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@ -1,6 +1,6 @@
# Adding Command Tutorial
This is a quick first-time tutorial expanding on the [Commands](Commands) documentation.
This is a quick first-time tutorial expanding on the [Commands](Component/Commands) documentation.
Let's assume you have just downloaded Evennia, installed it and created your game folder (let's call
it just `mygame` here). Now you want to try to add a new command. This is the fastest way to do it.
@ -16,7 +16,7 @@ example code.
1. Give your class a useful _docstring_. A docstring is the string at the very top of a class or
function/method. The docstring at the top of the command class is read by Evennia to become the help
entry for the Command (see
[Command Auto-help](Help-System#command-auto-help-system)).
[Command Auto-help](Component/Help-System#command-auto-help-system)).
1. Define a class method `func(self)` that echoes your input back to you.
Below is an example how this all could look for the echo command:
@ -47,7 +47,7 @@ Below is an example how this all could look for the echo command:
## Step 2: Adding the Command to a default Cmdset
The command is not available to use until it is part of a [Command Set](Command-Sets). In this
The command is not available to use until it is part of a [Command Set](Component/Command-Sets). In this
example we will go the easiest route and add it to the default Character commandset that already
exists.
@ -93,7 +93,7 @@ If you want to overload existing default commands (such as `look` or `get`), jus
command with the same key as the old one - it will then replace it. Just remember that you must use
`@reload` to see any changes.
See [Commands](Commands) for many more details and possibilities when defining Commands and using
See [Commands](Component/Commands) for many more details and possibilities when defining Commands and using
Cmdsets in various ways.
@ -131,7 +131,7 @@ only make the new merged cmdset permanent on that *single* object. Often you wan
this particular class to have this cmdset.
To make sure all new created objects get your new merged set, put the `cmdset.add` call in your
custom [Typeclasses](Typeclasses)' `at_object_creation` method:
custom [Typeclasses](Component/Typeclasses)' `at_object_creation` method:
```python
# e.g. in mygame/typeclasses/objects.py

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@ -13,9 +13,9 @@ When you create a new Evennia game (with for example `evennia --init mygame`) Ev
automatically create empty child classes `Object`, `Character`, `Room` and `Exit` respectively. They
are found `mygame/typeclasses/objects.py`, `mygame/typeclasses/rooms.py` etc.
> Technically these are all [Typeclassed](Typeclasses), which can be ignored for now. In
> Technically these are all [Typeclassed](Component/Typeclasses), which can be ignored for now. In
> `mygame/typeclasses` are also base typeclasses for out-of-character things, notably
> [Channels](Communications), [Accounts](Accounts) and [Scripts](Scripts). We don't cover those in
> [Channels](Component/Communications), [Accounts](Component/Accounts) and [Scripts](Component/Scripts). We don't cover those in
> this tutorial.
For your own game you will most likely want to expand on these very simple beginnings. It's normal
@ -62,13 +62,13 @@ up.
you will find the traceback. The most common error is that you have some sort of syntax error in
your class.
Note that the [Locks](Locks) and [Attribute](Attributes) which are set in the typeclass could just
Note that the [Locks](Component/Locks) and [Attribute](Component/Attributes) which are set in the typeclass could just
as well have been set using commands in-game, so this is a *very* simple example.
## Storing data on initialization
The `at_object_creation` is only called once, when the object is first created. This makes it ideal
for database-bound things like [Attributes](Attributes). But sometimes you want to create temporary
for database-bound things like [Attributes](Component/Attributes). But sometimes you want to create temporary
properties (things that are not to be stored in the database but still always exist every time the
object is created). Such properties can be initialized in the `at_init` method on the object.
`at_init` is called every time the object is loaded into memory.
@ -86,7 +86,7 @@ def at_init(self):
self.ndb.mylist = []
```
> Note: As mentioned in the [Typeclasses](Typeclasses) documentation, `at_init` replaces the use of
> Note: As mentioned in the [Typeclasses](Component/Typeclasses) documentation, `at_init` replaces the use of
> the standard `__init__` method of typeclasses due to how the latter may be called in situations
> other than you'd expect. So use `at_init` where you would normally use `__init__`.

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@ -1,8 +1,8 @@
# Building Quickstart
The [default command](Default-Command-Help) definitions coming with Evennia
follows a style [similar](Using-MUX-as-a-Standard) to that of MUX, so the
The [default command](Component/Default-Command-Help) definitions coming with Evennia
follows a style [similar](Concept/Using-MUX-as-a-Standard) to that of MUX, so the
commands should be familiar if you used any such code bases before.
