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<h3><a href="../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Contribs</a><ul>
<li><a class="reference internal" href="#index">Index</a></li>
<li><a class="reference internal" href="#base-systems">base_systems</a><ul>
<li><a class="reference internal" href="#awsstorage"><code class="docutils literal notranslate"><span class="pre">awsstorage</span></code></a></li>
<li><a class="reference internal" href="#building-menu"><code class="docutils literal notranslate"><span class="pre">building_menu</span></code></a></li>
<li><a class="reference internal" href="#color-markups"><code class="docutils literal notranslate"><span class="pre">color_markups</span></code></a></li>
<li><a class="reference internal" href="#components"><code class="docutils literal notranslate"><span class="pre">components</span></code></a></li>
<li><a class="reference internal" href="#custom-gametime"><code class="docutils literal notranslate"><span class="pre">custom_gametime</span></code></a></li>
<li><a class="reference internal" href="#email-login"><code class="docutils literal notranslate"><span class="pre">email_login</span></code></a></li>
<li><a class="reference internal" href="#godotwebsocket"><code class="docutils literal notranslate"><span class="pre">godotwebsocket</span></code></a></li>
<li><a class="reference internal" href="#ingame-python"><code class="docutils literal notranslate"><span class="pre">ingame_python</span></code></a></li>
<li><a class="reference internal" href="#menu-login"><code class="docutils literal notranslate"><span class="pre">menu_login</span></code></a></li>
<li><a class="reference internal" href="#mux-comms-cmds"><code class="docutils literal notranslate"><span class="pre">mux_comms_cmds</span></code></a></li>
<li><a class="reference internal" href="#unixcommand"><code class="docutils literal notranslate"><span class="pre">unixcommand</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#full-systems">full_systems</a><ul>
<li><a class="reference internal" href="#evscaperoom"><code class="docutils literal notranslate"><span class="pre">evscaperoom</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#game-systems">game_systems</a><ul>
<li><a class="reference internal" href="#barter"><code class="docutils literal notranslate"><span class="pre">barter</span></code></a></li>
<li><a class="reference internal" href="#clothing"><code class="docutils literal notranslate"><span class="pre">clothing</span></code></a></li>
<li><a class="reference internal" href="#containers"><code class="docutils literal notranslate"><span class="pre">containers</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#installation">Installation</a><ul>
<li><a class="reference internal" href="#cooldowns"><code class="docutils literal notranslate"><span class="pre">cooldowns</span></code></a></li>
<li><a class="reference internal" href="#crafting"><code class="docutils literal notranslate"><span class="pre">crafting</span></code></a></li>
<li><a class="reference internal" href="#gendersub"><code class="docutils literal notranslate"><span class="pre">gendersub</span></code></a></li>
<li><a class="reference internal" href="#mail"><code class="docutils literal notranslate"><span class="pre">mail</span></code></a></li>
<li><a class="reference internal" href="#multidescer"><code class="docutils literal notranslate"><span class="pre">multidescer</span></code></a></li>
<li><a class="reference internal" href="#puzzles"><code class="docutils literal notranslate"><span class="pre">puzzles</span></code></a></li>
<li><a class="reference internal" href="#turnbattle"><code class="docutils literal notranslate"><span class="pre">turnbattle</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#grid">grid</a><ul>
<li><a class="reference internal" href="#extended-room"><code class="docutils literal notranslate"><span class="pre">extended_room</span></code></a></li>
<li><a class="reference internal" href="#ingame-map-display"><code class="docutils literal notranslate"><span class="pre">ingame_map_display</span></code></a></li>
<li><a class="reference internal" href="#mapbuilder"><code class="docutils literal notranslate"><span class="pre">mapbuilder</span></code></a></li>
<li><a class="reference internal" href="#simpledoor"><code class="docutils literal notranslate"><span class="pre">simpledoor</span></code></a></li>
<li><a class="reference internal" href="#slow-exit"><code class="docutils literal notranslate"><span class="pre">slow_exit</span></code></a></li>
