Convert master docs to use MyST

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All in-game objects in Evennia, be it characters, chairs, monsters, rooms or hand grenades are
represented by an Evennia *Object*. Objects form the core of Evennia and is probably what you'll
spend most time working with. Objects are [Typeclassed](./Typeclasses) entities.
spend most time working with. Objects are [Typeclassed](./Typeclasses.md) entities.
## How to create your own object types
@ -48,17 +48,17 @@ thing yourself in code:
call manually you have to give the full path to the class. The `create.create_object` function is
powerful and should be used for all coded object creating (so this is what you use when defining
your own building commands). Check out the `ev.create_*` functions for how to build other entities
like [Scripts](./Scripts)).
like [Scripts](./Scripts.md)).
This particular Rose class doesn't really do much, all it does it make sure the attribute
`desc`(which is what the `look` command looks for) is pre-set, which is pretty pointless since you
will usually want to change this at build time (using the `@desc` command or using the
[Spawner](./Spawner-and-Prototypes)). The `Object` typeclass offers many more hooks that is available
[Spawner](./Spawner-and-Prototypes.md)). The `Object` typeclass offers many more hooks that is available
to use though - see next section.
## Properties and functions on Objects
Beyond the properties assigned to all [typeclassed](./Typeclasses) objects (see that page for a list
Beyond the properties assigned to all [typeclassed](./Typeclasses.md) objects (see that page for a list
of those), the Object also has the following custom properties:
- `aliases` - a handler that allows you to add and remove aliases from this object. Use
@ -67,12 +67,12 @@ of those), the Object also has the following custom properties:
- `home` is a backup location. The main motivation is to have a safe place to move the object to if
its `location` is destroyed. All objects should usually have a home location for safety.
- `destination` - this holds a reference to another object this object links to in some way. Its
main use is for [Exits](./Objects#Exits), it's otherwise usually unset.
- `nicks` - as opposed to aliases, a [Nick](./Nicks) holds a convenient nickname replacement for a
main use is for [Exits](./Objects.md#exits), it's otherwise usually unset.
- `nicks` - as opposed to aliases, a [Nick](./Nicks.md) holds a convenient nickname replacement for a
real name, word or sequence, only valid for this object. This mainly makes sense if the Object is
used as a game character - it can then store briefer shorts, example so as to quickly reference game
commands or other characters. Use nicks.add(alias, realname) to add a new one.
- `account` - this holds a reference to a connected [Account](./Accounts) controlling this object (if
- `account` - this holds a reference to a connected [Account](./Accounts.md) controlling this object (if
any). Note that this is set also if the controlling account is *not* currently online - to test if
an account is online, use the `has_account` property instead.
- `sessions` - if `account` field is set *and the account is online*, this is a list of all active
@ -87,9 +87,9 @@ object set as their `location`).
The last two properties are special:
- `cmdset` - this is a handler that stores all [command sets](./Commands#Command_Sets) defined on the
- `cmdset` - this is a handler that stores all [command sets](./Command-Sets.md) defined on the
object (if any).
- `scripts` - this is a handler that manages [Scripts](./Scripts) attached to the object (if any).
- `scripts` - this is a handler that manages [Scripts](./Scripts.md) attached to the object (if any).
The Object also has a host of useful utility functions. See the function headers in
`src/objects/objects.py` for their arguments and more details.
@ -104,7 +104,7 @@ on).
- `execute_cmd()` - Lets the object execute the given string as if it was given on the command line.
- `move_to` - perform a full move of this object to a new location. This is the main move method
and will call all relevant hooks, do all checks etc.
- `clear_exits()` - will delete all [Exits](./Objects#Exits) to *and* from this object.
- `clear_exits()` - will delete all [Exits](./Objects.md#exits) to *and* from this object.
- `clear_contents()` - this will not delete anything, but rather move all contents (except Exits) to
their designated `Home` locations.
- `delete()` - deletes this object, first calling `clear_exits()` and
@ -114,7 +114,7 @@ The Object Typeclass defines many more *hook methods* beyond `at_object_creation
these hooks at various points. When implementing your custom objects, you will inherit from the
base parent and overload these hooks with your own custom code. See `evennia.objects.objects` for an
updated list of all the available hooks or the [API for DefaultObject
here](api:evennia.objects.objects#defaultobject).
here](evennia.objects.objects.DefaultObject).
## Subclasses of `Object`
@ -126,10 +126,10 @@ practice they are all pretty similar to the base Object.
### Characters
Characters are objects controlled by [Accounts](./Accounts). When a new Account
Characters are objects controlled by [Accounts](./Accounts.md). 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. A `Character` object
must have a [Default Commandset](./Commands#Command_Sets) set on itself at
must have a [Default Commandset](./Command-Sets.md) set on itself at
creation, or the account will not be able to issue any commands! If you just
inherit your own class from `evennia.DefaultCharacter` and make sure to use
`super()` to call the parent methods you should be fine. In
@ -150,21 +150,21 @@ you to modify.
*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](./Commands) on themselves when they are created. This command is
define a special [Transit Command](./Commands.md) 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](./Locks) using an access_type called *traverse* and also make use of a few
doing). Exits are [locked](./Locks.md) 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.
In `mygame/typeclasses/exits.py` there is an empty `Exit` class for you to modify.
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](./Commands) detects this and triggers the command defined on the Exit. Traversal always
[cmdhandler](./Commands.md) 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).
1. The Exit command checks the `traverse` lock on the Exit object