> Throughout the larger documentation you may come across commands prefixed
@ -85,14 +85,14 @@ dropped in the room, then try this:
lock box = get:false()
Locks represent a rather [big topic](Locks), but for now that will do what we want. This will lock
Locks represent a rather [big topic](Component/Locks), but for now that will do what we want. This will lock
the box so noone can lift it. The exception is superusers, they override all locks and will pick it
up anyway. Make sure you are quelling your superuser powers and try to get the box now:
> get box
You can't get that.
Think thís default error message looks dull? The `get` command looks for an [Attribute](Attributes)
Think thís default error message looks dull? The `get` command looks for an [Attribute](Component/Attributes)
named `get_err_msg` for returning a nicer error message (we just happen to know this, you would need
to peek into the
[code](https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235) for
@ -114,7 +114,7 @@ Commands tutorial](Adding-Command-Tutorial) for help with creating your first ow
## Get a Personality
[Scripts](Scripts) are powerful out-of-character objects useful for many "under the hood" things.
[Scripts](Component/Scripts) are powerful out-of-character objects useful for many "under the hood" things.
One of their optional abilities is to do things on a timer. To try out a first script, let's put one
on ourselves. There is an example script in `evennia/contrib/tutorial_examples/bodyfunctions.py`
that is called `BodyFunctions`. To add this to us we will use the `script` command:
@ -137,14 +137,14 @@ When you are tired of your character's "insights", kill the script with
script/stop self = tutorial_examples.bodyfunctions.BodyFunctions
You create your own scripts in Python, outside the game; the path you give to `script` is literally
the Python path to your script file. The [Scripts](Scripts) page explains more details.
the Python path to your script file. The [Scripts](Component/Scripts) page explains more details.
## Pushing Your Buttons
If we get back to the box we made, there is only so much fun you can do with it at this point. It's
just a dumb generic object. If you renamed it to `stone` and changed its description noone would be
the wiser. However, with the combined use of custom [Typeclasses](Typeclasses), [Scripts](Scripts)
and object-based [Commands](Commands), you could expand it and other items to be as unique, complex
the wiser. However, with the combined use of custom [Typeclasses](Component/Typeclasses), [Scripts](Component/Scripts)
and object-based [Commands](Component/Commands), you could expand it and other items to be as unique, complex
and interactive as you want.
Let's take an example. So far we have only created objects that use the default object typeclass
@ -161,7 +161,7 @@ sure to look in`evennia/contrib/` so you don't have to write the full path every
- one red button.
The RedButton is an example object intended to show off a few of Evennia's features. You will find
that the [Typeclass](Typeclasses) and [Commands](Commands) controlling it are inside
that the [Typeclass](Component/Typeclasses) and [Commands](Component/Commands) controlling it are inside
`evennia/contrib/tutorial_examples/`.
If you wait for a while (make sure you dropped it!) the button will blink invitingly. Why don't you

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@ -10,7 +10,7 @@ Here are some pointers to get you going.
Evennia is developed using Python. Even if you are more of a designer than a coder, it is wise to
learn how to read and understand basic Python code. If you are new to Python, or need a refresher,
take a look at our two-part [Python introduction](Python-basic-introduction).
take a look at our two-part [Python introduction](Howto/StartingTutorial/Python-basic-introduction).
### Explore Evennia interactively
@ -31,7 +31,7 @@ This will open an Evennia-aware python shell (using ipython). From within this s
evennia.<TAB>
That is, enter `evennia.` and press the `<TAB>` key. This will show you all the resources made
available at the top level of Evennia's "flat API". See the [flat API](Evennia-API) page for more
available at the top level of Evennia's "flat API". See the [flat API](Coding/Evennia-API) page for more
info on how to explore it efficiently.
You can complement your exploration by peeking at the sections of the much more detailed [Developer
@ -52,7 +52,7 @@ using such a checker can be a good start to weed out the simple problems.
### Plan before you code
Before you start coding away at your dream game, take a look at our [Game Planning](Game-Planning)
Before you start coding away at your dream game, take a look at our [Game Planning](Howto/Game-Planning)
page. It might hopefully help you avoid some common pitfalls and time sinks.
### Code in your game folder, not in the evennia/ repository
@ -98,7 +98,5 @@ chat](http://webchat.freenode.net/?channels=evennia) are also there for you.
And finally, of course, have fun!
