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<h3><a href="../index.html">Table of Contents</a></h3>
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<ul>
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<li><a class="reference internal" href="#">Achievements</a><ul>
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<li><a class="reference internal" href="#installation">Installation</a></li>
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<li><a class="reference internal" href="#creating-achievements">Creating achievements</a><ul>
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<li><a class="reference internal" href="#required-keys">Required keys</a></li>
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<li><a class="reference internal" href="#optional-keys">Optional keys</a></li>
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<li><a class="reference internal" href="#example-achievements">Example achievements</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#usage">Usage</a><ul>
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<li><a class="reference internal" href="#tracking-achievements">Tracking achievements</a><ul>
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<li><a class="reference internal" href="#track-achievements"><code class="docutils literal notranslate"><span class="pre">track_achievements</span></code></a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#getting-achievements">Getting achievements</a><ul>
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<li><a class="reference internal" href="#get-achievement"><code class="docutils literal notranslate"><span class="pre">get_achievement</span></code></a></li>
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<li><a class="reference internal" href="#example">Example:</a></li>
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<li><a class="reference internal" href="#search-achievement"><code class="docutils literal notranslate"><span class="pre">search_achievement</span></code></a></li>
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<li><a class="reference internal" href="#id1">Example:</a></li>
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</ul>
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</li>
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<li><a class="reference internal" href="#the-achievements-command">The <code class="docutils literal notranslate"><span class="pre">achievements</span></code> command</a><ul>
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<li><a class="reference internal" href="#example-output">Example output</a></li>
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title="previous chapter">EvscapeRoom</a></p>
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<section class="tex2jax_ignore mathjax_ignore" id="achievements">
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<h1>Achievements<a class="headerlink" href="#achievements" title="Permalink to this headline">¶</a></h1>
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<p>A simple, but reasonably comprehensive, system for tracking achievements. Achievements are defined using ordinary Python dicts, reminiscent of the core prototypes system, and while it’s expected you’ll use it only on Characters or Accounts, they can be tracked for any typeclassed object.</p>
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<p>The contrib provides several functions for tracking and accessing achievements, as well as a basic in-game command for viewing achievement status.</p>
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<section id="installation">
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<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline">¶</a></h2>
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<p>This contrib requires creation one or more module files containing your achievement data, which you then add to your settings file to make them available.</p>
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<blockquote>
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<div><p>See the section below on “Creating Achievements” for what to put in this module.</p>
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</div></blockquote>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in server/conf/settings.py</span>
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<span class="n">ACHIEVEMENT_CONTRIB_MODULES</span> <span class="o">=</span> <span class="p">[</span><span class="s2">"world.achievements"</span><span class="p">]</span>
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</pre></div>
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</div>
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<p>To allow players to check their achievements, you’ll also want to add the <code class="docutils literal notranslate"><span class="pre">achievements</span></code> command to your default Character and/or Account command sets.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in commands/default_cmdsets.py</span>
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<span class="kn">from</span> <span class="nn">evennia.contrib.game_systems.achievements.achievements</span> <span class="kn">import</span> <span class="n">CmdAchieve</span>
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<span class="k">class</span> <span class="nc">CharacterCmdSet</span><span class="p">(</span><span class="n">default_cmds</span><span class="o">.</span><span class="n">CharacterCmdSet</span><span class="p">):</span>
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<span class="n">key</span> <span class="o">=</span> <span class="s2">"DefaultCharacter"</span>
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<span class="k">def</span> <span class="nf">at_cmdset_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="c1"># ...</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="n">CmdAchieve</span><span class="p">)</span>
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</pre></div>
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</div>
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<p><strong>Optional</strong> - The achievements contrib stores individual progress data on the <code class="docutils literal notranslate"><span class="pre">achievements</span></code> attribute by default, visible via <code class="docutils literal notranslate"><span class="pre">obj.db.attributes</span></code>. You can change this by assigning an attribute (key, category) tuple to the setting <code class="docutils literal notranslate"><span class="pre">ACHIEVEMENT_CONTRIB_ATTRIBUTE</span></code></p>
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<p>Example:</p>
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<div class="highlight-py notranslate"><div class="highlight"><pre><span></span><span class="c1"># in settings.py</span>
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<span class="n">ACHIEVEMENT_CONTRIB_ATTRIBUTE</span> <span class="o">=</span> <span class="p">(</span><span class="s2">"progress_data"</span><span class="p">,</span> <span class="s2">"achievements"</span><span class="p">)</span>
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</pre></div>
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</div>
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</section>
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<section id="creating-achievements">
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<h2>Creating achievements<a class="headerlink" href="#creating-achievements" title="Permalink to this headline">¶</a></h2>
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<p>An achievement is represented by a simple python dictionary defined at the module level in your achievements module(s).</p>
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<p>Each achievement requires certain specific keys to be defined to work properly, along with several optional keys that you can use to override defaults.</p>
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<blockquote>
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<div><p>Note: Any additional keys not described here are included in the achievement data when you access those acheivements through the contrib, so you can easily add your own extended features.</p>
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</div></blockquote>
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<section id="required-keys">
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<h3>Required keys<a class="headerlink" href="#required-keys" title="Permalink to this headline">¶</a></h3>
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<ul class="simple">
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<li><p><strong>name</strong> (str): The searchable name for the achievement. Doesn’t need to be unique.</p></li>
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<li><p><strong>category</strong> (str): The category, or general type, of condition which can progress this achievement. Usually this will be a player action or result. e.g. you would use a category of “defeat” on an achievement for killing 10 rats.</p></li>
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<li><p><strong>tracking</strong> (str or list): The specific subset of condition which can progress this achievement. e.g. you would use a tracking value of “rat” on an achievement for killing 10 rats. An achievement can also track multiple things, for example killing 10 rats or snakes. For that situation, assign a list of all the values to check against, e.g. <code class="docutils literal notranslate"><span class="pre">["rat",</span> <span class="pre">"snake"]</span></code></p></li>
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</ul>
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</section>
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<section id="optional-keys">
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<h3>Optional keys<a class="headerlink" href="#optional-keys" title="Permalink to this headline">¶</a></h3>
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<ul class="simple">
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<li><p><strong>key</strong> (str): <em>Default value if unset: the variable name.</em> The unique, case-insensitive key identifying this achievement.</p></li>
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</ul>
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<blockquote>
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<div><p>Note: If any achievements have the same unique key, only <em>one</em> will be loaded. It is case-insensitive, but punctuation is respected - “ten_rats”, “Ten_Rats” and “TEN_RATS” will conflict, but “ten_rats” and “ten rats” will not.</p>
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</div></blockquote>
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<ul class="simple">
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<li><p><strong>desc</strong> (str): A longer description of the achievement. Common uses for this would be flavor text or hints on how to complete it.</p></li>
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<li><p><strong>count</strong> (int): <em>Default value if unset: 1</em> The number of tallies this achievement’s requirements need to build up in order to complete the achievement. e.g. killing 10 rats would have a <code class="docutils literal notranslate"><span class="pre">"count"</span></code> value of <code class="docutils literal notranslate"><span class="pre">10</span></code>. For achievements using the “separate” tracking type, <em>each</em> item being tracked must tally up to this number to be completed.</p></li>
