Fix typos.

This commit is contained in:
gas-public-wooden-clean 2023-12-17 10:35:30 -06:00
parent 7a7416b084
commit ff159e3942
8 changed files with 10 additions and 10 deletions

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@ -63,7 +63,7 @@ This holds the server logs. When you do `evennia --log`, the evennia program is
This contains all configuration files of the Evennia server. These are regular Python modules which means that they must be extended with valid Python. You can also add logic to them if you wanted to.
Common for the settings is that you generally will never them directly via their python-path; instead Evennia knows where they are and will read them to configure itself at startup.
Common for the settings is that you generally will never import them directly via their python-path; instead Evennia knows where they are and will read them to configure itself at startup.
- `settings.py` - this is by far the most important file. It's nearly empty by default, rather you
are expected to copy&paste the changes you need from [evennia/default_settings.py](../../../Setup/Settings-Default.md). The default settings file is extensively documented. Importing/accessing the values in the settings file is done in a special way, like this:
@ -83,7 +83,7 @@ Common for the settings is that you generally will never them directly via their
- `inlinefuncs.py` - [Inlinefuncs](../../../Concepts/Inline-Functions.md) are optional and limited 'functions' that can be embedded in any strings being sent to a player. They are written as `$funcname(args)` and are used to customize the output depending on the user receiving it. For example sending people the text `"Let's meet at $realtime(13:00, GMT)!` would show every player seeing that string the time given in their own time zone. The functions added to this module will become new inlinefuncs in the game. See also the [FuncParser](../../../Components/FuncParser.md).
- `inputfucs.py` - When a command like `look` is received by the server, it is handled by an [Inputfunc](InputFuncs) that redirects it to the cmdhandler system. But there could be other inputs coming from the clients, like button-presses or the request to update a health-bar. While most common cases are already covered, this is where one adds new functions to process new types of input.
- `lockfuncs.py` - [Locks](../../../Components/Locks.md) and their component _LockFuncs_ restrict access to things in-game. Lock funcs are used in a mini-language to defined more complex locks. For example you could have a lockfunc that checks if the user is carrying a given item, is bleeding or has a certain skill value. New functions added in this modules will become available for use in lock definitions.
- `mssp.py` - Mud Server Status Protocol is a way for online MUD archives/listings (which you usually have to sign up for) to track which MUDs are currently online, how many players they have etc. While Evennia handles the dynamic information automatically, this is were you set up the meta-info about your game, such as its theme, if player-killing is allowed and so on. This is a more generic form of the Evennia Game directory.
- `mssp.py` - Mud Server Status Protocol is a way for online MUD archives/listings (which you usually have to sign up for) to track which MUDs are currently online, how many players they have etc. While Evennia handles the dynamic information automatically, this is where you set up the meta-info about your game, such as its theme, if player-killing is allowed and so on. This is a more generic form of the Evennia Game directory.
- `portal_services_plugins.py` - If you want to add new external connection protocols to Evennia, this is the place to add them.
- `server_services_plugins.py` - This allows to override internal server connection protocols.
- `web_plugins.py` - This allows to add plugins to the Evennia webserver as it starts.