[feature-request]:
(https://github.com/evennia/evennia/issues/new?title=Feature+Request%3a+%3Cdescriptive+title+here%3E&body=%23%23%23%23+Description+of+the+suggested+feature+and+how+it+is+supposed+to+work+for+the+admin%2fend+user%3a%0D%0A%0D%0A%0D%0A%23%23%23%23+A+list+of+arguments+for+why+you+think+this+new+feature+should+be+included+in+Evennia%3a%0D%0A%0D%0A1.%0D%0A2.%0D%0A%0D%0A%23%23%23%23+Extra+information%2c+such+as+requirements+or+ideas+on+implementation%3a%0D%0A%0D%0A
[bug]:
https://github.com/evennia/evennia/issues/new?title=Bug%3a+%3Cdescriptive+title+here%3E&body=%23%23%23%23+Steps+to+reproduce+the+issue%3a%0D%0A%0D%0A1.+%0D%0A2.+%0D%0A3.+%0D%0A%0D%0A%23%23%23%23+What+I+expect+to+see+and+what+I+actually+see+%28tracebacks%2c+error+messages+etc%29%3a%0D%0A%0D%0A%0D%0A%0D%0A%23%23%23%23+Extra+information%2c+such+as+Evennia+revision%2frepo%2fbranch%2c+operating+system+and+ideas+for+how+to+solve%3a%0D%0A%0D%0A
[feature-request]: (https://github.com/evennia/evennia/issues/new?title=Feature+Request%3a+%3Cdescriptive+title+here%3E&body=%23%23%23%23+Description+of+the+suggested+feature+and+how+it+is+supposed+to+work+for+the+admin%2fend+user%3a%0D%0A%0D%0A%0D%0A%23%23%23%23+A+list+of+arguments+for+why+you+think+this+new+feature+should+be+included+in+Evennia%3a%0D%0A%0D%0A1.%0D%0A2.%0D%0A%0D%0A%23%23%23%23+Extra+information%2c+such+as+requirements+or+ideas+on+implementation%3a%0D%0A%0D%0A
[bug]: https://github.com/evennia/evennia/issues/new?title=Bug%3a+%3Cdescriptive+title+here%3E&body=%23%23%23%23+Steps+to+reproduce+the+issue%3a%0D%0A%0D%0A1.+%0D%0A2.+%0D%0A3.+%0D%0A%0D%0A%23%23%23%23+What+I+expect+to+see+and+what+I+actually+see+%28tracebacks%2c+error+messages+etc%29%3a%0D%0A%0D%0A%0D%0A%0D%0A%23%23%23%23+Extra+information%2c+such+as+Evennia+revision%2frepo%2fbranch%2c+operating+system+and+ideas+for+how+to+solve%3a%0D%0A%0D%0A

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@ -16,11 +16,11 @@ system.
- **self** / **me** - the calling object (i.e. you)
- **here** - the current caller's location
- **obj** - a dummy [Object](Objects) instance
- **evennia** - Evennia's [flat API](Evennia-API) - through this you can access all of Evennia.
- **obj** - a dummy [Object](Component/Objects) instance
- **evennia** - Evennia's [flat API](Coding/Evennia-API) - through this you can access all of Evennia.
For accessing other objects in the same room you need to use `self.search(name)`. For objects in
other locations, use one of the `evennia.search_*` methods. See [below](Execute-Python-Code#finding-
other locations, use one of the `evennia.search_*` methods. See [below](Howto/StartingTutorial/Execute-Python-Code#finding-
objects).
## Returning output
@ -117,4 +117,4 @@ of other editing features, such as tab-completion and `__doc__`-string reading.
In [2]: evennia.managers.objects.all()
Out[3]: [<ObjectDB: Harry>, <ObjectDB: Limbo>, ...]
See the page about the [Evennia-API](Evennia-API) for more things to explore.
See the page about the [Evennia-API](Coding/Evennia-API) for more things to explore.

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@ -10,7 +10,7 @@ Started](Getting-Started) instructions. You should have initialized a new game f
`evennia --init foldername` command. We will in the following assume this folder is called
"mygame".
It might be a good idea to eye through the brief [Coding Introduction](Coding-Introduction) too
It might be a good idea to eye through the brief [Coding Introduction](Howto/StartingTutorial/Coding-Introduction) too
(especially the recommendations in the section about the evennia "flat" API and about using `evennia
shell` will help you here and in the future).
@ -57,13 +57,13 @@ up with a new command to view those attributes.
return self.db.strength, self.db.agility, self.db.magic
```
1. [Reload](Start-Stop-Reload) the server (you will still be connected to the game after doing
1. [Reload](Setup/Start-Stop-Reload) the server (you will still be connected to the game after doing
this). Note that if you examine *yourself* you will *not* see any new Attributes appear yet. Read
the next section to understand why.
