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<li><a class="reference internal" href="#">evennia.game_template.world package</a><ul>
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<li><a class="reference internal" href="#submodules">Submodules</a></li>
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<li><a class="reference internal" href="#module-evennia.game_template.world.prototypes">evennia.game_template.world.prototypes module</a></li>
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<li>evennia.game_template.world package</li>
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<div class="section" id="module-evennia.game_template.world">
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<span id="evennia-game-template-world-package"></span><h1>evennia.game_template.world package<a class="headerlink" href="#module-evennia.game_template.world" title="Permalink to this headline">¶</a></h1>
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<div class="section" id="submodules">
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<h2>Submodules<a class="headerlink" href="#submodules" title="Permalink to this headline">¶</a></h2>
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</div>
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<div class="section" id="module-evennia.game_template.world.prototypes">
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<span id="evennia-game-template-world-prototypes-module"></span><h2>evennia.game_template.world.prototypes module<a class="headerlink" href="#module-evennia.game_template.world.prototypes" title="Permalink to this headline">¶</a></h2>
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<p>Prototypes</p>
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<p>A prototype is a simple way to create individualized instances of a
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given <cite>Typeclass</cite>. For example, you might have a Sword typeclass that
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implements everything a Sword would need to do. The only difference
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between different individual Swords would be their key, description
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and some Attributes. The Prototype system allows to create a range of
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such Swords with only minor variations. Prototypes can also inherit
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and combine together to form entire hierarchies (such as giving all
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Sabres and all Broadswords some common properties). Note that bigger
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variations, such as custom commands or functionality belong in a
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hierarchy of typeclasses instead.</p>
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<p>Example prototypes are read by the <cite>@spawn</cite> command but is also easily
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available to use from code via <cite>evennia.spawn</cite> or <cite>evennia.utils.spawner</cite>.
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Each prototype should be a dictionary. Use the same name as the
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variable to refer to other prototypes.</p>
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<dl>
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<dt>Possible keywords are:</dt><dd><p>prototype_parent - string pointing to parent prototype of this structure.
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key - string, the main object identifier.
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typeclass - string, if not set, will use <cite>settings.BASE_OBJECT_TYPECLASS</cite>.
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location - this should be a valid object or #dbref.
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home - valid object or #dbref.
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destination - only valid for exits (object or dbref).</p>
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<p>permissions - string or list of permission strings.
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locks - a lock-string.
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aliases - string or list of strings.</p>
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<p>ndb_<name> - value of a nattribute (the “<a href="#id1"><span class="problematic" id="id2">ndb_</span></a>” part is ignored).
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any other keywords are interpreted as Attributes and their values.</p>
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</dd>
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</dl>
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<p>See the <cite>@spawn</cite> command and <cite>evennia.utils.spawner</cite> for more info.</p>
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