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<li><p><strong>tracking_type</strong> (str): <em>Default value if unset: <code class="docutils literal notranslate"><span class="pre">"sum"</span></code></em> There are two valid tracking types: “sum” (which is the default) and “separate”. <code class="docutils literal notranslate"><span class="pre">"sum"</span></code> will increment a single counter every time any of the tracked items match. <code class="docutils literal notranslate"><span class="pre">"separate"</span></code> will have a counter for each individual item in the tracked items. (“See the Example Achievements” section for a demonstration of the difference.)</p></li>
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<li><p><strong>prereqs</strong> (str or list): The <em>keys</em> of any achievements which must be completed before this achievement can start tracking progress.</p></li>
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</ul>
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</section>
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<section id="example-achievements">
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<h3>Example achievements<a class="headerlink" href="#example-achievements" title="Permalink to this headline">¶</a></h3>
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<p>A simple achievement which you can get just for logging in the first time. This achievement has no prerequisites and it only needs to be fulfilled once to complete.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># This achievement has the unique key of "first_login_achieve"</span>
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<span class="n">FIRST_LOGIN_ACHIEVE</span> <span class="o">=</span> <span class="p">{</span>
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<span class="s2">"name"</span><span class="p">:</span> <span class="s2">"Welcome!"</span><span class="p">,</span> <span class="c1"># the searchable, player-friendly display name</span>
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<span class="s2">"desc"</span><span class="p">:</span> <span class="s2">"We're glad to have you here."</span><span class="p">,</span> <span class="c1"># the longer description</span>
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<span class="s2">"category"</span><span class="p">:</span> <span class="s2">"login"</span><span class="p">,</span> <span class="c1"># the type of action this tracks</span>
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<span class="s2">"tracking"</span><span class="p">:</span> <span class="s2">"first"</span><span class="p">,</span> <span class="c1"># the specific login action</span>
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<span class="p">}</span>
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</pre></div>
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</div>
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<p>An achievement for killing a total of 10 rats, and another for killing 10 <em>dire</em> rats which requires the “kill 10 rats” achievement to be completed first. The dire rats achievement won’t begin tracking <em>any</em> progress until the first achievement is completed.</p>
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<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># This achievement has the unique key of "ten_rats" instead of "achieve_ten_rats"</span>
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<span class="n">ACHIEVE_TEN_RATS</span> <span class="o">=</span> <span class="p">{</span>
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<span class="s2">"key"</span><span class="p">:</span> <span class="s2">"ten_rats"</span><span class="p">,</span>
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<span class="s2">"name"</span><span class="p">:</span> <span class="s2">"The Usual"</span><span class="p">,</span>
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<span class="s2">"desc"</span><span class="p">:</span> <span class="s2">"Why do all these inns have rat problems?"</span><span class="p">,</span>
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<span class="s2">"category"</span><span class="p">:</span> <span class="s2">"defeat"</span><span class="p">,</span>
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<span class="s2">"tracking"</span><span class="p">:</span> <span class="s2">"rat"</span><span class="p">,</span>
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<span class="s2">"count"</span><span class="p">:</span> <span class="mi">10</span><span class="p">,</span>
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<span class="p">}</span>
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<span class="n">ACHIEVE_DIRE_RATS</span> <span class="o">=</span> <span class="p">{</span>
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<span class="s2">"name"</span><span class="p">:</span> <span class="s2">"Once More, But Bigger"</span><span class="p">,</span>
|
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<span class="s2">"desc"</span><span class="p">:</span> <span class="s2">"Somehow, normal rats just aren't enough any more."</span><span class="p">,</span>
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<span class="s2">"category"</span><span class="p">:</span> <span class="s2">"defeat"</span><span class="p">,</span>
|
||||
<span class="s2">"tracking"</span><span class="p">:</span> <span class="s2">"dire rat"</span><span class="p">,</span>
|
||||
<span class="s2">"count"</span><span class="p">:</span> <span class="mi">10</span><span class="p">,</span>
|
||||
<span class="s2">"prereqs"</span><span class="p">:</span> <span class="s2">"ACHIEVE_TEN_RATS"</span><span class="p">,</span>
|
||||
<span class="p">}</span>
|
||||
</pre></div>
|
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</div>
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<p>An achievement for buying a total of 5 of apples, oranges, <em>or</em> pears. The “sum” tracking types means that all items are tallied together - so it can be completed by buying 5 apples, or 5 pears, or 3 apples, 1 orange and 1 pear, or any other combination of those three fruits that totals to 5.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="n">FRUIT_FAN_ACHIEVEMENT</span> <span class="o">=</span> <span class="p">{</span>
|
||||
<span class="s2">"name"</span><span class="p">:</span> <span class="s2">"A Fan of Fruit"</span><span class="p">,</span> <span class="c1"># note, there is no desc here - that's allowed!</span>
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||||
<span class="s2">"category"</span><span class="p">:</span> <span class="s2">"buy"</span><span class="p">,</span>
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<span class="s2">"tracking"</span><span class="p">:</span> <span class="p">(</span><span class="s2">"apple"</span><span class="p">,</span> <span class="s2">"orange"</span><span class="p">,</span> <span class="s2">"pear"</span><span class="p">),</span>
|
||||
<span class="s2">"count"</span><span class="p">:</span> <span class="mi">5</span><span class="p">,</span>
|
||||
<span class="s2">"tracking_type"</span><span class="p">:</span> <span class="s2">"sum"</span><span class="p">,</span> <span class="c1"># this is the default, but it's included here for clarity</span>
|
||||
<span class="p">}</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>An achievement for buying 5 <em>each</em> of apples, oranges, and pears. The “separate” tracking type means that each of the tracked items is tallied independently of the other items - so you will need 5 apples, 5 oranges, and 5 pears.</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="n">FRUIT_BASKET_ACHIEVEMENT</span> <span class="o">=</span> <span class="p">{</span>
|
||||
<span class="s2">"name"</span><span class="p">:</span> <span class="s2">"Fruit Basket"</span><span class="p">,</span>
|
||||
<span class="s2">"desc"</span><span class="p">:</span> <span class="s2">"One kind of fruit just isn't enough."</span><span class="p">,</span>
|
||||
<span class="s2">"category"</span><span class="p">:</span> <span class="s2">"buy"</span><span class="p">,</span>
|
||||
<span class="s2">"tracking"</span><span class="p">:</span> <span class="p">(</span><span class="s2">"apple"</span><span class="p">,</span> <span class="s2">"orange"</span><span class="p">,</span> <span class="s2">"pear"</span><span class="p">),</span>
|
||||
<span class="s2">"count"</span><span class="p">:</span> <span class="mi">5</span><span class="p">,</span>
|
||||
<span class="s2">"tracking_type"</span><span class="p">:</span> <span class="s2">"separate"</span><span class="p">,</span>
|
||||
<span class="p">}</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="usage">
|
||||
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline">¶</a></h2>
|
||||
<p>The two main things you’ll need to do in order to use the achievements contrib in your game are <strong>tracking achievements</strong> and <strong>getting achievement information</strong>. The first is done with the function <code class="docutils literal notranslate"><span class="pre">track_achievements</span></code>; the second can be done with <code class="docutils literal notranslate"><span class="pre">search_achievement</span></code> or <code class="docutils literal notranslate"><span class="pre">get_achievement</span></code>.</p>
|
||||
<section id="tracking-achievements">
|
||||
<h3>Tracking achievements<a class="headerlink" href="#tracking-achievements" title="Permalink to this headline">¶</a></h3>
|
||||
<section id="track-achievements">
|
||||
<h4><code class="docutils literal notranslate"><span class="pre">track_achievements</span></code><a class="headerlink" href="#track-achievements" title="Permalink to this headline">¶</a></h4>
|
||||
<p>In any actions or functions in your game’s mechanics which you might want to track in an achievement, add a call to <code class="docutils literal notranslate"><span class="pre">track_achievements</span></code> to update that player’s achievement progress.</p>
|
||||
<p>Using the “kill 10 rats” example achievement from earlier, you might have some code that triggers when a character is defeated: for the sake of example, we’ll pretend we have an <code class="docutils literal notranslate"><span class="pre">at_defeated</span></code> method on the base Object class that gets called when the Object is defeated.</p>
|
||||
<p>Adding achievement tracking to it could then look something like this:</p>
|
||||
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in typeclasses/objects.py</span>
|
||||
|
||||
<span class="kn">from</span> <span class="nn">contrib.game_systems.achievements</span> <span class="kn">import</span> <span class="n">track_achievements</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Object</span><span class="p">(</span><span class="n">ObjectParent</span><span class="p">,</span> <span class="n">DefaultObject</span><span class="p">):</span>
|
||||
<span class="c1"># ....</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_defeated</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">victor</span><span class="p">):</span>
|
||||
<span class="w"> </span><span class="sd">"""called when this object is defeated in combat"""</span>
|
||||
<span class="c1"># we'll use the "mob_type" tag-category as the tracked info</span>
|
||||
<span class="c1"># this way we can have rats named "black rat" and "brown rat" that are both rats</span>
|
||||
<span class="n">mob_type</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">tags</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="n">category</span><span class="o">=</span><span class="s2">"mob_type"</span><span class="p">)</span>
|
||||
