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<li class="nav-item nav-item-this"><a href="">Objects</a></li>
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<div class="section" id="objects">
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<h1>Objects<a class="headerlink" href="#objects" title="Permalink to this headline">¶</a></h1>
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<p>All in-game objects in Evennia, be it characters, chairs, monsters, rooms or hand grenades are
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represented by an Evennia <em>Object</em>. Objects form the core of Evennia and is probably what you’ll
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spend most time working with. Objects are <a class="reference internal" href="Typeclasses.html"><span class="doc">Typeclassed</span></a> entities.</p>
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<div class="section" id="how-to-create-your-own-object-types">
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<h2>How to create your own object types<a class="headerlink" href="#how-to-create-your-own-object-types" title="Permalink to this headline">¶</a></h2>
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<p>An Evennia Object is, per definition, a Python class that includes <code class="docutils literal notranslate"><span class="pre">evennia.DefaultObject</span></code> among its
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parents. In <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects.py</span></code> there is already a class <code class="docutils literal notranslate"><span class="pre">Object</span></code> that inherits from
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<code class="docutils literal notranslate"><span class="pre">DefaultObject</span></code> and that you can inherit from. You can put your new typeclass directly in that
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module or you could organize your code in some other way. Here we assume we make a new module
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<code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/flowers.py</span></code>:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
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2
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3
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13</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="c1"># mygame/typeclasses/flowers.py</span>
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<span class="kn">from</span> <span class="nn">typeclasses.objects</span> <span class="kn">import</span> <span class="n">Object</span>
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<span class="k">class</span> <span class="nc">Rose</span><span class="p">(</span><span class="n">Object</span><span class="p">):</span>
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<span class="sd">"""</span>
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<span class="sd"> This creates a simple rose object </span>
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<span class="sd"> """</span>
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<span class="k">def</span> <span class="nf">at_object_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
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<span class="s2">"this is called only once, when object is first created"</span>
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<span class="c1"># add a persistent attribute 'desc' </span>
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<span class="c1"># to object (silly example).</span>
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<span class="bp">self</span><span class="o">.</span><span class="n">db</span><span class="o">.</span><span class="n">desc</span> <span class="o">=</span> <span class="s2">"This is a pretty rose with thorns."</span>
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</pre></div>
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</td></tr></table></div>
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<p>You could save this in the <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/objects.py</span></code> (then you’d not need to import <code class="docutils literal notranslate"><span class="pre">Object</span></code>)
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or you can put it in a new module. Let’s say we do the latter, making a module
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<code class="docutils literal notranslate"><span class="pre">typeclasses/flowers.py</span></code>. Now you just need to point to the class <em>Rose</em> with the <code class="docutils literal notranslate"><span class="pre">@create</span></code> command
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to make a new rose:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span> <span class="nd">@create</span><span class="o">/</span><span class="n">drop</span> <span class="n">MyRose</span><span class="p">:</span><span class="n">flowers</span><span class="o">.</span><span class="n">Rose</span>
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</pre></div>
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</div>
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<p>What the <code class="docutils literal notranslate"><span class="pre">@create</span></code> command actually <em>does</em> is to use <code class="docutils literal notranslate"><span class="pre">evennia.create_object</span></code>. You can do the same
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thing yourself in code:</p>
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<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre>1
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2</pre></div></td><td class="code"><div class="highlight"><pre><span></span> <span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span>
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<span class="n">new_rose</span> <span class="o">=</span> <span class="n">create_object</span><span class="p">(</span><span class="s2">"typeclasses.flowers.Rose"</span><span class="p">,</span> <span class="n">key</span><span class="o">=</span><span class="s2">"MyRose"</span><span class="p">)</span>
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</pre></div>
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</td></tr></table></div>
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<p>(The <code class="docutils literal notranslate"><span class="pre">@create</span></code> command will auto-append the most likely path to your typeclass, if you enter the
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call manually you have to give the full path to the class. The <code class="docutils literal notranslate"><span class="pre">create.create_object</span></code> function is
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powerful and should be used for all coded object creating (so this is what you use when defining
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your own building commands). Check out the <code class="docutils literal notranslate"><span class="pre">ev.create_*</span></code> functions for how to build other entities
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like <a class="reference internal" href="Scripts.html"><span class="doc">Scripts</span></a>).</p>
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<p>This particular Rose class doesn’t really do much, all it does it make sure the attribute
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<code class="docutils literal notranslate"><span class="pre">desc</span></code>(which is what the <code class="docutils literal notranslate"><span class="pre">look</span></code> command looks for) is pre-set, which is pretty pointless since you
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will usually want to change this at build time (using the <code class="docutils literal notranslate"><span class="pre">@desc</span></code> command or using the