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@ -188,7 +188,7 @@ class Sittable(Object):
- **Line 15**: We grab the `adjective` Attribute. Using `self.db.adjective or "on"` here means that if the Attribute is not set (is `None`/falsy) the default "on" string will be assumed.
- **Lines 19,22,27,39, and 43**: We use this adjective to modify the return text we see.
`reload` the server. An advantage of using Attributes like this is that they can be modified on the fly, in-game. Let's look at a builder could use this by normal building commands (no need for `py`):
`reload` the server. An advantage of using Attributes like this is that they can be modified on the fly, in-game. Let's look at how a builder could use this with normal building commands (no need for `py`):
```
> set armchair/adjective = in

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@ -430,7 +430,7 @@ commands).
Hello World
[py mode - quit() to exit]
Note that we didn't need to put `py` in front now. The system will also echo your input (that's the bit after the `>>>`). For brevity in this tutorual we'll turn the echo off. First exit `py` and then start again with the `/noecho` flag.
Note that we didn't need to put `py` in front now. The system will also echo your input (that's the bit after the `>>>`). For brevity in this tutorial we'll turn the echo off. First exit `py` and then start again with the `/noecho` flag.
> quit()
Closing the Python console.
@ -465,7 +465,7 @@ Let's try to define a function:
Some important things above:
- Definining a function with `def` means we are starting a new code block. Python works so that you mark the content
- Defining a function with `def` means we are starting a new code block. Python works so that you mark the content
of the block with indention. So the next line must be manually indented (4 spaces is a good standard) in order
for Python to know it's part of the function body.
- We expand the `hello_world` function with another argument `txt`. This allows us to send any text, not just

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@ -308,7 +308,7 @@ For this tutorial, we will show how to add a simple state-machine AI for monster
### Are NPCs and mobs different entities? How do they differ?
"Mobs" or "mobiles" are things that move around. This is traditionally monsters you can fight with, but could also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally different these days it's often easier to just make NPCs and mobs essentially the same thing.
"Mobs" or "mobiles" are things that move around. This is traditionally monsters you can fight with, but could also be city guards or the baker going to chat with the neighbor. Back in the day, they were often fundamentally different. These days it's often easier to just make NPCs and mobs essentially the same thing.
**EvAdventure Answer**

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@ -628,7 +628,7 @@ node_apply_character(caller, raw_string, **kwargs):
return text, None
```
When entering the node, we will take the Temporary character sheet and use its `.appy` method to create a new Character with all equipment.
When entering the node, we will take the Temporary character sheet and use its `.apply` method to create a new Character with all equipment.
This is what is called an _end node_, because it returns `None` instead of options. After this, the menu will exit. We will be back to the default character selection screen. The characters found on that screen are the ones listed in the `_playable_characters` Attribute, so we need to also the new character to it.

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@ -523,7 +523,7 @@ class EvAdventureCharacter(LivingMixin, DefaultCharacter):
self.equipment.add(moved_object)
```
At this means that the equipmenthandler will check the NPC, and since it's not a equippable thing, an `EquipmentError` will be raised, failing the creation. Since we want to be able to create npcs etc easily, we will handle this error with a `try...except` statement like so:
This means that the equipmenthandler will check the NPC, and since it's not a equippable thing, an `EquipmentError` will be raised, failing the creation. Since we want to be able to create npcs etc easily, we will handle this error with a `try...except` statement like so:
```python
# mygame/evadventure/characters.py

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@ -107,7 +107,7 @@ You may also begin viewing the real-time log immediately by adding `-l/--log` to
## Server Configuration
Your server's configuration file is `mygame/server/settings.py`. It's empty by default. Copy and paste **only** the settings you want/need from the [default settings file](./Settings-Default.md) to your server's `settings.py`. See the [Settings](./Settings.md) documentation for more information before configuring your server at this time.
Your server's configuration file is `mygame/server/conf/settings.py`. It's empty by default. Copy and paste **only** the settings you want/need from the [default settings file](./Settings-Default.md) to your server's `settings.py`. See the [Settings](./Settings.md) documentation for more information before configuring your server at this time.
## Register with the Evennia Game Index (optional)

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@ -21,7 +21,7 @@ to give you a menu with options.
## Starting Evennia
Evennia consists of two components, the Evennia [Portal and Server](../Components/Portal-And-Server.md). Briefly, the *Server* is what is running the mud. It handles all game-specific things but doesn't care exactly how players connect, only that they have. The *Portal* is a gateay to which players connect. It knows everything about telnet, ssh, webclient protocols etc but very little about the game. Both are required for a functioning game.
Evennia consists of two components, the Evennia [Portal and Server](../Components/Portal-And-Server.md). Briefly, the *Server* is what is running the mud. It handles all game-specific things but doesn't care exactly how players connect, only that they have. The *Portal* is a gateway to which players connect. It knows everything about telnet, ssh, webclient protocols etc but very little about the game. Both are required for a functioning game.
evennia start