<span class="c1"># only one mob was defeated, so we include a count of 1</span>
|
||||
<span class="n">track_achievements</span><span class="p">(</span><span class="n">victor</span><span class="p">,</span> <span class="n">category</span><span class="o">=</span><span class="s2">"defeated"</span><span class="p">,</span> <span class="n">tracking</span><span class="o">=</span><span class="n">mob_type</span><span class="p">,</span> <span class="n">count</span><span class="o">=</span><span class="mi">1</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>If a player defeats something tagged <code class="docutils literal notranslate"><span class="pre">rat</span></code> with a tag category of <code class="docutils literal notranslate"><span class="pre">mob_type</span></code>, it’d now count towards the rat-killing achievement.</p>
|
||||
<p>You can also have the tracking information hard-coded into your game, for special or unique situations. The achievement described earlier, <code class="docutils literal notranslate"><span class="pre">FIRST_LOGIN_ACHIEVE</span></code>, for example, would be tracked like this:</p>
|
||||
<div class="highlight-py notranslate"><div class="highlight"><pre><span></span><span class="c1"># in typeclasses/accounts.py</span>
|
||||
<span class="kn">from</span> <span class="nn">contrib.game_systems.achievements</span> <span class="kn">import</span> <span class="n">track_achievements</span>
|
||||
|
||||
<span class="k">class</span> <span class="nc">Account</span><span class="p">(</span><span class="n">DefaultAccount</span><span class="p">):</span>
|
||||
<span class="c1"># ...</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">at_first_login</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="o">**</span><span class="n">kwargs</span><span class="p">):</span>
|
||||
<span class="c1"># this function is only called on the first time the account logs in</span>
|
||||
<span class="c1"># so we already know and can just tell the tracker that this is the first</span>
|
||||
<span class="n">track_achievements</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">category</span><span class="o">=</span><span class="s2">"login"</span><span class="p">,</span> <span class="n">tracking</span><span class="o">=</span><span class="s2">"first"</span><span class="p">)</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<p>The <code class="docutils literal notranslate"><span class="pre">track_achievements</span></code> function does also return a value: an iterable of keys for any achievements which were newly completed by that update. You can ignore this value, or you can use it to e.g. send a message to the player with their latest achievements.</p>
|
||||
</section>
|
||||
</section>
|
||||
<section id="getting-achievements">
|
||||
<h3>Getting achievements<a class="headerlink" href="#getting-achievements" title="Permalink to this headline">¶</a></h3>
|
||||
<p>The main method for getting a specific achievement’s information is <code class="docutils literal notranslate"><span class="pre">get_achievement</span></code>, which takes an already-known achievement key and returns the data for that one achievement.</p>
|
||||
<p>For handling more variable and player-friendly input, however, there is also <code class="docutils literal notranslate"><span class="pre">search_achievement</span></code>, which does partial matching on not just the keys, but also the display names and descriptions for the achievements.</p>
|
||||
<section id="get-achievement">
|
||||
<h4><code class="docutils literal notranslate"><span class="pre">get_achievement</span></code><a class="headerlink" href="#get-achievement" title="Permalink to this headline">¶</a></h4>
|
||||
<p>A utility function for retrieving a specific achievement’s data from the achievement’s unique key. It cannot be used for searching, but if you already have an achievement’s key - for example, from the results of <code class="docutils literal notranslate"><span class="pre">track_achievements</span></code> - you can retrieve its data this way.</p>
|
||||
</section>
|
||||
<section id="example">
|
||||
<h4>Example:<a class="headerlink" href="#example" title="Permalink to this headline">¶</a></h4>
|
||||
<div class="highlight-py notranslate"><div class="highlight"><pre><span></span><span class="kn">from</span> <span class="nn">evennia.contrib.game_systems.achievements</span> <span class="kn">import</span> <span class="n">get_achievement</span>
|
||||
|
||||
<span class="k">def</span> <span class="nf">toast</span><span class="p">(</span><span class="n">achiever</span><span class="p">,</span> <span class="n">completed_list</span><span class="p">):</span>
|
||||
<span class="k">if</span> <span class="n">completed_list</span><span class="p">:</span>
|
||||
<span class="c1"># `completed_data` will be a list of dictionaries - unrecognized keys return empty dictionaries</span>
|
||||
<span class="n">completed_data</span> <span class="o">=</span> <span class="p">[</span><span class="n">get_achievement</span><span class="p">(</span><span class="n">key</span><span class="p">)</span> <span class="k">for</span> <span class="n">key</span> <span class="ow">in</span> <span class="n">args</span><span class="p">]</span>
|
||||
<span class="n">names</span> <span class="o">=</span> <span class="p">[</span><span class="n">data</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s1">'name'</span><span class="p">)</span> <span class="k">for</span> <span class="n">data</span> <span class="ow">in</span> <span class="n">completed</span><span class="p">]</span>
|
||||
<span class="n">achiever</span><span class="o">.</span><span class="n">msg</span><span class="p">(</span><span class="sa">f</span><span class="s2">"|wAchievement Get!|n </span><span class="si">{</span><span class="n">iter_to_str</span><span class="p">(</span><span class="n">name</span><span class="w"> </span><span class="k">for</span><span class="w"> </span><span class="n">name</span><span class="w"> </span><span class="ow">in</span><span class="w"> </span><span class="n">names</span><span class="w"> </span><span class="k">if</span><span class="w"> </span><span class="n">name</span><span class="p">)</span><span class="si">}</span><span class="s2">"</span><span class="p">))</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
<section id="search-achievement">
|
||||
<h4><code class="docutils literal notranslate"><span class="pre">search_achievement</span></code><a class="headerlink" href="#search-achievement" title="Permalink to this headline">¶</a></h4>
|
||||
<p>A utility function for searching achievements by name or description. It handles partial matching and returns a dictionary of matching achievements. The provided <code class="docutils literal notranslate"><span class="pre">achievement</span></code> command for in-game uses this function to find matching achievements from user inputs.</p>
|
||||
</section>
|
||||
<section id="id1">
|
||||
<h4>Example:<a class="headerlink" href="#id1" title="Permalink to this headline">¶</a></h4>
|
||||
<p>The first example does a search for “fruit”, which returns the fruit medley achievement as it contains “fruit” in the key and name.</p>
|
||||
<p>The second example searches for “usual”, which returns the ten rats achievement due to its display name.</p>
|
||||
<div class="highlight-py notranslate"><div class="highlight"><pre><span></span><span class="gp">>>> </span><span class="kn">from</span> <span class="nn">evennia.contrib.game_systems.achievements</span> <span class="kn">import</span> <span class="n">search_achievement</span>
|
||||
<span class="gp">>>> </span><span class="n">search_achievement</span><span class="p">(</span><span class="s2">"fruit"</span><span class="p">)</span>
|
||||
<span class="go">{'fruit_basket_achievement': {'name': 'Fruit Basket', 'desc': "One kind of fruit just isn't enough.", 'category': 'buy', 'tracking': ('apple', 'orange', 'pear'), 'count': 5, 'tracking_type': 'separate'}}</span>
|
||||
<span class="gp">>>> </span><span class="n">search_achievement</span><span class="p">(</span><span class="s2">"usual"</span><span class="p">)</span>
|
||||
<span class="go">{'ten_rats': {'key': 'ten_rats', 'name': 'The Usual', 'desc': 'Why do all these inns have rat problems?', 'category': 'defeat', 'tracking': 'rat', 'count': 10}}</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
<section id="the-achievements-command">
|
||||
<h3>The <code class="docutils literal notranslate"><span class="pre">achievements</span></code> command<a class="headerlink" href="#the-achievements-command" title="Permalink to this headline">¶</a></h3>
|
||||
<p>The contrib’s provided command, <code class="docutils literal notranslate"><span class="pre">CmdAchieve</span></code>, aims to be usable as-is, with multiple switches to filter achievements by various progress statuses and the ability to search by achievement names.</p>
|
||||
<p>To make it easier to customize for your own game (e.g. displaying some of that extra achievement data you might have added), the format and style code is split out from the command logic into the <code class="docutils literal notranslate"><span class="pre">format_achievement</span></code> method and the <code class="docutils literal notranslate"><span class="pre">template</span></code> attribute, both on <code class="docutils literal notranslate"><span class="pre">CmdAchieve</span></code></p>
|
||||
<section id="example-output">
|
||||
<h4>Example output<a class="headerlink" href="#example-output" title="Permalink to this headline">¶</a></h4>
|
||||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>> achievements
|
||||
The Usual
|
||||
Why do all these inns have rat problems?
|
||||
70% complete
|
||||
A Fan of Fruit
|
||||
|
||||
Not Started
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span>> achievements/progress
|
||||
The Usual
|
||||
Why do all these inns have rat problems?
|
||||
70% complete
|
||||
</pre></div>
|
||||
</div>
|
||||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="o">></span> <span class="n">achievements</span><span class="o">/</span><span class="n">done</span>
|
||||
<span class="n">There</span> <span class="n">are</span> <span class="n">no</span> <span class="n">matching</span> <span class="n">achievements</span><span class="o">.</span>
|
||||
</pre></div>
|
||||
</div>
|
||||
<hr class="docutils" />
|
||||
<p><small>This document page is generated from <code class="docutils literal notranslate"><span class="pre">evennia/contrib/game_systems/achievements/README.md</span></code>. Changes to this
|
||||
file will be overwritten, so edit that file rather than this one.</small></p>
|
||||
</section>
|
||||
</section>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
</div>
|
||||
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|
||||
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|
||||
<li><a class="reference internal" href="#achievements"><code class="docutils literal notranslate"><span class="pre">achievements</span></code></a></li>
|
||||
<li><a class="reference internal" href="#barter"><code class="docutils literal notranslate"><span class="pre">barter</span></code></a></li>
|
||||
<li><a class="reference internal" href="#clothing"><code class="docutils literal notranslate"><span class="pre">clothing</span></code></a></li>
|
||||
<li><a class="reference internal" href="#containers"><code class="docutils literal notranslate"><span class="pre">containers</span></code></a></li>
|
||||
|
|
@ -200,7 +201,7 @@ in the <a class="reference external" href="https://github.com/evennia/evennia/di
|
|||
<p><em>Contribs</em> are optional code snippets and systems contributed by
|
||||
the Evennia community. They vary in size and complexity and
|
||||
may be more specific about game types and styles than ‘core’ Evennia.
