Help System Tutorial¶
-Before doing this tutorial you will probably want to read the intro in [Basic Web tutorial](Web- Tutorial). Reading the three first parts of the Django tutorial might help as well.
-This tutorial will show you how to access the help system through your website. Both help commands -and regular help entries will be visible, depending on the logged-in user or an anonymous character.
+Web Help System Tutorial¶
+Before doing this tutorial you will probably want to read the intro in the Changing the Web page tutorial. Reading the three first parts of the Django tutorial might help as well.
+This tutorial will show you how to access the help system through your website. Both help commands and regular help entries will be visible, depending on the logged-in user or an anonymous character.
This tutorial will show you how to:
Create a new page to add to your website.
@@ -142,23 +141,16 @@ and regular help entries will be visible, depending on the logged-in user or an
Creating our app¶
-The first step is to create our new Django app. An app in Django can contain pages and -mechanisms: your website may contain different apps. Actually, the website provided out-of-the-box -by Evennia has already three apps: a “webclient” app, to handle the entire webclient, a “website” -app to contain your basic pages, and a third app provided by Django to create a simple admin -interface. So we’ll create another app in parallel, giving it a clear name to represent our help -system.
-From your game directory, use the following command:
-evennia startapp help_system
+The first step is to create our new Django app. An app in Django can contain pages and mechanisms: your website may contain different apps. Actually, the website provided out-of-the-box by Evennia has already three apps: a “webclient” app, to handle the entire webclient, a “website” app to contain your basic pages, and a third app provided by Django to create a simple admin interface. So we’ll create another app in parallel, giving it a clear name to represent our help system.
+From your game directory, use the following commands:
+cd web
+evennia startapp help_system
-Note: calling the app “help” would have been more explicit, but this name is already used by
-Django.
+Note: calling the app “help” would have been more explicit, but this name is already used by Django.
-This will create a directory named help_system at the root of your game directory. It’s a good
-idea to keep things organized and move this directory in the “web” directory of your game. Your
-game directory should look like:
+This will create a directory named help_system under mygame/web/. We put it there to keep all web-related things together, but you can organize however you like. Here’s how the structure looks:
mygame/
...
web/
@@ -166,42 +158,32 @@ game directory should look like:
...
-The “web/help_system” directory contains files created by Django. We’ll use some of them, but if
-you want to learn more about them all, you should read the Django
-tutorial.
-There is a last thing to be done: your folder has been added, but Django doesn’t know about it, it
-doesn’t know it’s a new app. We need to tell it, and we do so by editing a simple setting. Open
-your “server/conf/settings.py” file and add, or edit, these lines:
+The “web/help_system” directory contains files created by Django. We’ll use some of them, but if you want to learn more about them all, you should read the Django tutorial.
+There is a last thing to be done: your folder has been added, but Django doesn’t know about it, it doesn’t know it’s a new app. We need to tell it, and we do so by editing a simple setting. Open your “server/conf/settings.py” file and add, or edit, these lines:
# Web configuration
INSTALLED_APPS += (
"web.help_system",
)
-You can start Evennia if you want, and go to your website, probably at
-http://localhost:4001 . You won’t see anything different though: we added
-the app but it’s fairly empty.
+You can start Evennia if you want, and go to your website, probably at http://localhost:4001 . You won’t see anything different though: we added the app but it’s fairly empty.
Our new page¶
-At this point, our new app contains mostly empty files that you can explore. In order to create
-a page for our help system, we need to add:
+At this point, our new app contains mostly empty files that you can explore. In order to create a page for our help system, we need to add:
A view, dealing with the logic of our page.
A template to display our new page.
A new URL pointing to our page.
-We could get away by creating just a view and a new URL, but that’s not a recommended way to work
-with your website. Building on templates is so much more convenient.
+We could get away by creating just a view and a new URL, but that’s not a recommended way to work with your website. Building on templates is so much more convenient.
Create a view¶
A view in Django is a simple Python function placed in the “views.py” file in your app. It will
-handle the behavior that is triggered when a user asks for this information by entering a URL (the
-connection between views and URLs will be discussed later).
-So let’s create our view. You can open the “web/help_system/views.py” file and paste the following
-lines:
+handle the behavior that is triggered when a user asks for this information by entering a URL (the connection between views and URLs will be discussed later).
+So let’s create our view. You can open the “web/help_system/views.py” file and paste the following lines:
from django.shortcuts import render
def index(request):
@@ -209,16 +191,11 @@ lines:
return render(request, "help_system/index.html")
-Our view handles all code logic. This time, there’s not much: when this function is called, it will
-render the template we will now create. But that’s where we will do most of our work afterward.
+Our view handles all code logic. This time, there’s not much: when this function is called, it will render the template we will now create. But that’s where we will do most of our work afterward.
Create a template¶
-The render function called into our view asks the template help_system/index.html. The
-templates of our apps are stored in the app directory, “templates” sub-directory. Django may have
-created the “templates” folder already. If not, create it yourself. In it, create another folder
-“help_system”, and inside of this folder, create a file named “index.html”. Wow, that’s some
-hierarchy. Your directory structure (starting from web) should look like this:
+The render function called into our view asks the template help_system/index.html. The templates of our apps are stored in the app directory, “templates” sub-directory. Django may have created the “templates” folder already. If not, create it yourself. In it, create another folder “help_system”, and inside of this folder, create a file named “index.html”. Wow, that’s some hierarchy. Your directory structure (starting from web) should look like this:
web/
help_system/
...
@@ -237,24 +214,17 @@ hierarchy. Your directory structure (starting from
-It loads the “base.html” template. This describes the basic structure of all your pages, with
-a menu at the top and a footer, and perhaps other information like images and things to be present
-on each page. You can create templates that do not inherit from “base.html”, but you should have a
-good reason for doing so.
-The “base.html” template defines all the structure of the page. What is left is to override
-some sections of our pages. These sections are called blocks. On line 2, we override the block
-named “blocktitle”, which contains the title of our page.
-Same thing here, we override the block named “content”, which contains the main content of our
-web page. This block is bigger, so we define it on several lines.
+It loads the “base.html” template. This describes the basic structure of all your pages, with a menu at the top and a footer, and perhaps other information like images and things to be present on each page. You can create templates that do not inherit from “base.html”, but you should have a good reason for doing so.
+The “base.html” template defines all the structure of the page. What is left is to override some sections of our pages. These sections are called blocks. On line 2, we override the block named “blocktitle”, which contains the title of our page.
+Same thing here, we override the block named “content”, which contains the main content of our web page. This block is bigger, so we define it on several lines.
This is perfectly normal HTML code to display a level-2 heading.
And finally we close the block named “content”.
Create a new URL¶
-Last step to add our page: we need to add a URL leading to it… otherwise users won’t be able to
-access it. The URLs of our apps are stored in the app’s directory “urls.py” file.
-Open the web/help_system/urls.py file (you might have to create it) and make it look like this.
+Last step to add our page: we need to add a URL leading to it… otherwise users won’t be able to access it. The URLs of our apps are stored in the app’s directory “urls.py” file.
+Open the web/help_system/urls.py file (you might have to create it) and make it look like this:
# URL patterns for the help_system app
from django.urls import path
@@ -265,12 +235,8 @@ access it. The URLs of our apps are stored in the app’s directory “]
-The urlpatterns variable is what Django/Evennia looks for to figure out how to
-direct a user entering an URL in their browser to the view-code you have
-written.
-Last we need to tie this into the main namespace for your game. Edit the file
-mygame/web/urls.py. In it you will find the urlpatterns list again.
-Add a new path to the end of the list.
+The urlpatterns variable is what Django/Evennia looks for to figure out how to direct a user entering an URL in their browser to the view-code you have written.
+Last we need to tie this into the main namespace for your game. Edit the file mygame/web/urls.py. In it you will find the urlpatterns list again. Add a new path to the end of the list.
# mygame/web/urls.py
# [...]
@@ -292,21 +258,14 @@ Add a new path
When a user will ask for a specific URL on your site, Django will:
-Read the list of custom patterns defined in “web/urls.py”. There’s one pattern here, which
-describes to Django that all URLs beginning by ‘help/’ should be sent to the ‘help_system’ app. The
-‘help/’ part is removed.
-Then Django will check the “web.help_system/urls.py” file. It contains only one URL, which is
-empty (^$).
+Read the list of custom patterns defined in “web/urls.py”. There’s one pattern here, which describes to Django that all URLs beginning by ‘help/’ should be sent to the ‘help_system’ app. The ‘help/’ part is removed.
+Then Django will check the “web.help_system/urls.py” file. It contains only one URL, which is empty (^$).
In other words, if the URL is ‘/help/’, then Django will execute our defined view.
Let’s see it work¶
-You can now reload or start Evennia. Open a tab in your browser and go to
-http://localhost:4001/help/ . If everything goes well, you should
-see your new page… which isn’t empty since Evennia uses our “base.html” template. In the
-content of our page, there’s only a heading that reads “help index”. Notice that the title of our
-page is “mygame - Help index” (“mygame” is replaced by the name of your game).
+You can now reload or start Evennia. Open a tab in your browser and go to http://localhost:4001/help/ . If everything goes well, you should see your new page… which isn’t empty since Evennia uses our “base.html” template. In the content of our page, there’s only a heading that reads “help index”. Notice that the title of our page is “mygame - Help index” (“mygame” is replaced by the name of your game).
From now on, it will be easier to move forward and add features.
@@ -325,30 +284,17 @@ page is “mygame - Help index” (“mygame” is replaced by the name of your
Should we create two URLs?
-The answer is… maybe. It depends on what you want to do. We have our help index accessible
-through the “/help/” URL. We could have the detail of a help entry accessible through “/help/desc”
-(to see the detail of the “desc” command). The problem is that our commands or help topics may
-contain special characters that aren’t to be present in URLs. There are different ways around this
-problem. I have decided to use a GET variable here, which would create URLs like this:
+The answer is… maybe. It depends on what you want to do. We have our help index accessible through the “/help/” URL. We could have the detail of a help entry accessible through “/help/desc” (to see the detail of the “desc” command). The problem is that our commands or help topics may contain special characters that aren’t to be present in URLs. There are different ways around this problem. I have decided to use a GET variable here, which would create URLs like this:
/help?name=desc
-If you use this system, you don’t have to add a new URL: GET and POST variables are accessible
-through our requests and we’ll see how soon enough.
+If you use this system, you don’t have to add a new URL: GET and POST variables are accessible through our requests and we’ll see how soon enough.
Handling logged-in users¶
-One of our requirements is to have a help system tailored to our accounts. If an account with admin
-access logs in, the page should display a lot of commands that aren’t accessible to common users.
-And perhaps even some additional help topics.
-Fortunately, it’s fairly easy to get the logged in account in our view (remember that we’ll do most
-of our coding there). The request object, passed to our function, contains a user attribute.
-This attribute will always be there: we cannot test whether it’s None or not, for instance. But
-when the request comes from a user that isn’t logged in, the user attribute will contain an
-anonymous Django user. We then can use the is_anonymous method to see whether the user is logged-
-in or not. Last gift by Evennia, if the user is logged in, request.user contains a reference to
-an account object, which will help us a lot in coupling the game and online system.
+One of our requirements is to have a help system tailored to our accounts. If an account with admin access logs in, the page should display a lot of commands that aren’t accessible to common users. And perhaps even some additional help topics.
+Fortunately, it’s fairly easy to get the logged in account in our view (remember that we’ll do most of our coding there). The request object, passed to our function, contains a user attribute. This attribute will always be there: we cannot test whether it’s None or not, for instance. But when the request comes from a user that isn’t logged in, the user attribute will contain an anonymous Django user. We then can use the is_anonymous method to see whether the user is logged-in or not. Last gift by Evennia, if the user is logged in, request.user contains a reference to an account object, which will help us a lot in coupling the game and online system.
So we might end up with something like:
def index(request):
"""The 'index' view."""
@@ -358,8 +304,7 @@ an account object, which will help us a lot in coupling the game and online syst
-Note: this code works when your MULTISESSION_MODE is set to 0 or 1. When it’s above, you would
-have something like:
+Note: this code works when your MULTISESSION_MODE is set to 0 or 1. When it’s above, you would have something like:
def index(request):
"""The 'index' view."""
@@ -369,14 +314,12 @@ have something like:
In this second case, it will select the first character of the account.
-But what if the user’s not logged in? Again, we have different solutions. One of the most simple
-is to create a character that will behave as our default character for the help system. You can
-create it through your game: connect to it and enter:
+But what if the user’s not logged in? Again, we have different solutions. One of the most simple is to create a character that will behave as our default character for the help system. You can create it through your game: connect to it and enter:
@charcreate anonymous
The system should answer:
-Created new character anonymous. Use @ic anonymous to enter the game as this character.
+ Created new character anonymous. Use @ic anonymous to enter the game as this character.
So in our view, we could have something like this:
@@ -391,15 +334,12 @@ create it through your game: connect to it and enter:
character = Character.objects.get(db_key="anonymous")
-This time, we have a valid character no matter what: remember to adapt this code if you’re running
-in multisession mode above 1.
+This time, we have a valid character no matter what: remember to adapt this code if you’re running in multisession mode above 1.
The full system¶
-What we’re going to do is to browse through all commands and help entries, and list all the commands
-that can be seen by this character (either our ‘anonymous’ character, or our logged-in character).
-The code is longer, but it presents the entire concept in our view. Edit the
-“web/help_system/views.py” file and paste into it:
+What we’re going to do is to browse through all commands and help entries, and list all the commands that can be seen by this character (either our ‘anonymous’ character, or our logged-in character).
+The code is longer, but it presents the entire concept in our view. Edit the “web/help_system/views.py” file and paste into it:
from django.http import Http404
from django.shortcuts import render
from evennia.help.models import HelpEntry
@@ -493,26 +433,17 @@ that can be seen by this character (either our ‘anonymous’ character, or our
The index function is our view:
It begins by getting the character as we saw in the previous section.
-It gets the help topics (commands and help entries) accessible to this character. It’s another
-function that handles that part.
-If there’s a GET variable “name” in our URL (like “/help?name=drop”), it will retrieve it. If
-it’s not a valid topic’s name, it returns a 404. Otherwise, it renders the template called
-“detail.html”, to display the detail of our topic.
+It gets the help topics (commands and help entries) accessible to this character. It’s another function that handles that part.
+If there’s a GET variable “name” in our URL (like “/help?name=drop”), it will retrieve it. If it’s not a valid topic’s name, it returns a 404. Otherwise, it renders the template called “detail.html”, to display the detail of our topic.
If there’s no GET variable “name”, render “index.html”, to display the list of topics.
-The _get_topics is a private function. Its sole mission is to retrieve the commands a character
-can execute, and the help entries this same character can see. This code is more Evennia-specific
-than Django-specific, it will not be detailed in this tutorial. Just notice that all help topics
-are stored in a dictionary. This is to simplify our job when displaying them in our templates.
+The _get_topics is a private function. Its sole mission is to retrieve the commands a character can execute, and the help entries this same character can see. This code is more Evennia-specific than Django-specific, it will not be detailed in this tutorial. Just notice that all help topics are stored in a dictionary. This is to simplify our job when displaying them in our templates.
