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<section class="tex2jax_ignore mathjax_ignore" id="building-quickstart">
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<h1>Building Quickstart<a class="headerlink" href="#building-quickstart" title="Permalink to this headline">¶</a></h1>
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<p>The <a class="reference internal" href="Default-Commands.html"><span class="doc std std-doc">default command</span></a> definitions coming with Evennia
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follows a style <a class="reference internal" href="Using-MUX-as-a-Standard.html"><span class="doc std std-doc">similar</span></a> to that of MUX, so the
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commands should be familiar if you used any such code bases before.</p>
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<blockquote>
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<div><p>Throughout the larger documentation you may come across commands prefixed
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with <code class="docutils literal notranslate"><span class="pre">@</span></code>. This is just an optional marker used in some places to make a
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command stand out. Evennia defaults to ignoring the use of <code class="docutils literal notranslate"><span class="pre">@</span></code> in front of
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your command (so entering <code class="docutils literal notranslate"><span class="pre">dig</span></code> is the same as entering <code class="docutils literal notranslate"><span class="pre">@dig</span></code>).</p>
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</div></blockquote>
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<p>The default commands have the following style (where <code class="docutils literal notranslate"><span class="pre">[...]</span></code> marks optional parts):</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span> command[/switch/switch...] [arguments ...]
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</pre></div>
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</div>
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<p>A <em>switch</em> is a special, optional flag to the command to make it behave differently. It is always
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put directly after the command name, and begins with a forward slash (<code class="docutils literal notranslate"><span class="pre">/</span></code>). The <em>arguments</em> are one
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or more inputs to the commands. It’s common to use an equal sign (<code class="docutils literal notranslate"><span class="pre">=</span></code>) when assigning something to
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an object.</p>
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<p>Below are some examples of commands you can try when logged in to the game. Use <code class="docutils literal notranslate"><span class="pre">help</span> <span class="pre"><command></span></code> for
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learning more about each command and their detailed options.</p>
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<section id="stepping-down-from-godhood">
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<h2>Stepping Down From Godhood<a class="headerlink" href="#stepping-down-from-godhood" title="Permalink to this headline">¶</a></h2>
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<p>If you just installed Evennia, your very first player account is called user #1, also known as the
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<em>superuser</em> or <em>god user</em>. This user is very powerful, so powerful that it will override many game
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restrictions such as locks. This can be useful, but it also hides some functionality that you might
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want to test.</p>
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<p>To temporarily step down from your superuser position you can use the <code class="docutils literal notranslate"><span class="pre">quell</span></code> command in-game:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>quell
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</pre></div>
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</div>
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<p>This will make you start using the permission of your current character’s level instead of your
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superuser level. If you didn’t change any settings your game Character should have an <em>Developer</em>
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level permission - high as can be without bypassing locks like the superuser does. This will work
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fine for the examples on this page. Use <code class="docutils literal notranslate"><span class="pre">unquell</span></code> to get back to superuser status again afterwards.</p>
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</section>
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<section id="creating-an-object">
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<h2>Creating an Object<a class="headerlink" href="#creating-an-object" title="Permalink to this headline">¶</a></h2>
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<p>Basic objects can be anything – swords, flowers and non-player characters. They are created using
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the <code class="docutils literal notranslate"><span class="pre">create</span></code> command:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>create box
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</pre></div>
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</div>
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<p>This created a new ‘box’ (of the default object type) in your inventory. Use the command <code class="docutils literal notranslate"><span class="pre">inventory</span></code>
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(or <code class="docutils literal notranslate"><span class="pre">i</span></code>) to see it. Now, ‘box’ is a rather short name, let’s rename it and tack on a few aliases.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>name box = very large box;box;very;crate
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</pre></div>
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</div>
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<p>We now renamed the box to <em>very large box</em> (and this is what we will see when looking at it), but we
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will also recognize it by any of the other names we give - like <em>crate</em> or simply <em>box</em> as before.
