From d92575639c86425bf84a99e09c8efaf90b889d32 Mon Sep 17 00:00:00 2001 From: Evennia docbuilder action Date: Sat, 7 Jan 2023 23:14:56 +0000 Subject: [PATCH] Updated HTML docs. --- docs/1.0/.buildinfo | 2 +- docs/1.0/Components/Accounts.html | 2 +- docs/1.0/Components/Default-Commands.html | 2 +- docs/1.0/Components/EvMore.html | 2 +- docs/1.0/Components/Prototypes.html | 2 +- docs/1.0/Components/Typeclasses.html | 2 +- docs/1.0/Concepts/Internationalization.html | 4 ++-- .../Contribs/Contrib-Mapbuilder-Tutorial.html | 2 +- docs/1.0/Evennia-API.html | 2 +- ...ner-Tutorial-Evennia-Library-Overview.html | 4 ++-- .../Beginner-Tutorial-Gamedir-Overview.html | 22 +++++++++---------- .../Beginner-Tutorial-Tutorial-World.html | 4 ++-- .../Evennia-for-roleplaying-sessions.html | 2 +- .../Howtos/Tutorial-Displaying-Room-Map.html | 2 +- docs/1.0/Setup/Updating-Evennia.html | 2 +- .../api/evennia.commands.default.account.html | 4 ++-- .../evennia.commands.default.building.html | 8 +++---- .../api/evennia.commands.default.comms.html | 8 +++---- .../api/evennia.commands.default.general.html | 16 +++++++------- .../api/evennia.commands.default.system.html | 4 ++-- .../api/evennia.commands.default.tests.html | 2 +- .../evennia.commands.default.unloggedin.html | 16 +++++++------- ....base_systems.email_login.email_login.html | 16 +++++++------- ...b.base_systems.ingame_python.commands.html | 4 ++-- ...systems.mux_comms_cmds.mux_comms_cmds.html | 4 ++-- ...rib.full_systems.evscaperoom.commands.html | 20 ++++++++--------- ...ontrib.game_systems.clothing.clothing.html | 4 ++-- ...trib.game_systems.turnbattle.tb_basic.html | 4 ++-- ...trib.game_systems.turnbattle.tb_equip.html | 4 ++-- ...trib.game_systems.turnbattle.tb_items.html | 4 ++-- ...trib.game_systems.turnbattle.tb_magic.html | 4 ++-- ...trib.game_systems.turnbattle.tb_range.html | 4 ++-- ...trib.grid.extended_room.extended_room.html | 4 ++-- ...evennia.contrib.rpg.rpsystem.rpsystem.html | 4 ++-- ...ontrib.tutorials.evadventure.commands.html | 4 ++-- ...ntrib.tutorials.red_button.red_button.html | 8 +++---- ...trib.tutorials.tutorial_world.objects.html | 16 +++++++------- ...ontrib.tutorials.tutorial_world.rooms.html | 12 +++++----- ...utils.git_integration.git_integration.html | 4 ++-- docs/1.0/api/evennia.utils.eveditor.html | 4 ++-- docs/1.0/api/evennia.utils.evmenu.html | 4 ++-- docs/1.0/api/evennia.utils.evmore.html | 4 ++-- docs/1.0/searchindex.js | 2 +- 43 files changed, 124 insertions(+), 124 deletions(-) diff --git a/docs/1.0/.buildinfo b/docs/1.0/.buildinfo index e9a6750071..369d9d7598 100644 --- a/docs/1.0/.buildinfo +++ b/docs/1.0/.buildinfo @@ -1,4 +1,4 @@ # Sphinx build info version 1 # This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done. -config: fef3326443c2f8550b9547b9bec8f344 +config: acafaf893b54f38b97ee07b618baf98f tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/1.0/Components/Accounts.html b/docs/1.0/Components/Accounts.html index f0827ccb65..25882234f3 100644 --- a/docs/1.0/Components/Accounts.html +++ b/docs/1.0/Components/Accounts.html @@ -165,7 +165,7 @@ Evennia’s MULTISESSION_MODE

  • user - a unique link to a User Django object, representing the logged-in user.

  • obj - an alias for character.

  • name - an alias for user.username

  • -
  • sessions - an instance of ObjectSessionHandler managing all connected Sessions (physical connections) this object listens to (Note: In older versions of Evennia, this was a list). The so-called session-id (used in many places) is found as a property sessid on each Session instance.

