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<li class="nav-item nav-item-this"><a href="">Overview of your new Game Dir</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="overview-of-your-new-game-dir">
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<h1>Overview of your new Game Dir<a class="headerlink" href="#overview-of-your-new-game-dir" title="Permalink to this headline">¶</a></h1>
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<p>Next we will take a little detour to look at the <em>Tutorial World</em>. This is a little solo adventure
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that comes with Evennia, a showcase for some of the things that are possible.</p>
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<p>Now we have ‘run the game’ a bit and started with our forays into Python from inside Evennia.
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It is time to start to look at how things look ‘outside of the game’. Let’s do a tour of your game-dir
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Like everywhere in the docs we’ll assume it’s called <code class="docutils literal notranslate"><span class="pre">mygame</span></code>.</p>
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<blockquote>
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<div><p>When looking through files, ignore files ending with <code class="docutils literal notranslate"><span class="pre">.pyc</span></code> and the
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<code class="docutils literal notranslate"><span class="pre">__pycache__</span></code> folder if it exists. This is internal Python compilation files that you should never
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need to touch. Files <code class="docutils literal notranslate"><span class="pre">__init__.py</span></code> is also often empty and can be ignored (they have to do with
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Python package management).</p>
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</div></blockquote>
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<p>You may have noticed when we were building things in-game that we would often refer to code through
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“python paths”, such as</p>
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<aside class="sidebar">
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<p class="sidebar-title">Python-paths</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>A 'python path' uses '.' instead of '/' or '`\\`' and
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skips the `.py` ending of files. It can also point to
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the code contents of python files. Since Evennia is already
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looking for code in your game dir, your python paths can start
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from there.
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So a path `/home/foo/devel/mygame/commands/command.py`
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would translate to a Python-path `commands.command`.
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</pre></div>
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</div>
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</aside>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create/drop button:tutorial_examples.red_button.RedButton
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</pre></div>
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</div>
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<p>This is a fundamental aspect of coding Evennia - <em>you create code and then you tell Evennia where that
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code is and when it should be used</em>. Above we told it to create a red button by pulling from specific code
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in the <code class="docutils literal notranslate"><span class="pre">contribs/</span></code> folder but the same principle is true everywhere. So it’s important to know where code is
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and how you point to it correctly.</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">mygame/</span></code></p>
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<ul>
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<li><p><code class="docutils literal notranslate"><span class="pre">commands/</span></code> - This holds all your custom commands (user-input handlers). You both add your own
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and override Evennia’s defaults from here.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">server</span></code>/ - The structure of this folder should not change since Evennia expects it.</p>
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<ul>
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<li><p><code class="docutils literal notranslate"><span class="pre">conf/</span></code> - All server configuration files sits here. The most important file is <code class="docutils literal notranslate"><span class="pre">settings.py</span></code>.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">logs/</span></code> - Server log files are stored here. When you use <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">--log</span></code> you are actually
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tailing the files in this directory.</p></li>
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</ul>
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</li>
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<li><p><code class="docutils literal notranslate"><span class="pre">typeclasses/</span></code> - this holds empty templates describing all database-bound entities in the
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game, like Characters, Scripts, Accounts etc. Adding code here allows to customize and extend
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the defaults.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">web/</span></code> - This is where you override and extend the default templates, views and static files used
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for Evennia’s web-presence, like the website and the HTML5 webclient.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">world/</span></code> - this is a “miscellaneous” folder holding everything related to the world you are
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building, such as build scripts and rules modules that don’t fit with one of the other folders.</p></li>
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</ul>
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</li>
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</ul>
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<blockquote>
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<div><p>The <code class="docutils literal notranslate"><span class="pre">server/</span></code> subfolder should remain the way it is - Evennia expects this. But you could in
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principle change the structure of the rest of your game dir as best fits your preference.
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Maybe you don’t need a world/ folder but prefer many folders with different aspects of your world?
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Or a new folder ‘rules’ for your RPG rules? This is fine. If you move things around you just need
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to update Evennia’s default settings to point to the right places in the new structure.</p>
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</div></blockquote>
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<section id="commands">
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<h2>commands/<a class="headerlink" href="#commands" title="Permalink to this headline">¶</a></h2>
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<p>The <code class="docutils literal notranslate"><span class="pre">commands/</span></code> folder holds Python modules related to creating and extending the <a class="reference internal" href="../../../Components/Commands.html"><span class="doc std std-doc">Commands</span></a>
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of Evennia. These manifest in game like the server understanding input like <code class="docutils literal notranslate"><span class="pre">look</span></code> or <code class="docutils literal notranslate"><span class="pre">dig</span></code>.</p>
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<aside class="sidebar">
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||
<p class="sidebar-title">Classes</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>A `class` is template for creating object-instances of a particular type
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in Python. We will explain classes in more detail in the next
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`python overview <Python-basic-tutorial-part-two>`_.