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We could have given these aliases directly after the name in the <code class="docutils literal notranslate"><span class="pre">create</span></code> command, this is true for
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all creation commands - you can always tag on a list of <code class="docutils literal notranslate"><span class="pre">;</span></code>-separated aliases to the name of your
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new object. If you had wanted to not change the name itself, but to only add aliases, you could have
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used the <code class="docutils literal notranslate"><span class="pre">alias</span></code> command.</p>
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<p>We are currently carrying the box. Let’s drop it (there is also a short cut to create and drop in
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one go by using the <code class="docutils literal notranslate"><span class="pre">/drop</span></code> switch, for example <code class="docutils literal notranslate"><span class="pre">create/drop</span> <span class="pre">box</span></code>).</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>drop box
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</pre></div>
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</div>
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<p>Hey presto - there it is on the ground, in all its normality.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box
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</pre></div>
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</div>
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<p>This will show some technical details about the box object. For now we will ignore what this
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information means.</p>
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<p>Try to <code class="docutils literal notranslate"><span class="pre">look</span></code> at the box to see the (default) description.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>look box
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You see nothing special.
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</pre></div>
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</div>
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<p>The description you get is not very exciting. Let’s add some flavor.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>describe box = This is a large and very heavy box.
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</pre></div>
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</div>
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<p>If you try the <code class="docutils literal notranslate"><span class="pre">get</span></code> command we will pick up the box. So far so good, but if we really want this to
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be a large and heavy box, people should <em>not</em> be able to run off with it that easily. To prevent
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this we need to lock it down. This is done by assigning a <em>Lock</em> to it. Make sure the box was
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dropped in the room, then try this:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>lock box = get:false()
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</pre></div>
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</div>
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<p>Locks represent a rather <a class="reference internal" href="Locks.html"><span class="doc std std-doc">big topic</span></a>, but for now that will do what we want. This will lock
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the box so noone can lift it. The exception is superusers, they override all locks and will pick it
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up anyway. Make sure you are quelling your superuser powers and try to get the box now:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> get box
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You can't get that.
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</pre></div>
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</div>
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<p>Think thís default error message looks dull? The <code class="docutils literal notranslate"><span class="pre">get</span></code> command looks for an <a class="reference internal" href="Attributes.html"><span class="doc std std-doc">Attribute</span></a>
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named <code class="docutils literal notranslate"><span class="pre">get_err_msg</span></code> for returning a nicer error message (we just happen to know this, you would need
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to peek into the
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<a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/commands/default/general.py#L235">code</a> for
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the <code class="docutils literal notranslate"><span class="pre">get</span></code> command to find out.). You set attributes using the <code class="docutils literal notranslate"><span class="pre">set</span></code> command:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>set box/get_err_msg = It's way too heavy for you to lift.
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</pre></div>
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</div>
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<p>Try to get it now and you should see a nicer error message echoed back to you. To see what this
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message string is in the future, you can use ‘examine.’</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>examine box/get_err_msg
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</pre></div>
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</div>
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<p>Examine will return the value of attributes, including color codes. <code class="docutils literal notranslate"><span class="pre">examine</span> <span class="pre">here/desc</span></code> would return
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the raw description of your current room (including color codes), so that you can copy-and-paste to
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set its description to something else.</p>
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<p>You create new Commands (or modify existing ones) in Python outside the game. See the <a class="reference internal" href="Adding-Command-Tutorial.html"><span class="doc std std-doc">Adding
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Commands tutorial</span></a> for help with creating your first own Command.</p>
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</section>
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<section id="get-a-personality">
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<h2>Get a Personality<a class="headerlink" href="#get-a-personality" title="Permalink to this headline">¶</a></h2>
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<p><a class="reference internal" href="Scripts.html"><span class="doc std std-doc">Scripts</span></a> are powerful out-of-character objects useful for many “under the hood” things.
