Resync all links and fix issues with auto-relink

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Griatch 2020-06-18 00:44:36 +02:00
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# Nicks
*Nicks*, short for *Nicknames* is a system allowing an object (usually a [Account](Accounts)) to
*Nicks*, short for *Nicknames* is a system allowing an object (usually a [Account](Component/Accounts)) to
assign custom replacement names for other game entities.
Nicks are not to be confused with *Aliases*. Setting an Alias on a game entity actually changes an
@ -75,7 +75,7 @@ You can also use [shell-type wildcards](http://www.linfo.org/wildcard.html):
## Coding with nicks
Nicks are stored as the `Nick` database model and are referred from the normal Evennia
[object](Objects) through the `nicks` property - this is known as the *NickHandler*. The NickHandler
[object](Component/Objects) through the `nicks` property - this is known as the *NickHandler*. The NickHandler
offers effective error checking, searches and conversion.
```python
@ -101,12 +101,12 @@ offers effective error checking, searches and conversion.
In a command definition you can reach the nick handler through `self.caller.nicks`. See the `nick`
command in `evennia/commands/default/general.py` for more examples.
As a last note, The Evennia [channel](Communications) alias systems are using nicks with the
As a last note, The Evennia [channel](Component/Communications) alias systems are using nicks with the
`nick_type="channel"` in order to allow users to create their own custom aliases to channels.
# Advanced note
Internally, nicks are [Attributes](Attributes) saved with the `db_attrype` set to "nick" (normal
Internally, nicks are [Attributes](Component/Attributes) saved with the `db_attrype` set to "nick" (normal
Attributes has this set to `None`).
The nick stores the replacement data in the Attribute.db_value field as a tuple with four fields