-Notice that, in both cases when we asked to render a template, we passed to render a third
-argument which is the dictionary of variables used in our templates. We can pass variables this
-way, and we will use them in our templates.
+Notice that, in both cases when we asked to render a template, we passed to render a third argument which is the dictionary of variables used in our templates. We can pass variables this way, and we will use them in our templates.
The index template¶
-Let’s look at our full “index” template. You can open the
-“web/help_system/templates/help_sstem/index.html” file and paste the following into it:
+Let’s look at our full “index” template. You can open the “web/help_system/templates/help_sstem/index.html” file and paste the following into it:
{% extends "base.html" %}
{% block titleblock %}Help index{% endblock %}
{% block content %}
@@ -541,18 +472,13 @@ way, and we will use them in our templates.
Browse through all categories.
For all categories, display a level-2 heading with the name of the category.
-All topics in a category (remember, they can be either commands or help entries) are displayed in
-a table. The trickier part may be that, when the loop is above 5, it will create a new line. The
-table will have 5 columns at the most per row.
-For every cell in the table, we create a link redirecting to the detail page (see below). The
-URL would look something like “help?name=say”. We use urlencode to ensure special characters are
-properly escaped.
+All topics in a category (remember, they can be either commands or help entries) are displayed in a table. The trickier part may be that, when the loop is above 5, it will create a new line. The table will have 5 columns at the most per row.
+For every cell in the table, we create a link redirecting to the detail page (see below). The URL would look something like “help?name=say”. We use urlencode to ensure special characters are properly escaped.
The detail template¶
-It’s now time to show the detail of a topic (command or help entry). You can create the file
-“web/help_system/templates/help_system/detail.html”. You can paste into it the following code:
+It’s now time to show the detail of a topic (command or help entry). You can create the file “web/help_system/templates/help_system/detail.html”. You can paste into it the following code:
{% extends "base.html" %}
{% block titleblock %}Help for {{ topic.name }}{% endblock %}
{% block content %}
@@ -562,30 +488,21 @@ properly escaped.
{% endblock %}
-This template is much easier to read. Some filters might be unknown to you, but they are just
-used to format here.
+This template is much easier to read. Some filters might be unknown to you, but they are just used to format here.
Put it all together¶
-Remember to reload or start Evennia, and then go to
-http://localhost:4001/help. You should see the list of commands and
-topics accessible by all characters. Try to login (click the “login” link in the menu of your
-website) and go to the same page again. You should now see a more detailed list of commands and
-help entries. Click on one to see its detail.
+Remember to reload or start Evennia, and then go to http://localhost:4001/help. You should see the list of commands and topics accessible by all characters. Try to login (click the “login” link in the menu of your website) and go to the same page again. You should now see a more detailed list of commands and help entries. Click on one to see its detail.
To improve this feature¶
-As always, a tutorial is here to help you feel comfortable adding new features and code by yourself.
-Here are some ideas of things to improve this little feature:
+As always, a tutorial is here to help you feel comfortable adding new features and code by yourself. Here are some ideas of things to improve this little feature:
Links at the bottom of the detail template to go back to the index might be useful.
-A link in the main menu to link to this page would be great… for the time being you have to
-enter the URL, users won’t guess it’s there.
+A link in the main menu to link to this page would be great… for the time being you have to enter the URL, users won’t guess it’s there.
Colors aren’t handled at this point, which isn’t exactly surprising. You could add it though.
-Linking help entries between one another won’t be simple, but it would be great. For instance, if
-you see a help entry about how to use several commands, it would be great if these commands were
-themselves links to display their details.
+Linking help entries between one another won’t be simple, but it would be great. For instance, if you see a help entry about how to use several commands, it would be great if these commands were themselves links to display their details.
@@ -613,7 +530,7 @@ themselves links to display their details.
>previous |
-
+
diff --git a/docs/2.x/Setup/Online-Setup.html b/docs/2.x/Setup/Online-Setup.html
index 6d9516957b..d7826a5546 100644
--- a/docs/2.x/Setup/Online-Setup.html
+++ b/docs/2.x/Setup/Online-Setup.html
@@ -318,7 +318,7 @@ over a web client if they are in a public place, and your websocket can also be
The CertBot Client is a program for automatically obtaining a certificate, use it and maintain it with your website.
Also, on Freenode visit the #letsencrypt channel for assistance from the community. For an additional resource, Let’s Encrypt has a very active community forum.
-[A blog where someone sets up Let’s Encrypt](https://www.digitalocean.com/community/tutorials/how- to-secure-apache-with-let-s-encrypt-on-ubuntu-16-04)
+A blog where someone sets up Let’s Encrypt
The only process missing from all of the above documentation is how to pass verification. This is how Let’s Encrypt verifies that you have control over your domain (not necessarily ownership, it’s Domain Validation (DV)). This can be done either with configuring a certain path on your web server or through a TXT record in your DNS. Which one you will want to do is a personal preference, but can also be based on your hosting choice. In a controlled/cPanel environment, you will most likely have to use DNS verification.
diff --git a/docs/2.x/_sources/Coding/Changelog.md.txt b/docs/2.x/_sources/Coding/Changelog.md.txt
index b1c176ba06..c1a0f074c7 100644
--- a/docs/2.x/_sources/Coding/Changelog.md.txt
+++ b/docs/2.x/_sources/Coding/Changelog.md.txt
@@ -3,7 +3,10 @@
## Evennia main branch
- Contrib: Large-language-model (LLM) AI integration; allows NPCs to talk using
- responses from a neural network server.
+ responses from an LLM server.
+- Fix: Make sure `at_server_reload` is called also on non-repeating Scripts.
+- Fix: Webclient was not giving a proper error when sending an unknown outputfunc to it.
+- Documentation fixes.
## Evennia 2.1.0
diff --git a/docs/2.x/_sources/Howtos/Web-Character-Generation.md.txt b/docs/2.x/_sources/Howtos/Web-Character-Generation.md.txt
index a7c7b22419..caf30443d1 100644
--- a/docs/2.x/_sources/Howtos/Web-Character-Generation.md.txt
+++ b/docs/2.x/_sources/Howtos/Web-Character-Generation.md.txt
@@ -3,23 +3,11 @@
## Introduction
-This tutorial will create a simple web-based interface for generating a new in-game Character.
-Accounts will need to have first logged into the website (with their `AccountDB` account). Once
-finishing character generation the Character will be created immediately and the Accounts can then
-log into the game and play immediately (the Character will not require staff approval or anything
-like that). This guide does not go over how to create an AccountDB on the website with the right
-permissions to transfer to their web-created characters.
+This tutorial will create a simple web-based interface for generating a new in-game Character. Accounts will need to have first logged into the website (with their `AccountDB` account). Once finishing character generation the Character will be created immediately and the Accounts can then log into the game and play immediately (the Character will not require staff approval or anything like that). This guide does not go over how to create an AccountDB on the website with the right permissions to transfer to their web-created characters.
-It is probably most useful to set `AUTO_CREATE_CHARACTER_WITH_ACCOUNT = False` so that all player
-characters can be created through this.
+It is probably most useful to set `AUTO_CREATE_CHARACTER_WITH_ACCOUNT = False` so that all player characters can be created through this.
-You should have some familiarity with how Django sets up its Model Template View framework. You need
-to understand what is happening in the basic [Web Character View tutorial](./Web-Character-View-Tutorial.md).
-If you don’t understand the listed tutorial or have a grasp of Django basics, please look at the
-[Django tutorial](https://docs.djangoproject.com/en/4.1/intro/) to get a taste of what Django does,
-before throwing Evennia into the mix (Evennia shares its API and attributes with the website
-interface). This guide will outline the format of the models, views, urls, and html templates
-needed.
+You should have some familiarity with how Django sets up its Model Template View framework. You need to understand what is happening in the basic [Web Character View tutorial](./Web-Character-View-Tutorial.md). If you don’t understand the listed tutorial or have a grasp of Django basics, please look at the [Django tutorial](https://docs.djangoproject.com/en/4.1/intro/) to get a taste of what Django does, before throwing Evennia into the mix (Evennia shares its API and attributes with the website interface). This guide will outline the format of the models, views, urls, and html templates needed.
## Pictures
@@ -31,22 +19,19 @@ Index page, with no character application yet done:

***
-Having clicked the "create" link you get to create your character (here we will only have name and
-background, you can add whatever is needed to fit your game):
+Having clicked the "create" link you get to create your character (here we will only have name and background, you can add whatever is needed to fit your game):
***

***
-Back to the index page. Having entered our character application (we called our character "TestApp")
-you see it listed:
+Back to the index page. Having entered our character application (we called our character "TestApp") you see it listed:
***

***
-We can also view an already written character application by clicking on it - this brings us to the
-*detail* page:
+We can also view an already written character application by clicking on it - this brings us to the *detail* page:
***

@@ -56,21 +41,17 @@ We can also view an already written character application by clicking on it - th
Assuming your game is named "mygame", navigate to your `mygame/` directory, and type:
+ cd web
evennia startapp chargen
-This will initialize a new Django app we choose to call "chargen". It is directory containing some
-basic starting things Django needs. You will need to move this directory: for the time being, it is
-in your `mygame` directory. Better to move it in your `mygame/web` directory, so you have
-`mygame/web/chargen` in the end.
+This will initialize a new Django app we choose to call "chargen" in `mygame/web/`. We put it under `web/` to keep all web stuff together, but you can organize however you like. It is directory containing some basic starting things Django needs.
-Next, navigate to `mygame/server/conf/settings.py` and add or edit the following line to make
-Evennia (and Django) aware of our new app:
+Next, navigate to `mygame/server/conf/settings.py` and add or edit the following line to make Evennia (and Django) aware of our new app:
INSTALLED_APPS += ('web.chargen',)
After this, we will get into defining our *models* (the description of the database storage),
-*views* (the server-side website content generators), *urls* (how the web browser finds the pages)
-and *templates* (how the web page should be structured).
+*views* (the server-side website content generators), *urls* (how the web browser finds the pages) and *templates* (how the web page should be structured).
### Installing - Checkpoint:
@@ -82,12 +63,9 @@ and *templates* (how the web page should be structured).
Models are created in `mygame/web/chargen/models.py`.
A [Django database model](../Concepts/Models.md) is a Python class that describes the database storage of the
-data you want to manage. Any data you choose to store is stored in the same database as the game and
-you have access to all the game's objects here.
-
-We need to define what a character application actually is. This will differ from game to game so
-for this tutorial we will define a simple character sheet with the following database fields:
+data you want to manage. Any data you choose to store is stored in the same database as the game and you have access to all the game's objects here.
+We need to define what a character application actually is. This will differ from game to game so for this tutorial we will define a simple character sheet with the following database fields:
* `app_id` (AutoField): Primary key for this character application sheet.
* `char_name` (CharField): The new character's name.
@@ -97,8 +75,7 @@ for this tutorial we will define a simple character sheet with the following dat
AccountID from the AccountDB object.
* `submitted` (BooleanField): `True`/`False` depending on if the application has been submitted yet.
-> Note: In a full-fledged game, you’d likely want them to be able to select races, skills,
-attributes and so on.
+> Note: In a full-fledged game, you’d likely want them to be able to select races, skills, attributes and so on.
Our `models.py` file should look something like this:
@@ -116,28 +93,20 @@ class CharApp(models.Model):
submitted = models.BooleanField(default=False)
```
-You should consider how you are going to link your application to your account. For this tutorial,
-we are using the account_id attribute on our character application model in order to keep track of
-which characters are owned by which accounts. Since the account id is a primary key in Evennia, it
-is a good candidate, as you will never have two of the same IDs in Evennia. You can feel free to use
-anything else, but for the purposes of this guide, we are going to use account ID to join the
-character applications with the proper account.
+You should consider how you are going to link your application to your account. For this tutorial, we are using the account_id attribute on our character application model in order to keep track of which characters are owned by which accounts. Since the account id is a primary key in Evennia, it is a good candidate, as you will never have two of the same IDs in Evennia. You can feel free to use anything else, but for the purposes of this guide, we are going to use account ID to join the character applications with the proper account.
### Model - Checkpoint:
-* you should have filled out `mygame/web/chargen/models.py` with the model class shown above
-(eventually adding fields matching what you need for your game).
+* you should have filled out `mygame/web/chargen/models.py` with the model class shown above (eventually adding fields matching what you need for your game).
## Create Views
-*Views* are server-side constructs that make dynamic data available to a web page. We are going to
-add them to `mygame/web/chargen.views.py`. Each view in our example represents the backbone of a
+*Views* are server-side constructs that make dynamic data available to a web page. We are going to add them to `mygame/web/chargen.views.py`. Each view in our example represents the backbone of a
specific web page. We will use three views and three pages here:
* The index (managing `index.html`). This is what you see when you navigate to
`http://yoursite.com/chargen`.
-* The detail display sheet (manages `detail.html`). A page that passively displays the stats of a
-given Character.
+* The detail display sheet (manages `detail.html`). A page that passively displays the stats of a given Character.
* Character creation sheet (manages `create.html`). This is the main form with fields to fill in.
### *Index* view
@@ -163,14 +132,12 @@ def index(request):
### *Detail* view
-Our detail page will have pertinent character application information our users can see. Since this
-is a basic demonstration, our detail page will only show two fields:
+Our detail page will have pertinent character application information our users can see. Since this is a basic demonstration, our detail page will only show two fields:
* Character name
* Character background
-We will use the account ID again just to double-check that whoever tries to check our character page
-is actually the account who owns the application.
+We will use the account ID again just to double-check that whoever tries to check our character page is actually the account who owns the application.
```python
# file mygame/web/chargen.views.py
@@ -188,12 +155,9 @@ def detail(request, app_id):
## *Creating* view
-Predictably, our *create* function will be the most complicated of the views, as it needs to accept
-information from the user, validate the information, and send the information to the server. Once
-the form content is validated will actually create a playable Character.
+Predictably, our *create* function will be the most complicated of the views, as it needs to accept information from the user, validate the information, and send the information to the server. Once the form content is validated will actually create a playable Character.
-The form itself we will define first. In our simple example we are just looking for the Character's
-name and background. This form we create in `mygame/web/chargen/forms.py`:
+The form itself we will define first. In our simple example we are just looking for the Character's name and background. This form we create in `mygame/web/chargen/forms.py`:
```python
# file mygame/web/chargen/forms.py
@@ -258,10 +222,7 @@ def creating(request):
return render(request, 'chargen/create.html', {'form': form})
```
-> Note also that we basically create the character using the Evennia API, and we grab the proper
-permissions from the `AccountDB` object and copy them to the character object. We take the user
-permissions attribute and turn that list of strings into a string object in order for the
-create_object function to properly process the permissions.
+> Note also that we basically create the character using the Evennia API, and we grab the proper permissions from the `AccountDB` object and copy them to the character object. We take the user permissions attribute and turn that list of strings into a string object in order for the create_object function to properly process the permissions.
