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# A voice operated elevator using events
- Previous tutorial: [Adding dialogues in events](Dialogues-in-events)
- Previous tutorial: [Adding dialogues in events](Contrib/Dialogues-in-events)
This tutorial will walk you through the steps to create a voice-operated elevator, using the [in-
game Python
@ -97,7 +97,7 @@ things to decorate it a bit.
But what we want now is to be able to say "1", "2" or "3" and have the elevator move in that
direction.
If you have read [the previous tutorial about adding dialogues in events](Dialogues-in-events), you
If you have read [the previous tutorial about adding dialogues in events](Contrib/Dialogues-in-events), you
may remember what we need to do. If not, here's a summary: we need to run some code when somebody
speaks in the room. So we need to create a callback (the callback will contain our lines of code).
We just need to know on which event this should be set. You can enter `call here` to see the
@ -433,4 +433,4 @@ to consider adding the code in the source itself. Another possibility is to cal
with the expected behavior, which makes porting code very easy. This side of chained events will be
shown in the next tutorial.
- Previous tutorial: [Adding dialogues in events](Dialogues-in-events)
- Previous tutorial: [Adding dialogues in events](Contrib/Dialogues-in-events)

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@ -20,7 +20,7 @@ world to be 'logically' impossible with rooms looping to themselves or exits lea
side of the map. Exits can also be named anything, from "jumping out the window" to "into the fifth
dimension". This tutorial assumes you can only move in the cardinal directions (N, E, S and W).
2. Rooms must be connected and linked together for the map to be generated correctly. Vanilla
Evennia comes with a admin command [@tunnel](Default-Command-Help#tunnel-cmdtunnel) that allows a
Evennia comes with a admin command [@tunnel](Component/Default-Command-Help#tunnel-cmdtunnel) that allows a
user to create rooms in the cardinal directions, but additional work is needed to assure that rooms
are connected. For example, if you `@tunnel east` and then immediately do `@tunnel west` you'll find
that you have created two completely stand-alone rooms. So care is needed if you want to create a
@ -361,7 +361,7 @@ looping rooms that will show on your in-game map.
The above example will display the map above the room description. You could also use an
[EvTable](github:evennia.utils.evtable) to place description and map next to each other. Some other
things you can do is to have a [Command](Commands) that displays with a larger radius, maybe with a
things you can do is to have a [Command](Component/Commands) that displays with a larger radius, maybe with a
legend and other features.
Below is the whole `map.py` for your reference. You need to update your `Room` typeclass (see above)

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## Introduction
This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also
details how to use the [Batch code processor](Batch-Code-Processor) for advanced building. There is
also the [Dynamic in-game map tutorial](Dynamic-In-Game-Map) that works in the opposite direction,
details how to use the [Batch code processor](Component/Batch-Code-Processor) for advanced building. There is
also the [Dynamic in-game map tutorial](Contrib/Dynamic-In-Game-Map) that works in the opposite direction,
by generating a map from an existing grid of rooms.
Evennia does not require its rooms to be positioned in a "logical" way. Your exits could be named
@ -41,7 +41,7 @@ map we designed before.
```
We will henceforth assume your game folder is name named `mygame` and that you haven't modified the
default commands. We will also not be using [Colors](TextTags#colored-text) for our map since they
default commands. We will also not be using [Colors](Concept/TextTags#colored-text) for our map since they
don't show in the documentation wiki.
## Planning the Map
@ -83,23 +83,23 @@ planning at this stage can solve many problems before they happen.
In this section we will try to create an actual "map" object that an account can pick up and look
at.
Evennia offers a range of [default commands](Default-Command-Help) for [creating objects and rooms
Evennia offers a range of [default commands](Component/Default-Command-Help) for [creating objects and rooms
in-game](Building-Quickstart). While readily accessible, these commands are made to do very
specific, restricted things and will thus not offer as much flexibility to experiment (for an
advanced exception see [in-line functions](TextTags#new-inlinefuncs)). Additionally, entering long
advanced exception see [in-line functions](Concept/TextTags#new-inlinefuncs)). Additionally, entering long
descriptions and properties over and over in the game client can become tedious; especially when
testing and you may want to delete and recreate things over and over.
To overcome this, Evennia offers [batch processors](Batch-Processors) that work as input-files
To overcome this, Evennia offers [batch processors](Component/Batch-Processors) that work as input-files
created out-of-game. In this tutorial we'll be using the more powerful of the two available batch
processors, the [Batch Code Processor ](Batch-Code-Processor), called with the `@batchcode` command.
processors, the [Batch Code Processor ](Component/Batch-Code-Processor), called with the `@batchcode` command.
This is a very powerful tool. It allows you to craft Python files to act as blueprints of your
entire game world. These files have access to use Evennia's Python API directly. Batchcode allows
for easy editing and creation in whatever text editor you prefer, avoiding having to manually build
the world line-by-line inside the game.
> Important warning: `@batchcode`'s power is only rivaled by the `@py` command. Batchcode is so
powerful it should be reserved only for the [superuser](Building-Permissions). Think carefully
powerful it should be reserved only for the [superuser](Concept/Building-Permissions). Think carefully
before you let others (such as `Developer`- level staff) run `@batchcode` on their own - make sure
you are okay with them running *arbitrary Python code* on your server.
@ -413,5 +413,5 @@ easily new game defining features can be added to Evennia.
You can easily build from this tutorial by expanding the map and creating more rooms to explore. Why
not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
Tutorial), [fill your world with NPC's](Tutorial-Aggressive-NPCs) or [implement a combat
Tutorial), [fill your world with NPC's](Howto/Tutorial-Aggressive-NPCs) or [implement a combat
system](Turn-based-Combat-System).

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@ -29,10 +29,10 @@ Some features exemplified by the tutorial world:
## Install
The tutorial world consists of a few modules in `evennia/contrib/tutorial_world/` containing custom
[Typeclasses](Typeclasses) for [rooms and objects](Objects) and associated [Commands](Commands).
[Typeclasses](Component/Typeclasses) for [rooms and objects](Component/Objects) and associated [Commands](Component/Commands).
These reusable bits and pieces are then put together into a functioning game area ("world" is maybe
too big a word for such a small zone) using a [batch script](Batch-Processors) called `build.ev`. To
too big a word for such a small zone) using a [batch script](Component/Batch-Processors) called `build.ev`. To
install, log into the server as the superuser (user #1) and run:
@batchcommand tutorial_world.build