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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@ -11,7 +11,7 @@ hard-coded to rely on the concept of the global 'tick'. Evennia has no such noti
use tickers is very much up to the need of your game and which requirements you have. The "ticker
recipe" is just one way of cranking the wheels.
The most fine-grained way to manage the flow of time is of course to use [Scripts](./Scripts). Many
The most fine-grained way to manage the flow of time is of course to use [Scripts](./Scripts.md). Many
types of operations (weather being the classic example) are however done on multiple objects in the
same way at regular intervals, and for this, storing separate Scripts on each object is inefficient.
The way to do this is to use a ticker with a "subscription model" - let objects sign up to be
@ -98,13 +98,13 @@ The `callable` can be on any form as long as it accepts the arguments you give t
> Note that everything you supply to the TickerHandler will need to be pickled at some point to be
saved into the database. Most of the time the handler will correctly store things like database
objects, but the same restrictions as for [Attributes](./Attributes) apply to what the TickerHandler
objects, but the same restrictions as for [Attributes](./Attributes.md) apply to what the TickerHandler
may store.
When testing, you can stop all tickers in the entire game with `tickerhandler.clear()`. You can also
view the currently subscribed objects with `tickerhandler.all()`.
See the [Weather Tutorial](./Weather-Tutorial) for an example of using the TickerHandler.
See the [Weather Tutorial](./Weather-Tutorial.md) for an example of using the TickerHandler.
### When *not* to use TickerHandler