Most importantly, the following attributes must be set on the created character object:
@@ -271,10 +232,7 @@ Most importantly, the following attributes must be set on the created character
* Character name (key)
* The Character's home room location (`#2` by default)
-Other attributes are strictly speaking optional, such as the `background` attribute on our
-character. It may be a good idea to decompose this function and create a separate _create_character
-function in order to set up your character object the account owns. But with the Evennia API,
-setting custom attributes is as easy as doing it in the meat of your Evennia game directory.
+Other attributes are strictly speaking optional, such as the `background` attribute on our character. It may be a good idea to decompose this function and create a separate _create_character function in order to set up your character object the account owns. But with the Evennia API, setting custom attributes is as easy as doing it in the meat of your Evennia game directory.
After all of this, our `views.py` file should look like something like this:
@@ -351,14 +309,12 @@ def creating(request):
### Create Views - Checkpoint:
* you’ve defined a `views.py` that has an index, detail, and creating functions.
-* you’ve defined a forms.py with the `AppForm` class needed by the `creating` function of
-`views.py`.
+* you’ve defined a forms.py with the `AppForm` class needed by the `creating` function of `views.py`.
* your `mygame/web/chargen` directory should now have a `views.py` and `forms.py` file
## Create URLs
-URL patterns helps redirect requests from the web browser to the right views. These patterns are
-created in `mygame/web/chargen/urls.py`.
+URL patterns helps redirect requests from the web browser to the right views. These patterns are created in `mygame/web/chargen/urls.py`.
```python
# file mygame/web/chargen/urls.py
@@ -376,13 +332,9 @@ urlpatterns = [
]
```
-You could change the format as you desire. To make it more secure, you could remove app_id from the
-"detail" url, and instead just fetch the account’s applications using a unifying field like
-account_id to find all the character application objects to display.
+You could change the format as you desire. To make it more secure, you could remove app_id from the "detail" url, and instead just fetch the account’s applications using a unifying field like account_id to find all the character application objects to display.
-To add this to our website, we must also update the main `mygame/website/urls.py` file; this
-will help tying our new chargen app in with the rest of the website. `urlpatterns` variable, and
-change it to include:
+To add this to our website, we must also update the main `mygame/website/urls.py` file; this will help tying our new chargen app in with the rest of the website. `urlpatterns` variable, and change it to include:
```python
# in file mygame/website/urls.py
@@ -403,21 +355,15 @@ urlpatterns = [
## HTML Templates
-So we have our url patterns, views, and models defined. Now we must define our HTML templates that
-the actual user will see and interact with. For this tutorial we us the basic *prosimii* template
-that comes with Evennia.
+So we have our url patterns, views, and models defined. Now we must define our HTML templates that the actual user will see and interact with. For this tutorial we us the basic *prosimii* template that comes with Evennia.
-Take note that we use `user.is_authenticated` to make sure that the user cannot create a character
-without logging in.
+Take note that we use `user.is_authenticated` to make sure that the user cannot create a character without logging in.
These files will all go into the `/mygame/web/chargen/templates/chargen/` directory.
### index.html
-This HTML template should hold a list of all the applications the account currently has active. For
-this demonstration, we will only list the applications that the account has submitted. You could
-easily adjust this to include saved applications, or other types of applications if you have
-different kinds.
+This HTML template should hold a list of all the applications the account currently has active. For this demonstration, we will only list the applications that the account has submitted. You could easily adjust this to include saved applications, or other types of applications if you have different kinds.
Please refer back to `views.py` to see where we define the variables these templates make use of.
@@ -445,10 +391,7 @@ Please refer back to `views.py` to see where we define the variables these templ
### detail.html
-This page should show a detailed character sheet of their application. This will only show their
-name and character background. You will likely want to extend this to show many more fields for your
-game. In a full-fledged character generation, you may want to extend the boolean attribute of
-submitted to allow accounts to save character applications and submit them later.
+This page should show a detailed character sheet of their application. This will only show their name and character background. You will likely want to extend this to show many more fields for your game. In a full-fledged character generation, you may want to extend the boolean attribute of submitted to allow accounts to save character applications and submit them later.
```html
@@ -473,11 +416,7 @@ submitted to allow accounts to save character applications and submit them later
### create.html
-Our create HTML template will use the Django form we defined back in views.py/forms.py to drive the
-majority of the application process. There will be a form input for every field we defined in
-forms.py, which is handy. We have used POST as our method because we are sending information to the
-server that will update the database. As an alternative, GET would be much less secure. You can read
-up on documentation elsewhere on the web for GET vs. POST.
+Our create HTML template will use the Django form we defined back in views.py/forms.py to drive the majority of the application process. There will be a form input for every field we defined in forms.py, which is handy. We have used POST as our method because we are sending information to the server that will update the database. As an alternative, GET would be much less secure. You can read up on documentation elsewhere on the web for GET vs. POST.
```html
@@ -499,8 +438,7 @@ up on documentation elsewhere on the web for GET vs. POST.
### Templates - Checkpoint:
-* Create a `index.html`, `detail.html` and `create.html` template in your
-`mygame/web/chargen/templates/chargen` directory
+* Create a `index.html`, `detail.html` and `create.html` template in your `mygame/web/chargen/templates/chargen` directory
## Activating your new character generation
@@ -523,49 +461,30 @@ evennia makemigrations
evennia migrate
```
-This will create and update the models. If you see any errors at this stage, read the traceback
-carefully, it should be relatively easy to figure out where the error is.
+This will create and update the models. If you see any errors at this stage, read the traceback carefully, it should be relatively easy to figure out where the error is.
-Login to the website (you need to have previously registered an Player account with the game to do
-this). Next you navigate to `http://yourwebsite.com/chargen` (if you are running locally this will
-be something like `http://localhost:4001/chargen` and you will see your new app in action.
+Login to the website (you need to have previously registered an Player account with the game to do this). Next you navigate to `http://yourwebsite.com/chargen` (if you are running locally this will be something like `http://localhost:4001/chargen` and you will see your new app in action.
-This should hopefully give you a good starting point in figuring out how you’d like to approach your
-own web generation. The main difficulties are in setting the appropriate settings on your newly
-created character object. Thankfully, the Evennia API makes this easy.
+This should hopefully give you a good starting point in figuring out how you’d like to approach your own web generation. The main difficulties are in setting the appropriate settings on your newly created character object. Thankfully, the Evennia API makes this easy.
## Adding a no CAPCHA reCAPCHA on your character generation
-As sad as it is, if your server is open to the web, bots might come to visit and take advantage of
-your open form to create hundreds, thousands, millions of characters if you give them the
-opportunity. This section shows you how to use the [No CAPCHA
-reCAPCHA](https://www.google.com/recaptcha/intro/invisible.html) designed by Google. Not only is it
-easy to use, it is user-friendly... for humans. A simple checkbox to check, except if Google has
-some suspicion, in which case you will have a more difficult test with an image and the usual text
-inside. It's worth pointing out that, as long as Google doesn't suspect you of being a robot, this
-is quite useful, not only for common users, but to screen-reader users, to which reading inside of
-an image is pretty difficult, if not impossible. And to top it all, it will be so easy to add in
-your website.
+As sad as it is, if your server is open to the web, bots might come to visit and take advantage of your open form to create hundreds, thousands, millions of characters if you give them the opportunity. This section shows you how to use the [No CAPCHA
+reCAPCHA](https://www.google.com/recaptcha/intro/invisible.html) designed by Google. Not only is it easy to use, it is user-friendly... for humans. A simple checkbox to check, except if Google has some suspicion, in which case you will have a more difficult test with an image and the usual text inside. It's worth pointing out that, as long as Google doesn't suspect you of being a robot, this is quite useful, not only for common users, but to screen-reader users, to which reading inside of an image is pretty difficult, if not impossible. And to top it all, it will be so easy to add in your website.
### Step 1: Obtain a SiteKey and secret from Google
-The first thing is to ask Google for a way to safely authenticate your website to their service. To
-do it, we need to create a site key and a secret. Go to
-[https://www.google.com/recaptcha/admin](https://www.google.com/recaptcha/admin) to create such a
-site key. It's quite easy when you have a Google account.
+The first thing is to ask Google for a way to safely authenticate your website to their service. To do it, we need to create a site key and a secret. Go to [https://www.google.com/recaptcha/admin](https://www.google.com/recaptcha/admin) to create such a site key. It's quite easy when you have a Google account.
-When you have created your site key, save it safely. Also copy your secret key as well. You should
-find both information on the web page. Both would contain a lot of letters and figures.
+When you have created your site key, save it safely. Also copy your secret key as well. You should find both information on the web page. Both would contain a lot of letters and figures.
### Step 2: installing and configuring the dedicated Django app
-Since Evennia runs on Django, the easiest way to add our CAPCHA and perform the proper check is to
-install the dedicated Django app. Quite easy:
+Since Evennia runs on Django, the easiest way to add our CAPCHA and perform the proper check is to install the dedicated Django app. Quite easy:
pip install django-nocaptcha-recaptcha
-And add it to the installed apps in your settings. In your `mygame/server/conf/settings.py`, you
-might have something like this:
+And add it to the installed apps in your settings. In your `mygame/server/conf/settings.py`, you might have something like this:
```python
# ...
@@ -575,8 +494,7 @@ INSTALLED_APPS += (
)
```
-Don't close the setting file just yet. We have to add in the site key and secret key. You can add
-them below:
+Don't close the setting file just yet. We have to add in the site key and secret key. You can add them below:
```python
# NoReCAPCHA site key
@@ -587,9 +505,7 @@ NORECAPTCHA_SECRET_KEY = "PUT YOUR SECRET KEY HERE"
### Step 3: Adding the CAPCHA to our form
-Finally we have to add the CAPCHA to our form. It will be pretty easy too. First, open your
-`web/chargen/forms.py` file. We're going to add a new field, but hopefully, all the hard work has
-been done for us. Update at your convenience, You might end up with something like this:
+Finally we have to add the CAPCHA to our form. It will be pretty easy too. First, open your `web/chargen/forms.py` file. We're going to add a new field, but hopefully, all the hard work has been done for us. Update at your convenience, You might end up with something like this:
```python
from django import forms
@@ -610,9 +526,7 @@ And lastly, we need to update our HTML file to add in the Google library. You c
```
-And you should put it at the bottom of the page. Just before the closing body would be good, but
-for the time being, the base page doesn't provide a footer block, so we'll put it in the content
-block. Note that it's not the best place, but it will work. In the end, your
+And you should put it at the bottom of the page. Just before the closing body would be good, but for the time being, the base page doesn't provide a footer block, so we'll put it in the content block. Note that it's not the best place, but it will work. In the end, your
`web/chargen/templates/chargen/create.html` file should look like this:
```html
@@ -632,6 +546,4 @@ block. Note that it's not the best place, but it will work. In the end, your
{% endblock %}
```
-Reload and open [http://localhost:4001/chargen/create](http://localhost:4001/chargen/create/) and
-you should see your beautiful CAPCHA just before the "submit" button. Try not to check the checkbox
-to see what happens. And do the same while checking the checkbox!
+Reload and open [http://localhost:4001/chargen/create](http://localhost:4001/chargen/create/) and you should see your beautiful CAPCHA just before the "submit" button. Try not to check the checkbox to see what happens. And do the same while checking the checkbox!
\ No newline at end of file
diff --git a/docs/2.x/_sources/Howtos/Web-Character-View-Tutorial.md.txt b/docs/2.x/_sources/Howtos/Web-Character-View-Tutorial.md.txt
index 28efbd7304..ddcd10c42d 100644
--- a/docs/2.x/_sources/Howtos/Web-Character-View-Tutorial.md.txt
+++ b/docs/2.x/_sources/Howtos/Web-Character-View-Tutorial.md.txt
@@ -1,40 +1,27 @@
# Web Character View Tutorial
-**Before doing this tutorial you will probably want to read the intro in [Basic Web tutorial](Web- Tutorial).**
+**Before doing this tutorial you will probably want to read the intro in [Changing The Web Page tutorial](./Web-Changing-Webpage.md).**
-In this tutorial we will create a web page that displays the stats of a game character. For this,
-and all other pages we want to make specific to our game, we'll need to create our own Django "app"
-
-We'll call our app `character`, since it will be dealing with character information. From your game
-dir, run
+In this tutorial we will create a web page that displays the stats of a game character. For this, and all other pages we want to make specific to our game, we'll need to create our own Django "app". We'll call our app `character`, since it will be dealing with character information. From your game dir, run
+ cd web
evennia startapp character
-This will create a directory named `character` in the root of your game dir. It contains all basic
-files that a Django app needs. To keep `mygame` well ordered, move it to your `mygame/web/`
-directory instead:
+This will create a new directory named `character` inside `mygame/web/`. We put it in `web/` to keep things tidy, but you could place it wherever you like. It contains all basic files that a Django app needs.
- mv character web/
+Note that we will not edit all files in this new directory, many of the generated files are outside the scope of this tutorial.
-Note that we will not edit all files in this new directory, many of the generated files are outside
-the scope of this tutorial.
-
-In order for Django to find our new web app, we'll need to add it to the `INSTALLED_APPS` setting.
-Evennia's default installed apps are already set, so in `server/conf/settings.py`, we'll just extend
-them:
+In order for Django to find our new web app, we'll need to add it to the `INSTALLED_APPS` setting. Evennia's default installed apps are already set, so in `server/conf/settings.py`, we'll just extend them:
```python
INSTALLED_APPS += ('web.character',)
```
-> Note: That end comma is important. It makes sure that Python interprets the addition as a tuple
-instead of a string.
+> Note: That end comma is important. It makes sure that Python interprets the addition as a tuple instead of a string.
The first thing we need to do is to create a *view* and an *URL pattern* to point to it. A view is a
-function that generates the web page that a visitor wants to see, while the URL pattern lets Django
-know what URL should trigger the view. The pattern may also provide some information of its own as
-we shall see.
+function that generates the web page that a visitor wants to see, while the URL pattern lets Django know what URL should trigger the view. The pattern may also provide some information of its own as we shall see.
Here is our `character/urls.py` file (**Note**: you may have to create this file if a blank one
wasn't generated for you):
@@ -52,32 +39,15 @@ urlpatterns = [
This file contains all of the URL patterns for the application. The `url` function in the
`urlpatterns` list are given three arguments. The first argument is a pattern-string used to
-identify which URLs are valid. Patterns are specified as *regular expressions*. Regular expressions
-are used to match strings and are written in a special, very compact, syntax. A detailed description
-of regular expressions is beyond this tutorial but you can learn more about them
-[here](https://docs.python.org/2/howto/regex.html). For now, just accept that this regular
-expression requires that the visitor's URL looks something like this:
+identify which URLs are valid. Patterns are specified as *regular expressions*. Regular expressions are used to match strings and are written in a special, very compact, syntax. A detailed description of regular expressions is beyond this tutorial but you can learn more about them [here](https://docs.python.org/2/howto/regex.html). For now, just accept that this regular expression requires that the visitor's URL looks something like this:
````
sheet/123/
````
-That is, `sheet/` followed by a number, rather than some other possible URL pattern. We will
-interpret this number as object ID. Thanks to how the regular expression is formulated, the pattern
-recognizer stores the number in a variable called `object_id`. This will be passed to the view (see
-below). We add the imported view function (`sheet`) in the second argument. We also add the `name`
-keyword to identify the URL pattern itself. You should always name your URL patterns, this makes
-them easy to refer to in html templates using the `{% url %}` tag (but we won't get more into that
-in this tutorial).