#### Updating Yourself
It's important to note that the new [Attributes](Attributes) we added above will only be stored on
It's important to note that the new [Attributes](Component/Attributes) we added above will only be stored on
*newly* created characters. The reason for this is simple: The `at_object_creation` method, where we
added those Attributes, is per definition only called when the object is *first created*, then never
again. This is usually a good thing since those Attributes may change over time - calling that hook
@ -112,8 +112,8 @@ what the `@update` command does under the hood). From in-game you can do the sam
MyClass.objects.all()]
```
See the [Object Typeclass tutorial](Adding-Object-Typeclass-Tutorial) for more help and the
[Typeclasses](Typeclasses) and [Attributes](Attributes) page for detailed documentation about
See the [Object Typeclass tutorial](Howto/StartingTutorial/Adding-Object-Typeclass-Tutorial) for more help and the
[Typeclasses](Component/Typeclasses) and [Attributes](Component/Attributes) page for detailed documentation about
Typeclasses and Attributes.
#### Troubleshooting: Updating Yourself
@ -159,7 +159,7 @@ tracebacks and you'll be able to resolve the vast majority of common errors easi
### Add a New Default Command
The `@py` command used above is only available to privileged users. We want any player to be able to
see their stats. Let's add a new [command](Commands) to list the abilities we added in the previous
see their stats. Let's add a new [command](Component/Commands) to list the abilities we added in the previous
section.
1. Open `mygame/commands/command.py`. You could in principle put your command anywhere but this
@ -201,7 +201,7 @@ the bottom of this file:
self.add(CmdAbilities())
```
1. [Reload](Start-Stop-Reload) the server (noone will be disconnected by doing this).
1. [Reload](Setup/Start-Stop-Reload) the server (noone will be disconnected by doing this).
You (and anyone else) should now be able to use `abilities` (or its alias `abi`) as part of your
normal commands in-game:
@ -211,8 +211,8 @@ abilities
STR: 5, AGI: 4, MAG: 2
```
See the [Adding a Command tutorial](Adding-Command-Tutorial) for more examples and the
[Commands](Commands) section for detailed documentation about the Command system.
See the [Adding a Command tutorial](Howto/StartingTutorial/Adding-Command-Tutorial) for more examples and the
[Commands](Component/Commands) section for detailed documentation about the Command system.
### Make a New Type of Object
@ -263,7 +263,7 @@ functionality. Here is an example of how the file could look:
1. Check your code for bugs. Tracebacks will appear on your command line or log. If you have a grave
Syntax Error in your code, the source file itself will fail to load which can cause issues with the
entire cmdset. If so, fix your bug and [reload the server from the command line](Start-Stop-Reload)
entire cmdset. If so, fix your bug and [reload the server from the command line](Setup/Start-Stop-Reload)
(noone will be disconnected by doing this).
1. Use `@create/drop stone:wiseobject.WiseObject` to create a talkative stone. If the `@create`
command spits out a warning or cannot find the typeclass (it will tell you which paths it searched),

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@ -2,7 +2,7 @@
This tutorial will elaborate on the many ways one can parse command arguments. The first step after
[adding a command](Adding-Command-Tutorial) usually is to parse its arguments. There are lots of
[adding a command](Howto/StartingTutorial/Adding-Command-Tutorial) usually is to parse its arguments. There are lots of
ways to do it, but some are indeed better than others and this tutorial will try to present them.
If you're a Python beginner, this tutorial might help you a lot. If you're already familiar with
@ -652,7 +652,7 @@ about... what is this `"book"`?
To get an object from a string, we perform an Evennia search. Evennia provides a `search` method on
all typeclassed objects (you will most likely use the one on characters or accounts). This method
supports a very wide array of arguments and has [its own tutorial](Tutorial-Searching-For-Objects).
supports a very wide array of arguments and has [its own tutorial](Howto/StartingTutorial/Tutorial-Searching-For-Objects).
Some examples of useful cases follow:
### Local searches

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@ -7,14 +7,14 @@ and low on detail. There are countless Python guides and tutorials, books and vi
learning more in-depth - use them!
