversal always involves the “source” (the current location) and the destination (this is stored on the Exit object).

    2. -
    3. The Exit command checks the traverse lock on the Exit object

    4. -
    5. The Exit command triggers at_traverse(obj, destination) on the Exit object.

    6. -
    7. In at_traverse, object.move_to(destination) is triggered. This triggers the following hooks, in order:

      -
        -
      1. obj.at_pre_move(destination) - if this returns False, move is aborted.

      2. -
      3. origin.at_pre_leave(obj, destination)

      4. -
      5. obj.announce_move_from(destination)

      6. -
      7. Move is performed by changing obj.location from source location to destination.

      8. -
      9. obj.announce_move_to(source)

      10. -
      11. destination.at_object_receive(obj, source)

      12. -
      13. obj.at_post_move(source)

      14. -
    8. -
    9. On the Exit object, at_post_traverse(obj, source) is triggered.

    10. +
    11. Each field of the template is populated by a matching helper method (and their default returns):

      +
        +
      • name -> obj.get_display_name(looker, **kwargs) - returns obj.name.

      • +
      • desc -> obj.get_display_desc(looker, **kwargs) - returns obj.db.desc.

      • +
      • header -> obj.get_display_header(looker, **kwargs) - empty by default.

      • +
      • footer -> obj.get_display_footer(looker, **kwargs) - empty by default.

      • +
      • exits -> obj.get_display_exits(looker, **kwargs) - a list of DefaultExit-inheriting objects found inside this object (usually only present if obj is a Room).

      • +
      • characters -> obj.get_display_characters(looker, **kwargs) - a list of DefaultCharacter-inheriting entities inside this object.

      • +
      • things -> obj.get_display_things(looker, **kwargs) - a list of all other Objects inside obj.

      • +
      +
    12. +
    13. obj.format_appearance(string, looker, **kwargs) is the last step the populated template string goes through. This can be used for final adjustments, such as stripping whitespace. The return from this method is what the user will see.

    -

    If the move fails for whatever reason, the Exit will look for an Attribute err_traverse on itself and display this as an error message. If this is not found, the Exit will instead call at_failed_traverse(obj) on itself.

    -
    -
    -
    -

    Adding common functionality

    -

    Object, Character, Room and Exit also inherit from mygame.typeclasses.objects.ObjectParent. -This is an empty ‘mixin’ class. Optionally, you can modify this class if you want to easily add some common functionality to all your Objects, Characters, Rooms and Exits at once. You can still customize each subclass separately (see the Python docs on multiple inheritance for details).

    -

    Here is an example:

    -
    # in mygame/typeclasses/objects.py
    -# ... 
    -
    -from evennia.objects.objects import DefaultObject 
    -
    -class ObjectParent:
    -    def at_pre_get(self, getter, **kwargs):
    -       # make all entities by default un-pickable
    -      return False
    -
    -
    -

    Now all of Object, Exit. Room and Character default to not being able to be picked up using the get command.

    +

    As each of these hooks (and the template itself) can be overridden in your child class, you can customize your look extensively. You can also have objects look different depending on who is looking at them. The extra **kwargs are not used by default, but are there to allow you to pass extra data into the system if you need it (like light conditions etc.)

    @@ -320,7 +282,7 @@ This is an empty ‘mixin’ class. Optionally, you can modify this class if you modules |
  • - next |
  • + + + + + + + Rooms — Evennia 1.0 documentation + + + + + + + + + + + + + + + +
    + +
    + +
    +
    + +
    +

    Rooms

    +

    Inheritance Tree:

    +
    ┌─────────────┐
    +│DefaultObject│
    +└─────▲───────┘
    +      │
    +┌─────┴─────┐
    +│DefaultRoom│
    +└─────▲─────┘
    +      │       ┌────────────┐
    +      │ ┌─────►ObjectParent│
    +      │ │     └────────────┘
    +    ┌─┴─┴┐
    +    │Room│
    +    └────┘
    +
    +
    +

    Rooms are in-game Objects representing the root containers of all other objects.

    +

    The only thing technically separating a room from any other object is that they have no location of their own and that default commands like dig creates objects of this class - so if you want to expand your rooms with more functionality, just inherit from evennia.DefaultRoom.

    +

    To change the default room created by dig, tunnel and other default commands, change it in settings:

    +
    BASE_ROOM_TYPECLASS = "typeclases.rooms.Room"
    +
    +
    +

    The empty class in mygame/typeclasses/rooms.py is a good place to start!

    +

    While the default Room is very simple, there are several Evennia contribs customizing and extending rooms with more functionality.

    +
    + + +
    +
    +
    + +
    + + + + \ No newline at end of file diff --git a/docs/1.0/Components/Scripts.html b/docs/1.0/Components/Scripts.html index 78980c6e12..5e139e378e 100644 --- a/docs/1.0/Components/Scripts.html +++ b/docs/1.0/Components/Scripts.html @@ -18,7 +18,7 @@ - +
  • - previous |
  • @@ -81,8 +81,8 @@

    Previous topic

    -

    Objects

    +

    Exits

    Next topic

    Channels

    @@ -480,7 +480,7 @@ information in settings to recreate it for you on the fly.

    next |
  • - previous |
  • diff --git a/docs/1.0/Contribs/Contrib-Ingame-Python.html b/docs/1.0/Contribs/Contrib-Ingame-Python.html index 10db0ce2c0..88a537fe9e 100644 --- a/docs/1.0/Contribs/Contrib-Ingame-Python.html +++ b/docs/1.0/Contribs/Contrib-Ingame-Python.html @@ -184,7 +184,7 @@ using ingame-python events.

    defines the context in which we would like to call some arbitrary code. For instance, one event is defined on exits and will fire every time a character traverses through this exit. Events are described on a typeclass -(exits in our example). All objects inheriting from this +(exits in our example). All objects inheriting from this typeclass will have access to this event.