+That is, `sheet/` followed by a number, rather than some other possible URL pattern. We will interpret this number as object ID. Thanks to how the regular expression is formulated, the pattern recognizer stores the number in a variable called `object_id`. This will be passed to the view (see below). We add the imported view function (`sheet`) in the second argument. We also add the `name` keyword to identify the URL pattern itself. You should always name your URL patterns, this makes them easy to refer to in html templates using the `{% url %}` tag (but we won't get more into that in this tutorial).
-> Security Note: Normally, users do not have the ability to see object IDs within the game (it's
-restricted to superusers only). Exposing the game's object IDs to the public like this enables
-griefers to perform what is known as an [account enumeration
-attack](http://www.sans.edu/research/security-laboratory/article/attacks-browsing) in the efforts of
-hijacking your superuser account. Consider this: in every Evennia installation, there are two
-objects that we can *always* expect to exist and have the same object IDs-- Limbo (#2) and the
-superuser you create in the beginning (#1). Thus, the griefer can get 50% of the information they
-need to hijack the admin account (the admin's username) just by navigating to `sheet/1`!
+> Security Note: Normally, users do not have the ability to see object IDs within the game (it's restricted to superusers only). Exposing the game's object IDs to the public like this enables griefers to perform what is known as an [account enumeration attack](http://www.sans.edu/research/security-laboratory/article/attacks-browsing) in the efforts of hijacking your superuser account. Consider this: in every Evennia installation, there are two objects that we can *always* expect to exist and have the same object IDs-- Limbo (#2) and the superuser you create in the beginning (#1). Thus, the griefer can get 50% of the information they need to hijack the admin account (the admin's username) just by navigating to `sheet/1`!
Next we create `views.py`, the view file that `urls.py` refers to.
@@ -103,20 +73,12 @@ def sheet(request, object_id):
return render(request, 'character/sheet.html', {'character': character})
```
-As explained earlier, the URL pattern parser in `urls.py` parses the URL and passes `object_id` to
-our view function `sheet`. We do a database search for the object using this number. We also make
-sure such an object exists and that it is actually a Character. The view function is also handed a
-`request` object. This gives us information about the request, such as if a logged-in user viewed it
-- we won't use that information here but it is good to keep in mind.
+As explained earlier, the URL pattern parser in `urls.py` parses the URL and passes `object_id` to our view function `sheet`. We do a database search for the object using this number. We also make sure such an object exists and that it is actually a Character. The view function is also handed a `request` object. This gives us information about the request, such as if a logged-in user viewed it - we won't use that information here but it is good to keep in mind.
On the last line, we call the `render` function. Apart from the `request` object, the `render`
-function takes a path to an html template and a dictionary with extra data you want to pass into
-said template. As extra data we pass the Character object we just found. In the template it will be
-available as the variable "character".
+function takes a path to an html template and a dictionary with extra data you want to pass into said template. As extra data we pass the Character object we just found. In the template it will be available as the variable "character".
-The html template is created as `templates/character/sheet.html` under your `character` app folder.
-You may have to manually create both `template` and its subfolder `character`. Here's the template
-to create:
+The html template is created as `templates/character/sheet.html` under your `character` app folder. You may have to manually create both `template` and its subfolder `character`. Here's the template to create:
````html
{% extends "base.html" %}
@@ -167,32 +129,19 @@ to create:
{% endblock %}
````
-In Django templates, `{% ... %}` denotes special in-template "functions" that Django understands.
-The `{{ ... }}` blocks work as "slots". They are replaced with whatever value the code inside the
-block returns.
+In Django templates, `{% ... %}` denotes special in-template "functions" that Django understands. The `{{ ... }}` blocks work as "slots". They are replaced with whatever value the code inside the block returns.
-The first line, `{% extends "base.html" %}`, tells Django that this template extends the base
-template that Evennia is using. The base template is provided by the theme. Evennia comes with the
-open-source third-party theme `prosimii`. You can find it and its `base.html` in
+The first line, `{% extends "base.html" %}`, tells Django that this template extends the base template that Evennia is using. The base template is provided by the theme. Evennia comes with the open-source third-party theme `prosimii`. You can find it and its `base.html` in
`evennia/web/templates/prosimii`. Like other templates, these can be overwritten.
The next line is `{% block content %}`. The `base.html` file has `block`s, which are placeholders
that templates can extend. The main block, and the one we use, is named `content`.
-We can access the `character` variable anywhere in the template because we passed it in the `render`
-call at the end of `view.py`. That means we also have access to the Character's `db` attributes,
-much like you would in normal Python code. You don't have the ability to call functions with
-arguments in the template-- in fact, if you need to do any complicated logic, you should do it in
-`view.py` and pass the results as more variables to the template. But you still have a great deal of
-flexibility in how you display the data.
+We can access the `character` variable anywhere in the template because we passed it in the `render` call at the end of `view.py`. That means we also have access to the Character's `db` attributes, much like you would in normal Python code. You don't have the ability to call functions with arguments in the template-- in fact, if you need to do any complicated logic, you should do it in `view.py` and pass the results as more variables to the template. But you still have a great deal of flexibility in how you display the data.
-We can do a little bit of logic here as well. We use the `{% for %} ... {% endfor %}` and `{% if %}
-... {% else %} ... {% endif %}` structures to change how the template renders depending on how many
-skills the user has, or if the user is approved (assuming your game has an approval system).
+We can do a little bit of logic here as well. We use the `{% for %} ... {% endfor %}` and `{% if %} ... {% else %} ... {% endif %}` structures to change how the template renders depending on how many skills the user has, or if the user is approved (assuming your game has an approval system).
-The last file we need to edit is the master URLs file. This is needed in order to smoothly integrate
-the URLs from your new `character` app with the URLs from Evennia's existing pages. Find the file
-`web/website/urls.py` and update its `patterns` list as follows:
+The last file we need to edit is the master URLs file. This is needed in order to smoothly integrate the URLs from your new `character` app with the URLs from Evennia's existing pages. Find the file `web/website/urls.py` and update its `patterns` list as follows:
```python
# web/website/urls.py
@@ -207,11 +156,9 @@ Now reload the server with `evennia reload` and visit the page in your browser.
changed your defaults, you should be able to find the sheet for character `#1` at
`http://localhost:4001/character/sheet/1/`
-Try updating the stats in-game and refresh the page in your browser. The results should show
-immediately.
+Try updating the stats in-game and refresh the page in your browser. The results should show immediately.
-As an optional final step, you can also change your character typeclass to have a method called
-'get_absolute_url'.
+As an optional final step, you can also change your character typeclass to have a method called 'get_absolute_url'.
```python
# typeclasses/characters.py
@@ -221,9 +168,7 @@ As an optional final step, you can also change your character typeclass to have
return reverse('character:sheet', kwargs={'object_id':self.id})
```
Doing so will give you a 'view on site' button in the top right of the Django Admin Objects
-changepage that links to your new character sheet, and allow you to get the link to a character's
-page by using `{{ object.get_absolute_url }}` in any template where you have a given object.
+changepage that links to your new character sheet, and allow you to get the link to a character's page by using `{{ object.get_absolute_url }}` in any template where you have a given object.
-*Now that you've made a basic page and app with Django, you may want to read the full Django
-tutorial to get a better idea of what it can do. [You can find Django's tutorial
+*Now that you've made a basic page and app with Django, you may want to read the full Django tutorial to get a better idea of what it can do. [You can find Django's tutorial
here](https://docs.djangoproject.com/en/4.1/intro/tutorial01/).*
diff --git a/docs/2.x/_sources/Howtos/Web-Help-System-Tutorial.md.txt b/docs/2.x/_sources/Howtos/Web-Help-System-Tutorial.md.txt
index fe7ad5b42b..1864dc22b1 100644
--- a/docs/2.x/_sources/Howtos/Web-Help-System-Tutorial.md.txt
+++ b/docs/2.x/_sources/Howtos/Web-Help-System-Tutorial.md.txt
@@ -1,10 +1,9 @@
-# Help System Tutorial
+# Web Help System Tutorial
-**Before doing this tutorial you will probably want to read the intro in [Basic Web tutorial](Web- Tutorial).** Reading the three first parts of the [Django tutorial](https://docs.djangoproject.com/en/4.0/intro/tutorial01/) might help as well.
+**Before doing this tutorial you will probably want to read the intro in the [Changing the Web page tutorial](./Web-Changing-Webpage.md).** Reading the three first parts of the [Django tutorial](https://docs.djangoproject.com/en/4.0/intro/tutorial01/) might help as well.
-This tutorial will show you how to access the help system through your website. Both help commands
-and regular help entries will be visible, depending on the logged-in user or an anonymous character.
+This tutorial will show you how to access the help system through your website. Both help commands and regular help entries will be visible, depending on the logged-in user or an anonymous character.
This tutorial will show you how to:
@@ -15,23 +14,16 @@ This tutorial will show you how to:
## Creating our app
-The first step is to create our new Django *app*. An app in Django can contain pages and
-mechanisms: your website may contain different apps. Actually, the website provided out-of-the-box
-by Evennia has already three apps: a "webclient" app, to handle the entire webclient, a "website"
-app to contain your basic pages, and a third app provided by Django to create a simple admin
-interface. So we'll create another app in parallel, giving it a clear name to represent our help
-system.
+The first step is to create our new Django *app*. An app in Django can contain pages and mechanisms: your website may contain different apps. Actually, the website provided out-of-the-box by Evennia has already three apps: a "webclient" app, to handle the entire webclient, a "website" app to contain your basic pages, and a third app provided by Django to create a simple admin interface. So we'll create another app in parallel, giving it a clear name to represent our help system.
-From your game directory, use the following command:
+From your game directory, use the following commands:
+ cd web
evennia startapp help_system
-> Note: calling the app "help" would have been more explicit, but this name is already used by
-Django.
+> Note: calling the app "help" would have been more explicit, but this name is already used by Django.
-This will create a directory named `help_system` at the root of your game directory. It's a good
-idea to keep things organized and move this directory in the "web" directory of your game. Your
-game directory should look like:
+This will create a directory named `help_system` under `mygame/web/`. We put it there to keep all web-related things together, but you can organize however you like. Here's how the structure looks:
mygame/
...
@@ -39,13 +31,9 @@ game directory should look like:
help_system/
...
-The "web/help_system" directory contains files created by Django. We'll use some of them, but if
-you want to learn more about them all, you should read [the Django
-tutorial](https://docs.djangoproject.com/en/4.1/intro/tutorial01/).
+The "web/help_system" directory contains files created by Django. We'll use some of them, but if you want to learn more about them all, you should read [the Django tutorial](https://docs.djangoproject.com/en/4.1/intro/tutorial01/).
-There is a last thing to be done: your folder has been added, but Django doesn't know about it, it
-doesn't know it's a new app. We need to tell it, and we do so by editing a simple setting. Open
-your "server/conf/settings.py" file and add, or edit, these lines:
+There is a last thing to be done: your folder has been added, but Django doesn't know about it, it doesn't know it's a new app. We need to tell it, and we do so by editing a simple setting. Open your "server/conf/settings.py" file and add, or edit, these lines:
```python
# Web configuration
@@ -54,30 +42,24 @@ INSTALLED_APPS += (
)
```
-You can start Evennia if you want, and go to your website, probably at
-[http://localhost:4001](http://localhost:4001) . You won't see anything different though: we added
-the app but it's fairly empty.
+You can start Evennia if you want, and go to your website, probably at [http://localhost:4001](http://localhost:4001) . You won't see anything different though: we added the app but it's fairly empty.
## Our new page
-At this point, our new *app* contains mostly empty files that you can explore. In order to create
-a page for our help system, we need to add:
+At this point, our new *app* contains mostly empty files that you can explore. In order to create a page for our help system, we need to add:
- A *view*, dealing with the logic of our page.
- A *template* to display our new page.
- A new *URL* pointing to our page.
-> We could get away by creating just a view and a new URL, but that's not a recommended way to work
-with your website. Building on templates is so much more convenient.
+> We could get away by creating just a view and a new URL, but that's not a recommended way to work with your website. Building on templates is so much more convenient.
### Create a view
A *view* in Django is a simple Python function placed in the "views.py" file in your app. It will
-handle the behavior that is triggered when a user asks for this information by entering a *URL* (the
-connection between *views* and *URLs* will be discussed later).
+handle the behavior that is triggered when a user asks for this information by entering a *URL* (the connection between *views* and *URLs* will be discussed later).
-So let's create our view. You can open the "web/help_system/views.py" file and paste the following
-lines:
+So let's create our view. You can open the "web/help_system/views.py" file and paste the following lines:
```python
from django.shortcuts import render
@@ -87,16 +69,11 @@ def index(request):
return render(request, "help_system/index.html")
```
-Our view handles all code logic. This time, there's not much: when this function is called, it will
-render the template we will now create. But that's where we will do most of our work afterward.
+Our view handles all code logic. This time, there's not much: when this function is called, it will render the template we will now create. But that's where we will do most of our work afterward.
### Create a template
-The `render` function called into our *view* asks the *template* `help_system/index.html`. The
-*templates* of our apps are stored in the app directory, "templates" sub-directory. Django may have
-created the "templates" folder already. If not, create it yourself. In it, create another folder
-"help_system", and inside of this folder, create a file named "index.html". Wow, that's some
-hierarchy. Your directory structure (starting from `web`) should look like this:
+The `render` function called into our *view* asks the *template* `help_system/index.html`. The *templates* of our apps are stored in the app directory, "templates" sub-directory. Django may have created the "templates" folder already. If not, create it yourself. In it, create another folder "help_system", and inside of this folder, create a file named "index.html". Wow, that's some hierarchy. Your directory structure (starting from `web`) should look like this:
web/
help_system/
@@ -117,24 +94,17 @@ Open the "index.html" file and paste in the following lines:
Here's a little explanation line by line of what this template does:
-1. It loads the "base.html" *template*. This describes the basic structure of all your pages, with
-a menu at the top and a footer, and perhaps other information like images and things to be present
-on each page. You can create templates that do not inherit from "base.html", but you should have a
-good reason for doing so.
-2. The "base.html" *template* defines all the structure of the page. What is left is to override
-some sections of our pages. These sections are called *blocks*. On line 2, we override the block
-named "blocktitle", which contains the title of our page.
-3. Same thing here, we override the *block* named "content", which contains the main content of our
-web page. This block is bigger, so we define it on several lines.
+1. It loads the "base.html" *template*. This describes the basic structure of all your pages, with a menu at the top and a footer, and perhaps other information like images and things to be present on each page. You can create templates that do not inherit from "base.html", but you should have a good reason for doing so.
+2. The "base.html" *template* defines all the structure of the page. What is left is to override some sections of our pages. These sections are called *blocks*. On line 2, we override the block named "blocktitle", which contains the title of our page.
+3. Same thing here, we override the *block* named "content", which contains the main content of our web page. This block is bigger, so we define it on several lines.