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<a class="reference internal" href="Spawner-and-Prototypes.html"><span class="doc">Spawner</span></a>). The <code class="docutils literal notranslate"><span class="pre">Object</span></code> typeclass offers many more hooks that is available
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to use though - see next section.</p>
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</div>
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<div class="section" id="properties-and-functions-on-objects">
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<h2>Properties and functions on Objects<a class="headerlink" href="#properties-and-functions-on-objects" title="Permalink to this headline">¶</a></h2>
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<p>Beyond the properties assigned to all <a class="reference internal" href="Typeclasses.html"><span class="doc">typeclassed</span></a> objects (see that page for a list
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of those), the Object also has the following custom properties:</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">aliases</span></code> - a handler that allows you to add and remove aliases from this object. Use
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<code class="docutils literal notranslate"><span class="pre">aliases.add()</span></code> to add a new alias and <code class="docutils literal notranslate"><span class="pre">aliases.remove()</span></code> to remove one.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">location</span></code> - a reference to the object currently containing this object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">home</span></code> is a backup location. The main motivation is to have a safe place to move the object to if
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its <code class="docutils literal notranslate"><span class="pre">location</span></code> is destroyed. All objects should usually have a home location for safety.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">destination</span></code> - this holds a reference to another object this object links to in some way. Its
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main use is for <a class="reference external" href="Components/Objects.html#Exits">Exits</a>, it’s otherwise usually unset.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">nicks</span></code> - as opposed to aliases, a <a class="reference internal" href="Nicks.html"><span class="doc">Nick</span></a> holds a convenient nickname replacement for a
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real name, word or sequence, only valid for this object. This mainly makes sense if the Object is
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used as a game character - it can then store briefer shorts, example so as to quickly reference game
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commands or other characters. Use nicks.add(alias, realname) to add a new one.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">account</span></code> - this holds a reference to a connected <a class="reference internal" href="Accounts.html"><span class="doc">Account</span></a> controlling this object (if
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any). Note that this is set also if the controlling account is <em>not</em> currently online - to test if
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an account is online, use the <code class="docutils literal notranslate"><span class="pre">has_account</span></code> property instead.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">sessions</span></code> - if <code class="docutils literal notranslate"><span class="pre">account</span></code> field is set <em>and the account is online</em>, this is a list of all active
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sessions (server connections) to contact them through (it may be more than one if multiple
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connections are allowed in settings).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">has_account</span></code> - a shorthand for checking if an <em>online</em> account is currently connected to this
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object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">contents</span></code> - this returns a list referencing all objects ‘inside’ this object (i,e. which has this
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object set as their <code class="docutils literal notranslate"><span class="pre">location</span></code>).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">exits</span></code> - this returns all objects inside this object that are <em>Exits</em>, that is, has the
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<code class="docutils literal notranslate"><span class="pre">destination</span></code> property set.</p></li>
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</ul>
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<p>The last two properties are special:</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">cmdset</span></code> - this is a handler that stores all <a class="reference external" href="Components/Commands.html#Command_Sets">command sets</a> defined on the
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object (if any).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">scripts</span></code> - this is a handler that manages <a class="reference internal" href="Scripts.html"><span class="doc">Scripts</span></a> attached to the object (if any).</p></li>
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</ul>
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<p>The Object also has a host of useful utility functions. See the function headers in
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<code class="docutils literal notranslate"><span class="pre">src/objects/objects.py</span></code> for their arguments and more details.</p>
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<ul class="simple">
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<li><p><code class="docutils literal notranslate"><span class="pre">msg()</span></code> - this function is used to send messages from the server to an account connected to this
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object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">msg_contents()</span></code> - calls <code class="docutils literal notranslate"><span class="pre">msg</span></code> on all objects inside this object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">search()</span></code> - this is a convenient shorthand to search for a specific object, at a given location
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or globally. It’s mainly useful when defining commands (in which case the object executing the
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command is named <code class="docutils literal notranslate"><span class="pre">caller</span></code> and one can do <code class="docutils literal notranslate"><span class="pre">caller.search()</span></code> to find objects in the room to operate
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on).</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">execute_cmd()</span></code> - Lets the object execute the given string as if it was given on the command line.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">move_to</span></code> - perform a full move of this object to a new location. This is the main move method
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and will call all relevant hooks, do all checks etc.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">clear_exits()</span></code> - will delete all <a class="reference external" href="Components/Objects.html#Exits">Exits</a> to <em>and</em> from this object.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">clear_contents()</span></code> - this will not delete anything, but rather move all contents (except Exits) to