<li><a class="reference internal" href="#wilderness"><code class="docutils literal notranslate"><span class="pre">wilderness</span></code></a></li>
<li><a class="reference internal" href="#xyzgrid"><code class="docutils literal notranslate"><span class="pre">xyzgrid</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#rpg">rpg</a><ul>
<li><a class="reference internal" href="#buffs"><code class="docutils literal notranslate"><span class="pre">buffs</span></code></a></li>
<li><a class="reference internal" href="#character-creator"><code class="docutils literal notranslate"><span class="pre">character_creator</span></code></a></li>
<li><a class="reference internal" href="#dice"><code class="docutils literal notranslate"><span class="pre">dice</span></code></a></li>
<li><a class="reference internal" href="#health-bar"><code class="docutils literal notranslate"><span class="pre">health_bar</span></code></a></li>
<li><a class="reference internal" href="#llm"><code class="docutils literal notranslate"><span class="pre">llm</span></code></a></li>
<li><a class="reference internal" href="#rpsystem"><code class="docutils literal notranslate"><span class="pre">rpsystem</span></code></a></li>
<li><a class="reference internal" href="#traits"><code class="docutils literal notranslate"><span class="pre">traits</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#tutorials">tutorials</a><ul>
<li><a class="reference internal" href="#batchprocessor"><code class="docutils literal notranslate"><span class="pre">batchprocessor</span></code></a></li>
<li><a class="reference internal" href="#bodyfunctions"><code class="docutils literal notranslate"><span class="pre">bodyfunctions</span></code></a></li>
<li><a class="reference internal" href="#evadventure"><code class="docutils literal notranslate"><span class="pre">evadventure</span></code></a></li>
<li><a class="reference internal" href="#mirror"><code class="docutils literal notranslate"><span class="pre">mirror</span></code></a></li>
<li><a class="reference internal" href="#red-button"><code class="docutils literal notranslate"><span class="pre">red_button</span></code></a></li>
<li><a class="reference internal" href="#talking-npc"><code class="docutils literal notranslate"><span class="pre">talking_npc</span></code></a></li>
<li><a class="reference internal" href="#tutorial-world"><code class="docutils literal notranslate"><span class="pre">tutorial_world</span></code></a></li>
</ul>
</li>
<li><a class="reference internal" href="#utils">utils</a><ul>
<li><a class="reference internal" href="#auditing"><code class="docutils literal notranslate"><span class="pre">auditing</span></code></a></li>
<li><a class="reference internal" href="#fieldfill"><code class="docutils literal notranslate"><span class="pre">fieldfill</span></code></a></li>
<li><a class="reference internal" href="#git-integration"><code class="docutils literal notranslate"><span class="pre">git_integration</span></code></a></li>
<li><a class="reference internal" href="#name-generator"><code class="docutils literal notranslate"><span class="pre">name_generator</span></code></a></li>
<li><a class="reference internal" href="#random-string-generator"><code class="docutils literal notranslate"><span class="pre">random_string_generator</span></code></a></li>
<li><a class="reference internal" href="#tree-select"><code class="docutils literal notranslate"><span class="pre">tree_select</span></code></a></li>
</ul>
</li>
</ul>
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</ul>
<h4>Previous topic</h4>
<p class="topless"><a href="../Coding/Release-Notes-1.0.html"
title="previous chapter">Evennia 1.0 Release Notes</a></p>
<h4>Next topic</h4>
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title="next chapter">Guidelines for Evennia contribs</a></p>
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<li><a href="../1.3.0/index.html">1.3.0 (v1.3.0 branch)</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="contribs">
<h1>Contribs<a class="headerlink" href="#contribs" title="Permalink to this headline"></a></h1>
<aside class="sidebar">
<p class="sidebar-title">More contributions</p>
<p>Additional Evennia code snippets and contributions can be found
in the <a class="reference external" href="https://github.com/evennia/evennia/discussions/categories/community-contribs-snippets">Community Contribs &amp; Snippets</a> forum.</p>
</aside>
<p><em>Contribs</em> are optional code snippets and systems contributed by
the Evennia community. They vary in size and complexity and
may be more specific about game types and styles than core Evennia.