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One of their optional abilities is to do things on a timer. To try out a first script, let’s put one
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on ourselves. There is an example script in <code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples/bodyfunctions.py</span></code>
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that is called <code class="docutils literal notranslate"><span class="pre">BodyFunctions</span></code>. To add this to us we will use the <code class="docutils literal notranslate"><span class="pre">script</span></code> command:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self = tutorial_examples.bodyfunctions.BodyFunctions
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</pre></div>
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</div>
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<p>(note that you don’t have to give the full path as long as you are pointing to a place inside the
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<code class="docutils literal notranslate"><span class="pre">contrib</span></code> directory, it’s one of the places Evennia looks for Scripts). Wait a while and you will
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notice yourself starting making random observations.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script self
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</pre></div>
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</div>
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<p>This will show details about scripts on yourself (also <code class="docutils literal notranslate"><span class="pre">examine</span></code> works). You will see how long it is
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until it “fires” next. Don’t be alarmed if nothing happens when the countdown reaches zero - this
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particular script has a randomizer to determine if it will say something or not. So you will not see
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output every time it fires.</p>
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<p>When you are tired of your character’s “insights”, kill the script with</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>script/stop self = tutorial_examples.bodyfunctions.BodyFunctions
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</pre></div>
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</div>
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<p>You create your own scripts in Python, outside the game; the path you give to <code class="docutils literal notranslate"><span class="pre">script</span></code> is literally
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the Python path to your script file. The <a class="reference internal" href="Scripts.html"><span class="doc std std-doc">Scripts</span></a> page explains more details.</p>
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</section>
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<section id="pushing-your-buttons">
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<h2>Pushing Your Buttons<a class="headerlink" href="#pushing-your-buttons" title="Permalink to this headline">¶</a></h2>
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<p>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
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just a dumb generic object. If you renamed it to <code class="docutils literal notranslate"><span class="pre">stone</span></code> and changed its description noone would be
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the wiser. However, with the combined use of custom <a class="reference internal" href="Typeclasses.html"><span class="doc std std-doc">Typeclasses</span></a>, <a class="reference internal" href="Scripts.html"><span class="doc std std-doc">Scripts</span></a>
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and object-based <a class="reference internal" href="Commands.html"><span class="doc std std-doc">Commands</span></a>, you could expand it and other items to be as unique, complex
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and interactive as you want.</p>
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<p>Let’s take an example. So far we have only created objects that use the default object typeclass
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named simply <code class="docutils literal notranslate"><span class="pre">Object</span></code>. Let’s create an object that is a little more interesting. Under
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<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples</span></code> there is a module <code class="docutils literal notranslate"><span class="pre">red_button.py</span></code>. It contains the enigmatic
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<code class="docutils literal notranslate"><span class="pre">RedButton</span></code> typeclass.</p>
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<p>Let’s make us one of <em>those</em>!</p>
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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>We import the RedButton python class the same way you would import it in Python except Evennia makes
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sure to look in<code class="docutils literal notranslate"><span class="pre">evennia/contrib/</span></code> so you don’t have to write the full path every time. There you go</p>
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<ul class="simple">
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<li><p>one red button.</p></li>
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</ul>
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<p>The RedButton is an example object intended to show off a few of Evennia’s features. You will find
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that the <a class="reference internal" href="Typeclasses.html"><span class="doc std std-doc">Typeclass</span></a> and <a class="reference internal" href="Commands.html"><span class="doc std std-doc">Commands</span></a> controlling it are inside
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<code class="docutils literal notranslate"><span class="pre">evennia/contrib/tutorial_examples/</span></code>.</p>
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<p>If you wait for a while (make sure you dropped it!) the button will blink invitingly. Why don’t you
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try to push it …? Surely a big red button is meant to be pushed. You know you want to.</p>
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</section>
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<section id="making-yourself-a-house">
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<h2>Making Yourself a House<a class="headerlink" href="#making-yourself-a-house" title="Permalink to this headline">¶</a></h2>
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<p>The main command for shaping the game world is <code class="docutils literal notranslate"><span class="pre">dig</span></code>. For example, if you are standing in Limbo you
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can dig a route to your new house location like this:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>dig house = large red door;door;in,to the outside;out
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</pre></div>
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</div>
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<p>This will create a new room named ‘house’. Spaces at the start/end of names and aliases are ignored
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so you could put more air if you wanted. This call will directly create an exit from your current
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location named ‘large red door’ and a corresponding exit named ‘to the outside’ in the house room
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leading back to Limbo. We also define a few aliases to those exits, so people don’t have to write
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the full thing all the time.</p>
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<p>If you wanted to use normal compass directions (north, west, southwest etc), you could do that with
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<code class="docutils literal notranslate"><span class="pre">dig</span></code> too. But Evennia also has a limited version of <code class="docutils literal notranslate"><span class="pre">dig</span></code> that helps for compass directions (and
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also up/down and in/out). It’s called <code class="docutils literal notranslate"><span class="pre">tunnel</span></code>:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>tunnel sw = cliff
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</pre></div>
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</div>
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<p>This will create a new room “cliff” with an exit “southwest” leading there and a path “northeast”
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leading back from the cliff to your current location.</p>
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<p>You can create new exits from where you are using the <code class="docutils literal notranslate"><span class="pre">open</span></code> command:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open north;n = house
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</pre></div>
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</div>
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<p>This opens an exit <code class="docutils literal notranslate"><span class="pre">north</span></code> (with an alias <code class="docutils literal notranslate"><span class="pre">n</span></code>) to the previously created room <code class="docutils literal notranslate"><span class="pre">house</span></code>.</p>
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||
<p>If you have many rooms named <code class="docutils literal notranslate"><span class="pre">house</span></code> you will get a list of matches and have to select which one you
|
||
want to link to. You can also give its database (#dbref) number, which is unique to every object.