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their designated <code class="docutils literal notranslate"><span class="pre">Home</span></code> locations.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">delete()</span></code> - deletes this object, first calling <code class="docutils literal notranslate"><span class="pre">clear_exits()</span></code> and
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<code class="docutils literal notranslate"><span class="pre">clear_contents()</span></code>.</p></li>
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</ul>
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<p>The Object Typeclass defines many more <em>hook methods</em> beyond <code class="docutils literal notranslate"><span class="pre">at_object_creation</span></code>. Evennia calls
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these hooks at various points. When implementing your custom objects, you will inherit from the
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base parent and overload these hooks with your own custom code. See <code class="docutils literal notranslate"><span class="pre">evennia.objects.objects</span></code> for an
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updated list of all the available hooks or the <a class="reference external" href="../api/evennia.objects.objects.html#defaultobject">API for DefaultObject
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here</a>.</p>
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</div>
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<div class="section" id="subclasses-of-object">
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<h2>Subclasses of <code class="docutils literal notranslate"><span class="pre">Object</span></code><a class="headerlink" href="#subclasses-of-object" title="Permalink to this headline">¶</a></h2>
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<p>There are three special subclasses of <em>Object</em> in default Evennia - <em>Characters</em>, <em>Rooms</em> and
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<em>Exits</em>. The reason they are separated is because these particular object types are fundamental,
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something you will always need and in some cases requires some extra attention in order to be
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recognized by the game engine (there is nothing stopping you from redefining them though). In
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practice they are all pretty similar to the base Object.</p>
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<div class="section" id="characters">
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<h3>Characters<a class="headerlink" href="#characters" title="Permalink to this headline">¶</a></h3>
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<p>Characters are objects controlled by <a class="reference internal" href="Accounts.html"><span class="doc">Accounts</span></a>. When a new Account
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logs in to Evennia for the first time, a new <code class="docutils literal notranslate"><span class="pre">Character</span></code> object is created and
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the Account object is assigned to the <code class="docutils literal notranslate"><span class="pre">account</span></code> attribute. A <code class="docutils literal notranslate"><span class="pre">Character</span></code> object
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must have a <a class="reference external" href="Components/Commands.html#Command_Sets">Default Commandset</a> set on itself at
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creation, or the account will not be able to issue any commands! If you just
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inherit your own class from <code class="docutils literal notranslate"><span class="pre">evennia.DefaultCharacter</span></code> and make sure to use
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<code class="docutils literal notranslate"><span class="pre">super()</span></code> to call the parent methods you should be fine. In
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<code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/characters.py</span></code> is an empty <code class="docutils literal notranslate"><span class="pre">Character</span></code> class ready for you
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to modify.</p>
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</div>
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<div class="section" id="rooms">
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<h3>Rooms<a class="headerlink" href="#rooms" title="Permalink to this headline">¶</a></h3>
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<p><em>Rooms</em> are the root containers of all other objects. The only thing really separating a room from
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any other object is that they have no <code class="docutils literal notranslate"><span class="pre">location</span></code> of their own and that default commands like <code class="docutils literal notranslate"><span class="pre">@dig</span></code>
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creates objects of this class - so if you want to expand your rooms with more functionality, just
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inherit from <code class="docutils literal notranslate"><span class="pre">ev.DefaultRoom</span></code>. In <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/rooms.py</span></code> is an empty <code class="docutils literal notranslate"><span class="pre">Room</span></code> class ready for
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you to modify.</p>
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</div>
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<div class="section" id="exits">
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<h3>Exits<a class="headerlink" href="#exits" title="Permalink to this headline">¶</a></h3>
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<p><em>Exits</em> are objects connecting other objects (usually <em>Rooms</em>) together. An object named <em>North</em> or
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<em>in</em> might be an exit, as well as <em>door</em>, <em>portal</em> or <em>jump out the window</em>. An exit has two things
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that separate them from other objects. Firstly, their <em>destination</em> property is set and points to a
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valid object. This fact makes it easy and fast to locate exits in the database. Secondly, exits
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define a special <a class="reference internal" href="Commands.html"><span class="doc">Transit Command</span></a> on themselves when they are created. This command is
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||
named the same as the exit object and will, when called, handle the practicalities of moving the
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character to the Exits’s <em>destination</em> - this allows you to just enter the name of the exit on its
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||
own to move around, just as you would expect.</p>
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<p>The exit functionality is all defined on the Exit typeclass, so you could in principle completely
|
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change how exits work in your game (it’s not recommended though, unless you really know what you are
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doing). Exits are <a class="reference internal" href="Locks.html"><span class="doc">locked</span></a> using an access_type called <em>traverse</em> and also make use of a few
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hook methods for giving feedback if the traversal fails. See <code class="docutils literal notranslate"><span class="pre">evennia.DefaultExit</span></code> for more info.