This page is auto-generated and summarizes all <strong>49</strong> contribs currently included
with the Evennia distribution.</p>
<p>All contrib categories are imported from <code class="docutils literal notranslate"><span class="pre">evennia.contrib</span></code>, such as</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>from evennia.contrib.base_systems import building_menu
</pre></div>
</div>
<p>Each contrib contains installation instructions for how to integrate it
with your other code. If you want to tweak the code of a contrib, just
copy its entire folder to your game directory and modify/use it from there.</p>
<p>If you want to add a contrib, see <a class="reference internal" href="Contribs-Guidelines.html"><span class="doc std std-doc">the contrib guidelines</span></a>!</p>
<section id="index">
<h2>Index<a class="headerlink" href="#index" title="Permalink to this headline"></a></h2>
<table class="colwidths-auto docutils align-default">
<thead>
<tr class="row-odd"><th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p><a class="reference internal" href="#base-systems"><span class="std std-doc">base_systems</span></a></p></td>
<td><p><a class="reference internal" href="#full-systems"><span class="std std-doc">full_systems</span></a></p></td>
<td><p><a class="reference internal" href="#game-systems"><span class="std std-doc">game_systems</span></a></p></td>
<td><p><a class="reference internal" href="#grid"><span class="std std-doc">grid</span></a></p></td>
<td><p><a class="reference internal" href="#rpg"><span class="std std-doc">rpg</span></a></p></td>
<td><p><a class="reference internal" href="#tutorials"><span class="std std-doc">tutorials</span></a></p></td>
<td><p><a class="reference internal" href="#utils"><span class="std std-doc">utils</span></a></p></td>
</tr>
</tbody>
</table>
<table class="colwidths-auto docutils align-default">
<thead>
<tr class="row-odd"><th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
<th class="head"><p></p></th>
</tr>
</thead>
<tbody>
<tr class="row-even"><td><p><a class="reference internal" href="#auditing"><span class="std std-doc">auditing</span></a></p></td>
<td><p><a class="reference internal" href="#awsstorage"><span class="std std-doc">awsstorage</span></a></p></td>
<td><p><a class="reference internal" href="#barter"><span class="std std-doc">barter</span></a></p></td>
<td><p><a class="reference internal" href="#batchprocessor"><span class="std std-doc">batchprocessor</span></a></p></td>
<td><p><a class="reference internal" href="#bodyfunctions"><span class="std std-doc">bodyfunctions</span></a></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#buffs"><span class="std std-doc">buffs</span></a></p></td>
<td><p><a class="reference internal" href="#building-menu"><span class="std std-doc">building_menu</span></a></p></td>
<td><p><a class="reference internal" href="#character-creator"><span class="std std-doc">character_creator</span></a></p></td>
<td><p><a class="reference internal" href="#clothing"><span class="std std-doc">clothing</span></a></p></td>
<td><p><a class="reference internal" href="#color-markups"><span class="std std-doc">color_markups</span></a></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="#components"><span class="std std-doc">components</span></a></p></td>
<td><p><a class="reference internal" href="#containers"><span class="std std-doc">containers</span></a></p></td>
<td><p><a class="reference internal" href="#cooldowns"><span class="std std-doc">cooldowns</span></a></p></td>
<td><p><a class="reference internal" href="#crafting"><span class="std std-doc">crafting</span></a></p></td>
<td><p><a class="reference internal" href="#custom-gametime"><span class="std std-doc">custom_gametime</span></a></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#dice"><span class="std std-doc">dice</span></a></p></td>
<td><p><a class="reference internal" href="#email-login"><span class="std std-doc">email_login</span></a></p></td>
<td><p><a class="reference internal" href="#evadventure"><span class="std std-doc">evadventure</span></a></p></td>
<td><p><a class="reference internal" href="#evscaperoom"><span class="std std-doc">evscaperoom</span></a></p></td>
<td><p><a class="reference internal" href="#extended-room"><span class="std std-doc">extended_room</span></a></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="#fieldfill"><span class="std std-doc">fieldfill</span></a></p></td>
