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The main command to use is @lock, which accept three types of locks at the moment, and three types of keys: Locks: DefaultLock, UseLock, EnterLock Keys: ObjectIDs, Groups, Permissions This offers the most useful functionality - stopping people from picking up things, blocking exits and stopping anyone from using an object. If the attributes lock_msg, use_lock_msg and enter_lock_msg are defined on the locked object, these will be used as error messages instead of a standard one (so "the door is locked" instead of "you cannot traverse that exit"). Behind the scenes, there is a new module, src/locks.py that defines Keys and Locks. A Locks object is a collection of Lock types. This is stored in the LOCKS attribute on objects. Each Lock contains a set of Keys that might be of mixed type and which the player must match in order to pass the lock. /Griatch |
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| .. | ||
| __init__.py | ||
| batchprocess.py | ||
| comsys.py | ||
| general.py | ||
| imc2.py | ||
| info.py | ||
| irc.py | ||
| objmanip.py | ||
| paging.py | ||
| parents.py | ||
| privileged.py | ||
| search.py | ||
| unloggedin.py | ||