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||
In <code class="docutils literal notranslate"><span class="pre">mygame/typeclasses/exits.py</span></code> there is an empty <code class="docutils literal notranslate"><span class="pre">Exit</span></code> class for you to modify.</p>
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||
<p>The process of traversing an exit is as follows:</p>
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||
<ol class="simple">
|
||
<li><p>The traversing <code class="docutils literal notranslate"><span class="pre">obj</span></code> sends a command that matches the Exit-command name on the Exit object. The
|
||
<a class="reference internal" href="Commands.html"><span class="doc">cmdhandler</span></a> detects this and triggers the command defined on the Exit. Traversal always
|
||
involves the “source” (the current location) and the <code class="docutils literal notranslate"><span class="pre">destination</span></code> (this is stored on the Exit
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||
object).</p></li>
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<li><p>The Exit command checks the <code class="docutils literal notranslate"><span class="pre">traverse</span></code> lock on the Exit object</p></li>
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<li><p>The Exit command triggers <code class="docutils literal notranslate"><span class="pre">at_traverse(obj,</span> <span class="pre">destination)</span></code> on the Exit object.</p></li>
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||
<li><p>In <code class="docutils literal notranslate"><span class="pre">at_traverse</span></code>, <code class="docutils literal notranslate"><span class="pre">object.move_to(destination)</span></code> is triggered. This triggers the following hooks,
|
||
in order:</p>
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||
<ol class="simple">
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">obj.at_before_move(destination)</span></code> - if this returns False, move is aborted.</p></li>
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||
<li><p><code class="docutils literal notranslate"><span class="pre">origin.at_before_leave(obj,</span> <span class="pre">destination)</span></code></p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">obj.announce_move_from(destination)</span></code></p></li>
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<li><p>Move is performed by changing <code class="docutils literal notranslate"><span class="pre">obj.location</span></code> from source location to <code class="docutils literal notranslate"><span class="pre">destination</span></code>.</p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">obj.announce_move_to(source)</span></code></p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">destination.at_object_receive(obj,</span> <span class="pre">source)</span></code></p></li>
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<li><p><code class="docutils literal notranslate"><span class="pre">obj.at_after_move(source)</span></code></p></li>
|
||
</ol>
|
||
</li>
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||
<li><p>On the Exit object, <code class="docutils literal notranslate"><span class="pre">at_after_traverse(obj,</span> <span class="pre">source)</span></code> is triggered.</p></li>
|
||
</ol>
|
||
<p>If the move fails for whatever reason, the Exit will look for an Attribute <code class="docutils literal notranslate"><span class="pre">err_traverse</span></code> on itself
|
||
and display this as an error message. If this is not found, the Exit will instead call
|
||
<code class="docutils literal notranslate"><span class="pre">at_failed_traverse(obj)</span></code> on itself.</p>
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<p><h3><a href="../index.html">Table of Contents</a></h3>
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<ul>
|
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<li><a class="reference internal" href="#">Objects</a><ul>
|
||
<li><a class="reference internal" href="#how-to-create-your-own-object-types">How to create your own object types</a></li>
|
||
<li><a class="reference internal" href="#properties-and-functions-on-objects">Properties and functions on Objects</a></li>
|
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<li><a class="reference internal" href="#subclasses-of-object">Subclasses of <code class="docutils literal notranslate"><span class="pre">Object</span></code></a><ul>
|
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<li><a class="reference internal" href="#characters">Characters</a></li>
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<li><a class="reference internal" href="#rooms">Rooms</a></li>
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