**Contents:**
- [Evennia Hello world](Python-basic-introduction#evennia-hello-world)
- [Importing modules](Python-basic-introduction#importing-modules)
- [Parsing Python errors](Python-basic-introduction#parsing-python-errors)
- [Our first function](Python-basic-introduction#our-first-function)
- [Looking at the log](Python-basic-introduction#looking-at-the-log)
- (continued in [part 2](Python-basic-tutorial-part-two))
- [Evennia Hello world](Howto/StartingTutorial/Python-basic-introduction#evennia-hello-world)
- [Importing modules](Howto/StartingTutorial/Python-basic-introduction#importing-modules)
- [Parsing Python errors](Howto/StartingTutorial/Python-basic-introduction#parsing-python-errors)
- [Our first function](Howto/StartingTutorial/Python-basic-introduction#our-first-function)
- [Looking at the log](Howto/StartingTutorial/Python-basic-introduction#looking-at-the-log)
- (continued in [part 2](Howto/StartingTutorial/Python-basic-tutorial-part-two))
This quickstart assumes you have [gotten Evennia started](Getting-Started). You should make sure
This quickstart assumes you have [gotten Evennia started](Setup/Getting-Started). You should make sure
that you are able to see the output from the server in the console from which you started it. Log
into the game either with a mud client on `localhost:4000` or by pointing a web browser to
`localhost:4001/webclient`. Log in as your superuser (the user you created during install).
@ -263,5 +263,5 @@ enter `Ctrl-C` or `Cmd-C` depending on your system. As a game dev it is importa
log output when working in Evennia - many errors will only appear with full details here. You may
sometimes have to scroll up in the history if you miss it.
This tutorial is continued in [Part 2](Python-basic-tutorial-part-two), where we'll start learning
This tutorial is continued in [Part 2](Howto/StartingTutorial/Python-basic-tutorial-part-two), where we'll start learning
about objects and to explore the Evennia library.

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@ -1,16 +1,16 @@
# Python basic tutorial part two
[In the first part](Python-basic-introduction) of this Python-for-Evennia basic tutorial we learned
[In the first part](Howto/StartingTutorial/Python-basic-introduction) of this Python-for-Evennia basic tutorial we learned
how to run some simple Python code from inside the game. We also made our first new *module*
containing a *function* that we called. Now we're going to start exploring the very important
subject of *objects*.
**Contents:**
- [On the subject of objects](Python-basic-tutorial-part-two#on-the-subject-of-objects)
- [Exploring the Evennia library](Python-basic-tutorial-part-two#exploring-the-evennia-library)
- [Tweaking our Character class](Python-basic-tutorial-part-two#tweaking-our-character-class)
- [The Evennia shell](Python-basic-tutorial-part-two#the-evennia-shell)
- [Where to go from here](Python-basic-tutorial-part-two#where-to-go-from-here)
- [On the subject of objects](Howto/StartingTutorial/Python-basic-tutorial-part-two#on-the-subject-of-objects)
- [Exploring the Evennia library](Howto/StartingTutorial/Python-basic-tutorial-part-two#exploring-the-evennia-library)
- [Tweaking our Character class](Howto/StartingTutorial/Python-basic-tutorial-part-two#tweaking-our-character-class)
- [The Evennia shell](Howto/StartingTutorial/Python-basic-tutorial-part-two#the-evennia-shell)
- [Where to go from here](Howto/StartingTutorial/Python-basic-tutorial-part-two#where-to-go-from-here)
### On the subject of objects
@ -171,7 +171,7 @@ There are lots of things in there. There are some docs but most of those have to
distribution of Evennia and does not concern us right now. The `evennia` subfolder is what we are
looking for. *This* is what you are accessing when you do `from evennia import ...`. It's set up by
Evennia as a good place to find modules when the server starts. The exact layout of the Evennia
library [is covered by our directory overview](Directory-Overview#evennia-library-layout). You can
library [is covered by our directory overview](Coding/Directory-Overview#evennia-library-layout). You can
also explore it [online on github](https://github.com/evennia/evennia/tree/master/evennia).
The structure of the library directly reflects how you import from it.
@ -224,7 +224,7 @@ is the same thing, just a little easier to remember.
> To access the shortcuts of the flat API you *must* use `from evennia import
> ...`. Using something like `import evennia.DefaultCharacter` will not work.
> See [more about the Flat API here](Evennia-API).
> See [more about the Flat API here](Coding/Evennia-API).
### Tweaking our Character class
@ -283,8 +283,8 @@ brief summary of the methods we find in `DefaultCharacter` (follow in the code t
roughly where things happen)::
- `basetype_setup` is called by Evennia only once, when a Character is first created. In the
`DefaultCharacter` class it sets some particular [Locks](Locks) so that people can't pick up and
puppet Characters just like that. It also adds the [Character Cmdset](Command-Sets) so that
`DefaultCharacter` class it sets some particular [Locks](Component/Locks) so that people can't pick up and
puppet Characters just like that. It also adds the [Character Cmdset](Component/Command-Sets) so that
Characters always can accept command-input (this should usually not be modified - the normal hook to
override is `at_object_creation`, which is called after `basetype_setup` (it's in the parent)).
