A quick-start guide to in-game building in Evennia. Building Quick-start ==================== The default `command `_ definitions coming with Evennia follows a style `similar `_ to that of MUX, so the commands should be familiar if you used any such code bases before. If you haven't, you might be confused by the use of ``@`` all over. This is just a naming convention - commands related to out-of-character or admin-related actions tend to start with ``@``, the symbol has no meaning of its own. The default commands have the following style (where ``[...]`` marks optional parts): :: command[/switch/switch...] [arguments ...] A *switch* is a special, optional flag to the command to make it behave differently. It is always put directly after the command name, and begins with a forward slash (``/``). The *arguments* are one or more inputs to the commands. It's common to use an equal sign (``=``) when assigning something to an object. Below are some examples of commands. Use ``help `` for learning more about each command and their detailed options. Making a Builder ---------------- If you just installed Evennia, your very first player account is called user #1, also known as the *superuser* or *god user*. This user is very powerful, so powerful that it will override many game restrictions such as locks. This can be useful, but it also hides some functionality that you might want to test. Let's create a more "normal" Builder player account instead. Log off and choose ``create`` from the login screen. Create a new account (don't log in). Let's say we call the new account "Anna". Next log in as your superuser account and give the recently created player build rights: :: @perm Anna = Builders That should do it. Log out again (``@quit``) and finally log back in as your builder account. Creating an object ------------------ Basic objects can be anything -- swords, flowers and non-player characters. They are created using the ``@create`` command: :: > @create box This created a new 'box' (of the default object type) in your inventory. Use the command ``inventory`` (or ``i``) to see it. Now, 'box' is a rather short name, let's is give a few aliases. :: > @name box = very large box;box;very;bo;crate We now actually renamed the box to *very large box* (and this is what we will see when looking at the room), but we will also recognize it by any of the other names we give - like *crate* or simply *box* as before. We could have given these aliases directly after the name in the ``@create`` command, this is true for all creation commands - you can always tag on a list of ;-separated aliases to the name of your new object. If you had wanted to not change the name itself, but to only add aliases, you could have used the ``@alias`` command. We are currently carrying the box, which you can see if you give the command ``inventory`` (or ``i``). Let's drop it. :: > drop box Hey presto - there it is on the ground, in all its normality (you can also create & drop in one go using the ``/drop`` switch, like this: ``@create/drop box``). :: > examine box This will show some technical details about the box object (you can normally just write ``ex`` as a short for ``examine``). Try to ``look`` at the box to see the (default) description. :: > look box Let's add some flavor. :: > @describe box = This is a large and very heavy box. If you try the ``get`` command we will pick up the box. So far so good, but if we really want this to be a large and heavy box, people should *not* be able to run off with it that easily. To prevent this we need to lock it down. This is done by assigning a *Lock* to it. Make sure the box was dropped in the room, then try this: :: > @lock box = get:false() Locks are a rather `big topic `_, but for now that will do what we want. This will lock the box so noone can lift it. The exception is superusers, they override all locks and will pick it up anyway. Make sure you are using your builder account and not the superuser account and try to get the box now: :: > get box You can't get that. Think the default error message looks dull? The ``get`` command looks for an `Attribute `_ named ``get_err_msg`` for returning a nicer error message (we just happen to know this, you would currently need to peek into the code for the ``get`` command to find out. You set attributes using the ``@set`` command: :: > @set box/get_err_msg = The box is way too heavy for you to lift. Try to get it now and you should see a nicer error message echoed back to you. Get a personality ----------------- `Scripts `_ are powerful things that allows time-dependent effects on objects. To try out a first script, let's put one on ourselves. There is an example script in ``game/gamesrc/scripts/examples/bodyfunctions.py`` that is called ``BodyFunctions``. To add this to us we will use the ``@script`` command: :: > @script self = examples.bodyfunctions.BodyFunctions (note that you don't have to give the full path as long as you are pointing to a place inside the ``gamesrc/scripts`` directory). Wait a while and you will notice yourself starting making random observations. :: > @script self This will show details about scripts on yourself (also ``examine`` works). You will see how long it is until it "fires" next. Don't be alarmed if nothing happens when the countdown reaches zero - this particular script has a randomizer to determine if it will say something or not. So you will not see output every time it fires. When you are tired of your character's "insights", kill the script with :: > @script/stop self = examples.bodyfunctions.BodyFunctions Pushing your buttons -------------------- If we get back to the box we made, there is only so much fun you can do with it at this point. It's just a dumb generic object. If you renamed it ``carpet`` and changed its description noone would be the wiser. However, with the combined use of custom `Typeclasses `_, `Scripts `_ and object-based `Commands `_, you could expand it and other items to be as unique, complex and interactive as you want. Let's take an example. So far we have only created objects that use the default object typeclass found in ``game/gamesrc/objects/baseobjects.py``. It is called simply *Object*. Let's create an object that is a little more interesting. Under ``game/gamesrc/objects/`` there is a directory ``examples`` with a module ``red_button.py``. It contains the enigmatic RedButton typeclass. Let's make us one of *those*! :: > @create/drop button:examples.red_button.RedButton We import the RedButton python class the same way you would import it in Python except Evennia defaults to looking in ``game/gamesrc/objects/`` so you don't have to write the full path every time. There you go - one red button. The RedButton is an example object intended to show off many of Evennia's features. You will find that the `Scripts `_ and `Commands `_ controlling it are scattered in ``examples``-folders all across ``game/gamesrc/``. If you wait for a while (make sure you dropped it!) the button will blink invitingly. Why don't you try to push it ...? Surely a big red button is meant to be pushed. You know you want to. Creating a room called 'house' ------------------------------ The main command for shaping the game world is ``@dig``. If you for example are standing in Limbo, you can in one go dig a route 'north' to your new house location like this: :: > @dig house = large red door;door;in, to the outside;out This will create a new room named 'house'. It will also directly create an exit from your current location named 'large red door' and a corresponding exit named 'to the outside' in the house room leading back to Limbo. We also define a few aliases to those exits, so people don't have to write the full thing all the time. If you wanted to use normal compass directions (north, west, southwest etc), you could do that with ``@dig`` too. But Evennia also has a limited version of ``@dig`` that helps for compass directions (and also up/down and in/out). It's called ``@tunnel``: :: > @tunnel sw = cliff This will create a new room "cliff" with an exit "southwest" leading there and a path "northeast" leading back from the cliff to your current location. You can create exits from anywhere at any time using the ``@open`` command: :: > @open north;n = house This opens an exit ``north`` to the previously created room ``house``. If you have many rooms named ``house`` you will get a list of matches and have to select which one you want to link to. You can also give its database ref number, which is unique to every object. This can be found with the ``examine`` command or by looking at the latest constructions with ``@objects``. Follow the north exit to your 'house' or ``@teleport`` to it: :: > north or: :: > @teleport house To manually open an exit back to Limbo (if you didn't do so with the ``@dig`` command): :: > @open door = limbo (or give limbo's dbref which is #2) Finding and manipulating existing objects ----------------------------------------- To re-point an exit at another room or object, you can use :: > @link = To find something, use :: > @find This will return a list of dbrefs that have a similar name. To teleport something somewhere, one uses :: > @teleport = To destroy something existing, use :: > @destroy You can destroy many objects in one go by giving a comma-separated list of objects to the command. Adding a help entry ------------------- An important part of building is keeping the help files updated. You can add, delete and append to existing help entries using the ``@sethelp`` command. :: > @sethelp/add MyTopic = This help topic is about ...