|
||||
This page is auto-generated and summarizes all <strong>49</strong> contribs currently included
|
||||
This page is auto-generated and summarizes all <strong>50</strong> contribs currently included
|
||||
with the Evennia distribution.</p>
|
||||
<p>All contrib categories are imported from <code class="docutils literal notranslate"><span class="pre">evennia.contrib</span></code>, such as</p>
|
||||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from evennia.contrib.base_systems import building_menu
|
||||
|
|
@ -244,65 +245,65 @@ copy its entire folder to your game directory and modify/use it from there.</p>
|
|||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#auditing"><span class="std std-doc">auditing</span></a></p></td>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#achievements"><span class="std std-doc">achievements</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#auditing"><span class="std std-doc">auditing</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#awsstorage"><span class="std std-doc">awsstorage</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#barter"><span class="std std-doc">barter</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#batchprocessor"><span class="std std-doc">batchprocessor</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#bodyfunctions"><span class="std std-doc">bodyfunctions</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#buffs"><span class="std std-doc">buffs</span></a></p></td>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#bodyfunctions"><span class="std std-doc">bodyfunctions</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#buffs"><span class="std std-doc">buffs</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#building-menu"><span class="std std-doc">building_menu</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#character-creator"><span class="std std-doc">character_creator</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#clothing"><span class="std std-doc">clothing</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#color-markups"><span class="std std-doc">color_markups</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#components"><span class="std std-doc">components</span></a></p></td>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#color-markups"><span class="std std-doc">color_markups</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#components"><span class="std std-doc">components</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#containers"><span class="std std-doc">containers</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#cooldowns"><span class="std std-doc">cooldowns</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#crafting"><span class="std std-doc">crafting</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#custom-gametime"><span class="std std-doc">custom_gametime</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#dice"><span class="std std-doc">dice</span></a></p></td>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#custom-gametime"><span class="std std-doc">custom_gametime</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#dice"><span class="std std-doc">dice</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#email-login"><span class="std std-doc">email_login</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#evadventure"><span class="std std-doc">evadventure</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#evscaperoom"><span class="std std-doc">evscaperoom</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#extended-room"><span class="std std-doc">extended_room</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#fieldfill"><span class="std std-doc">fieldfill</span></a></p></td>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#extended-room"><span class="std std-doc">extended_room</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#fieldfill"><span class="std std-doc">fieldfill</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#gendersub"><span class="std std-doc">gendersub</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#git-integration"><span class="std std-doc">git_integration</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#godotwebsocket"><span class="std std-doc">godotwebsocket</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#health-bar"><span class="std std-doc">health_bar</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#ingame-map-display"><span class="std std-doc">ingame_map_display</span></a></p></td>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#health-bar"><span class="std std-doc">health_bar</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#ingame-map-display"><span class="std std-doc">ingame_map_display</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#ingame-python"><span class="std std-doc">ingame_python</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#llm"><span class="std std-doc">llm</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#mail"><span class="std std-doc">mail</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#mapbuilder"><span class="std std-doc">mapbuilder</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#menu-login"><span class="std std-doc">menu_login</span></a></p></td>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#mapbuilder"><span class="std std-doc">mapbuilder</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#menu-login"><span class="std std-doc">menu_login</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#mirror"><span class="std std-doc">mirror</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#multidescer"><span class="std std-doc">multidescer</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#mux-comms-cmds"><span class="std std-doc">mux_comms_cmds</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#name-generator"><span class="std std-doc">name_generator</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#puzzles"><span class="std std-doc">puzzles</span></a></p></td>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#name-generator"><span class="std std-doc">name_generator</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#puzzles"><span class="std std-doc">puzzles</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#random-string-generator"><span class="std std-doc">random_string_generator</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#red-button"><span class="std std-doc">red_button</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#rpsystem"><span class="std std-doc">rpsystem</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#simpledoor"><span class="std std-doc">simpledoor</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#slow-exit"><span class="std std-doc">slow_exit</span></a></p></td>
|
||||
<tr class="row-even"><td><p><a class="reference internal" href="#simpledoor"><span class="std std-doc">simpledoor</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#slow-exit"><span class="std std-doc">slow_exit</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#talking-npc"><span class="std std-doc">talking_npc</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#traits"><span class="std std-doc">traits</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#tree-select"><span class="std std-doc">tree_select</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#turnbattle"><span class="std std-doc">turnbattle</span></a></p></td>
|
||||
</tr>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#tutorial-world"><span class="std std-doc">tutorial_world</span></a></p></td>
|
||||
<tr class="row-odd"><td><p><a class="reference internal" href="#turnbattle"><span class="std std-doc">turnbattle</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#tutorial-world"><span class="std std-doc">tutorial_world</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#unixcommand"><span class="std std-doc">unixcommand</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#wilderness"><span class="std std-doc">wilderness</span></a></p></td>
|
||||
<td><p><a class="reference internal" href="#xyzgrid"><span class="std std-doc">xyzgrid</span></a></p></td>
|
||||
<td><p></p></td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
|
|
@ -462,6 +463,7 @@ the <code class="docutils literal notranslate"><span class="pre">rpg</span></cod
|
|||
</div>
|
||||
<div class="toctree-wrapper compound">
|
||||
<ul>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Contrib-Achievements.html">Achievements</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Contrib-Barter.html">Barter system</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Contrib-Clothing.html">Clothing</a></li>
|
||||
<li class="toctree-l1"><a class="reference internal" href="Contrib-Containers.html">Containers</a></li>
|
||||
|
|
@ -474,6 +476,12 @@ the <code class="docutils literal notranslate"><span class="pre">rpg</span></cod
|
|||
<li class="toctree-l1"><a class="reference internal" href="Contrib-Turnbattle.html">Turn based battle system framework</a></li>
|
||||
</ul>
|
||||
</div>
|
||||
<section id="achievements">
|
||||
<h3><code class="docutils literal notranslate"><span class="pre">achievements</span></code><a class="headerlink" href="#achievements" title="Permalink to this headline">¶</a></h3>
|
||||
<p><em>A simple, but reasonably comprehensive, system for tracking achievements. Achievements are defined using ordinary Python dicts, reminiscent of the core prototypes system, and while it’s expected you’ll use it only on Characters or Accounts, they can be tracked for any typeclassed object.</em></p>
|
||||
<p>The contrib provides several functions for tracking and accessing achievements, as well as a basic in-game command for viewing achievement status.</p>
|
||||
<p><a class="reference internal" href="Contrib-Achievements.html"><span class="doc std std-doc">Read the documentation</span></a> - <span class="xref myst">Browse the Code</span></p>
|
||||
</section>
|
||||
<section id="barter">
|
||||
<h3><code class="docutils literal notranslate"><span class="pre">barter</span></code><a class="headerlink" href="#barter" title="Permalink to this headline">¶</a></h3>
|
||||
<p><em>Contribution by Griatch, 2012</em></p>
|
||||
|
|
|
|||
251
docs/latest/_sources/Contribs/Contrib-Achievements.md.txt
Normal file
251
docs/latest/_sources/Contribs/Contrib-Achievements.md.txt
Normal file
|
|
@ -0,0 +1,251 @@
|
|||
# Achievements
|
||||
|
||||
A simple, but reasonably comprehensive, system for tracking achievements. Achievements are defined using ordinary Python dicts, reminiscent of the core prototypes system, and while it's expected you'll use it only on Characters or Accounts, they can be tracked for any typeclassed object.
|
||||
|
||||
The contrib provides several functions for tracking and accessing achievements, as well as a basic in-game command for viewing achievement status.
|
||||
|
||||
## Installation
|
||||
|
||||
This contrib requires creation one or more module files containing your achievement data, which you then add to your settings file to make them available.
|
||||
|
||||
> See the section below on "Creating Achievements" for what to put in this module.
|
||||
|
||||
```python
|
||||
# in server/conf/settings.py
|
||||
|
||||
ACHIEVEMENT_CONTRIB_MODULES = ["world.achievements"]
|
||||
```
|
||||
|
||||
To allow players to check their achievements, you'll also want to add the `achievements` command to your default Character and/or Account command sets.
|
||||
|
||||
```python
|
||||
# in commands/default_cmdsets.py
|
||||
|
||||
from evennia.contrib.game_systems.achievements.achievements import CmdAchieve
|
||||
|
||||
class CharacterCmdSet(default_cmds.CharacterCmdSet):
|
||||
key = "DefaultCharacter"
|
||||
|
||||
def at_cmdset_creation(self):
|
||||
# ...
|
||||
self.add(CmdAchieve)
|
||||
```
|
||||
|
||||
**Optional** - The achievements contrib stores individual progress data on the `achievements` attribute by default, visible via `obj.db.attributes`. You can change this by assigning an attribute (key, category) tuple to the setting `ACHIEVEMENT_CONTRIB_ATTRIBUTE`
|
||||
|
||||
Example:
|
||||
```py
|
||||
# in settings.py
|
||||
|
||||
ACHIEVEMENT_CONTRIB_ATTRIBUTE = ("progress_data", "achievements")
|
||||
```
|
||||
|
||||
|
||||
## Creating achievements
|
||||
|
||||
An achievement is represented by a simple python dictionary defined at the module level in your achievements module(s).
|
||||
|
||||
Each achievement requires certain specific keys to be defined to work properly, along with several optional keys that you can use to override defaults.
|
||||
|
||||
> Note: Any additional keys not described here are included in the achievement data when you access those acheivements through the contrib, so you can easily add your own extended features.
|
||||
|
||||
#### Required keys
|
||||
|
||||
- **name** (str): The searchable name for the achievement. Doesn't need to be unique.
|
||||
- **category** (str): The category, or general type, of condition which can progress this achievement. Usually this will be a player action or result. e.g. you would use a category of "defeat" on an achievement for killing 10 rats.
|
||||
- **tracking** (str or list): The specific subset of condition which can progress this achievement. e.g. you would use a tracking value of "rat" on an achievement for killing 10 rats. An achievement can also track multiple things, for example killing 10 rats or snakes. For that situation, assign a list of all the values to check against, e.g. `["rat", "snake"]`
|
||||
|
||||
#### Optional keys
|
||||
|
||||
- **key** (str): *Default value if unset: the variable name.* The unique, case-insensitive key identifying this achievement.
|
||||
> Note: If any achievements have the same unique key, only *one* will be loaded. It is case-insensitive, but punctuation is respected - "ten_rats", "Ten_Rats" and "TEN_RATS" will conflict, but "ten_rats" and "ten rats" will not.
|
||||
- **desc** (str): A longer description of the achievement. Common uses for this would be flavor text or hints on how to complete it.
|
||||
- **count** (int): *Default value if unset: 1* The number of tallies this achievement's requirements need to build up in order to complete the achievement. e.g. killing 10 rats would have a `"count"` value of `10`. For achievements using the "separate" tracking type, *each* item being tracked must tally up to this number to be completed.
|
||||
- **tracking_type** (str): *Default value if unset: `"sum"`* There are two valid tracking types: "sum" (which is the default) and "separate". `"sum"` will increment a single counter every time any of the tracked items match. `"separate"` will have a counter for each individual item in the tracked items. ("See the Example Achievements" section for a demonstration of the difference.)
|
||||
- **prereqs** (str or list): The *keys* of any achievements which must be completed before this achievement can start tracking progress.
|
||||
|
||||
|
||||
### Example achievements
|
||||
|
||||
A simple achievement which you can get just for logging in the first time. This achievement has no prerequisites and it only needs to be fulfilled once to complete.
|
||||
```python
|
||||
# This achievement has the unique key of "first_login_achieve"
|
||||
FIRST_LOGIN_ACHIEVE = {
|
||||
"name": "Welcome!", # the searchable, player-friendly display name
|
||||
"desc": "We're glad to have you here.", # the longer description
|
||||
"category": "login", # the type of action this tracks
|
||||
"tracking": "first", # the specific login action
|
||||
}
|
||||
```
|
||||
|
||||
An achievement for killing a total of 10 rats, and another for killing 10 *dire* rats which requires the "kill 10 rats" achievement to be completed first. The dire rats achievement won't begin tracking *any* progress until the first achievement is completed.