  • Callbacks can be set on individual objects, on events defined in code. These callbacks can contain arbitrary code and describe a specific diff --git a/docs/1.0/Evennia-API.html b/docs/1.0/Evennia-API.html index 1c329571cc..470f362f05 100644 --- a/docs/1.0/Evennia-API.html +++ b/docs/1.0/Evennia-API.html @@ -171,9 +171,9 @@ The flat API is defined in

    evennia.DefaultAccount - player account class (docs)

  • evennia.DefaultGuest - base guest account class

  • evennia.DefaultObject - base class for all objects (docs)

  • -
  • evennia.DefaultCharacter - base class for in-game characters (docs)

  • -
  • evennia.DefaultRoom - base class for rooms (docs)

  • -
  • evennia.DefaultExit - base class for exits (docs)

  • +
  • evennia.DefaultCharacter - base class for in-game characters (docs)

  • +
  • evennia.DefaultRoom - base class for rooms (docs)

  • +
  • evennia.DefaultExit - base class for exits (docs)

  • evennia.DefaultScript - base class for OOC-objects (docs)

  • evennia.DefaultChannel - base class for in-game channels (docs)

  • diff --git a/docs/1.0/Evennia-In-Pictures.html b/docs/1.0/Evennia-In-Pictures.html index 110a4f774a..c7783b5dd7 100644 --- a/docs/1.0/Evennia-In-Pictures.html +++ b/docs/1.0/Evennia-In-Pictures.html @@ -155,7 +155,7 @@

    image4

    Here we see the (somewhat simplified) Python class inheritance tree that you as an Evennia developer will see, along with the three instanced entities.

    Objects represent stuff you will actually see in-game and its child classes implement all the handlers, helper code and the hook methods that Evennia makes use of. In your mygame/ folder you just import these and overload the things you want to modify. In this way, the Crossbow is modified to do the stuff only crossbows can do and CastleRoom adds whatever it is that is special about rooms in the castle.

    -

    When creating a new entity in-game, a new row will automatically be created in the database table and then Trigger will appear in-game! If we, in code, search the database for Trigger, we will get an instance of the Character class back - a Python object we can work with normally.

    +

    When creating a new entity in-game, a new row will automatically be created in the database table and then Trigger will appear in-game! If we, in code, search the database for Trigger, we will get an instance of the Character class back - a Python object we can work with normally.

    Looking at this you may think that you will be making a lot of classes for every different object in the game. Your exact layout is up to you but Evennia also offers other ways to customize each individual object. Read on.

    diff --git a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html index 9c05f815e1..7ecaa2539e 100644 --- a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html +++ b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html @@ -217,9 +217,9 @@ are expected to copy&paste the changes you need from accounts.py (Python-path: typeclasses.accounts) - An Account represents the player connecting to the game. It holds information like email, password and other out-of-character details.

  • channels.py (Python-path: typeclasses.channels) - Channels are used to manage in-game communication between players.

  • objects.py (Python-path: typeclasses.objects) - Objects represent all things having a location within the game world.

  • -
  • characters.py (Python-path: typeclasses.characters) - The Character is a subclass of Objects, controlled by Accounts - they are the player’s avatars in the game world.

  • -
  • rooms.py (Python-path: typeclasses.rooms) - A Room is also a subclass of Object; describing discrete locations. While the traditional term is ‘room’, such a location can be anything and on any scale that fits your game, from a forest glade, an entire planet or an actual dungeon room.

  • -
  • exits.py (Python-path: typeclasses.exits) - Exits is another subclass of Object. Exits link one Room to another.

  • +
  • characters.py (Python-path: typeclasses.characters) - The Character is a subclass of Objects, controlled by Accounts - they are the player’s avatars in the game world.

  • +
  • rooms.py (Python-path: typeclasses.rooms) - A Room is also a subclass of Object; describing discrete locations. While the traditional term is ‘room’, such a location can be anything and on any scale that fits your game, from a forest glade, an entire planet or an actual dungeon room.

  • +
  • exits.py (Python-path: typeclasses.exits) - Exits is another subclass of Object. Exits link one Room to another.

  • scripts.py (Python-path: typeclasses.scripts) - Scripts are ‘out-of-character’ objects. They have no location in-game and can serve as basis for anything that needs database persistence, such as combat, weather, or economic systems. They also have the ability to execute code repeatedly, on a timer.

  • diff --git a/docs/1.0/Howtos/Tutorial-Building-a-Mech.html b/docs/1.0/Howtos/Tutorial-Building-a-Mech.html index c4658ae28e..1f020d2299 100644 --- a/docs/1.0/Howtos/Tutorial-Building-a-Mech.html +++ b/docs/1.0/Howtos/Tutorial-Building-a-Mech.html @@ -128,7 +128,7 @@ Let’s describe it.