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Convert master docs to use MyST
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@ -2,10 +2,10 @@
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The *spawner* is a system for defining and creating individual objects from a base template called a
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*prototype*. It is only designed for use with in-game [Objects](./Objects), not any other type of
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*prototype*. It is only designed for use with in-game [Objects](./Objects.md), not any other type of
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entity.
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The normal way to create a custom object in Evennia is to make a [Typeclass](./Typeclasses). If you
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The normal way to create a custom object in Evennia is to make a [Typeclass](./Typeclasses.md). If you
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haven't read up on Typeclasses yet, think of them as normal Python classes that save to the database
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behind the scenes. Say you wanted to create a "Goblin" enemy. A common way to do this would be to
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first create a `Mobile` typeclass that holds everything common to mobiles in the game, like generic
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@ -105,12 +105,12 @@ instead.
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exist.
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- `destination` - a valid `#dbref`. Only used by exits.
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- `permissions` - list of permission strings, like `["Accounts", "may_use_red_door"]`
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- `locks` - a [lock-string](./Locks) like `"edit:all();control:perm(Builder)"`
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- `locks` - a [lock-string](./Locks.md) like `"edit:all();control:perm(Builder)"`
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- `aliases` - list of strings for use as aliases
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- `tags` - list [Tags](./Tags). These are given as tuples `(tag, category, data)`.
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- `attrs` - list of [Attributes](./Attributes). These are given as tuples `(attrname, value,
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- `tags` - list [Tags](./Tags.md). These are given as tuples `(tag, category, data)`.
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- `attrs` - list of [Attributes](./Attributes.md). These are given as tuples `(attrname, value,
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category, lockstring)`
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- Any other keywords are interpreted as non-category [Attributes](./Attributes) and their values.
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- Any other keywords are interpreted as non-category [Attributes](./Attributes.md) and their values.
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This is
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convenient for simple Attributes - use `attrs` for full control of Attributes.
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@ -119,7 +119,7 @@ Deprecated as of Evennia 0.8:
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- `ndb_<name>` - sets the value of a non-persistent attribute (`"ndb_"` is stripped from the name).
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This is simply not useful in a prototype and is deprecated.
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- `exec` - This accepts a code snippet or a list of code snippets to run. This should not be used -
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use callables or [$protfuncs](./Spawner-and-Prototypes#protfuncs) instead (see below).
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use callables or [$protfuncs](./Spawner-and-Prototypes.md#protfuncs) instead (see below).
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### Prototype values
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@ -161,7 +161,7 @@ that you embed in strings and that has a `$` in front, like
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```
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At execution time, the place of the protfunc will be replaced with the result of that protfunc being
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called (this is always a string). A protfunc works in much the same way as an
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[InlineFunc](./TextTags#inline-functions) - they are actually
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[InlineFunc](./TextTags.md#inline-functions) - they are actually
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parsed using the same parser - except protfuncs are run every time the prototype is used to spawn a
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new object (whereas an inlinefunc is called when a text is returned to the user).
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@ -233,7 +233,7 @@ A prototype can be defined and stored in two ways, either in the database or as
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### Database prototypes
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Stored as [Scripts](./Scripts) in the database. These are sometimes referred to as *database-
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Stored as [Scripts](./Scripts.md) in the database. These are sometimes referred to as *database-
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prototypes* This is the only way for in-game builders to modify and add prototypes. They have the
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advantage of being easily modifiable and sharable between builders but you need to work with them
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using in-game tools.
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