|
||||
```python
|
||||
# This achievement has the unique key of "ten_rats" instead of "achieve_ten_rats"
|
||||
ACHIEVE_TEN_RATS = {
|
||||
"key": "ten_rats",
|
||||
"name": "The Usual",
|
||||
"desc": "Why do all these inns have rat problems?",
|
||||
"category": "defeat",
|
||||
"tracking": "rat",
|
||||
"count": 10,
|
||||
}
|
||||
|
||||
ACHIEVE_DIRE_RATS = {
|
||||
"name": "Once More, But Bigger",
|
||||
"desc": "Somehow, normal rats just aren't enough any more.",
|
||||
"category": "defeat",
|
||||
"tracking": "dire rat",
|
||||
"count": 10,
|
||||
"prereqs": "ACHIEVE_TEN_RATS",
|
||||
}
|
||||
```
|
||||
|
||||
An achievement for buying a total of 5 of apples, oranges, *or* pears. The "sum" tracking types means that all items are tallied together - so it can be completed by buying 5 apples, or 5 pears, or 3 apples, 1 orange and 1 pear, or any other combination of those three fruits that totals to 5.
|
||||
|
||||
```python
|
||||
FRUIT_FAN_ACHIEVEMENT = {
|
||||
"name": "A Fan of Fruit", # note, there is no desc here - that's allowed!
|
||||
"category": "buy",
|
||||
"tracking": ("apple", "orange", "pear"),
|
||||
"count": 5,
|
||||
"tracking_type": "sum", # this is the default, but it's included here for clarity
|
||||
}
|
||||
```
|
||||
|
||||
An achievement for buying 5 *each* of apples, oranges, and pears. The "separate" tracking type means that each of the tracked items is tallied independently of the other items - so you will need 5 apples, 5 oranges, and 5 pears.
|
||||
```python
|
||||
FRUIT_BASKET_ACHIEVEMENT = {
|
||||
"name": "Fruit Basket",
|
||||
"desc": "One kind of fruit just isn't enough.",
|
||||
"category": "buy",
|
||||
"tracking": ("apple", "orange", "pear"),
|
||||
"count": 5,
|
||||
"tracking_type": "separate",
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
## Usage
|
||||
|
||||
The two main things you'll need to do in order to use the achievements contrib in your game are **tracking achievements** and **getting achievement information**. The first is done with the function `track_achievements`; the second can be done with `search_achievement` or `get_achievement`.
|
||||
|
||||
### Tracking achievements
|
||||
|
||||
#### `track_achievements`
|
||||
|
||||
In any actions or functions in your game's mechanics which you might want to track in an achievement, add a call to `track_achievements` to update that player's achievement progress.
|
||||
|
||||
Using the "kill 10 rats" example achievement from earlier, you might have some code that triggers when a character is defeated: for the sake of example, we'll pretend we have an `at_defeated` method on the base Object class that gets called when the Object is defeated.
|
||||
|
||||
Adding achievement tracking to it could then look something like this:
|
||||
|
||||
```python
|
||||
# in typeclasses/objects.py
|
||||
|
||||
from contrib.game_systems.achievements import track_achievements
|
||||
|
||||
class Object(ObjectParent, DefaultObject):
|
||||
# ....
|
||||
|
||||
def at_defeated(self, victor):
|
||||
"""called when this object is defeated in combat"""
|
||||
# we'll use the "mob_type" tag-category as the tracked info
|
||||
# this way we can have rats named "black rat" and "brown rat" that are both rats
|
||||
mob_type = self.tags.get(category="mob_type")
|
||||
# only one mob was defeated, so we include a count of 1
|
||||
track_achievements(victor, category="defeated", tracking=mob_type, count=1)
|
||||
```
|
||||
|
||||
If a player defeats something tagged `rat` with a tag category of `mob_type`, it'd now count towards the rat-killing achievement.
|
||||
|
||||
You can also have the tracking information hard-coded into your game, for special or unique situations. The achievement described earlier, `FIRST_LOGIN_ACHIEVE`, for example, would be tracked like this:
|
||||
|
||||
```py
|
||||
# in typeclasses/accounts.py
|
||||
from contrib.game_systems.achievements import track_achievements
|
||||
|
||||
class Account(DefaultAccount):
|
||||
# ...
|
||||
|
||||
def at_first_login(self, **kwargs):
|
||||
# this function is only called on the first time the account logs in
|
||||
# so we already know and can just tell the tracker that this is the first
|
||||
track_achievements(self, category="login", tracking="first")
|
||||
```
|
||||
|
||||
The `track_achievements` function does also return a value: an iterable of keys for any achievements which were newly completed by that update. You can ignore this value, or you can use it to e.g. send a message to the player with their latest achievements.
|
||||
|
||||
### Getting achievements
|
||||
|
||||
The main method for getting a specific achievement's information is `get_achievement`, which takes an already-known achievement key and returns the data for that one achievement.
|
||||
|
||||
For handling more variable and player-friendly input, however, there is also `search_achievement`, which does partial matching on not just the keys, but also the display names and descriptions for the achievements.
|
||||
|
||||
#### `get_achievement`
|
||||
|
||||
A utility function for retrieving a specific achievement's data from the achievement's unique key. It cannot be used for searching, but if you already have an achievement's key - for example, from the results of `track_achievements` - you can retrieve its data this way.
|
||||
|
||||
#### Example:
|
||||
|
||||
```py
|
||||
from evennia.contrib.game_systems.achievements import get_achievement
|
||||
|
||||
def toast(achiever, completed_list):
|
||||
if completed_list:
|
||||
# `completed_data` will be a list of dictionaries - unrecognized keys return empty dictionaries
|
||||
completed_data = [get_achievement(key) for key in args]
|
||||
names = [data.get('name') for data in completed]
|
||||
achiever.msg(f"|wAchievement Get!|n {iter_to_str(name for name in names if name)}"))
|
||||
```
|
||||
|
||||
#### `search_achievement`
|
||||
|
||||
A utility function for searching achievements by name or description. It handles partial matching and returns a dictionary of matching achievements. The provided `achievement` command for in-game uses this function to find matching achievements from user inputs.
|
||||
|
||||
#### Example:
|
||||
|
||||
The first example does a search for "fruit", which returns the fruit medley achievement as it contains "fruit" in the key and name.
|
||||
|
||||
The second example searches for "usual", which returns the ten rats achievement due to its display name.
|
||||
|
||||
```py
|
||||
>>> from evennia.contrib.game_systems.achievements import search_achievement
|
||||
>>> search_achievement("fruit")
|
||||
{'fruit_basket_achievement': {'name': 'Fruit Basket', 'desc': "One kind of fruit just isn't enough.", 'category': 'buy', 'tracking': ('apple', 'orange', 'pear'), 'count': 5, 'tracking_type': 'separate'}}
|
||||
>>> search_achievement("usual")
|
||||
{'ten_rats': {'key': 'ten_rats', 'name': 'The Usual', 'desc': 'Why do all these inns have rat problems?', 'category': 'defeat', 'tracking': 'rat', 'count': 10}}
|
||||
```
|
||||
|
||||
### The `achievements` command
|
||||
|
||||
The contrib's provided command, `CmdAchieve`, aims to be usable as-is, with multiple switches to filter achievements by various progress statuses and the ability to search by achievement names.
|
||||
|
||||
To make it easier to customize for your own game (e.g. displaying some of that extra achievement data you might have added), the format and style code is split out from the command logic into the `format_achievement` method and the `template` attribute, both on `CmdAchieve`
|
||||
|
||||
#### Example output
|
||||
|
||||
```
|
||||
> achievements
|
||||
The Usual
|
||||
Why do all these inns have rat problems?
|
||||
70% complete
|
||||
A Fan of Fruit
|
||||
|
||||
Not Started
|
||||
```
|
||||
```
|
||||
> achievements/progress
|
||||
The Usual
|
||||
Why do all these inns have rat problems?
|
||||
70% complete
|
||||
```
|
||||
```
|
||||
> achievements/done
|
||||
There are no matching achievements.
|
||||
```
|
||||
|
||||
|
||||
----
|
||||
|
||||
<small>This document page is generated from `evennia/contrib/game_systems/achievements/README.md`. Changes to this
|
||||
file will be overwritten, so edit that file rather than this one.</small>
|
||||
|
|
@ -7,7 +7,7 @@ in the [Community Contribs & Snippets][forum] forum.
|
|||
_Contribs_ are optional code snippets and systems contributed by
|
||||
the Evennia community. They vary in size and complexity and
|
||||
may be more specific about game types and styles than 'core' Evennia.
|
||||
This page is auto-generated and summarizes all **49** contribs currently included
|
||||
This page is auto-generated and summarizes all **50** contribs currently included
|
||||
with the Evennia distribution.