<td><p><a class="reference internal" href="#gendersub"><span class="std std-doc">gendersub</span></a></p></td>
<td><p><a class="reference internal" href="#git-integration"><span class="std std-doc">git_integration</span></a></p></td>
<td><p><a class="reference internal" href="#godotwebsocket"><span class="std std-doc">godotwebsocket</span></a></p></td>
<td><p><a class="reference internal" href="#health-bar"><span class="std std-doc">health_bar</span></a></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#ingame-map-display"><span class="std std-doc">ingame_map_display</span></a></p></td>
<td><p><a class="reference internal" href="#ingame-python"><span class="std std-doc">ingame_python</span></a></p></td>
<td><p><a class="reference internal" href="#llm"><span class="std std-doc">llm</span></a></p></td>
<td><p><a class="reference internal" href="#mail"><span class="std std-doc">mail</span></a></p></td>
<td><p><a class="reference internal" href="#mapbuilder"><span class="std std-doc">mapbuilder</span></a></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="#menu-login"><span class="std std-doc">menu_login</span></a></p></td>
<td><p><a class="reference internal" href="#mirror"><span class="std std-doc">mirror</span></a></p></td>
<td><p><a class="reference internal" href="#multidescer"><span class="std std-doc">multidescer</span></a></p></td>
<td><p><a class="reference internal" href="#mux-comms-cmds"><span class="std std-doc">mux_comms_cmds</span></a></p></td>
<td><p><a class="reference internal" href="#name-generator"><span class="std std-doc">name_generator</span></a></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#puzzles"><span class="std std-doc">puzzles</span></a></p></td>
<td><p><a class="reference internal" href="#random-string-generator"><span class="std std-doc">random_string_generator</span></a></p></td>
<td><p><a class="reference internal" href="#red-button"><span class="std std-doc">red_button</span></a></p></td>
<td><p><a class="reference internal" href="#rpsystem"><span class="std std-doc">rpsystem</span></a></p></td>
<td><p><a class="reference internal" href="#simpledoor"><span class="std std-doc">simpledoor</span></a></p></td>
</tr>
<tr class="row-even"><td><p><a class="reference internal" href="#slow-exit"><span class="std std-doc">slow_exit</span></a></p></td>
<td><p><a class="reference internal" href="#talking-npc"><span class="std std-doc">talking_npc</span></a></p></td>
<td><p><a class="reference internal" href="#traits"><span class="std std-doc">traits</span></a></p></td>
<td><p><a class="reference internal" href="#tree-select"><span class="std std-doc">tree_select</span></a></p></td>
<td><p><a class="reference internal" href="#turnbattle"><span class="std std-doc">turnbattle</span></a></p></td>
</tr>
<tr class="row-odd"><td><p><a class="reference internal" href="#tutorial-world"><span class="std std-doc">tutorial_world</span></a></p></td>
<td><p><a class="reference internal" href="#unixcommand"><span class="std std-doc">unixcommand</span></a></p></td>
<td><p><a class="reference internal" href="#wilderness"><span class="std std-doc">wilderness</span></a></p></td>
<td><p><a class="reference internal" href="#xyzgrid"><span class="std std-doc">xyzgrid</span></a></p></td>
<td><p></p></td>
</tr>
</tbody>
</table>
</section>
<section id="base-systems">
<h2>base_systems<a class="headerlink" href="#base-systems" title="Permalink to this headline"></a></h2>
<p><em>Systems that are not necessarily tied to a specific
in-game mechanic but which are useful for the game as a whole. Examples include
login systems, new command syntaxes, and build helpers.</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-AWSStorage.html">AWSstorage system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Building-Menu.html">Building menu</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Color-Markups.html">Additional Color markups</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Components.html">Components</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Custom-Gametime.html">Custom gameime</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Email-Login.html">Email-based login system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Godotwebsocket.html">Godot Websocket</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Ingame-Python.html">Evennia in-game Python system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Menu-Login.html">Menu-based login system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Mux-Comms-Cmds.html">Legacy Comms-commands</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Unixcommand.html">Unix-like Command style</a></li>