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||
This can be found with the <code class="docutils literal notranslate"><span class="pre">examine</span></code> command or by looking at the latest constructions with
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<code class="docutils literal notranslate"><span class="pre">objects</span></code>.</p>
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<p>Follow the north exit to your ‘house’ or <code class="docutils literal notranslate"><span class="pre">teleport</span></code> to it:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>north
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</pre></div>
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</div>
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<p>or:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport house
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</pre></div>
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</div>
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<p>To manually open an exit back to Limbo (if you didn’t do so with the <code class="docutils literal notranslate"><span class="pre">dig</span></code> command):</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>open door = limbo
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</pre></div>
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</div>
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<p>(or give limbo’s dbref which is #2)</p>
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</section>
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<section id="reshuffling-the-world">
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<h2>Reshuffling the World<a class="headerlink" href="#reshuffling-the-world" title="Permalink to this headline">¶</a></h2>
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<p>You can find things using the <code class="docutils literal notranslate"><span class="pre">find</span></code> command. Assuming you are back at <code class="docutils literal notranslate"><span class="pre">Limbo</span></code>, let’s teleport the
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<em>large box to our house</em>.</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> teleport box = house
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very large box is leaving Limbo, heading for house.
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Teleported very large box -> house.
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||
</pre></div>
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</div>
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<p>We can still find the box by using find:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>> find box
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One Match(#1-#8):
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very large box(#8) - src.objects.objects.Object
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</pre></div>
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</div>
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<p>Knowing the <code class="docutils literal notranslate"><span class="pre">#dbref</span></code> of the box (#8 in this example), you can grab the box and get it back here
|
||
without actually yourself going to <code class="docutils literal notranslate"><span class="pre">house</span></code> first:</p>
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<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>teleport #8 = here
|
||
</pre></div>
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||
</div>
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<p>(You can usually use <code class="docutils literal notranslate"><span class="pre">here</span></code> to refer to your current location. To refer to yourself you can use
|
||
<code class="docutils literal notranslate"><span class="pre">self</span></code> or <code class="docutils literal notranslate"><span class="pre">me</span></code>). The box should now be back in Limbo with you.</p>
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<p>We are getting tired of the box. Let’s destroy it.</p>
|
||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>destroy box
|
||
</pre></div>
|
||
</div>
|
||
<p>You can destroy many objects in one go by giving a comma-separated list of objects (or their
|
||
#dbrefs, if they are not in the same location) to the command.</p>
|
||
</section>
|
||
<section id="adding-a-help-entry">
|
||
<h2>Adding a Help Entry<a class="headerlink" href="#adding-a-help-entry" title="Permalink to this headline">¶</a></h2>
|
||
<p>An important part of building is keeping the help files updated. You can add, delete and append to
|
||
existing help entries using the <code class="docutils literal notranslate"><span class="pre">sethelp</span></code> command.</p>
|
||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>sethelp/add MyTopic = This help topic is about ...
|
||
</pre></div>
|
||
</div>
|
||
</section>
|
||
<section id="adding-a-world">
|
||
<h2>Adding a World<a class="headerlink" href="#adding-a-world" title="Permalink to this headline">¶</a></h2>
|
||
<p>After this brief introduction to building you may be ready to see a more fleshed-out example.