|
||||
|
||||
All contrib categories are imported from `evennia.contrib`, such as
|
||||
|
|
@ -29,16 +29,16 @@ If you want to add a contrib, see [the contrib guidelines](./Contribs-Guidelines
|
|||
|
||||
| | | | | |
|
||||
|---|---|---|---|---|
|
||||
| [auditing](#auditing) | [awsstorage](#awsstorage) | [barter](#barter) | [batchprocessor](#batchprocessor) | [bodyfunctions](#bodyfunctions) |
|
||||
| [buffs](#buffs) | [building_menu](#building_menu) | [character_creator](#character_creator) | [clothing](#clothing) | [color_markups](#color_markups) |
|
||||
| [components](#components) | [containers](#containers) | [cooldowns](#cooldowns) | [crafting](#crafting) | [custom_gametime](#custom_gametime) |
|
||||
| [dice](#dice) | [email_login](#email_login) | [evadventure](#evadventure) | [evscaperoom](#evscaperoom) | [extended_room](#extended_room) |
|
||||
| [fieldfill](#fieldfill) | [gendersub](#gendersub) | [git_integration](#git_integration) | [godotwebsocket](#godotwebsocket) | [health_bar](#health_bar) |
|
||||
| [ingame_map_display](#ingame_map_display) | [ingame_python](#ingame_python) | [llm](#llm) | [mail](#mail) | [mapbuilder](#mapbuilder) |
|
||||
| [menu_login](#menu_login) | [mirror](#mirror) | [multidescer](#multidescer) | [mux_comms_cmds](#mux_comms_cmds) | [name_generator](#name_generator) |
|
||||
| [puzzles](#puzzles) | [random_string_generator](#random_string_generator) | [red_button](#red_button) | [rpsystem](#rpsystem) | [simpledoor](#simpledoor) |
|
||||
| [slow_exit](#slow_exit) | [talking_npc](#talking_npc) | [traits](#traits) | [tree_select](#tree_select) | [turnbattle](#turnbattle) |
|
||||
| [tutorial_world](#tutorial_world) | [unixcommand](#unixcommand) | [wilderness](#wilderness) | [xyzgrid](#xyzgrid) |
|
||||
| [achievements](#achievements) | [auditing](#auditing) | [awsstorage](#awsstorage) | [barter](#barter) | [batchprocessor](#batchprocessor) |
|
||||
| [bodyfunctions](#bodyfunctions) | [buffs](#buffs) | [building_menu](#building_menu) | [character_creator](#character_creator) | [clothing](#clothing) |
|
||||
| [color_markups](#color_markups) | [components](#components) | [containers](#containers) | [cooldowns](#cooldowns) | [crafting](#crafting) |
|
||||
| [custom_gametime](#custom_gametime) | [dice](#dice) | [email_login](#email_login) | [evadventure](#evadventure) | [evscaperoom](#evscaperoom) |
|
||||
| [extended_room](#extended_room) | [fieldfill](#fieldfill) | [gendersub](#gendersub) | [git_integration](#git_integration) | [godotwebsocket](#godotwebsocket) |
|
||||
| [health_bar](#health_bar) | [ingame_map_display](#ingame_map_display) | [ingame_python](#ingame_python) | [llm](#llm) | [mail](#mail) |
|
||||
| [mapbuilder](#mapbuilder) | [menu_login](#menu_login) | [mirror](#mirror) | [multidescer](#multidescer) | [mux_comms_cmds](#mux_comms_cmds) |
|
||||
| [name_generator](#name_generator) | [puzzles](#puzzles) | [random_string_generator](#random_string_generator) | [red_button](#red_button) | [rpsystem](#rpsystem) |
|
||||
| [simpledoor](#simpledoor) | [slow_exit](#slow_exit) | [talking_npc](#talking_npc) | [traits](#traits) | [tree_select](#tree_select) |
|
||||
| [turnbattle](#turnbattle) | [tutorial_world](#tutorial_world) | [unixcommand](#unixcommand) | [wilderness](#wilderness) | [xyzgrid](#xyzgrid) |
|
||||
|
||||
|
||||
|
||||
|
|
@ -266,6 +266,7 @@ Contribs-Guidelines.md
|
|||
```{toctree}
|
||||
:maxdepth: 1
|
||||
|
||||
Contrib-Achievements.md
|
||||
Contrib-Barter.md
|
||||
Contrib-Clothing.md
|
||||
Contrib-Containers.md
|
||||
|
|
@ -279,6 +280,16 @@ Contrib-Turnbattle.md
|
|||
```
|
||||
|
||||
|
||||
### `achievements`
|
||||
|
||||
_A simple, but reasonably comprehensive, system for tracking achievements. Achievements are defined using ordinary Python dicts, reminiscent of the core prototypes system, and while it's expected you'll use it only on Characters or Accounts, they can be tracked for any typeclassed object._
|
||||
|
||||
The contrib provides several functions for tracking and accessing achievements, as well as a basic in-game command for viewing achievement status.
|
||||
|
||||
[Read the documentation](./Contrib-Achievements.md) - [Browse the Code](evennia.contrib.game_systems.achievements)
|
||||
|
||||
|
||||
|
||||
### `barter`
|
||||
|
||||
_Contribution by Griatch, 2012_
|
||||
|
|
|
|||
|
|
@ -147,7 +147,7 @@ method. Otherwise all text will be returned to all connected sessions.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.account.CmdOOCLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -178,7 +178,7 @@ method. Otherwise all text will be returned to all connected sessions.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.account.CmdOOCLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look while out-of-character\n\n Usage:\n look\n\n Look in the ooc state.\n '}</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look while out-of-character\n\n Usage:\n look\n\n Look in the ooc state.\n '}</em><a class="headerlink" href="#evennia.commands.default.account.CmdOOCLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -331,7 +331,7 @@ to accounts respectively.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.admin.CmdEmit.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['pemit', 'remit']</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['remit', 'pemit']</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -362,7 +362,7 @@ to accounts respectively.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.admin.CmdEmit.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.admin.CmdEmit.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -647,7 +647,7 @@ You can specify the /force switch to bypass this confirmation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdDestroy.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@del', '@delete']</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@delete', '@del']</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -688,7 +688,7 @@ You can specify the /force switch to bypass this confirmation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdDestroy.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@del @delete', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy del delete', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@delete @del', 'category': 'building', 'key': '@destroy', 'no_prefix': 'destroy delete del', 'tags': '', 'text': '\n permanently delete objects\n\n Usage:\n destroy[/switches] [obj, obj2, obj3, [dbref-dbref], ...]\n\n Switches:\n override - The destroy command will usually avoid accidentally\n destroying account objects. This switch overrides this safety.\n force - destroy without confirmation.\n Examples:\n destroy house, roof, door, 44-78\n destroy 5-10, flower, 45\n destroy/force north\n\n Destroys one or many objects. If dbrefs are used, a range to delete can be\n given, e.g. 4-10. Also the end points will be deleted. This command\n displays a confirmation before destroying, to make sure of your choice.\n You can specify the /force switch to bypass this confirmation.\n '}</em><a class="headerlink" href="#evennia.commands.default.building.CmdDestroy.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -1415,7 +1415,7 @@ server settings.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdTypeclass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@swap', '@type', '@update', '@parent', '@typeclasses']</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@typeclasses', '@swap', '@parent', '@update', '@type']</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -1446,7 +1446,7 @@ server settings.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdTypeclass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@swap @type @update @parent @typeclasses', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass swap type update parent typeclasses', '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 "}</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@typeclasses @swap @parent @update @type', 'category': 'building', 'key': '@typeclass', 'no_prefix': 'typeclass typeclasses swap parent update type', '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 "}</em><a class="headerlink" href="#evennia.commands.default.building.CmdTypeclass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -1908,7 +1908,7 @@ one is given.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdFind.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@locate', '@search']</em><a class="headerlink" href="#evennia.commands.default.building.CmdFind.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@search', '@locate']</em><a class="headerlink" href="#evennia.commands.default.building.CmdFind.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -1939,7 +1939,7 @@ one is given.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.building.CmdFind.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@locate @search', 'category': 'building', 'key': '@find', 'no_prefix': 'find locate search', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}</em><a class="headerlink" href="#evennia.commands.default.building.CmdFind.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@search @locate', 'category': 'building', 'key': '@find', 'no_prefix': 'find search locate', 'tags': '', 'text': '\n search the database for objects\n\n Usage:\n find[/switches] <name or dbref or *account> [= dbrefmin[-dbrefmax]]\n locate - this is a shorthand for using the /loc switch.\n\n Switches:\n room - only look for rooms (location=None)\n exit - only look for exits (destination!=None)\n char - only look for characters (BASE_CHARACTER_TYPECLASS)\n exact - only exact matches are returned.\n loc - display object location if exists and match has one result\n startswith - search for names starting with the string, rather than containing\n\n Searches the database for an object of a particular name or exact #dbref.\n Use *accountname to search for an account. The switches allows for\n limiting object matches to certain game entities. Dbrefmin and dbrefmax\n limits matches to within the given dbrefs range, or above/below if only\n one is given.\n '}</em><a class="headerlink" href="#evennia.commands.default.building.CmdFind.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
File diff suppressed because one or more lines are too long
|
|
@ -189,7 +189,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -220,7 +220,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -282,7 +282,7 @@ for everyone to use, you need build privileges and the alias command.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdNick.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['nickname', 'nicks']</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['nicks', 'nickname']</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -314,7 +314,7 @@ for everyone to use, you need build privileges and the alias command.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdNick.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdNick.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -786,7 +786,7 @@ which permission groups you are a member of.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdAccess.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['groups', 'hierarchy']</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hierarchy', 'groups']</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -817,7 +817,7 @@ which permission groups you are a member of.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.general.CmdAccess.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.general.CmdAccess.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -980,7 +980,7 @@ main test suite started with</p>
|
|||
<p>Test the batch processor.</p>
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.tests.TestBatchProcess.red_button">
|
||||
<code class="sig-name descname">red_button</code><em class="property"> = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmpdit2_847/3b84ec1b42c99563e06e32668759690676b10f4a/evennia/contrib/tutorials/red_button/red_button.py'></em><a class="headerlink" href="#evennia.commands.default.tests.TestBatchProcess.red_button" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">red_button</code><em class="property"> = <module 'evennia.contrib.tutorials.red_button.red_button' from '/tmp/tmpa4xhyjow/70b57174dd2f070b6dfe07d90d915f37e8710688/evennia/contrib/tutorials/red_button/red_button.py'></em><a class="headerlink" href="#evennia.commands.default.tests.TestBatchProcess.red_button" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
|
|||
|
|
@ -136,7 +136,7 @@ connect “account name” “pass word”</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedConnect.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['con', 'conn', 'co']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedConnect.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['conn', 'co', 'con']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedConnect.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -171,7 +171,7 @@ there is no object yet before the account has logged in)</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedConnect.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedConnect.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedConnect.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -195,7 +195,7 @@ create “account name” “pass word”</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedCreate.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['cre', 'cr']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedCreate.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['cr', 'cre']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedCreate.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -232,7 +232,7 @@ create “account name” “pass word”</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedCreate.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedCreate.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedCreate.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -355,7 +355,7 @@ for simplicity. It shows a pane of info.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedHelp.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['?', 'h']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedHelp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['h', '?']</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedHelp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -381,7 +381,7 @@ for simplicity. It shows a pane of info.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.commands.default.unloggedin.CmdUnconnectedHelp.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedHelp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.commands.default.unloggedin.CmdUnconnectedHelp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -153,7 +153,7 @@ the module given by settings.CONNECTION_SCREEN_MODULE.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedConnect.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['con', 'conn', 'co']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedConnect.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['conn', 'co', 'con']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedConnect.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -183,7 +183,7 @@ there is no object yet before the account has logged in)</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedConnect.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedConnect.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedConnect.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -205,7 +205,7 @@ there is no object yet before the account has logged in)</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedCreate.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['cre', 'cr']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedCreate.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['cr', 'cre']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedCreate.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -247,7 +247,7 @@ name enclosed in quotes:</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedCreate.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedCreate.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedCreate.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -355,7 +355,7 @@ for simplicity. It shows a pane of info.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedHelp.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['?', 'h']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedHelp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['h', '?']</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedHelp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -381,7 +381,7 @@ for simplicity. It shows a pane of info.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedHelp.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedHelp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.base_systems.email_login.email_login.CmdUnconnectedHelp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -130,7 +130,7 @@