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||
</pre></div>
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||
</div>
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</aside>
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||
<ul class="simple">
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||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/commands/command.py">command.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">commands.command</span></code>) - this contain the
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||
base <em>classes</em> for designing new input commands, or override the defaults.</p></li>
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||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/commands/default_cmdsets.py">default_cmdsets.py</a> (Python path: <code class="docutils literal notranslate"><span class="pre">commands.default_commands</span></code>) -
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a cmdset (Command-Set) groups Commands together. Command-sets can be added and removed from objects on the fly,
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meaning a user could have a different set of commands (or versions of commands) available depending on their circumstance
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in the game. In order to add a new command to the game, it’s common to import the new command-class
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from <code class="docutils literal notranslate"><span class="pre">command.py</span></code> and add it to one of the default cmdsets in this module.</p></li>
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||
</ul>
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||
</section>
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||
<section id="server">
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||
<h2>server/<a class="headerlink" href="#server" title="Permalink to this headline">¶</a></h2>
|
||
<p>This folder contains resource necessary for running Evennia. Contrary to the other folders, the structure
|
||
of this should be kept the way it is.</p>
|
||
<ul class="simple">
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||
<li><p><code class="docutils literal notranslate"><span class="pre">evennia.db3</span></code> - you will only have this file if you are using the default SQLite3 database. This file
|
||
contains the entire database. Just copy it to make a backup. For development you could also just
|
||
make a copy once you have set up everything you need and just copy that back to ‘reset’ the state.
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||
If you delete this file you can easily recreate it by running <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">migrate</span></code>.</p></li>
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||
</ul>
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||
<section id="server-logs">
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||
<h3>server/logs/<a class="headerlink" href="#server-logs" title="Permalink to this headline">¶</a></h3>
|
||
<p>This holds the server logs. When you do <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">--log</span></code>, the evennia program is in fact tailing and concatenating
|
||
the <code class="docutils literal notranslate"><span class="pre">server.log</span></code> and <code class="docutils literal notranslate"><span class="pre">portal.log</span></code> files in this directory. The logs are rotated every week. Depending on your settings,
|
||
other logs, like the webserver HTTP request log can also be found here.</p>
|
||
</section>
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||
<section id="server-conf">
|
||
<h3>server/conf/<a class="headerlink" href="#server-conf" title="Permalink to this headline">¶</a></h3>
|
||
<p>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.</p>
|
||
<p>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.</p>
|
||
<ul>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">settings.py</span></code> - 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 <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/default_settings.py">evennia/default_settings.py</a>.
|
||
The default settings file is extensively documented. Importing/accessing the values in the settings
|
||
file is done in a special way, like this:</p>
|
||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> from django.conf import settings
|
||
</pre></div>
|
||
</div>
|
||
<p>To get to the setting <code class="docutils literal notranslate"><span class="pre">TELNET_PORT</span></code> in the settings file you’d then do</p>
|
||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> telnet_port = settings.TELNET_PORT
|
||
</pre></div>
|
||
</div>
|
||
<p>You cannot assign to the settings file dynamically; you must change the <code class="docutils literal notranslate"><span class="pre">settings.py</span></code> file directly to
|
||
change a setting.</p>
|
||
</li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">secret_settings.py</span></code> - If you are making your code effort public, you may not want to share all settings online.