|
||
Evennia comes with a tutorial world for you to explore.</p>
|
||
<p>First you need to switch back to <em>superuser</em> by using the <code class="docutils literal notranslate"><span class="pre">unquell</span></code> command. Next, place yourself in
|
||
<code class="docutils literal notranslate"><span class="pre">Limbo</span></code> and run the following command:</p>
|
||
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>batchcommand tutorial_world.build
|
||
</pre></div>
|
||
</div>
|
||
<p>This will take a while (be patient and don’t re-run the command). You will see all the commands used
|
||
to build the world scroll by as the world is built for you.</p>
|
||
<p>You will end up with a new exit from Limbo named <em>tutorial</em>. Apart from being a little solo-
|
||
adventure in its own right, the tutorial world is a good source for learning Evennia building (and
|
||
coding).</p>
|
||
<p>Read <a class="reference external" href="https://github.com/evennia/evennia/blob/master/evennia/contrib/tutorial_world/build.ev">the batch
|
||
file</a> to see
|
||
exactly how it’s built, step by step. See also more info about the tutorial world [here](Tutorial-
|
||
World-Introduction).</p>
|
||
</section>
|
||
</section>
|
||
|
||
|
||
<div class="clearer"></div>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
|
||
<div class="sphinxsidebarwrapper">
|
||
<p class="logo"><a href="index.html">
|
||
<img class="logo" src="_static/evennia_logo.png" alt="Logo"/>
|
||
</a></p>
|
||
<div id="searchbox" style="display: none" role="search">
|
||
<h3 id="searchlabel">Quick search</h3>
|
||
<div class="searchformwrapper">
|
||
<form class="search" action="search.html" method="get">
|
||
<input type="text" name="q" aria-labelledby="searchlabel" />
|
||
<input type="submit" value="Go" />
|
||
</form>
|
||
</div>
|
||
</div>
|
||
<script>$('#searchbox').show(0);</script>
|
||
<p><h3><a href="index.html">Table of Contents</a></h3>
|
||
<ul>
|
||
<li><a class="reference internal" href="#">Building Quickstart</a><ul>
|
||
<li><a class="reference internal" href="#stepping-down-from-godhood">Stepping Down From Godhood</a></li>
|
||
<li><a class="reference internal" href="#creating-an-object">Creating an Object</a></li>
|
||
<li><a class="reference internal" href="#get-a-personality">Get a Personality</a></li>
|
||
<li><a class="reference internal" href="#pushing-your-buttons">Pushing Your Buttons</a></li>
|
||
<li><a class="reference internal" href="#making-yourself-a-house">Making Yourself a House</a></li>
|
||
<li><a class="reference internal" href="#reshuffling-the-world">Reshuffling the World</a></li>
|
||
<li><a class="reference internal" href="#adding-a-help-entry">Adding a Help Entry</a></li>
|
||
<li><a class="reference internal" href="#adding-a-world">Adding a World</a></li>
|
||
</ul>
|
||
</li>
|
||
</ul>
|
||
|
||
<div role="note" aria-label="source link">
|
||
<!--h3>This Page</h3-->
|
||
<ul class="this-page-menu">
|
||
<li><a href="_sources/Building-Quickstart.md.txt"
|
||
rel="nofollow">Show Page Source</a></li>
|
||
</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="http://webchat.freenode.net/?channels=evennia&uio=MT1mYWxzZSY5PXRydWUmMTE9MTk1JjEyPXRydWUbb">IRC</a> -
|
||
<a href="https://discord.gg/NecFePw">Discord</a> -
|
||
<a href="https://groups.google.com/forum/#%21forum/evennia">Forums</a>
|
||
</li>
|
||
<li><a href="http://evennia.blogspot.com/">Evennia Dev blog</a> </li>
|
||
</ul>
|
||
<h3>Versions</h3>
|
||
<ul>
|
||
<li><a href="../1.0-dev/index.html">1.0-dev (develop branch)</a></li>
|
||
<li><a href="Building-Quickstart.html">0.9.5 (v0.9.5 branch)</a></li>
|
||
</ul>
|
||
|
||
|
||
</div>
|
||
</div>
|
||
<div class="clearer"></div>
|
||
</div>
|
||
<div class="related" role="navigation" aria-label="related navigation">
|
||
<h3>Navigation</h3>
|
||
<ul>
|
||
<li class="right" style="margin-right: 10px">
|
||
<a href="genindex.html" title="General Index"
|
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>index</a></li>
|
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<li class="right" >
|
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<a href="py-modindex.html" title="Python Module Index"
|
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>modules</a> |</li>
|
||
<li class="nav-item nav-item-0"><a href="index.html">Evennia 0.9.5</a> »</li>
|
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<li class="nav-item nav-item-this"><a href="">Building Quickstart</a></li>
|
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</ul>
|
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|
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|
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© Copyright 2020, The Evennia developer community.
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