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.ingame_python.commands.CmdCallback.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@callback', '@calls', '@callbacks']</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@callbacks', '@callback', '@calls']</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -211,7 +211,7 @@ on user permission.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.base_systems.ingame_python.commands.CmdCallback.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@callback @calls @callbacks', 'category': 'building', 'key': '@call', 'no_prefix': 'call callback calls callbacks', 'tags': '', 'text': '\n Command to edit callbacks.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '@callbacks @callback @calls', 'category': 'building', 'key': '@call', 'no_prefix': 'call callbacks callback calls', 'tags': '', 'text': '\n Command to edit callbacks.\n '}</em><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.commands.CmdCallback.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -225,7 +225,7 @@ the operation will be general or on the room.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['chicken out', 'quit', 'q', 'abort']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['abort', 'quit', 'q', 'chicken out']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -249,7 +249,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'chicken out quit q abort', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' chicken out quit q abort', '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 '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'abort quit q chicken out', 'category': 'evscaperoom', 'key': 'give up', 'no_prefix': ' abort quit q 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 '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGiveUp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -270,7 +270,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -304,7 +304,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'evscaperoom', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n Look at the room, an object or the currently focused object\n\n Usage:\n look [obj]\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'evscaperoom', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n Look at the room, an object or the currently focused object\n\n Usage:\n look [obj]\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -504,7 +504,7 @@ looks and what actions is available.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ex', 'examine', 'e', 'unfocus']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['examine', 'unfocus', 'e', 'ex']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -533,7 +533,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ex examine e unfocus', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' ex examine e 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 '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'examine unfocus e ex', 'category': 'evscaperoom', 'key': 'focus', 'no_prefix': ' examine unfocus e ex', '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 '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdFocus.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -595,7 +595,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGet.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['inv', 'i', 'give', 'inventory']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['inventory', 'give', 'inv', 'i']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -619,7 +619,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdGet.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'inv i give inventory', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' inv i give inventory', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'inventory give inv i', 'category': 'evscaperoom', 'key': 'get', 'no_prefix': ' inventory give inv i', 'tags': '', 'text': '\n Use focus / examine instead.\n\n '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdGet.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -640,7 +640,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@open', '@dig']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@dig', '@open']</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -663,7 +663,7 @@ to all the variables defined therein.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.commands.CmdRerouter.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -686,7 +686,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hold', 'wait']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['wait', 'hold']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -712,7 +712,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -581,7 +581,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_equip.CmdPass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hold', 'wait']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_equip.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['wait', 'hold']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_equip.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -601,7 +601,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_equip.CmdPass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_equip.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_equip.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -704,7 +704,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hold', 'wait']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['wait', 'hold']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -724,7 +724,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -483,7 +483,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_magic.CmdPass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hold', 'wait']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_magic.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['wait', 'hold']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_magic.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -503,7 +503,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_magic.CmdPass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_magic.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_magic.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -943,7 +943,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_range.CmdPass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hold', 'wait']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_range.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['wait', 'hold']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_range.CmdPass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -963,7 +963,7 @@ if there are still any actions you can take.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.game_systems.turnbattle.tb_range.CmdPass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_range.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_range.CmdPass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -657,7 +657,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -677,7 +677,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look\n\n Usage:\n look\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.grid.extended_room.extended_room.CmdExtendedRoomLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -436,7 +436,7 @@ there is no room above/below you, your movement will fail.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.grid.xyzgrid.commands.CmdFlyAndDive.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['dive', 'fly']</em><a class="headerlink" href="#evennia.contrib.grid.xyzgrid.commands.CmdFlyAndDive.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['fly', 'dive']</em><a class="headerlink" href="#evennia.contrib.grid.xyzgrid.commands.CmdFlyAndDive.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -459,7 +459,7 @@ to all the variables defined therein.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.grid.xyzgrid.commands.CmdFlyAndDive.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.grid.xyzgrid.commands.CmdFlyAndDive.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.grid.xyzgrid.commands.CmdFlyAndDive.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -340,7 +340,7 @@ everyone but the person rolling.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.rpg.dice.dice.CmdDice.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['roll', '@dice']</em><a class="headerlink" href="#evennia.contrib.rpg.dice.dice.CmdDice.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['@dice', 'roll']</em><a class="headerlink" href="#evennia.contrib.rpg.dice.dice.CmdDice.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -366,7 +366,7 @@ everyone but the person rolling.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.rpg.dice.dice.CmdDice.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 "}</em><a class="headerlink" href="#evennia.contrib.rpg.dice.dice.CmdDice.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 "}</em><a class="headerlink" href="#evennia.contrib.rpg.dice.dice.CmdDice.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -908,7 +908,7 @@ Using the command without arguments will list all current recogs.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.rpg.rpsystem.rpsystem.CmdRecog.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['forget', 'recognize']</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdRecog.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['recognize', 'forget']</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdRecog.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -935,7 +935,7 @@ Using the command without arguments will list all current recogs.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.rpg.rpsystem.rpsystem.CmdRecog.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'forget recognize', 'category': 'general', 'key': 'recog', 'no_prefix': ' forget recognize', 'tags': '', 'text': '\n Recognize another person in the same room.\n\n Usage:\n recog\n recog sdesc as alias\n forget alias\n\n Example:\n recog tall man as Griatch\n forget griatch\n\n This will assign a personal alias for a person, or forget said alias.\n Using the command without arguments will list all current recogs.\n\n '}</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdRecog.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'recognize forget', 'category': 'general', 'key': 'recog', 'no_prefix': ' recognize forget', 'tags': '', 'text': '\n Recognize another person in the same room.\n\n Usage:\n recog\n recog sdesc as alias\n forget alias\n\n Example:\n recog tall man as Griatch\n forget griatch\n\n This will assign a personal alias for a person, or forget said alias.\n Using the command without arguments will list all current recogs.\n\n '}</em><a class="headerlink" href="#evennia.contrib.rpg.rpsystem.rpsystem.CmdRecog.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -395,7 +395,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -415,7 +415,7 @@ look <a href="#id1"><span class="problematic" id="id2">*</span></a><account&g
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'general', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'general', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n look at location or object\n\n Usage:\n look\n look <obj>\n look *<account>\n\n Observes your location or objects in your vicinity.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -491,7 +491,7 @@ boost INT Wizard Goblin</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['boost', 'foil']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['foil', 'boost']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -525,7 +525,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.combat_twitch.CmdStunt.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -307,7 +307,7 @@ unwear <item></p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.commands.CmdRemove.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['unwield', 'unwear']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.commands.CmdRemove.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['unwear', 'unwield']</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.commands.CmdRemove.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py method">
|
||||
|
|