4. This is perfectly normal HTML code to display a level-2 heading.
5. And finally we close the *block* named "content".
### Create a new URL
-Last step to add our page: we need to add a *URL* leading to it... otherwise users won't be able to
-access it. The URLs of our apps are stored in the app's directory "urls.py" file.
+Last step to add our page: we need to add a *URL* leading to it... otherwise users won't be able to access it. The URLs of our apps are stored in the app's directory "urls.py" file.
-Open the `web/help_system/urls.py` file (you might have to create it) and make it look like this.
+Open the `web/help_system/urls.py` file (you might have to create it) and make it look like this:
```python
# URL patterns for the help_system app
@@ -147,13 +117,9 @@ urlpatterns = [
]
```
-The `urlpatterns` variable is what Django/Evennia looks for to figure out how to
-direct a user entering an URL in their browser to the view-code you have
-written.
+The `urlpatterns` variable is what Django/Evennia looks for to figure out how to direct a user entering an URL in their browser to the view-code you have written.
-Last we need to tie this into the main namespace for your game. Edit the file
-`mygame/web/urls.py`. In it you will find the `urlpatterns` list again.
-Add a new `path` to the end of the list.
+Last we need to tie this into the main namespace for your game. Edit the file `mygame/web/urls.py`. In it you will find the `urlpatterns` list again. Add a new `path` to the end of the list.
```python
# mygame/web/urls.py
@@ -177,21 +143,14 @@ urlpatterns = [
When a user will ask for a specific *URL* on your site, Django will:
-1. Read the list of custom patterns defined in "web/urls.py". There's one pattern here, which
-describes to Django that all URLs beginning by 'help/' should be sent to the 'help_system' app. The
-'help/' part is removed.
-2. Then Django will check the "web.help_system/urls.py" file. It contains only one URL, which is
-empty (`^$`).
+1. Read the list of custom patterns defined in "web/urls.py". There's one pattern here, which describes to Django that all URLs beginning by 'help/' should be sent to the 'help_system' app. The 'help/' part is removed.
+2. Then Django will check the "web.help_system/urls.py" file. It contains only one URL, which is empty (`^$`).
In other words, if the URL is '/help/', then Django will execute our defined view.
### Let's see it work
-You can now reload or start Evennia. Open a tab in your browser and go to
-[http://localhost:4001/help/](http://localhost:4001/help/) . If everything goes well, you should
-see your new page... which isn't empty since Evennia uses our "base.html" *template*. In the
-content of our page, there's only a heading that reads "help index". Notice that the title of our
-page is "mygame - Help index" ("mygame" is replaced by the name of your game).
+You can now reload or start Evennia. Open a tab in your browser and go to [http://localhost:4001/help/](http://localhost:4001/help/) . If everything goes well, you should see your new page... which isn't empty since Evennia uses our "base.html" *template*. In the content of our page, there's only a heading that reads "help index". Notice that the title of our page is "mygame - Help index" ("mygame" is replaced by the name of your game).
From now on, it will be easier to move forward and add features.
@@ -211,30 +170,17 @@ The first one would link to the second.
> Should we create two URLs?
-The answer is... maybe. It depends on what you want to do. We have our help index accessible
-through the "/help/" URL. We could have the detail of a help entry accessible through "/help/desc"
-(to see the detail of the "desc" command). The problem is that our commands or help topics may
-contain special characters that aren't to be present in URLs. There are different ways around this
-problem. I have decided to use a *GET variable* here, which would create URLs like this:
+The answer is... maybe. It depends on what you want to do. We have our help index accessible through the "/help/" URL. We could have the detail of a help entry accessible through "/help/desc" (to see the detail of the "desc" command). The problem is that our commands or help topics may contain special characters that aren't to be present in URLs. There are different ways around this problem. I have decided to use a *GET variable* here, which would create URLs like this:
/help?name=desc
-If you use this system, you don't have to add a new URL: GET and POST variables are accessible
-through our requests and we'll see how soon enough.
+If you use this system, you don't have to add a new URL: GET and POST variables are accessible through our requests and we'll see how soon enough.
## Handling logged-in users
-One of our requirements is to have a help system tailored to our accounts. If an account with admin
-access logs in, the page should display a lot of commands that aren't accessible to common users.
-And perhaps even some additional help topics.
+One of our requirements is to have a help system tailored to our accounts. If an account with admin access logs in, the page should display a lot of commands that aren't accessible to common users. And perhaps even some additional help topics.
-Fortunately, it's fairly easy to get the logged in account in our view (remember that we'll do most
-of our coding there). The *request* object, passed to our function, contains a `user` attribute.
-This attribute will always be there: we cannot test whether it's `None` or not, for instance. But
-when the request comes from a user that isn't logged in, the `user` attribute will contain an
-anonymous Django user. We then can use the `is_anonymous` method to see whether the user is logged-
-in or not. Last gift by Evennia, if the user is logged in, `request.user` contains a reference to
-an account object, which will help us a lot in coupling the game and online system.
+Fortunately, it's fairly easy to get the logged in account in our view (remember that we'll do most of our coding there). The *request* object, passed to our function, contains a `user` attribute. This attribute will always be there: we cannot test whether it's `None` or not, for instance. But when the request comes from a user that isn't logged in, the `user` attribute will contain an anonymous Django user. We then can use the `is_anonymous` method to see whether the user is logged-in or not. Last gift by Evennia, if the user is logged in, `request.user` contains a reference to an account object, which will help us a lot in coupling the game and online system.
So we might end up with something like:
@@ -246,8 +192,7 @@ def index(request):
character = user.character
```
-> Note: this code works when your MULTISESSION_MODE is set to 0 or 1. When it's above, you would
-have something like:
+> Note: this code works when your MULTISESSION_MODE is set to 0 or 1. When it's above, you would have something like:
```python
def index(request):
@@ -259,16 +204,14 @@ def index(request):
In this second case, it will select the first character of the account.
-But what if the user's not logged in? Again, we have different solutions. One of the most simple
-is to create a character that will behave as our default character for the help system. You can
-create it through your game: connect to it and enter:
+But what if the user's not logged in? Again, we have different solutions. One of the most simple is to create a character that will behave as our default character for the help system. You can create it through your game: connect to it and enter:
@charcreate anonymous
The system should answer:
- Created new character anonymous. Use @ic anonymous to enter the game as this character.
-
+ Created new character anonymous. Use @ic anonymous to enter the game as this character.
+
So in our view, we could have something like this:
```python
@@ -283,16 +226,13 @@ def index(request):
character = Character.objects.get(db_key="anonymous")
```
-This time, we have a valid character no matter what: remember to adapt this code if you're running
-in multisession mode above 1.
+This time, we have a valid character no matter what: remember to adapt this code if you're running in multisession mode above 1.
## The full system
-What we're going to do is to browse through all commands and help entries, and list all the commands
-that can be seen by this character (either our 'anonymous' character, or our logged-in character).
+What we're going to do is to browse through all commands and help entries, and list all the commands that can be seen by this character (either our 'anonymous' character, or our logged-in character).
-The code is longer, but it presents the entire concept in our view. Edit the
-"web/help_system/views.py" file and paste into it:
+The code is longer, but it presents the entire concept in our view. Edit the "web/help_system/views.py" file and paste into it:
```python
from django.http import Http404
@@ -386,26 +326,17 @@ def _get_topics(character):
That's a bit more complicated here, but all in all, it can be divided in small chunks:
- The `index` function is our view:
- - It begins by getting the character as we saw in the previous section.
- - It gets the help topics (commands and help entries) accessible to this character. It's another
-function that handles that part.
- - If there's a *GET variable* "name" in our URL (like "/help?name=drop"), it will retrieve it. If
-it's not a valid topic's name, it returns a *404*. Otherwise, it renders the template called
-"detail.html", to display the detail of our topic.
- - If there's no *GET variable* "name", render "index.html", to display the list of topics.
-- The `_get_topics` is a private function. Its sole mission is to retrieve the commands a character
-can execute, and the help entries this same character can see. This code is more Evennia-specific
-than Django-specific, it will not be detailed in this tutorial. Just notice that all help topics
-are stored in a dictionary. This is to simplify our job when displaying them in our templates.
+ - It begins by getting the character as we saw in the previous section.
+ - It gets the help topics (commands and help entries) accessible to this character. It's another function that handles that part.
+ - If there's a *GET variable* "name" in our URL (like "/help?name=drop"), it will retrieve it. If it's not a valid topic's name, it returns a *404*. Otherwise, it renders the template called "detail.html", to display the detail of our topic.
+ - If there's no *GET variable* "name", render "index.html", to display the list of topics.
+- The `_get_topics` is a private function. Its sole mission is to retrieve the commands a character can execute, and the help entries this same character can see. This code is more Evennia-specific than Django-specific, it will not be detailed in this tutorial. Just notice that all help topics are stored in a dictionary. This is to simplify our job when displaying them in our templates.
-Notice that, in both cases when we asked to render a *template*, we passed to `render` a third
-argument which is the dictionary of variables used in our templates. We can pass variables this
-way, and we will use them in our templates.
+Notice that, in both cases when we asked to render a *template*, we passed to `render` a third argument which is the dictionary of variables used in our templates. We can pass variables this way, and we will use them in our templates.
### The index template
-Let's look at our full "index" *template*. You can open the
-"web/help_system/templates/help_sstem/index.html" file and paste the following into it:
+Let's look at our full "index" *template*. You can open the "web/help_system/templates/help_sstem/index.html" file and paste the following into it:
```
{% extends "base.html" %}
@@ -436,17 +367,12 @@ This template is definitely more detailed. What it does is:
1. Browse through all categories.
2. For all categories, display a level-2 heading with the name of the category.
-3. All topics in a category (remember, they can be either commands or help entries) are displayed in
-a table. The trickier part may be that, when the loop is above 5, it will create a new line. The
-table will have 5 columns at the most per row.
-4. For every cell in the table, we create a link redirecting to the detail page (see below). The
-URL would look something like "help?name=say". We use `urlencode` to ensure special characters are
-properly escaped.
+3. All topics in a category (remember, they can be either commands or help entries) are displayed in a table. The trickier part may be that, when the loop is above 5, it will create a new line. The table will have 5 columns at the most per row.
+4. For every cell in the table, we create a link redirecting to the detail page (see below). The URL would look something like "help?name=say". We use `urlencode` to ensure special characters are properly escaped.
### The detail template
-It's now time to show the detail of a topic (command or help entry). You can create the file
-"web/help_system/templates/help_system/detail.html". You can paste into it the following code:
+It's now time to show the detail of a topic (command or help entry). You can create the file "web/help_system/templates/help_system/detail.html". You can paste into it the following code:
```
{% extends "base.html" %}
@@ -458,26 +384,17 @@ It's now time to show the detail of a topic (command or help entry). You can cr
{% endblock %}
```
-This template is much easier to read. Some *filters* might be unknown to you, but they are just
-used to format here.
+This template is much easier to read. Some *filters* might be unknown to you, but they are just used to format here.
### Put it all together
-Remember to reload or start Evennia, and then go to
-[http://localhost:4001/help](http://localhost:4001/help/). You should see the list of commands and
-topics accessible by all characters. Try to login (click the "login" link in the menu of your
-website) and go to the same page again. You should now see a more detailed list of commands and
-help entries. Click on one to see its detail.
+Remember to reload or start Evennia, and then go to [http://localhost:4001/help](http://localhost:4001/help/). You should see the list of commands and topics accessible by all characters. Try to login (click the "login" link in the menu of your website) and go to the same page again. You should now see a more detailed list of commands and help entries. Click on one to see its detail.
## To improve this feature
-As always, a tutorial is here to help you feel comfortable adding new features and code by yourself.
-Here are some ideas of things to improve this little feature:
+As always, a tutorial is here to help you feel comfortable adding new features and code by yourself. Here are some ideas of things to improve this little feature:
- Links at the bottom of the detail template to go back to the index might be useful.
-- A link in the main menu to link to this page would be great... for the time being you have to
-enter the URL, users won't guess it's there.
+- A link in the main menu to link to this page would be great... for the time being you have to enter the URL, users won't guess it's there.
- Colors aren't handled at this point, which isn't exactly surprising. You could add it though.
-- Linking help entries between one another won't be simple, but it would be great. For instance, if
-you see a help entry about how to use several commands, it would be great if these commands were
-themselves links to display their details.
+- Linking help entries between one another won't be simple, but it would be great. For instance, if you see a help entry about how to use several commands, it would be great if these commands were themselves links to display their details.
diff --git a/docs/2.x/_sources/Setup/Online-Setup.md.txt b/docs/2.x/_sources/Setup/Online-Setup.md.txt
index d5b682d8db..ec21db71a1 100644
--- a/docs/2.x/_sources/Setup/Online-Setup.md.txt
+++ b/docs/2.x/_sources/Setup/Online-Setup.md.txt
@@ -192,11 +192,12 @@ WEBSOCKET_CLIENT_URL = "wss://fqdn:4002"
Also, on Freenode visit the #letsencrypt channel for assistance from the community. For an additional resource, Let's Encrypt has a very active [community forum](https://community.letsencrypt.org/).
-[A blog where someone sets up Let's Encrypt](https://www.digitalocean.com/community/tutorials/how- to-secure-apache-with-let-s-encrypt-on-ubuntu-16-04)
+[A blog where someone sets up Let's Encrypt](https://www.digitalocean.com/community/tutorials/how-to-secure-apache-with-let-s-encrypt-on-ubuntu-16-04)
The only process missing from all of the above documentation is how to pass verification. This is how Let's Encrypt verifies that you have control over your domain (not necessarily ownership, it's Domain Validation (DV)). This can be done either with configuring a certain path on your web server or through a TXT record in your DNS. Which one you will want to do is a personal preference, but can also be based on your hosting choice. In a controlled/cPanel environment, you will most likely have to use DNS verification.
### Relevant SSL Proxy Setup Information
+
- [Apache webserver configuration](./Config-Apache-Proxy.md) (optional)
- [HAProxy Config](./Config-HAProxy.md)
diff --git a/docs/2.x/api/evennia.commands.default.admin.html b/docs/2.x/api/evennia.commands.default.admin.html
index d19b4515c3..7564dce65b 100644
--- a/docs/2.x/api/evennia.commands.default.admin.html
+++ b/docs/2.x/api/evennia.commands.default.admin.html
@@ -325,7 +325,7 @@ to accounts respectively.
@@ -356,7 +356,7 @@ to accounts respectively.
-
-
search_index_entry = {'aliases': 'remit pemit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' remit pemit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}¶
+search_index_entry = {'aliases': 'pemit remit', 'category': 'admin', 'key': 'emit', 'no_prefix': ' pemit remit', 'tags': '', 'text': '\n admin command for emitting message to multiple objects\n\n Usage:\n emit[/switches] [<obj>, <obj>, ... =] <message>\n remit [<obj>, <obj>, ... =] <message>\n pemit [<obj>, <obj>, ... =] <message>\n\n Switches:\n room - limit emits to rooms only (default)\n accounts - limit emits to accounts only\n contents - send to the contents of matched objects too\n\n Emits a message to the selected objects or to\n your immediate surroundings. If the object is a room,\n send to its contents. remit and pemit are just\n limited forms of emit, for sending to rooms and\n to accounts respectively.\n '}¶
diff --git a/docs/2.x/api/evennia.commands.default.batchprocess.html b/docs/2.x/api/evennia.commands.default.batchprocess.html
index a5c8291f19..8f0552b75e 100644
--- a/docs/2.x/api/evennia.commands.default.batchprocess.html
+++ b/docs/2.x/api/evennia.commands.default.batchprocess.html
@@ -146,7 +146,7 @@ skipping, reloading etc.
