From ffb2186687bc7226998039c1dcd625c2e13d0090 Mon Sep 17 00:00:00 2001 From: trhr Date: Mon, 11 May 2020 09:30:59 -0500 Subject: [PATCH] Cleanup --- evennia/contrib/tutorial_world/build.ev | 2 +- evennia/contrib/tutorial_world/mob.py | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/evennia/contrib/tutorial_world/build.ev b/evennia/contrib/tutorial_world/build.ev index b7daf71c3e..d93dd7cb56 100644 --- a/evennia/contrib/tutorial_world/build.ev +++ b/evennia/contrib/tutorial_world/build.ev @@ -902,7 +902,7 @@ than the lonely cries of the cold, salty wind. # give the enemy a tentacle weapon # -@create foggy tentacles;tentacles:tutorial_world.objects.Weapon +@create foggy tentacles;tentacles:tutorial_world.objects.TutorialWeapon # # Make the enemy's weapon good - hits at 70% of attacks, but not good at parrying. # diff --git a/evennia/contrib/tutorial_world/mob.py b/evennia/contrib/tutorial_world/mob.py index a6bc6e2387..7048c4ac78 100644 --- a/evennia/contrib/tutorial_world/mob.py +++ b/evennia/contrib/tutorial_world/mob.py @@ -69,7 +69,7 @@ class Mob(tut_objects.TutorialObject): stationary (idling) until attacked. aggressive: if set, will attack Characters in the same room using whatever Weapon it - carries (see tutorial_world.objects.Weapon). + carries (see tutorial_world.objects.TutorialWeapon). if unset, the mob will never engage in combat no matter what. hunting: if set, the mob will pursue enemies trying @@ -168,9 +168,9 @@ class Mob(tut_objects.TutorialObject): be "ticked". Args: - interval (int): The number of seconds + interval (int or None): The number of seconds between ticks - hook_key (str): The name of the method + hook_key (str or None): The name of the method (on this mob) to call every interval seconds. stop (bool, optional): Just stop the @@ -372,7 +372,7 @@ class Mob(tut_objects.TutorialObject): return # we use the same attack commands as defined in - # tutorial_world.objects.Weapon, assuming that + # tutorial_world.objects.TutorialWeapon, assuming that # the mob is given a Weapon to attack with. attack_cmd = random.choice(("thrust", "pierce", "stab", "slash", "chop")) self.execute_cmd("%s %s" % (attack_cmd, target))