@ -331,7 +331,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.evadventure.commands.CmdRemove.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.commands.CmdRemove.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.commands.CmdRemove.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -167,7 +167,7 @@ such as when closing the lid and un-blinding a character.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['push', 'press button', 'press']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press button', 'press', 'push']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -196,7 +196,7 @@ check if the lid is open or closed.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'push press button press', 'category': 'general', 'key': 'push button', 'no_prefix': ' push press button press', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press button press push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press button press push', 'tags': '', 'text': '\n Push the red button (lid closed)\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidClosed.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -266,7 +266,7 @@ check if the lid is open or closed.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['smash lid', 'break lid', 'smash']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['smash lid', 'smash', 'break lid']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -293,7 +293,7 @@ break.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'smash lid break lid smash', 'category': 'general', 'key': 'smash glass', 'no_prefix': ' smash lid break lid smash', '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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdSmashGlass.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -393,7 +393,7 @@ be mutually exclusive.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['push', 'press button', 'press']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press button', 'press', 'push']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -422,7 +422,7 @@ set in self.parse())</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'push press button press', 'category': 'general', 'key': 'push button', 'no_prefix': ' push press button press', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press button press push', 'category': 'general', 'key': 'push button', 'no_prefix': ' press button press push', 'tags': '', 'text': '\n Push the red button\n\n Usage:\n push button\n\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdPushLidOpen.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -520,7 +520,7 @@ be mutually exclusive.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['examine', 'l', 'get', 'ex', 'listen', 'feel']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['examine', 'get', 'listen', 'ex', 'l', 'feel']</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -546,7 +546,7 @@ be mutually exclusive.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'examine l get ex listen feel', 'category': 'general', 'key': 'look', 'no_prefix': ' examine l get ex 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 "}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'examine get listen ex l feel', 'category': 'general', 'key': 'look', 'no_prefix': ' examine get listen ex l 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 "}</em><a class="headerlink" href="#evennia.contrib.tutorials.red_button.red_button.CmdBlindLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -439,7 +439,7 @@ of the object. We overload it with our own version.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdLight.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['burn', 'light']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['light', 'burn']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -466,7 +466,7 @@ to sit on a “lightable” object, we operate only on self.obj.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdLight.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'burn light', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' burn light', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'light burn', 'category': 'tutorialworld', 'key': 'on', 'no_prefix': ' light burn', 'tags': '', 'text': '\n Creates light where there was none. Something to burn.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdLight.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -570,7 +570,7 @@ shift green root up/down</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['move', 'push', 'shiftroot', 'pull']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['shiftroot', 'pull', 'push', 'move']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -606,7 +606,7 @@ yellow/green - horizontal roots</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'shiftroot pull push move', 'category': 'tutorialworld', 'key': 'shift', 'no_prefix': ' shiftroot pull push move', '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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdShiftRoot.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -623,7 +623,7 @@ yellow/green - horizontal roots</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['push button', 'button', 'press button']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['press button', 'push button', 'button']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -649,7 +649,7 @@ yellow/green - horizontal roots</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'push button button press button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' push button button press button', 'tags': '', 'text': '\n Presses a button.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'press button push button button', 'category': 'tutorialworld', 'key': 'press', 'no_prefix': ' press button push button button', 'tags': '', 'text': '\n Presses a button.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdPressButton.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -793,7 +793,7 @@ parry - forgoes your attack but will make you harder to hit on next</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['kill', 'defend', 'chop', 'fight', 'hit', 'thrust', 'slash', 'bash', 'stab', 'parry', 'pierce']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['hit', 'thrust', 'kill', 'defend', 'slash', 'stab', 'parry', 'fight', 'chop', 'pierce', 'bash']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -819,7 +819,7 @@ parry - forgoes your attack but will make you harder to hit on next</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'kill defend chop fight hit thrust slash bash stab parry pierce', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' kill defend chop fight hit thrust slash bash stab parry pierce', '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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'hit thrust kill defend slash stab parry fight chop pierce bash', 'category': 'tutorialworld', 'key': 'attack', 'no_prefix': ' hit thrust kill defend slash stab parry fight chop pierce bash', '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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.objects.CmdAttack.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -262,7 +262,7 @@ code except for adding in the details.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['ls', 'l']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'ls']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -277,7 +277,7 @@ code except for adding in the details.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'ls l', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' ls l', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l ls', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' l ls', 'tags': '', 'text': '\n looks at the room and on details\n\n Usage:\n look <obj>\n look <room detail>\n look *<account>\n\n Observes your location, details at your location or objects\n in your vicinity.\n\n Tutorial: This is a child of the default Look command, that also\n allows us to look at "details" in the room. These details are\n things to examine and offers some extra description without\n actually having to be actual database objects. It uses the\n return_detail() hook on TutorialRooms for this.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdTutorialLook.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -830,7 +830,7 @@ if they fall off the bridge.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdBridgeHelp.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['?', 'h']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdBridgeHelp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['h', '?']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdBridgeHelp.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -856,7 +856,7 @@ if they fall off the bridge.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdBridgeHelp.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '? h', 'category': 'tutorial world', 'key': 'help', 'no_prefix': ' ? h', 'tags': '', 'text': '\n Overwritten help command while on the bridge.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdBridgeHelp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'h ?', 'category': 'tutorial world', 'key': 'help', 'no_prefix': ' h ?', 'tags': '', 'text': '\n Overwritten help command while on the bridge.\n '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdBridgeHelp.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
@ -982,7 +982,7 @@ to find something.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['l', 'feel around', 'fiddle', 'feel', 'search']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['feel around', 'fiddle', 'search', 'l', 'feel']</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -1010,7 +1010,7 @@ random chance of eventually finding a light source.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'l feel around fiddle feel search', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' l feel around fiddle feel search', '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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'feel around fiddle search l feel', 'category': 'tutorialworld', 'key': 'look', 'no_prefix': ' feel around fiddle search 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 '}</em><a class="headerlink" href="#evennia.contrib.tutorials.tutorial_world.rooms.CmdLookDark.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -222,7 +222,7 @@ git evennia pull - Pull the latest evennia code.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.utils.git_integration.git_integration.CmdGitEvennia.directory">
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpdit2_847/3b84ec1b42c99563e06e32668759690676b10f4a/evennia'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGitEvennia.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpa4xhyjow/70b57174dd2f070b6dfe07d90d915f37e8710688/evennia'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGitEvennia.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -283,7 +283,7 @@ git pull - Pull the latest code from your current branch.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.contrib.utils.git_integration.git_integration.CmdGit.directory">
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpdit2_847/3b84ec1b42c99563e06e32668759690676b10f4a/evennia/game_template'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGit.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">directory</code><em class="property"> = '/tmp/tmpa4xhyjow/70b57174dd2f070b6dfe07d90d915f37e8710688/evennia/game_template'</em><a class="headerlink" href="#evennia.contrib.utils.git_integration.git_integration.CmdGit.directory" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
|
|||
|
|
@ -356,7 +356,7 @@ indentation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.eveditor.CmdEditorGroup.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [':A', ':q', ':I', ':uu', ':=', ':h', ':::', ':s', ':f', ':y', ':>', ':j', ':S', ':<', ':UU', ':', ':fi', '::', ':u', ':i', ':DD', ':r', ':p', ':wq', ':dd', ':x', ':w', ':!', ':dw', ':fd', ':echo', ':q!']</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = [':f', ':q', ':!', ':S', ':x', ':DD', '::', ':u', ':q!', ':y', ':>', ':A', ':I', ':dd', ':=', ':dw', ':s', ':::', ':', ':p', ':fi', ':r', ':echo', ':wq', ':<', ':w', ':uu', ':UU', ':fd', ':h', ':j', ':i']</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -384,7 +384,7 @@ efficient presentation.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.eveditor.CmdEditorGroup.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': ':A :q :I :uu := :h ::: :s :f :y :> :j :S :< :UU : :fi :: :u :i :DD :r :p :wq :dd :x :w :! :dw :fd :echo :q!', 'category': 'general', 'key': ':editor_command_group', 'no_prefix': ' :A :q :I :uu := :h ::: :s :f :y :> :j :S :< :UU : :fi :: :u :i :DD :r :p :wq :dd :x :w :! :dw :fd :echo :q!', 'tags': '', 'text': '\n Commands for the editor\n '}</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': ':f :q :! :S :x :DD :: :u :q! :y :> :A :I :dd := :dw :s ::: : :p :fi :r :echo :wq :< :w :uu :UU :fd :h :j :i', 'category': 'general', 'key': ':editor_command_group', 'no_prefix': ' :f :q :! :S :x :DD :: :u :q! :y :> :A :I :dd := :dw :s ::: : :p :fi :r :echo :wq :< :w :uu :UU :fd :h :j :i', 'tags': '', 'text': '\n Commands for the editor\n '}</em><a class="headerlink" href="#evennia.utils.eveditor.CmdEditorGroup.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -953,7 +953,7 @@ single question.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmenu.CmdYesNoQuestion.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['y', 'n', '__nomatch_command', 'yes', 'abort', 'a', 'no']</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['a', 'no', 'abort', 'n', 'yes', '__nomatch_command', 'y']</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -979,7 +979,7 @@ single question.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmenu.CmdYesNoQuestion.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'y n __nomatch_command yes abort a no', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' y n __nomatch_command yes abort a no', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'a no abort n yes __nomatch_command y', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' a no abort n yes __nomatch_command y', 'tags': '', 'text': '\n Handle a prompt for yes or no. Press [return] for the default choice.\n\n '}</em><a class="headerlink" href="#evennia.utils.evmenu.CmdYesNoQuestion.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -151,7 +151,7 @@ the <strong>caller.msg()</strong> construct every time the page is updated.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmore.CmdMore.aliases">
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['top', 'e', 'n', 'end', 't', 'abort', 'next', 'a', 'p', 'previous', 'quit', 'q']</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">aliases</code><em class="property"> = ['end', 'a', 'abort', 'n', 't', 'quit', 'q', 'next', 'p', 'top', 'e', 'previous']</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.aliases" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
<dl class="py attribute">
|
||||
|
|
@ -177,7 +177,7 @@ the <strong>caller.msg()</strong> construct every time the page is updated.</p>
|
|||
|
||||
<dl class="py attribute">
|
||||
<dt id="evennia.utils.evmore.CmdMore.search_index_entry">
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'top e n end t abort next a p previous quit q', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' top e n end t abort next a p previous quit q', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'end a abort n t quit q next p top e previous', 'category': 'general', 'key': '__noinput_command', 'no_prefix': ' end a abort n t quit q next p top e previous', 'tags': '', 'text': '\n Manipulate the text paging. Catch no-input with aliases.\n '}</em><a class="headerlink" href="#evennia.utils.evmore.CmdMore.search_index_entry" title="Permalink to this definition">¶</a></dt>
|
||||
<dd></dd></dl>
|
||||
|
||||
</dd></dl>
|
||||
|
|
|
|||
|
|
@ -497,6 +497,7 @@
|
|||
</ul>
|
||||
</li>
|
||||
<li class="toctree-l2"><a class="reference internal" href="Contribs/Contribs-Overview.html#game-systems">game_systems</a><ul>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Achievements.html">Achievements</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Barter.html">Barter system</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Clothing.html">Clothing</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Containers.html">Containers</a></li>
|
||||
|
|
@ -507,6 +508,7 @@
|
|||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Multidescer.html">Evennia Multidescer</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Puzzles.html">Puzzles System</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contrib-Turnbattle.html">Turn based battle system framework</a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contribs-Overview.html#achievements"><code class="docutils literal notranslate"><span class="pre">achievements</span></code></a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contribs-Overview.html#barter"><code class="docutils literal notranslate"><span class="pre">barter</span></code></a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contribs-Overview.html#clothing"><code class="docutils literal notranslate"><span class="pre">clothing</span></code></a></li>
|
||||
<li class="toctree-l3"><a class="reference internal" href="Contribs/Contribs-Overview.html#containers"><code class="docutils literal notranslate"><span class="pre">containers</span></code></a></li>
|
||||
|
|
|
|||
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