  • +
  • sessions - an instance of ObjectSessionHandler managing all connected Sessions (physical connections) this object listens to (Note: In older versions of Evennia, this was a list). The so-called session-id (used in many places) is found as a property sessid on each Session instance.

  • is_superuser (bool: True/False) - if this account is a superuser.

  • Special handlers:

    diff --git a/docs/1.0/Components/Default-Commands.html b/docs/1.0/Components/Default-Commands.html index 37483d2f5b..e41dfce542 100644 --- a/docs/1.0/Components/Default-Commands.html +++ b/docs/1.0/Components/Default-Commands.html @@ -102,7 +102,7 @@ files. Our policy for adding default commands is outlined Commands documentation explains how Commands work as well as how to make new or customize existing ones.

    -

    Note that this page is auto-generated. Report problems to the issue tracker.

    +

    Note that this page is auto-generated. Report problems to the issue tracker.

    Note

    diff --git a/docs/1.0/Components/EvMore.html b/docs/1.0/Components/EvMore.html index 62c64fcd7d..6c549136a2 100644 --- a/docs/1.0/Components/EvMore.html +++ b/docs/1.0/Components/EvMore.html @@ -124,7 +124,7 @@ officia deserunt mollit anim id est laborum.

    commands to jump to previous pages, to the top or bottom of the document as well as abort the paging.

    The pager takes several more keyword arguments for controlling the message output. See the -evmore-API for more info.

    +evmore-API for more info.

    diff --git a/docs/1.0/Components/Prototypes.html b/docs/1.0/Components/Prototypes.html index 9d7ea6cce7..fdd472858a 100644 --- a/docs/1.0/Components/Prototypes.html +++ b/docs/1.0/Components/Prototypes.html @@ -384,7 +384,7 @@ matching list of created objects. Example:

    Hint: Same as when using spawn, when spawning from a one-time prototype dict like this, you can skip otherwise required keys, like prototype_key or typeclass/prototype_parent. Defaults will be used.

    -

    Note that no location will be set automatically when using evennia.prototypes.spawner.spawn(), you have to specify location explicitly in the prototype dict. If the prototypes you supply are using prototype_parent keywords, the spawner will read prototypes from modules in settings.PROTOTYPE_MODULES as well as those saved to the database to determine the body of available parents. The spawn command takes many optional keywords, you can find its definition in the api docs.

    +

    Note that no location will be set automatically when using evennia.prototypes.spawner.spawn(), you have to specify location explicitly in the prototype dict. If the prototypes you supply are using prototype_parent keywords, the spawner will read prototypes from modules in settings.PROTOTYPE_MODULES as well as those saved to the database to determine the body of available parents. The spawn command takes many optional keywords, you can find its definition in the api docs.

    diff --git a/docs/1.0/Components/Typeclasses.html b/docs/1.0/Components/Typeclasses.html index a529276af4..00e17f917a 100644 --- a/docs/1.0/Components/Typeclasses.html +++ b/docs/1.0/Components/Typeclasses.html @@ -368,7 +368,7 @@ retroactively update objects more than necessary.

    run_start_hooks="all", no_default=True, clean_cmdsets=False)
    -

    The arguments to this method are described in the API docs here.

    +

    The arguments to this method are described in the API docs here.

    diff --git a/docs/1.0/Concepts/Internationalization.html b/docs/1.0/Concepts/Internationalization.html index 5d832b029c..aafa8cbfa7 100644 --- a/docs/1.0/Concepts/Internationalization.html +++ b/docs/1.0/Concepts/Internationalization.html @@ -176,7 +176,7 @@ updated after Sept 2022 will be missing some translations.

    -

    Language translations are found in the evennia/locale +

    Language translations are found in the evennia/locale folder. Read below if you want to help improve an existing translation of contribute a new one.

    @@ -212,7 +212,7 @@ available on Github as

    Translations are found in the core evennia/ library, under evennia/evennia/locale/. You must make sure to have cloned this repository -from Evennia’s github before you can proceed.

    +from Evennia’s github before you can proceed.