|
||
There may be server-specific secrets or just fine-tuning for your game systems that you prefer be kept secret
|
||
from the players. Put such settings in here, it will override values in <code class="docutils literal notranslate"><span class="pre">settings.py</span></code> and not be included in
|
||
version control.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">at_initial_setup.py</span></code> - When Evennia starts up for the very first time, it does some basic tasks, like creating the
|
||
superuser and Limbo room. Adding to this file allows to add more actions for it to for first-startup.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">at_search.py</span></code> - When searching for objects and either finding no match or more than one match, it will
|
||
respond by giving a warning or offering the user to differentiate between the multiple matches. Modifying
|
||
the code here will change this behavior to your liking.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">at_server_startstop.py</span></code> - This allows to inject code to execute every time the server starts, stops or reloads
|
||
in different ways.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">connection_screens.py</span></code> - This allows for changing the connection screen you see when you first connect to your
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||
game.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">inlinefuncs.py</span></code> - <em>Inlinefuncs</em> are optional and limited ‘functions’ that can be embedded in any strings being
|
||
sent to a player. They are written as <code class="docutils literal notranslate"><span class="pre">$funcname(args)</span></code> and are used to customize the output
|
||
depending on the user receiving it. For example sending people the text <code class="docutils literal notranslate"><span class="pre">"Let's</span> <span class="pre">meet</span> <span class="pre">at</span> <span class="pre">$realtime(13:00,</span> <span class="pre">GMT)!</span></code>
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||
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.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">inputfucs.py</span></code> - When a command like <code class="docutils literal notranslate"><span class="pre">look</span></code> is received by the server, it is handled by an <em>inputfunc</em>
|
||
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.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">lockfuncs.py</span></code> - <em>Locks</em> 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.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">mssp.py</span></code> - 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.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">portal_services_plugins.py</span></code> - If you want to add new external connection protocols to Evennia, this is the place
|
||
to add them.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">server_services_plugins.py</span></code> - This allows to override internal server connection protocols.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">web_plugins.py</span></code> - This allows to add plugins to the Evennia webserver as it starts.</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="typeclasses">
|
||
<h3>typeclasses/<a class="headerlink" href="#typeclasses" title="Permalink to this headline">¶</a></h3>
|
||
<p>The <a class="reference internal" href="../../../Components/Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a> of Evennia are Evennia-specific Python classes whose instances save themselves
|
||
to the database. This allows a Character to remain in the same place and your updated strength stat to still
|
||
be the same after a server reboot.</p>
|
||
<ul class="simple">
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/accounts.py">accounts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.accounts</span></code>) - An
|
||
<a class="reference internal" href="../../../Components/Accounts.html"><span class="doc std std-doc">Account</span></a> represents the player connecting to the game. It holds information like email,
|
||
password and other out-of-character details.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/channels.py">channels.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.channels</span></code>) -
|
||
<a class="reference internal" href="../../../Components/Channels.html"><span class="doc std std-doc">Channels</span></a> are used to manage in-game communication between players.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/objects.py">objects.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.objects</span></code>) -
|
||
<a class="reference internal" href="../../../Components/Objects.html"><span class="doc std std-doc">Objects</span></a> represent all things having a location within the game world.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/characters.py">characters.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.characters</span></code>) -
|
||
The <a class="reference internal" href="../../../Components/Objects.html#characters"><span class="std std-doc">Character</span></a> is a subclass of Objects, controlled by Accounts - they are the player’s
|
||
avatars in the game world.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/rooms.py">rooms.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.rooms</span></code>) - A
|
||
<a class="reference internal" href="../../../Components/Objects.html#rooms"><span class="std std-doc">Room</span></a> is also a subclass of Object; describing discrete locations. While the traditional
|
||
term is ‘room’, such a location can be anything and on any scale that fits your game, from a forest glade,
|
||
an entire planet or an actual dungeon room.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/exits.py">exits.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.exits</span></code>) -
|
||
<a class="reference internal" href="../../../Components/Objects.html#exits"><span class="std std-doc">Exits</span></a> is another subclass of Object. Exits link one Room to another.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/typeclasses/scripts.py">scripts.py</a> (Python-path: <code class="docutils literal notranslate"><span class="pre">typeclasses.scripts</span></code>) -
|
||
<a class="reference internal" href="../../../Components/Scripts.html"><span class="doc std std-doc">Scripts</span></a> are ‘out-of-character’ objects. They have no location in-game and can serve as basis for
|
||
anything that needs database persistence, such as combat, weather, or economic systems. They also
|
||
have the ability to execute code repeatedly, on a timer.</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="web">
|
||
<h3>web/<a class="headerlink" href="#web" title="Permalink to this headline">¶</a></h3>
|
||
<p>This folder contains folders for overriding the default web-presence of Evennia with your own designs.
