Convert master docs to use MyST

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Griatch 2021-10-26 21:14:33 +02:00
parent 6e03216cd9
commit d229ff024c
359 changed files with 3275 additions and 4567 deletions

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The *spawner* is a system for defining and creating individual objects from a base template called a
*prototype*. It is only designed for use with in-game [Objects](./Objects), not any other type of
*prototype*. It is only designed for use with in-game [Objects](./Objects.md), not any other type of
entity.
The normal way to create a custom object in Evennia is to make a [Typeclass](./Typeclasses). If you
The normal way to create a custom object in Evennia is to make a [Typeclass](./Typeclasses.md). If you
haven't read up on Typeclasses yet, think of them as normal Python classes that save to the database
behind the scenes. Say you wanted to create a "Goblin" enemy. A common way to do this would be to
first create a `Mobile` typeclass that holds everything common to mobiles in the game, like generic
@ -105,12 +105,12 @@ instead.
exist.
- `destination` - a valid `#dbref`. Only used by exits.
- `permissions` - list of permission strings, like `["Accounts", "may_use_red_door"]`
- `locks` - a [lock-string](./Locks) like `"edit:all();control:perm(Builder)"`
- `locks` - a [lock-string](./Locks.md) like `"edit:all();control:perm(Builder)"`
- `aliases` - list of strings for use as aliases
- `tags` - list [Tags](./Tags). These are given as tuples `(tag, category, data)`.
- `attrs` - list of [Attributes](./Attributes). These are given as tuples `(attrname, value,
- `tags` - list [Tags](./Tags.md). These are given as tuples `(tag, category, data)`.
- `attrs` - list of [Attributes](./Attributes.md). These are given as tuples `(attrname, value,
category, lockstring)`
- Any other keywords are interpreted as non-category [Attributes](./Attributes) and their values.
- Any other keywords are interpreted as non-category [Attributes](./Attributes.md) and their values.
This is
convenient for simple Attributes - use `attrs` for full control of Attributes.
@ -119,7 +119,7 @@ Deprecated as of Evennia 0.8:
- `ndb_<name>` - sets the value of a non-persistent attribute (`"ndb_"` is stripped from the name).
This is simply not useful in a prototype and is deprecated.
- `exec` - This accepts a code snippet or a list of code snippets to run. This should not be used -
use callables or [$protfuncs](./Spawner-and-Prototypes#protfuncs) instead (see below).
use callables or [$protfuncs](./Spawner-and-Prototypes.md#protfuncs) instead (see below).
### Prototype values
@ -161,7 +161,7 @@ that you embed in strings and that has a `$` in front, like
```
At execution time, the place of the protfunc will be replaced with the result of that protfunc being
called (this is always a string). A protfunc works in much the same way as an
[InlineFunc](./TextTags#inline-functions) - they are actually
[InlineFunc](./TextTags.md#inline-functions) - they are actually
parsed using the same parser - except protfuncs are run every time the prototype is used to spawn a
new object (whereas an inlinefunc is called when a text is returned to the user).
@ -233,7 +233,7 @@ A prototype can be defined and stored in two ways, either in the database or as
### Database prototypes
Stored as [Scripts](./Scripts) in the database. These are sometimes referred to as *database-
Stored as [Scripts](./Scripts.md) in the database. These are sometimes referred to as *database-
prototypes* This is the only way for in-game builders to modify and add prototypes. They have the
advantage of being easily modifiable and sharable between builders but you need to work with them
using in-game tools.