    If you cannot find your language in evennia/evennia/locale/ it’s because noone has translated it yet. Alternatively you might have the language but find the translation bad … You are welcome to help improve the situation!

    diff --git a/docs/1.0/Contribs/Contrib-Mapbuilder-Tutorial.html b/docs/1.0/Contribs/Contrib-Mapbuilder-Tutorial.html index 79f915768a..b46ed73265 100644 --- a/docs/1.0/Contribs/Contrib-Mapbuilder-Tutorial.html +++ b/docs/1.0/Contribs/Contrib-Mapbuilder-Tutorial.html @@ -406,7 +406,7 @@ complicated.

    room.db.desc = map_string + description_string, or the map going below by reversing their order. Both options are rather unsatisfactory - we would like to have the map next to the text! For this solution we’ll explore the utilities that ship with Evennia. Tucked away in evennia\evennia\utils -is a little module called EvTable . This is an advanced ASCII table +is a little module called EvTable . This is an advanced ASCII table creator for you to utilize in your game. We’ll use it by creating a basic table with 1 row and two columns (one for our map and one for our text) whilst also hiding the borders. Open the batchfile again

    diff --git a/docs/1.0/Evennia-API.html b/docs/1.0/Evennia-API.html index f3414bb221..bc18e90145 100644 --- a/docs/1.0/Evennia-API.html +++ b/docs/1.0/Evennia-API.html @@ -134,7 +134,7 @@

    Shortcuts

    Evennia’s ‘flat API’ has shortcuts to common tools, available by only importing evennia. -The flat API is defined in __init__.py viewable here

    +The flat API is defined in __init__.py viewable here

    Main config

      diff --git a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Evennia-Library-Overview.html b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Evennia-Library-Overview.html index 4aa9d31e88..3b81542f11 100644 --- a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Evennia-Library-Overview.html +++ b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Evennia-Library-Overview.html @@ -129,7 +129,7 @@ from evennia.some_module.other_module import SomeClass

      and so on.

      -

      If you installed Evennia with pip install, the library folder will be installed deep inside your Python installation; you are better off looking at it on github. If you cloned it, you should have an evennia folder to look into.

      +

      If you installed Evennia with pip install, the library folder will be installed deep inside your Python installation; you are better off looking at it on github. If you cloned it, you should have an evennia folder to look into.

      You’ll find this being the outermost structure:

      evennia/
           bin/
      @@ -205,7 +205,7 @@ from here to mygame
       

      We want to figure out just what this DefaultObject offers. Since this is imported directly from evennia, we are actually importing from evennia/__init__.py.

      -

      Look at Line 160 of evennia/__init__.py and you’ll find this line:

      +

      Look at Line 160 of evennia/__init__.py and you’ll find this line:

      from .objects.objects import DefaultObject
       
      diff --git a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html index 17b1ec604a..0701c5129e 100644 --- a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html +++ b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Gamedir-Overview.html @@ -168,9 +168,9 @@ of Evennia. These manifest in game like the server understanding input like A class is template for creating object-instances of a particular type in Python. We will explain classes in more detail in the next lesson.

        -
      • command.py (Python-path: commands.command) - this contain the +

      • command.py (Python-path: commands.command) - this contain the base classes for designing new input commands, or override the defaults.

      • -
      • default_cmdsets.py (Python path: commands.default_commands) - +

      • default_cmdsets.py (Python path: commands.default_commands) - a cmdset (Command-Set) groups Commands together. Command-sets can be added and removed from objects on the fly, meaning a user could have a different set of commands (or versions of commands) available depending on their circumstance in the game. In order to add a new command to the game, it’s common to import the new command-class @@ -254,23 +254,23 @@ to add them.

      • to the database. This allows a Character to remain in the same place and your updated strength stat to still be the same after a server reboot.

          -
        • accounts.py (Python-path: typeclasses.accounts) - An +

        • accounts.py (Python-path: typeclasses.accounts) - An Account represents the player connecting to the game. It holds information like email, password and other out-of-character details.

        • -
        • channels.py (Python-path: typeclasses.channels) - +

        • channels.py (Python-path: typeclasses.channels) - Channels are used to manage in-game communication between players.

        • -
        • objects.py (Python-path: typeclasses.objects) - +

        • objects.py (Python-path: typeclasses.objects) - Objects represent all things having a location within the game world.

        • -
        • characters.py (Python-path: typeclasses.characters) - +

        • characters.py (Python-path: typeclasses.characters) - The Character is a subclass of Objects, controlled by Accounts - they are the player’s avatars in the game world.

        • -
        • rooms.py (Python-path: typeclasses.rooms) - A +

        • rooms.py (Python-path: typeclasses.rooms) - A Room is also a subclass of Object; describing discrete locations. While the traditional term is ‘room’, such a location can be anything and on any scale that fits your game, from a forest glade, an entire planet or an actual dungeon room.