- `at_after_move` makes it so that every time the Character moves, the `look` command is
@ -454,8 +454,7 @@ program.
IPython ...
...
In [1]:
In [1]:
IPython has some very nice ways to explore what Evennia has to offer.
> import evennia

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@ -31,7 +31,7 @@ allows for emoting as part of combat which is an advantage for roleplay-heavy ga
To implement a freeform combat system all you need is a dice roller and a roleplaying rulebook. See
[contrib/dice.py](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) for an
example dice roller. To implement at twitch-based system you basically need a few combat
[commands](Commands), possibly ones with a [cooldown](Command-Cooldown). You also need a [game rule
[commands](Component/Commands), possibly ones with a [cooldown](Howto/Command-Cooldown). You also need a [game rule
module](Implementing-a-game-rule-system) that makes use of it. We will focus on the turn-based
variety here.
@ -61,22 +61,22 @@ reported. A new turn then begins.
For creating the combat system we will need the following components:
- A combat handler. This is the main mechanic of the system. This is a [Script](Scripts) object
- A combat handler. This is the main mechanic of the system. This is a [Script](Component/Scripts) object
created for each combat. It is not assigned to a specific object but is shared by the combating
characters and handles all the combat information. Since Scripts are database entities it also means
that the combat will not be affected by a server reload.
- A combat [command set](Command-Sets) with the relevant commands needed for combat, such as the
- A combat [command set](Component/Command-Sets) with the relevant commands needed for combat, such as the
various attack/defend options and the `flee/disengage` command to leave the combat mode.
- A rule resolution system. The basics of making such a module is described in the [rule system
tutorial](Implementing-a-game-rule-system). We will only sketch such a module here for our end-turn
combat resolution.
- An `attack` [command](Commands) for initiating the combat mode. This is added to the default
- An `attack` [command](Component/Commands) for initiating the combat mode. This is added to the default
command set. It will create the combat handler and add the character(s) to it. It will also assign
the combat command set to the characters.
## The combat handler
The _combat handler_ is implemented as a stand-alone [Script](Scripts). This Script is created when
The _combat handler_ is implemented as a stand-alone [Script](Component/Scripts). This Script is created when
the first Character decides to attack another and is deleted when no one is fighting any more. Each
handler represents one instance of combat and one combat only. Each instance of combat can hold any
number of characters but each character can only be part of one combat at a time (a player would
@ -89,7 +89,7 @@ don't use this very much here this might allow the combat commands on the charac
update the combat handler state directly.
_Note: Another way to implement a combat handler would be to use a normal Python object and handle
time-keeping with the [TickerHandler](TickerHandler). This would require either adding custom hook
time-keeping with the [TickerHandler](Component/TickerHandler). This would require either adding custom hook
methods on the character or to implement a custom child of the TickerHandler class to track turns.
Whereas the TickerHandler is easy to use, a Script offers more power in this case._
@ -506,7 +506,7 @@ class CmdAttack(Command):
```
The `attack` command will not go into the combat cmdset but rather into the default cmdset. See e.g.
the [Adding Command Tutorial](Adding-Command-Tutorial) if you are unsure about how to do this.
the [Adding Command Tutorial](Howto/StartingTutorial/Adding-Command-Tutorial) if you are unsure about how to do this.
## Expanding the example

View file

@ -9,8 +9,8 @@ explains Evennia's tools for searching.
## Things to search for
The first thing to consider is the base type of the thing you are searching for. Evennia organizes
its database into a few main tables: [Objects](Objects), [Accounts](Accounts), [Scripts](Scripts),
[Channels](Communications#channels), [Messages](Communication#Msg) and [Help Entries](Help-System).
its database into a few main tables: [Objects](Component/Objects), [Accounts](Component/Accounts), [Scripts](Component/Scripts),
[Channels](Component/Communications#channels), [Messages](Communication#Msg) and [Help Entries](Component/Help-System).
Most of the time you'll likely spend your time searching for Objects and the occasional Accounts.
So to find an entity, what can be searched for?
@ -22,20 +22,20 @@ the database field for `.key` is instead named `username` (this is a Django requ
don't specify search-type, you'll usually search based on key. *Aliases* are extra names given to
Objects using something like `@alias` or `obj.aliases.add('name')`. The main search functions (see
below) will automatically search for aliases whenever you search by-key.
