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Updated HTML docs
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@ -125,7 +125,7 @@ planning at this stage can solve many problems before they happen.</p>
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<p>In this section we will try to create an actual “map” object that an account can pick up and look
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at.</p>
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<p>Evennia offers a range of <a class="reference internal" href="../Components/Default-Commands.html"><span class="doc std std-doc">default commands</span></a> for
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<a class="reference internal" href="Beginner-Tutorial/Part1/Building-Quickstart.html"><span class="doc std std-doc">creating objects and rooms in-game</span></a>. While readily accessible, these commands are made to do very
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<a class="reference internal" href="Beginner-Tutorial/Part1/Beginner-Tutorial-Building-Quickstart.html"><span class="doc std std-doc">creating objects and rooms in-game</span></a>. While readily accessible, these commands are made to do very
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specific, restricted things and will thus not offer as much flexibility to experiment (for an
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advanced exception see <a class="reference internal" href="../Components/FuncParser.html"><span class="doc std std-doc">the FuncParser</span></a>). Additionally, entering long
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descriptions and properties over and over in the game client can become tedious; especially when
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@ -433,7 +433,7 @@ easily new game defining features can be added to Evennia.</p>
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<p>You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why
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not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
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Tutorial), <a class="reference internal" href="Tutorial-Aggressive-NPCs.html"><span class="doc std std-doc">fill your world with NPC’s</span></a> or
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<a class="reference internal" href="Beginner-Tutorial/Part3/Turn-based-Combat-System.html"><span class="doc std std-doc">implement a combat system</span></a>.</p>
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<a class="reference internal" href="Turn-based-Combat-System.html"><span class="doc std std-doc">implement a combat system</span></a>.</p>
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</section>
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</section>
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