|
||
Most of these folders are empty except for a README file or a subset of other empty folders.</p>
|
||
<ul class="simple">
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">media/</span></code> - this empty folder is where you can place your own images or other media files you want the
|
||
web server to serve. If you are releasing your game with a lot of media (especially if you want videos) you
|
||
should consider re-pointing Evennia to use some external service to serve your media instead.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">static_overrides/</span></code> - ‘static’ files include fonts, CSS and JS. Within this folder you’ll find sub-folders for
|
||
overriding the static files for the <code class="docutils literal notranslate"><span class="pre">admin</span></code> (this is the Django web-admin), the <code class="docutils literal notranslate"><span class="pre">webclient</span></code> (this is thet
|
||
HTML5 webclient) and the <code class="docutils literal notranslate"><span class="pre">website</span></code>. Adding files to this folder will replace same-named files in the
|
||
default web presence.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">template_overrides/</span></code> - these are HTML files, for the <code class="docutils literal notranslate"><span class="pre">webclient</span></code> and the <code class="docutils literal notranslate"><span class="pre">website</span></code>. HTML files are written
|
||
using <a class="reference external" href="https://jinja.palletsprojects.com/en/2.11.x/">Jinja</a> templating, which means that one can override
|
||
only particular parts of a default template without touching others.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">static/</span></code> - this is a work-directory for the web system and should <em>not</em> be manually modified. Basically,
|
||
Evennia will copy static data from <code class="docutils literal notranslate"><span class="pre">static_overrides</span></code> here when the server starts.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">urls.py</span></code> - this module links up the Python code to the URLs you go to in the browser.</p></li>
|
||
</ul>
|
||
</section>
|
||
<section id="world">
|
||
<h3>world/<a class="headerlink" href="#world" title="Permalink to this headline">¶</a></h3>
|
||
<p>This folder only contains some example files. It’s meant to hold ‘the rest’ of your game implementation. Many
|
||
people change and re-structure this in various ways to better fit their ideas.</p>
|
||
<ul class="simple">
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/world/batch_cmds.ev">batch_cmds.ev</a> - This is an <code class="docutils literal notranslate"><span class="pre">.ev</span></code> file, which is essentially
|
||
just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
|
||
<a class="reference internal" href="Tutorial-World.html"><span class="doc std std-doc">Tutorial World</span></a> was built with such a batch-file.</p></li>
|
||
<li><p><a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/game_template/world/prototypes.py">prototypes.py</a> - A <a class="reference internal" href="../../../Components/Prototypes.html"><span class="doc std std-doc">prototype</span></a> is a way
|
||
to easily vary objects without changing their base typeclass. For example, one could use prototypes to
|
||
tell that Two goblins, while both of the class ‘Goblin’ (so they follow the same code logic), should have different
|
||
equipment, stats and looks.</p></li>
|
||
</ul>
|
||
</section>
|
||
</section>
|
||
</section>
|
||
|
||
|
||
<div class="clearer"></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
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<div class="sphinxsidebarwrapper">
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||
<p class="logo"><a href="../../../index.html">
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<img class="logo" src="../../../_static/evennia_logo.png" alt="Logo"/>
|
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</a></p>
|
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<div id="searchbox" style="display: none" role="search">
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<h3 id="searchlabel">Quick search</h3>
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|
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</div>
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</div>
|
||
<script>$('#searchbox').show(0);</script>
|
||
<p><h3><a href="../../../index.html">Table of Contents</a></h3>
|
||
<ul>
|
||
<li><a class="reference internal" href="#">Overview of your new Game Dir</a><ul>
|
||
<li><a class="reference internal" href="#commands">commands/</a></li>
|
||
<li><a class="reference internal" href="#server">server/</a><ul>
|
||
<li><a class="reference internal" href="#server-logs">server/logs/</a></li>
|
||
<li><a class="reference internal" href="#server-conf">server/conf/</a></li>
|
||
<li><a class="reference internal" href="#typeclasses">typeclasses/</a></li>
|
||
<li><a class="reference internal" href="#web">web/</a></li>
|
||
<li><a class="reference internal" href="#world">world/</a></li>
|
||
</ul>
|
||
</li>
|
||
</ul>
|
||
</li>
|
||
</ul>
|
||
|
||
<h4>Previous topic</h4>
|
||
<p class="topless"><a href="Python-basic-introduction.html"
|
||
title="previous chapter">Starting to code Evennia</a></p>
|
||
<h4>Next topic</h4>
|
||
<p class="topless"><a href="Python-classes-and-objects.html"
|
||
title="next chapter">Python Classes and objects</a></p>
|
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<div role="note" aria-label="source link">
|
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<!--h3>This Page</h3-->
|
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<ul class="this-page-menu">
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<li><a href="../../../_sources/Howto/Starting/Part1/Gamedir-Overview.md.txt"
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rel="nofollow">Show Page Source</a></li>
|
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</ul>
|
||
</div><h3>Links</h3>
|
||
<ul>
|
||
<li><a href="https://www.evennia.com">Home page</a> </li>
|
||
<li><a href="https://github.com/evennia/evennia">Evennia Github</a> </li>
|
||
<li><a href="http://games.evennia.com">Game Index</a> </li>
|
||
<li>
|
||
<a href="https://discord.gg/AJJpcRUhtF">Discord</a> -
|
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<a href="https://github.com/evennia/evennia/discussions">Discussions</a> -
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<a href="https://evennia.blogspot.com/">Blog</a>
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</ul>
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<h3>Versions</h3>
|
||
<ul>
|
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<li><a href="Gamedir-Overview.html">1.0-dev (develop branch)</a></li>
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</ul>
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