@@ -177,7 +177,7 @@ skipping, reloading etc.
-
-
search_index_entry = {'aliases': 'batchcmd batchcommand', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcmd batchcommand', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}¶
+search_index_entry = {'aliases': 'batchcommand batchcmd', 'category': 'building', 'key': 'batchcommands', 'no_prefix': ' batchcommand batchcmd', 'tags': '', 'text': '\n build from batch-command file\n\n Usage:\n batchcommands[/interactive] <python.path.to.file>\n\n Switch:\n interactive - this mode will offer more control when\n executing the batch file, like stepping,\n skipping, reloading etc.\n\n Runs batches of commands from a batch-cmd text file (*.ev).\n\n '}¶
diff --git a/docs/2.x/api/evennia.commands.default.building.html b/docs/2.x/api/evennia.commands.default.building.html
index f5dc126bac..e3d36471ae 100644
--- a/docs/2.x/api/evennia.commands.default.building.html
+++ b/docs/2.x/api/evennia.commands.default.building.html
@@ -1353,7 +1353,7 @@ server settings.
-
-
aliases = ['@type', '@swap', '@typeclasses', '@parent', '@update']¶
+aliases = ['@typeclasses', '@swap', '@update', '@type', '@parent']¶
@@ -1384,7 +1384,7 @@ server settings.
-
-
search_index_entry = {'aliases': '@type @swap @typeclasses @parent @update', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass type swap typeclasses parent update', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}¶
+search_index_entry = {'aliases': '@typeclasses @swap @update @type @parent', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass typeclasses swap update type parent', 'tags': '', 'text': "\n set or change an object's typeclass\n\n Usage:\n typeclass[/switch] <object> [= typeclass.path]\n typeclass/prototype <object> = prototype_key\n\n typeclasses or typeclass/list/show [typeclass.path]\n swap - this is a shorthand for using /force/reset flags.\n update - this is a shorthand for using the /force/reload flag.\n\n Switch:\n show, examine - display the current typeclass of object (default) or, if\n given a typeclass path, show the docstring of that typeclass.\n update - *only* re-run at_object_creation on this object\n meaning locks or other properties set later may remain.\n reset - clean out *all* the attributes and properties on the\n object - basically making this a new clean object. This will also\n reset cmdsets!\n force - change to the typeclass also if the object\n already has a typeclass of the same name.\n list - show available typeclasses. Only typeclasses in modules actually\n imported or used from somewhere in the code will show up here\n (those typeclasses are still available if you know the path)\n prototype - clean and overwrite the object with the specified\n prototype key - effectively making a whole new object.\n\n Example:\n type button = examples.red_button.RedButton\n type/prototype button=a red button\n\n If the typeclass_path is not given, the current object's typeclass is\n assumed.\n\n View or set an object's typeclass. If setting, the creation hooks of the\n new typeclass will be run on the object. If you have clashing properties on\n the old class, use /reset. By default you are protected from changing to a\n typeclass of the same name as the one you already have - use /force to\n override this protection.\n\n The given typeclass must be identified by its location using python\n dot-notation pointing to the correct module and class. If no typeclass is\n given (or a wrong typeclass is given). Errors in the path or new typeclass\n will lead to the old typeclass being kept. The location of the typeclass\n module is searched from the default typeclass directory, as defined in the\n server settings.\n\n "}¶
@@ -1539,7 +1539,7 @@ If object is not specified, the current location is examined.
@@ -1807,7 +1807,7 @@ the cases, see the module doc.
-
-
search_index_entry = {'aliases': '@exam @ex', 'category': 'building', 'key': '@examine', 'no_prefix': 'examine exam ex', 'tags': '', 'text': '\n get detailed information about an object\n\n Usage:\n examine [<object>[/attrname]]\n examine [*<account>[/attrname]]\n\n Switch:\n account - examine an Account (same as adding *)\n object - examine an Object (useful when OOC)\n script - examine a Script\n channel - examine a Channel\n\n The examine command shows detailed game info about an\n object and optionally a specific attribute on it.\n If object is not specified, the current location is examined.\n\n Append a * before the search string to examine an account.\n\n '}¶
+search_index_entry = {'aliases': '@ex @exam', 'category': 'building', 'key': '@examine', 'no_prefix': 'examine ex exam', 'tags': '', 'text': '\n get detailed information about an object\n\n Usage:\n examine [<object>[/attrname]]\n examine [*<account>[/attrname]]\n\n Switch:\n account - examine an Account (same as adding *)\n object - examine an Object (useful when OOC)\n script - examine a Script\n channel - examine a Channel\n\n The examine command shows detailed game info about an\n object and optionally a specific attribute on it.\n If object is not specified, the current location is examined.\n\n Append a * before the search string to examine an account.\n\n '}¶
diff --git a/docs/2.x/api/evennia.commands.default.general.html b/docs/2.x/api/evennia.commands.default.general.html
index d7044581bb..3b007a4c47 100644
--- a/docs/2.x/api/evennia.commands.default.general.html
+++ b/docs/2.x/api/evennia.commands.default.general.html
@@ -276,7 +276,7 @@ for everyone to use, you need build privileges and the alias command.
@@ -308,7 +308,7 @@ for everyone to use, you need build privileges and the alias command.
-
-
search_index_entry = {'aliases': 'nicks nickname', 'category': 'general', 'key': 'nick', 'no_prefix': ' nicks nickname', 'tags': '', 'text': '\n define a personal alias/nick by defining a string to\n match and replace it with another on the fly\n\n Usage:\n nick[/switches] <string> [= [replacement_string]]\n nick[/switches] <template> = <replacement_template>\n nick/delete <string> or number\n nicks\n\n Switches:\n inputline - replace on the inputline (default)\n object - replace on object-lookup\n account - replace on account-lookup\n list - show all defined aliases (also "nicks" works)\n delete - remove nick by index in /list\n clearall - clear all nicks\n\n Examples:\n nick hi = say Hello, I\'m Sarah!\n nick/object tom = the tall man\n nick build $1 $2 = create/drop $1;$2\n nick tell $1 $2=page $1=$2\n nick tm?$1=page tallman=$1\n nick tm\\=$1=page tallman=$1\n\n A \'nick\' is a personal string replacement. Use $1, $2, ... to catch arguments.\n Put the last $-marker without an ending space to catch all remaining text. You\n can also use unix-glob matching for the left-hand side <string>:\n\n * - matches everything\n ? - matches 0 or 1 single characters\n [abcd] - matches these chars in any order\n [!abcd] - matches everything not among these chars\n \\= - escape literal \'=\' you want in your <string>\n\n Note that no objects are actually renamed or changed by this command - your nicks\n are only available to you. If you want to permanently add keywords to an object\n for everyone to use, you need build privileges and the alias command.\n\n '}¶
+search_index_entry = {'aliases': 'nickname nicks', 'category': 'general', 'key': 'nick', 'no_prefix': ' nickname nicks', 'tags': '', 'text': '\n define a personal alias/nick by defining a string to\n match and replace it with another on the fly\n\n Usage:\n nick[/switches] <string> [= [replacement_string]]\n nick[/switches] <template> = <replacement_template>\n nick/delete <string> or number\n nicks\n\n Switches:\n inputline - replace on the inputline (default)\n object - replace on object-lookup\n account - replace on account-lookup\n list - show all defined aliases (also "nicks" works)\n delete - remove nick by index in /list\n clearall - clear all nicks\n\n Examples:\n nick hi = say Hello, I\'m Sarah!\n nick/object tom = the tall man\n nick build $1 $2 = create/drop $1;$2\n nick tell $1 $2=page $1=$2\n nick tm?$1=page tallman=$1\n nick tm\\=$1=page tallman=$1\n\n A \'nick\' is a personal string replacement. Use $1, $2, ... to catch arguments.\n Put the last $-marker without an ending space to catch all remaining text. You\n can also use unix-glob matching for the left-hand side <string>:\n\n * - matches everything\n ? - matches 0 or 1 single characters\n [abcd] - matches these chars in any order\n [!abcd] - matches everything not among these chars\n \\= - escape literal \'=\' you want in your <string>\n\n Note that no objects are actually renamed or changed by this command - your nicks\n are only available to you. If you want to permanently add keywords to an object\n for everyone to use, you need build privileges and the alias command.\n\n '}¶
@@ -331,7 +331,7 @@ inv
@@ -362,7 +362,7 @@ inv
-
-
search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'no_prefix': ' i inv', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}¶
+search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'no_prefix': ' inv i', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}¶
@@ -606,7 +606,7 @@ placing it in their inventory.
@@ -637,7 +637,7 @@ placing it in their inventory.
-
-
search_index_entry = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
+search_index_entry = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
@@ -781,7 +781,7 @@ which permission groups you are a member of.
@@ -812,7 +812,7 @@ which permission groups you are a member of.
-
-
search_index_entry = {'aliases': 'hierarchy groups', 'category': 'general', 'key': 'access', 'no_prefix': ' hierarchy groups', 'tags': '', 'text': '\n show your current game access\n\n Usage:\n access\n\n This command shows you the permission hierarchy and\n which permission groups you are a member of.\n '}¶
+search_index_entry = {'aliases': 'groups hierarchy', 'category': 'general', 'key': 'access', 'no_prefix': ' groups hierarchy', 'tags': '', 'text': '\n show your current game access\n\n Usage:\n access\n\n This command shows you the permission hierarchy and\n which permission groups you are a member of.\n '}¶
diff --git a/docs/2.x/api/evennia.commands.default.system.html b/docs/2.x/api/evennia.commands.default.system.html
index 4f4b66b558..dc97c889a1 100644
--- a/docs/2.x/api/evennia.commands.default.system.html
+++ b/docs/2.x/api/evennia.commands.default.system.html
@@ -691,7 +691,7 @@ See |luhttps://ww
@@ -737,7 +737,7 @@ to all the variables defined therein.
-
-
search_index_entry = {'aliases': '@delays @task', 'category': 'system', 'key': '@tasks', 'no_prefix': 'tasks delays task', 'tags': '', 'text': "\n Display or terminate active tasks (delays).\n\n Usage:\n tasks[/switch] [task_id or function_name]\n\n Switches:\n pause - Pause the callback of a task.\n unpause - Process all callbacks made since pause() was called.\n do_task - Execute the task (call its callback).\n call - Call the callback of this task.\n remove - Remove a task without executing it.\n cancel - Stop a task from automatically executing.\n\n Notes:\n A task is a single use method of delaying the call of a function. Calls are created\n in code, using `evennia.utils.delay`.\n See |luhttps://www.evennia.com/docs/latest/Command-Duration.html|ltthe docs|le for help.\n\n By default, tasks that are canceled and never called are cleaned up after one minute.\n\n Examples:\n - `tasks/cancel move_callback` - Cancels all movement delays from the slow_exit contrib.\n In this example slow exits creates it's tasks with\n `utils.delay(move_delay, move_callback)`\n - `tasks/cancel 2` - Cancel task id 2.\n\n "}¶
+search_index_entry = {'aliases': '@task @delays', 'category': 'system', 'key': '@tasks', 'no_prefix': 'tasks task delays', 'tags': '', 'text': "\n Display or terminate active tasks (delays).\n\n Usage:\n tasks[/switch] [task_id or function_name]\n\n Switches:\n pause - Pause the callback of a task.\n unpause - Process all callbacks made since pause() was called.\n do_task - Execute the task (call its callback).\n call - Call the callback of this task.\n remove - Remove a task without executing it.\n cancel - Stop a task from automatically executing.\n\n Notes:\n A task is a single use method of delaying the call of a function. Calls are created\n in code, using `evennia.utils.delay`.\n See |luhttps://www.evennia.com/docs/latest/Command-Duration.html|ltthe docs|le for help.\n\n By default, tasks that are canceled and never called are cleaned up after one minute.\n\n Examples:\n - `tasks/cancel move_callback` - Cancels all movement delays from the slow_exit contrib.\n In this example slow exits creates it's tasks with\n `utils.delay(move_delay, move_callback)`\n - `tasks/cancel 2` - Cancel task id 2.\n\n "}¶
diff --git a/docs/2.x/api/evennia.commands.default.tests.html b/docs/2.x/api/evennia.commands.default.tests.html
index 9ca5e57734..31aa100b4c 100644
--- a/docs/2.x/api/evennia.commands.default.tests.html
+++ b/docs/2.x/api/evennia.commands.default.tests.html
@@ -963,7 +963,7 @@ main test suite started with
Test the batch processor.
+red_button = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmph75u8g23/1ebaad4fc9ba310ba41ca3008648e5c7e554e548/evennia/contrib/tutorials/red_button/red_button.py'>¶
diff --git a/docs/2.x/api/evennia.commands.default.unloggedin.html b/docs/2.x/api/evennia.commands.default.unloggedin.html
index fcc9ec18cd..873ecb1b8c 100644
--- a/docs/2.x/api/evennia.commands.default.unloggedin.html
+++ b/docs/2.x/api/evennia.commands.default.unloggedin.html
@@ -130,7 +130,7 @@ connect “account name” “pass word”
@@ -165,7 +165,7 @@ there is no object yet before the account has logged in)
-
-
search_index_entry = {'aliases': 'con conn co', 'category': 'general', 'key': 'connect', 'no_prefix': ' con conn co', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
+search_index_entry = {'aliases': 'conn co con', 'category': 'general', 'key': 'connect', 'no_prefix': ' conn co con', 'tags': '', 'text': '\n connect to the game\n\n Usage (at login screen):\n connect accountname password\n connect "account name" "pass word"\n\n Use the create command to first create an account before logging in.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
@@ -189,7 +189,7 @@ create “account name” “pass word”
@@ -226,7 +226,7 @@ create “account name” “pass word”
-
-
search_index_entry = {'aliases': 'cre cr', 'category': 'general', 'key': 'create', 'no_prefix': ' cre cr', 'tags': '', 'text': '\n create a new account account\n\n Usage (at login screen):\n create <accountname> <password>\n create "account name" "pass word"\n\n This creates a new account account.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
+search_index_entry = {'aliases': 'cr cre', 'category': 'general', 'key': 'create', 'no_prefix': ' cr cre', 'tags': '', 'text': '\n create a new account account\n\n Usage (at login screen):\n create <accountname> <password>\n create "account name" "pass word"\n\n This creates a new account account.\n\n If you have spaces in your name, enclose it in double quotes.\n '}¶
@@ -349,7 +349,7 @@ for simplicity. It shows a pane of info.
@@ -375,7 +375,7 @@ for simplicity. It shows a pane of info.
