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Convert master docs to use MyST
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@ -7,7 +7,7 @@ focused on free form storytelling. Even if you are not interested in MUSH:es, th
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first game-type to try since it's not so code heavy. You will be able to use the same principles for
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building other types of games.
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The tutorial starts from scratch. If you did the [First Steps Coding](./First-Steps-Coding) tutorial
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The tutorial starts from scratch. If you did the [First Steps Coding](./First-Steps-Coding.md) tutorial
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already you should have some ideas about how to do some of the steps already.
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The following are the (very simplistic and cut-down) features we will implement (this was taken from
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@ -61,7 +61,7 @@ class Character(DefaultCharacter):
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self.db.combat_score = 1
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```
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We defined two new [Attributes](./Attributes) `power` and `combat_score` and set them to default
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We defined two new [Attributes](./Attributes.md) `power` and `combat_score` and set them to default
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values. Make sure to `@reload` the server if you had it already running (you need to reload every
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time you update your python code, don't worry, no accounts will be disconnected by the reload).
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@ -94,8 +94,8 @@ check it. Using this method however will make it easy to add more functionality
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What we need are the following:
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- One character generation [Command](./Commands) to set the "Power" on the `Character`.
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- A chargen [CmdSet](./Command-Sets) to hold this command. Lets call it `ChargenCmdset`.
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- One character generation [Command](./Commands.md) to set the "Power" on the `Character`.
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- A chargen [CmdSet](./Command-Sets.md) to hold this command. Lets call it `ChargenCmdset`.
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- A custom `ChargenRoom` type that makes this set of commands available to players in such rooms.
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- One such room to test things in.
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@ -104,7 +104,7 @@ What we need are the following:
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For this tutorial we will add all our new commands to `mygame/commands/command.py` but you could
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split your commands into multiple module if you prefered.
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For this tutorial character generation will only consist of one [Command](./Commands) to set the
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For this tutorial character generation will only consist of one [Command](./Commands.md) to set the
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Character s "power" stat. It will be called on the following MUSH-like form:
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+setpower 4
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@ -156,7 +156,7 @@ This is a pretty straightforward command. We do some error checking, then set th
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We use a `help_category` of "mush" for all our commands, just so they are easy to find and separate
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in the help list.
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Save the file. We will now add it to a new [CmdSet](./Command-Sets) so it can be accessed (in a full
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Save the file. We will now add it to a new [CmdSet](./Command-Sets.md) so it can be accessed (in a full
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chargen system you would of course have more than one command here).
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Open `mygame/commands/default_cmdsets.py` and import your `command.py` module at the top. We also
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@ -210,7 +210,7 @@ class ChargenRoom(Room):
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```
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Note how new rooms created with this typeclass will always start with `ChargenCmdset` on themselves.
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Don't forget the `permanent=True` keyword or you will lose the cmdset after a server reload. For
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more information about [Command Sets](./Command-Sets) and [Commands](./Commands), see the respective
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more information about [Command Sets](./Command-Sets.md) and [Commands](./Commands.md), see the respective
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links.
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### Testing chargen
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@ -242,7 +242,7 @@ between fixes. Don't continue until the creation seems to have worked okay.
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This should bring you to the chargen room. Being in there you should now have the `+setpower`
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command available, so test it out. When you leave (via the `finish` exit), the command will go away
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and trying `+setpower` should now give you a command-not-found error. Use `ex me` (as a privileged
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user) to check so the `Power` [Attribute](./Attributes) has been set correctly.
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user) to check so the `Power` [Attribute](./Attributes.md) has been set correctly.
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If things are not working, make sure your typeclasses and commands are free of bugs and that you
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have entered the paths to the various command sets and commands correctly. Check the logs or command
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@ -391,7 +391,7 @@ There are a few ways to define the NPC class. We could in theory create a custom
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and put a custom NPC-specific cmdset on all NPCs. This cmdset could hold all manipulation commands.
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Since we expect NPC manipulation to be a common occurrence among the user base however, we will
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instead put all relevant NPC commands in the default command set and limit eventual access with
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[Permissions and Locks](./Locks#Permissions).
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[Permissions and Locks](./Locks.md#permissions).
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### Creating an NPC with +createNPC
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@ -443,13 +443,13 @@ class CmdCreateNPC(Command):
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exclude=caller)
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```
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Here we define a `+createnpc` (`+createNPC` works too) that is callable by everyone *not* having the
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`nonpcs` "[permission](./Locks#Permissions)" (in Evennia, a "permission" can just as well be used to
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`nonpcs` "[permission](./Locks.md#permissions)" (in Evennia, a "permission" can just as well be used to
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block access, it depends on the lock we define). We create the NPC object in the caller's current
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location, using our custom `Character` typeclass to do so.
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We set an extra lock condition on the NPC, which we will use to check who may edit the NPC later --
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we allow the creator to do so, and anyone with the Builders permission (or higher). See
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[Locks](./Locks) for more information about the lock system.
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[Locks](./Locks.md) for more information about the lock system.
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Note that we just give the object default permissions (by not specifying the `permissions` keyword
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to the `create_object()` call). In some games one might want to give the NPC the same permissions
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@ -464,7 +464,7 @@ Since we re-used our custom character typeclass, our new NPC already has a *Powe
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defaults to 1. How do we change this?
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There are a few ways we can do this. The easiest is to remember that the `power` attribute is just a
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simple [Attribute](./Attributes) stored on the NPC object. So as a Builder or Admin we could set this
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simple [Attribute](./Attributes.md) stored on the NPC object. So as a Builder or Admin we could set this
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right away with the default `@set` command:
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@set mynpc/power = 6
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@ -646,6 +646,6 @@ The simple "Power" game mechanic should be easily expandable to something more f
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useful, same is true for the combat score principle. The `+attack` could be made to target a
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specific player (or npc) and automatically compare their relevant attributes to determine a result.
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To continue from here, you can take a look at the [Tutorial World](./Tutorial-World-Introduction). For
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more specific ideas, see the [other tutorials and hints](./Tutorials) as well
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as the [Developer Central](./Developer-Central).
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To continue from here, you can take a look at the [Tutorial World](./Tutorial-World-Introduction.md). For
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more specific ideas, see the [other tutorials and hints](./Tutorials.md) as well
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as the [Developer Central](./Developer-Central.md).
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