- [Tags](Tags) are the main way to group and identify objects in Evennia. Tags can most often be
- [Tags](Component/Tags) are the main way to group and identify objects in Evennia. Tags can most often be
used (sometimes together with keys) to uniquely identify an object. For example, even though you
have two locations with the same name, you can separate them by their tagging (this is how Evennia
implements 'zones' seen in other systems). Tags can also have categories, to further organize your
data for quick lookups.
- An object's [Attributes](Attributes) can also used to find an object. This can be very useful but
- An object's [Attributes](Component/Attributes) can also used to find an object. This can be very useful but
since Attributes can store almost any data they are far less optimized to search for than Tags or
keys.
- The object's [Typeclass](Typeclasses) indicate the sub-type of entity. A Character, Flower or
- The object's [Typeclass](Component/Typeclasses) indicate the sub-type of entity. A Character, Flower or
Sword are all types of Objects. A Bot is a kind of Account. The database field is called
`typeclass_path` and holds the full Python-path to the class. You can usually specify the
`typeclass` as an argument to Evennia's search functions as well as use the class directly to limit
queries.
- The `location` is only relevant for [Objects](Objects) but is a very common way to weed down the
- The `location` is only relevant for [Objects](Component/Objects) but is a very common way to weed down the
number of candidates before starting to search. The reason is that most in-game commands tend to
operate on things nearby (in the same room) so the choices can be limited from the start.
- The database id or the '#dbref' is unique (and never re-used) within each database table. So while
@ -50,7 +50,7 @@ around and searching by Tags and/or keys will usually get you what you need.
## Getting objects inside another
All in-game [Objects](Objects) have a `.contents` property that returns all objects 'inside' them
All in-game [Objects](Component/Objects) have a `.contents` property that returns all objects 'inside' them
(that is, all objects which has its `.location` property set to that object. This is a simple way to
get everything in a room and is also faster since this lookup is cached and won't hit the database.
@ -64,7 +64,7 @@ location except `obj`.
## Searching using `Object.search`
Say you have a [command](Commands), and you want it to do something to a target. You might be
Say you have a [command](Component/Commands), and you want it to do something to a target. You might be
wondering how you retrieve that target in code, and that's where Evennia's search utilities come in.
In the most common case, you'll often use the `search` method of the `Object` or `Account`
typeclasses. In a command, the `.caller` property will refer back to the object using the command
@ -133,7 +133,7 @@ class CmdListHangouts(default_cmds.MuxCommand):
", ".join(str(ob) for ob in hangouts)))
```
This uses the `search_tag` function to find all objects previously tagged with [Tags](Tags)
This uses the `search_tag` function to find all objects previously tagged with [Tags](Component/Tags)
"hangout" and with category "location tags".
Other important search methods in `utils.search` are
@ -303,7 +303,7 @@ nice enough to alias the `db_key` field so you can normally just do `char.key` t
name, the database field is actually called `db_key` and the real name must be used for the purpose
of building a query.
> Don't confuse database fields with [Attributes](Attributes) you set via `obj.db.attr = 'foo'` or
> Don't confuse database fields with [Attributes](Component/Attributes) you set via `obj.db.attr = 'foo'` or
`obj.attributes.add()`. Attributes are custom database entities *linked* to an object. They are not
separate fields *on* that object like `db_key` or `db_location` are. You can get attached Attributes
manually through the `db_attributes` many-to-many field in the same way as `db_tags` above.

View file

@ -7,7 +7,7 @@ focused on free form storytelling. Even if you are not interested in MUSH:es, th
first game-type to try since it's not so code heavy. You will be able to use the same principles for
building other types of games.
The tutorial starts from scratch. If you did the [First Steps Coding](First-Steps-Coding) tutorial
The tutorial starts from scratch. If you did the [First Steps Coding](Howto/StartingTutorial/First-Steps-Coding) tutorial
already you should have some ideas about how to do some of the steps already.
The following are the (very simplistic and cut-down) features we will implement (this was taken from
@ -61,7 +61,7 @@ class Character(DefaultCharacter):
self.db.combat_score = 1
```
We defined two new [Attributes](Attributes) `power` and `combat_score` and set them to default
We defined two new [Attributes](Component/Attributes) `power` and `combat_score` and set them to default
values. Make sure to `@reload` the server if you had it already running (you need to reload every
time you update your python code, don't worry, no accounts will be disconnected by the reload).
@ -94,8 +94,8 @@ check it. Using this method however will make it easy to add more functionality
What we need are the following:
- One character generation [Command](Commands) to set the "Power" on the `Character`.
- A chargen [CmdSet](Command-Sets) to hold this command. Lets call it `ChargenCmdset`.
- One character generation [Command](Component/Commands) to set the "Power" on the `Character`.