-
-
search_index_entry = {'aliases': 'h ?', 'category': 'general', 'key': 'help', 'no_prefix': ' h ?', 'tags': '', 'text': '\n get help when in unconnected-in state\n\n Usage:\n help\n\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
+search_index_entry = {'aliases': '? h', 'category': 'general', 'key': 'help', 'no_prefix': ' ? h', 'tags': '', 'text': '\n get help when in unconnected-in state\n\n Usage:\n help\n\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.base_systems.email_login.email_login.html b/docs/2.x/api/evennia.contrib.base_systems.email_login.email_login.html
index 538ad43fdd..dd1a4d68be 100644
--- a/docs/2.x/api/evennia.contrib.base_systems.email_login.email_login.html
+++ b/docs/2.x/api/evennia.contrib.base_systems.email_login.email_login.html
@@ -147,7 +147,7 @@ the module given by settings.CONNECTION_SCREEN_MODULE.
@@ -177,7 +177,7 @@ there is no object yet before the account has logged in)
-
-
search_index_entry = {'aliases': 'con conn co', 'category': 'general', 'key': 'connect', 'no_prefix': ' con conn co', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}¶
+search_index_entry = {'aliases': 'conn co con', 'category': 'general', 'key': 'connect', 'no_prefix': ' conn co con', 'tags': '', 'text': '\n Connect to the game.\n\n Usage (at login screen):\n connect <email> <password>\n\n Use the create command to first create an account before logging in.\n '}¶
@@ -199,7 +199,7 @@ there is no object yet before the account has logged in)
@@ -235,7 +235,7 @@ name enclosed in quotes:
-
-
search_index_entry = {'aliases': 'cre cr', 'category': 'general', 'key': 'create', 'no_prefix': ' cre cr', 'tags': '', 'text': '\n Create a new account.\n\n Usage (at login screen):\n create "accountname" <email> <password>\n\n This creates a new account account.\n\n '}¶
+search_index_entry = {'aliases': 'cr cre', 'category': 'general', 'key': 'create', 'no_prefix': ' cr cre', 'tags': '', 'text': '\n Create a new account.\n\n Usage (at login screen):\n create "accountname" <email> <password>\n\n This creates a new account account.\n\n '}¶
@@ -343,7 +343,7 @@ for simplicity. It shows a pane of info.
@@ -369,7 +369,7 @@ for simplicity. It shows a pane of info.
-
-
search_index_entry = {'aliases': 'h ?', 'category': 'general', 'key': 'help', 'no_prefix': ' h ?', 'tags': '', 'text': '\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
+search_index_entry = {'aliases': '? h', 'category': 'general', 'key': 'help', 'no_prefix': ' ? h', 'tags': '', 'text': '\n This is an unconnected version of the help command,\n for simplicity. It shows a pane of info.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.base_systems.ingame_python.commands.html b/docs/2.x/api/evennia.contrib.base_systems.ingame_python.commands.html
index 2d17d971c4..7d5faa367c 100644
--- a/docs/2.x/api/evennia.contrib.base_systems.ingame_python.commands.html
+++ b/docs/2.x/api/evennia.contrib.base_systems.ingame_python.commands.html
@@ -124,7 +124,7 @@
@@ -205,7 +205,7 @@ on user permission.
-
-
search_index_entry = {'aliases': '@calls @callback @callbacks', 'category': 'building', 'key': '@call', 'no_prefix': 'call calls callback callbacks', 'tags': '', 'text': '\n Command to edit callbacks.\n '}¶
+search_index_entry = {'aliases': '@callbacks @callback @calls', 'category': 'building', 'key': '@call', 'no_prefix': 'call callbacks callback calls', 'tags': '', 'text': '\n Command to edit callbacks.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.full_systems.evscaperoom.commands.html b/docs/2.x/api/evennia.contrib.full_systems.evscaperoom.commands.html
index 9a176a6c70..e98fb73780 100644
--- a/docs/2.x/api/evennia.contrib.full_systems.evscaperoom.commands.html
+++ b/docs/2.x/api/evennia.contrib.full_systems.evscaperoom.commands.html
@@ -219,7 +219,7 @@ the operation will be general or on the room.
@@ -243,7 +243,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'q abort quit chicken out', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' q abort quit chicken out', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}¶
+search_index_entry = {'aliases': 'chicken out q abort quit', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' chicken out q abort quit', 'tags': '', 'text': '\n Give up\n\n Usage:\n give up\n\n Abandons your attempts at escaping and of ever winning the pie-eating contest.\n\n '}¶
@@ -379,7 +379,7 @@ shout
@@ -408,7 +408,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': '; whisper shout', 'category': 'general', 'key': 'say', 'no_prefix': ' ; whisper shout', 'tags': '', 'text': '\n Perform an communication action.\n\n Usage:\n say <text>\n whisper\n shout\n\n '}¶
+search_index_entry = {'aliases': '; shout whisper', 'category': 'general', 'key': 'say', 'no_prefix': ' ; shout whisper', 'tags': '', 'text': '\n Perform an communication action.\n\n Usage:\n say <text>\n whisper\n shout\n\n '}¶
@@ -436,7 +436,7 @@ emote /me points to /box and /lever.
@@ -475,7 +475,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'pose :', 'category': 'general', 'key': 'emote', 'no_prefix': ' pose :', 'tags': '', 'text': '\n Perform a free-form emote. Use /me to\n include yourself in the emote and /name\n to include other objects or characters.\n Use "..." to enact speech.\n\n Usage:\n emote <emote>\n :<emote\n\n Example:\n emote /me smiles at /peter\n emote /me points to /box and /lever.\n\n '}¶
+search_index_entry = {'aliases': ': pose', 'category': 'general', 'key': 'emote', 'no_prefix': ' : pose', 'tags': '', 'text': '\n Perform a free-form emote. Use /me to\n include yourself in the emote and /name\n to include other objects or characters.\n Use "..." to enact speech.\n\n Usage:\n emote <emote>\n :<emote\n\n Example:\n emote /me smiles at /peter\n emote /me points to /box and /lever.\n\n '}¶
@@ -498,7 +498,7 @@ looks and what actions is available.
@@ -527,7 +527,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'ex e examine unfocus', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' ex e examine unfocus', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}¶
+search_index_entry = {'aliases': 'examine unfocus ex e', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' examine unfocus ex e', 'tags': '', 'text': '\n Focus your attention on a target.\n\n Usage:\n focus <obj>\n\n Once focusing on an object, use look to get more information about how it\n looks and what actions is available.\n\n '}¶
@@ -589,7 +589,7 @@ set in self.parse())
@@ -613,7 +613,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'give inventory i inv', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' give inventory i inv', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}¶
+search_index_entry = {'aliases': 'inventory inv give i', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' inventory inv give i', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}¶
@@ -634,7 +634,7 @@ set in self.parse())
@@ -657,7 +657,7 @@ to all the variables defined therein.
-
-
search_index_entry = {'aliases': '@dig @open', 'category': 'general', 'key': 'open', 'no_prefix': ' dig open', 'tags': '', 'text': '\n Interact with an object in focus.\n\n Usage:\n <action> [arg]\n\n '}¶
+search_index_entry = {'aliases': '@open @dig', 'category': 'general', 'key': 'open', 'no_prefix': ' open dig', 'tags': '', 'text': '\n Interact with an object in focus.\n\n Usage:\n <action> [arg]\n\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.barter.barter.html b/docs/2.x/api/evennia.contrib.game_systems.barter.barter.html
index ebcc660be2..6b461fdbfa 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.barter.barter.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.barter.barter.html
@@ -753,7 +753,7 @@ try to influence the other part in the deal.
@@ -779,7 +779,7 @@ try to influence the other part in the deal.
-
-
search_index_entry = {'aliases': 'deal offers', 'category': 'trading', 'key': 'status', 'no_prefix': ' deal offers', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}¶
+search_index_entry = {'aliases': 'offers deal', 'category': 'trading', 'key': 'status', 'no_prefix': ' offers deal', 'tags': '', 'text': "\n show a list of the current deal\n\n Usage:\n status\n deal\n offers\n\n Shows the currently suggested offers on each sides of the deal. To\n accept the current deal, use the 'accept' command. Use 'offer' to\n change your deal. You might also want to use 'say', 'emote' etc to\n try to influence the other part in the deal.\n "}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.clothing.clothing.html b/docs/2.x/api/evennia.contrib.game_systems.clothing.clothing.html
index 2c3865a810..7c96a8a017 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.clothing.clothing.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.clothing.clothing.html
@@ -630,7 +630,7 @@ inv
@@ -661,7 +661,7 @@ inv
-
-
search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'no_prefix': ' i inv', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}¶
+search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'no_prefix': ' inv i', 'tags': '', 'text': '\n view inventory\n\n Usage:\n inventory\n inv\n\n Shows your inventory.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_basic.html b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_basic.html
index 740aeb1135..eadd9e7ce4 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_basic.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_basic.html
@@ -680,7 +680,7 @@ if there are still any actions you can take.
@@ -706,7 +706,7 @@ if there are still any actions you can take.
-
-
search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'no_prefix': ' hold wait', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'no_prefix': ' wait hold', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_equip.html b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_equip.html
index 7ecb81b00c..8386735c09 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_equip.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_equip.html
@@ -575,7 +575,7 @@ if there are still any actions you can take.
@@ -595,7 +595,7 @@ if there are still any actions you can take.
-
-
search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'no_prefix': ' hold wait', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'no_prefix': ' wait hold', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_items.html b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_items.html
index a9cb8ec2ad..5cdde30129 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_items.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_items.html
@@ -698,7 +698,7 @@ if there are still any actions you can take.
@@ -718,7 +718,7 @@ if there are still any actions you can take.
-
-
search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'no_prefix': ' hold wait', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'no_prefix': ' wait hold', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_magic.html b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_magic.html
index 40f957d777..65ef8b98b2 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_magic.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_magic.html
@@ -477,7 +477,7 @@ if there are still any actions you can take.
@@ -497,7 +497,7 @@ if there are still any actions you can take.
-
-
search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'no_prefix': ' hold wait', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'no_prefix': ' wait hold', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_range.html b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_range.html
index 3fb13400d7..464c87420b 100644
--- a/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_range.html
+++ b/docs/2.x/api/evennia.contrib.game_systems.turnbattle.tb_range.html
@@ -937,7 +937,7 @@ if there are still any actions you can take.
@@ -957,7 +957,7 @@ if there are still any actions you can take.
-
-
search_index_entry = {'aliases': 'hold wait', 'category': 'combat', 'key': 'pass', 'no_prefix': ' hold wait', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
+search_index_entry = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'no_prefix': ' wait hold', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.grid.xyzgrid.commands.html b/docs/2.x/api/evennia.contrib.grid.xyzgrid.commands.html
index 652a2fef7e..f92fe04007 100644
--- a/docs/2.x/api/evennia.contrib.grid.xyzgrid.commands.html
+++ b/docs/2.x/api/evennia.contrib.grid.xyzgrid.commands.html
@@ -430,7 +430,7 @@ there is no room above/below you, your movement will fail.
@@ -453,7 +453,7 @@ to all the variables defined therein.
-
-
search_index_entry = {'aliases': 'fly dive', 'category': 'general', 'key': 'fly or dive', 'no_prefix': ' fly dive', 'tags': '', 'text': '\n Fly or Dive up and down.\n\n Usage:\n fly\n dive\n\n Will fly up one room or dive down one room at your current position. If\n there is no room above/below you, your movement will fail.\n\n '}¶
+search_index_entry = {'aliases': 'dive fly', 'category': 'general', 'key': 'fly or dive', 'no_prefix': ' dive fly', 'tags': '', 'text': '\n Fly or Dive up and down.\n\n Usage:\n fly\n dive\n\n Will fly up one room or dive down one room at your current position. If\n there is no room above/below you, your movement will fail.\n\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.rpg.dice.dice.html b/docs/2.x/api/evennia.contrib.rpg.dice.dice.html
index f83eaba61b..5008628379 100644
--- a/docs/2.x/api/evennia.contrib.rpg.dice.dice.html
+++ b/docs/2.x/api/evennia.contrib.rpg.dice.dice.html
@@ -334,7 +334,7 @@ everyone but the person rolling.
@@ -360,7 +360,7 @@ everyone but the person rolling.
-
-
search_index_entry = {'aliases': '@dice roll', 'category': 'general', 'key': 'dice', 'no_prefix': ' dice roll', 'tags': '', 'text': "\n roll dice\n\n Usage:\n dice[/switch] <nr>d<sides> [modifier] [success condition]\n\n Switch:\n hidden - tell the room the roll is being done, but don't show the result\n secret - don't inform the room about neither roll nor result\n\n Examples:\n dice 3d6 + 4\n dice 1d100 - 2 < 50\n\n This will roll the given number of dice with given sides and modifiers.\n So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result,\n then add 3 to the total'.\n Accepted modifiers are +, -, * and /.\n A success condition is given as normal Python conditionals\n (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed\n only if the final result is above 8. If a success condition is given, the\n outcome (pass/fail) will be echoed along with how much it succeeded/failed\n with. The hidden/secret switches will hide all or parts of the roll from\n everyone but the person rolling.\n "}¶
+search_index_entry = {'aliases': 'roll @dice', 'category': 'general', 'key': 'dice', 'no_prefix': ' roll dice', 'tags': '', 'text': "\n roll dice\n\n Usage:\n dice[/switch] <nr>d<sides> [modifier] [success condition]\n\n Switch:\n hidden - tell the room the roll is being done, but don't show the result\n secret - don't inform the room about neither roll nor result\n\n Examples:\n dice 3d6 + 4\n dice 1d100 - 2 < 50\n\n This will roll the given number of dice with given sides and modifiers.\n So e.g. 2d6 + 3 means to 'roll a 6-sided die 2 times and add the result,\n then add 3 to the total'.\n Accepted modifiers are +, -, * and /.\n A success condition is given as normal Python conditionals\n (<,>,<=,>=,==,!=). So e.g. 2d6 + 3 > 10 means that the roll will succeed\n only if the final result is above 8. If a success condition is given, the\n outcome (pass/fail) will be echoed along with how much it succeeded/failed\n with. The hidden/secret switches will hide all or parts of the roll from\n everyone but the person rolling.\n "}¶
diff --git a/docs/2.x/api/evennia.contrib.rpg.rpsystem.rpsystem.html b/docs/2.x/api/evennia.contrib.rpg.rpsystem.rpsystem.html
index c1c61a27f3..06adb5293a 100644
--- a/docs/2.x/api/evennia.contrib.rpg.rpsystem.rpsystem.html
+++ b/docs/2.x/api/evennia.contrib.rpg.rpsystem.rpsystem.html
@@ -709,7 +709,7 @@ a different language.
@@ -740,7 +740,7 @@ a different language.