        • -
        • exits.py (Python-path: typeclasses.exits) - +

        • exits.py (Python-path: typeclasses.exits) - Exits is another subclass of Object. Exits link one Room to another.

        • -
        • scripts.py (Python-path: typeclasses.scripts) - +

        • scripts.py (Python-path: typeclasses.scripts) - Scripts are ‘out-of-character’ objects. They have no location in-game and can serve as basis for anything that needs database persistence, such as combat, weather, or economic systems. They also have the ability to execute code repeatedly, on a timer.

        @@ -299,10 +299,10 @@ Evennia will copy static data from This folder only contains some example files. It’s meant to hold ‘the rest’ of your game implementation. Many people change and re-structure this in various ways to better fit their ideas.

          -
        • batch_cmds.ev - This is an .ev file, which is essentially +

        • batch_cmds.ev - This is an .ev file, which is essentially just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The Tutorial World was built with such a batch-file.

        • -
        • prototypes.py - A prototype is a way to easily vary objects without changing their base typeclass. For example, one could use prototypes to tell that Two goblins, while both of the class ‘Goblin’ (so they follow the same code logic), should have different equipment, stats and looks.

        • +
        • prototypes.py - A prototype is a way to easily vary objects without changing their base typeclass. For example, one could use prototypes to tell that Two goblins, while both of the class ‘Goblin’ (so they follow the same code logic), should have different equipment, stats and looks.

    diff --git a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Tutorial-World.html b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Tutorial-World.html index 3069cfdbe7..1a2ac4c12a 100644 --- a/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Tutorial-World.html +++ b/docs/1.0/Howtos/Beginner-Tutorial/Part1/Beginner-Tutorial-Tutorial-World.html @@ -120,7 +120,7 @@ time learning by deconstructing existing code.

    What this does is to run the build script -evennia/contrib/tutorial_world/build.ev. +evennia/contrib/tutorial_world/build.ev. This is pretty much just a list of build-commands executed in sequence by the batchcommand command. Wait for the building to complete and don’t run it twice.

    @@ -197,7 +197,7 @@ Either way you should now be back in Limbo, able to reflect on the experience.evennia/contrib/tutorials/tutorial_world. -The build-script is here.

    +The build-script is here.

    When reading the code, remember that the Tutorial World was designed to install easily and to not permanently modify the rest of the game. It therefore makes sure to only use temporary solutions and to clean up after itself. This is not something you will often need to worry about when making your own game.

    diff --git a/docs/1.0/Howtos/Evennia-for-roleplaying-sessions.html b/docs/1.0/Howtos/Evennia-for-roleplaying-sessions.html index 1bac21dd53..ccf0f5a0c3 100644 --- a/docs/1.0/Howtos/Evennia-for-roleplaying-sessions.html +++ b/docs/1.0/Howtos/Evennia-for-roleplaying-sessions.html @@ -387,7 +387,7 @@ expected by our new ], align='r', border="incols") -

    Above, we create a two-column table by supplying the two columns directly. We also tell the table to be right-aligned and to use the “incols” border type (borders drawns only in between columns). The EvTable class takes a lot of arguments for customizing its look, you can see some of the possible keyword arguments here. Once you have the table you could also retroactively add new columns and rows to it with table.add_row() and table.add_column(): if necessary the table will expand with empty rows/columns to always remain rectangular.

    +

    Above, we create a two-column table by supplying the two columns directly. We also tell the table to be right-aligned and to use the “incols” border type (borders drawns only in between columns). The EvTable class takes a lot of arguments for customizing its look, you can see some of the possible keyword arguments here. Once you have the table you could also retroactively add new columns and rows to it with table.add_row() and table.add_column(): if necessary the table will expand with empty rows/columns to always remain rectangular.

    The result from printing the above table will be

    table_string = str(table)
     
    diff --git a/docs/1.0/Howtos/Tutorial-Displaying-Room-Map.html b/docs/1.0/Howtos/Tutorial-Displaying-Room-Map.html
    index 728df5543c..add48e7666 100644
    --- a/docs/1.0/Howtos/Tutorial-Displaying-Room-Map.html
    +++ b/docs/1.0/Howtos/Tutorial-Displaying-Room-Map.html
    @@ -397,7 +397,7 @@ presentational string out of it using the