- A chargen [CmdSet](Component/Command-Sets) to hold this command. Lets call it `ChargenCmdset`.
- A custom `ChargenRoom` type that makes this set of commands available to players in such rooms.
- One such room to test things in.
@ -104,7 +104,7 @@ What we need are the following:
For this tutorial we will add all our new commands to `mygame/commands/command.py` but you could
split your commands into multiple module if you prefered.
For this tutorial character generation will only consist of one [Command](Commands) to set the
For this tutorial character generation will only consist of one [Command](Component/Commands) to set the
Character s "power" stat. It will be called on the following MUSH-like form:
+setpower 4
@ -156,7 +156,7 @@ This is a pretty straightforward command. We do some error checking, then set th
We use a `help_category` of "mush" for all our commands, just so they are easy to find and separate
in the help list.
Save the file. We will now add it to a new [CmdSet](Command-Sets) so it can be accessed (in a full
Save the file. We will now add it to a new [CmdSet](Component/Command-Sets) so it can be accessed (in a full
chargen system you would of course have more than one command here).
Open `mygame/commands/default_cmdsets.py` and import your `command.py` module at the top. We also
@ -210,7 +210,7 @@ class ChargenRoom(Room):
```
Note how new rooms created with this typeclass will always start with `ChargenCmdset` on themselves.
Don't forget the `permanent=True` keyword or you will lose the cmdset after a server reload. For
more information about [Command Sets](Command-Sets) and [Commands](Commands), see the respective
more information about [Command Sets](Component/Command-Sets) and [Commands](Component/Commands), see the respective
links.
### Testing chargen
@ -242,7 +242,7 @@ between fixes. Don't continue until the creation seems to have worked okay.
This should bring you to the chargen room. Being in there you should now have the `+setpower`
command available, so test it out. When you leave (via the `finish` exit), the command will go away
and trying `+setpower` should now give you a command-not-found error. Use `ex me` (as a privileged
user) to check so the `Power` [Attribute](Attributes) has been set correctly.
user) to check so the `Power` [Attribute](Component/Attributes) has been set correctly.
If things are not working, make sure your typeclasses and commands are free of bugs and that you
have entered the paths to the various command sets and commands correctly. Check the logs or command
@ -391,7 +391,7 @@ There are a few ways to define the NPC class. We could in theory create a custom
and put a custom NPC-specific cmdset on all NPCs. This cmdset could hold all manipulation commands.
Since we expect NPC manipulation to be a common occurrence among the user base however, we will
instead put all relevant NPC commands in the default command set and limit eventual access with
[Permissions and Locks](Locks#Permissions).
[Permissions and Locks](Component/Locks#Permissions).
### Creating an NPC with +createNPC
@ -443,13 +443,13 @@ class CmdCreateNPC(Command):
exclude=caller)
```
Here we define a `+createnpc` (`+createNPC` works too) that is callable by everyone *not* having the
`nonpcs` "[permission](Locks#Permissions)" (in Evennia, a "permission" can just as well be used to
`nonpcs` "[permission](Component/Locks#Permissions)" (in Evennia, a "permission" can just as well be used to
block access, it depends on the lock we define). We create the NPC object in the caller's current
location, using our custom `Character` typeclass to do so.
We set an extra lock condition on the NPC, which we will use to check who may edit the NPC later --
we allow the creator to do so, and anyone with the Builders permission (or higher). See
[Locks](Locks) for more information about the lock system.
[Locks](Component/Locks) for more information about the lock system.
Note that we just give the object default permissions (by not specifying the `permissions` keyword
to the `create_object()` call). In some games one might want to give the NPC the same permissions
@ -464,7 +464,7 @@ Since we re-used our custom character typeclass, our new NPC already has a *Powe
defaults to 1. How do we change this?
There are a few ways we can do this. The easiest is to remember that the `power` attribute is just a
simple [Attribute](Attributes) stored on the NPC object. So as a Builder or Admin we could set this
simple [Attribute](Component/Attributes) stored on the NPC object. So as a Builder or Admin we could set this
right away with the default `@set` command:
@set mynpc/power = 6
@ -649,6 +649,6 @@ The simple "Power" game mechanic should be easily expandable to something more f
useful, same is true for the combat score principle. The `+attack` could be made to target a
specific player (or npc) and automatically compare their relevant attributes to determine a result.
To continue from here, you can take a look at the [Tutorial World](Tutorial-World-Introduction). For
To continue from here, you can take a look at the [Tutorial World](Contrib/Tutorial-World-Introduction). For
more specific ideas, see the [other tutorials and hints](Tutorials) as well
as the [Developer Central](Developer-Central).