-
-
search_index_entry = {'aliases': '" \'', 'category': 'general', 'key': 'say', 'no_prefix': ' " \'', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
+search_index_entry = {'aliases': '\' "', 'category': 'general', 'key': 'say', 'no_prefix': ' \' "', 'tags': '', 'text': '\n speak as your character\n\n Usage:\n say <message>\n\n Talk to those in your current location.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.tutorials.evadventure.combat_twitch.html b/docs/2.x/api/evennia.contrib.tutorials.evadventure.combat_twitch.html
index 6775e22af1..2961fd81d2 100644
--- a/docs/2.x/api/evennia.contrib.tutorials.evadventure.combat_twitch.html
+++ b/docs/2.x/api/evennia.contrib.tutorials.evadventure.combat_twitch.html
@@ -485,7 +485,7 @@ boost INT Wizard Goblin
@@ -519,7 +519,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'foil boost', 'category': 'combat', 'key': 'stunt', 'no_prefix': ' foil boost', 'tags': '', 'text': '\n Perform a combat stunt, that boosts an ally against a target, or\n foils an enemy, giving them disadvantage against an ally.\n\n Usage:\n boost [ability] <recipient> <target>\n foil [ability] <recipient> <target>\n boost [ability] <target> (same as boost me <target>)\n foil [ability] <target> (same as foil <target> me)\n\n Example:\n boost STR me Goblin\n boost DEX Goblin\n foil STR Goblin me\n foil INT Goblin\n boost INT Wizard Goblin\n\n '}¶
+search_index_entry = {'aliases': 'boost foil', 'category': 'combat', 'key': 'stunt', 'no_prefix': ' boost foil', 'tags': '', 'text': '\n Perform a combat stunt, that boosts an ally against a target, or\n foils an enemy, giving them disadvantage against an ally.\n\n Usage:\n boost [ability] <recipient> <target>\n foil [ability] <recipient> <target>\n boost [ability] <target> (same as boost me <target>)\n foil [ability] <target> (same as foil <target> me)\n\n Example:\n boost STR me Goblin\n boost DEX Goblin\n foil STR Goblin me\n foil INT Goblin\n boost INT Wizard Goblin\n\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.tutorials.evadventure.commands.html b/docs/2.x/api/evennia.contrib.tutorials.evadventure.commands.html
index 7142454385..a8bfcc0523 100644
--- a/docs/2.x/api/evennia.contrib.tutorials.evadventure.commands.html
+++ b/docs/2.x/api/evennia.contrib.tutorials.evadventure.commands.html
@@ -200,7 +200,7 @@ self.args).
@@ -224,7 +224,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'i inv', 'category': 'general', 'key': 'inventory', 'no_prefix': ' i inv', 'tags': '', 'text': '\n View your inventory\n\n Usage:\n inventory\n\n '}¶
+search_index_entry = {'aliases': 'inv i', 'category': 'general', 'key': 'inventory', 'no_prefix': ' inv i', 'tags': '', 'text': '\n View your inventory\n\n Usage:\n inventory\n\n '}¶
@@ -301,7 +301,7 @@ unwear <item>
@@ -325,7 +325,7 @@ set in self.parse())
-
-
search_index_entry = {'aliases': 'unwear unwield', 'category': 'general', 'key': 'remove', 'no_prefix': ' unwear unwield', 'tags': '', 'text': '\n Remove a remove a weapon/shield, armor or helmet.\n\n Usage:\n remove <item>\n unwield <item>\n unwear <item>\n\n To remove an item from the backpack, use |wdrop|n instead.\n\n '}¶
+search_index_entry = {'aliases': 'unwield unwear', 'category': 'general', 'key': 'remove', 'no_prefix': ' unwield unwear', 'tags': '', 'text': '\n Remove a remove a weapon/shield, armor or helmet.\n\n Usage:\n remove <item>\n unwield <item>\n unwear <item>\n\n To remove an item from the backpack, use |wdrop|n instead.\n\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.tutorials.red_button.red_button.html b/docs/2.x/api/evennia.contrib.tutorials.red_button.red_button.html
index 8f58596cbc..fb347fbbde 100644
--- a/docs/2.x/api/evennia.contrib.tutorials.red_button.red_button.html
+++ b/docs/2.x/api/evennia.contrib.tutorials.red_button.red_button.html
@@ -161,7 +161,7 @@ such as when closing the lid and un-blinding a character.
+aliases = ['press', 'press button', 'push']¶
@@ -190,7 +190,7 @@ check if the lid is open or closed.
+search_index_entry = {'aliases': 'press press button push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press press button push', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}¶
@@ -260,7 +260,7 @@ check if the lid is open or closed.
+aliases = ['smash lid', 'smash', 'break lid']¶
@@ -287,7 +287,7 @@ break.
+search_index_entry = {'aliases': 'smash lid smash break lid', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' smash lid smash break lid', 'tags': '', 'text': '\n Smash the protective glass.\n\n Usage:\n smash glass\n\n Try to smash the glass of the button.\n\n '}¶
@@ -387,7 +387,7 @@ be mutually exclusive.
+aliases = ['press', 'press button', 'push']¶
@@ -416,7 +416,7 @@ set in self.parse())
+search_index_entry = {'aliases': 'press press button push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press press button push', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}¶
@@ -514,7 +514,7 @@ be mutually exclusive.
+aliases = ['ex', 'examine', 'get', 'l', 'listen', 'feel']¶
@@ -540,7 +540,7 @@ be mutually exclusive.
+search_index_entry = {'aliases': 'ex examine get l listen feel', 'category': 'general', 'key': 'look', 'no_prefix': ' ex examine get l listen feel', 'tags': '', 'text': "\n Looking around in darkness\n\n Usage:\n look <obj>\n\n ... not that there's much to see in the dark.\n\n "}¶
diff --git a/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.objects.html b/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.objects.html
index a106816c51..0379f2d936 100644
--- a/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.objects.html
+++ b/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.objects.html
@@ -433,7 +433,7 @@ of the object. We overload it with our own version.
@@ -460,7 +460,7 @@ to sit on a “lightable” object, we operate only on self.obj.
-
-
search_index_entry = {'aliases': 'light burn', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' light burn', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}¶
+search_index_entry = {'aliases': 'burn light', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' burn light', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}¶
@@ -564,7 +564,7 @@ shift green root up/down
@@ -600,7 +600,7 @@ yellow/green - horizontal roots
-
-
search_index_entry = {'aliases': 'move push shiftroot pull', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' move push shiftroot pull', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}¶
+search_index_entry = {'aliases': 'push move pull shiftroot', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' push move pull shiftroot', 'tags': '', 'text': '\n Shifts roots around.\n\n Usage:\n shift blue root left/right\n shift red root left/right\n shift yellow root up/down\n shift green root up/down\n\n '}¶
@@ -617,7 +617,7 @@ yellow/green - horizontal roots
-
-
aliases = ['push button', 'press button', 'button']¶
+aliases = ['push button', 'button', 'press button']¶
@@ -643,7 +643,7 @@ yellow/green - horizontal roots
-
-
search_index_entry = {'aliases': 'push button press button button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' push button press button button', 'tags': '', 'text': '\n Presses a button.\n '}¶
+search_index_entry = {'aliases': 'push button button press button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' push button button press button', 'tags': '', 'text': '\n Presses a button.\n '}¶
@@ -787,7 +787,7 @@ parry - forgoes your attack but will make you harder to hit on next
-
-
aliases = ['chop', 'pierce', 'stab', 'kill', 'parry', 'slash', 'defend', 'bash', 'hit', 'fight', 'thrust']¶
+aliases = ['fight', 'chop', 'slash', 'hit', 'pierce', 'parry', 'thrust', 'kill', 'bash', 'defend', 'stab']¶
@@ -813,7 +813,7 @@ parry - forgoes your attack but will make you harder to hit on next
-
-
search_index_entry = {'aliases': 'chop pierce stab kill parry slash defend bash hit fight thrust', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' chop pierce stab kill parry slash defend bash hit fight thrust', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}¶
+search_index_entry = {'aliases': 'fight chop slash hit pierce parry thrust kill bash defend stab', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' fight chop slash hit pierce parry thrust kill bash defend stab', 'tags': '', 'text': '\n Attack the enemy. Commands:\n\n stab <enemy>\n slash <enemy>\n parry\n\n stab - (thrust) makes a lot of damage but is harder to hit with.\n slash - is easier to land, but does not make as much damage.\n parry - forgoes your attack but will make you harder to hit on next\n enemy attack.\n\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.rooms.html b/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.rooms.html
index bb80fe0f54..b6c4c2d5ef 100644
--- a/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.rooms.html
+++ b/docs/2.x/api/evennia.contrib.tutorials.tutorial_world.rooms.html
@@ -824,7 +824,7 @@ if they fall off the bridge.
@@ -850,7 +850,7 @@ if they fall off the bridge.
-
-
search_index_entry = {'aliases': 'h ?', 'category': 'tutorial world', 'key': 'help', 'no_prefix': ' h ?', 'tags': '', 'text': '\n Overwritten help command while on the bridge.\n '}¶
+search_index_entry = {'aliases': '? h', 'category': 'tutorial world', 'key': 'help', 'no_prefix': ' ? h', 'tags': '', 'text': '\n Overwritten help command while on the bridge.\n '}¶
@@ -976,7 +976,7 @@ to find something.
-
-
aliases = ['feel', 'search', 'fiddle', 'l', 'feel around']¶
+aliases = ['search', 'fiddle', 'feel around', 'l', 'feel']¶
@@ -1004,7 +1004,7 @@ random chance of eventually finding a light source.
-
-
search_index_entry = {'aliases': 'feel search fiddle l feel around', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' feel search fiddle l feel around', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}¶
+search_index_entry = {'aliases': 'search fiddle feel around l feel', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' search fiddle feel around l feel', 'tags': '', 'text': '\n Look around in darkness\n\n Usage:\n look\n\n Look around in the darkness, trying\n to find something.\n '}¶
diff --git a/docs/2.x/api/evennia.contrib.utils.git_integration.git_integration.html b/docs/2.x/api/evennia.contrib.utils.git_integration.git_integration.html
index 0bdc84885f..00877fc924 100644
--- a/docs/2.x/api/evennia.contrib.utils.git_integration.git_integration.html
+++ b/docs/2.x/api/evennia.contrib.utils.git_integration.git_integration.html
@@ -216,7 +216,7 @@ git evennia pull - Pull the latest evennia code.
-
-
directory = '/tmp/tmpyr3967rh/5b8cb35ce40bf9b76a93bf6936ccba9338f10230/evennia'¶
+directory = '/tmp/tmph75u8g23/1ebaad4fc9ba310ba41ca3008648e5c7e554e548/evennia'¶
@@ -277,7 +277,7 @@ git pull - Pull the latest code from your current branch.
-
-
directory = '/tmp/tmpyr3967rh/5b8cb35ce40bf9b76a93bf6936ccba9338f10230/evennia/game_template'¶
+directory = '/tmp/tmph75u8g23/1ebaad4fc9ba310ba41ca3008648e5c7e554e548/evennia/game_template'¶
diff --git a/docs/2.x/api/evennia.utils.eveditor.html b/docs/2.x/api/evennia.utils.eveditor.html
index 29e310414a..94fe562195 100644
--- a/docs/2.x/api/evennia.utils.eveditor.html
+++ b/docs/2.x/api/evennia.utils.eveditor.html
@@ -344,7 +344,7 @@ indentation.
-
-
aliases = [':I', ':y', ':>', ':p', ':w', ':DD', ':fi', ':u', ':uu', ':echo', ':j', ':dd', ':::', ':r', ':UU', ':!', ':<', ':wq', ':x', ':fd', ':f', ':=', '::', ':q!', ':s', ':h', ':A', ':i', ':', ':S', ':dw', ':q']¶
+aliases = [':f', ':u', ':r', ':=', ':p', ':I', ':dd', ':UU', ':dw', ':fd', ':s', ':uu', ':', ':q!', ':x', ':j', ':fi', ':q', ':i', ':echo', ':DD', ':y', ':>', ':wq', ':h', ':!', ':<', ':A', ':::', ':S', '::', ':w']¶
@@ -372,7 +372,7 @@ efficient presentation.
-
-
search_index_entry = {'aliases': ':I :y :> :p :w :DD :fi :u :uu :echo :j :dd ::: :r :UU :! :< :wq :x :fd :f := :: :q! :s :h :A :i : :S :dw :q', 'category': 'general', 'key': ':editor_command_group', 'no_prefix': ' :I :y :> :p :w :DD :fi :u :uu :echo :j :dd ::: :r :UU :! :< :wq :x :fd :f := :: :q! :s :h :A :i : :S :dw :q', 'tags': '', 'text': '\n Commands for the editor\n '}¶
+search_index_entry = {'aliases': ':f :u :r := :p :I :dd :UU :dw :fd :s :uu : :q! :x :j :fi :q :i :echo :DD :y :> :wq :h :! :< :A ::: :S :: :w', 'category': 'general', 'key': ':editor_command_group', 'no_prefix': ' :f :u :r := :p :I :dd :UU :dw :fd :s :uu : :q! :x :j :fi :q :i :echo :DD :y :> :wq :h :! :< :A ::: :S :: :w', 'tags': '', 'text': '\n Commands for the editor\n '}¶
diff --git a/docs/2.x/api/evennia.utils.evmenu.html b/docs/2.x/api/evennia.utils.evmenu.html
index 2cb8b2cc62..ca963f220f 100644
--- a/docs/2.x/api/evennia.utils.evmenu.html
+++ b/docs/2.x/api/evennia.utils.evmenu.html
@@ -939,7 +939,7 @@ single question.
+aliases = ['y', 'a', 'no', '__nomatch_command', 'n', 'yes', 'abort']¶
@@ -965,7 +965,7 @@ single question.
+search_index_entry = {'aliases': 'y a no __nomatch_command n yes abort', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' y a no __nomatch_command n yes abort', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}¶
diff --git a/docs/2.x/api/evennia.utils.evmore.html b/docs/2.x/api/evennia.utils.evmore.html
index 1695f75304..00c4ea478a 100644
--- a/docs/2.x/api/evennia.utils.evmore.html
+++ b/docs/2.x/api/evennia.utils.evmore.html
@@ -145,7 +145,7 @@ the caller.msg() construct every time the page is updated.
-
-
aliases = ['previous', 'abort', 'a', 'q', 'e', 'p', 't', 'quit', 'next', 'n', 'end', 'top']¶
+aliases = ['q', 't', 'quit', 'a', 'p', 'end', 'next', 'n', 'top', 'e', 'previous', 'abort']¶
@@ -171,7 +171,7 @@ the caller.msg() construct every time the page is updated.
-
-
search_index_entry = {'aliases': 'previous abort a q e p t quit next n end top', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' previous abort a q e p t quit next n end top', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}¶
+search_index_entry = {'aliases': 'q t quit a p end next n top e previous abort', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' q t quit a p end next n top e previous abort', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}¶
diff --git a/docs/2.x/index.html b/docs/2.x/index.html
index 6ed955c636..f15280132d 100644
--- a/docs/2.x/index.html
+++ b/docs/2.x/index.html
@@ -300,7 +300,7 @@
- Add a wiki on your website
- Web Character Generation
- Web Character View Tutorial
-- Help System Tutorial
+- Web Help System Tutorial
- Extending the REST API
- Automatically Tweet game stats
diff --git a/docs/2.x/objects.inv b/docs/2.x/objects.inv
index 6f8981a24413ce6b0c27850cff3561be9152f5a4..31d66883cee733a2d53e2e75343bf1fa57470bdb 100644
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