</ul>
</div>
<section id="awsstorage">
<h3><code class="docutils literal notranslate"><span class="pre">awsstorage</span></code><a class="headerlink" href="#awsstorage" title="Permalink to this headline"></a></h3>
<p><em>Contrib by The Right Honourable Reverend (trhr), 2020</em></p>
<p>This plugin migrates the Web-based portion of Evennia, namely images,
javascript, and other items located inside staticfiles into Amazon AWS (S3)
cloud hosting. Great for those serving media with the game.</p>
<p><a class="reference internal" href="Contrib-AWSStorage.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.awsstorage.html#evennia-contrib-base-systems-awsstorage"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="building-menu">
<h3><code class="docutils literal notranslate"><span class="pre">building_menu</span></code><a class="headerlink" href="#building-menu" title="Permalink to this headline"></a></h3>
<p><em>Contrib by vincent-lg, 2018</em></p>
<p>Building menus are in-game menus, not unlike <code class="docutils literal notranslate"><span class="pre">EvMenu</span></code> though using a
different approach. Building menus have been specifically designed to edit
information as a builder. Creating a building menu in a command allows
builders quick-editing of a given object, like a room. If you follow the
steps to add the contrib, you will have access to an <code class="docutils literal notranslate"><span class="pre">edit</span></code> command
that will edit any default object, offering to change its key and description.</p>
<p><a class="reference internal" href="Contrib-Building-Menu.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.building_menu.html#evennia-contrib-base-systems-building-menu"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="color-markups">
<h3><code class="docutils literal notranslate"><span class="pre">color_markups</span></code><a class="headerlink" href="#color-markups" title="Permalink to this headline"></a></h3>
<p><em>Contrib by Griatch, 2017</em></p>
<p>Additional color markup styles for Evennia (extending or replacing the default
<code class="docutils literal notranslate"><span class="pre">|r</span></code>, <code class="docutils literal notranslate"><span class="pre">|234</span></code>). Adds support for MUSH-style (<code class="docutils literal notranslate"><span class="pre">%cr</span></code>, <code class="docutils literal notranslate"><span class="pre">%c123</span></code>) and/or legacy-Evennia
(<code class="docutils literal notranslate"><span class="pre">{r</span></code>, <code class="docutils literal notranslate"><span class="pre">{123</span></code>).</p>
<p><a class="reference internal" href="Contrib-Color-Markups.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.color_markups.html#evennia-contrib-base-systems-color-markups"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="components">
<h3><code class="docutils literal notranslate"><span class="pre">components</span></code><a class="headerlink" href="#components" title="Permalink to this headline"></a></h3>
<p><em>Contrib by ChrisLR, 2021</em></p>
<p>Expand typeclasses using a components/composition approach.</p>
<p><a class="reference internal" href="Contrib-Components.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.components.html#evennia-contrib-base-systems-components"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="custom-gametime">
<h3><code class="docutils literal notranslate"><span class="pre">custom_gametime</span></code><a class="headerlink" href="#custom-gametime" title="Permalink to this headline"></a></h3>
<p><em>Contrib by vlgeoff, 2017 - based on Griatchs core original</em></p>
<p>This reimplements the <code class="docutils literal notranslate"><span class="pre">evennia.utils.gametime</span></code> module but with a <em>custom</em>
calendar (unusual number of days per week/month/year etc) for your game world.
Like the original, it allows for scheduling events to happen at given
in-game times, but now taking this custom calendar into account.</p>
<p><a class="reference internal" href="Contrib-Custom-Gametime.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.custom_gametime.html#evennia-contrib-base-systems-custom-gametime"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="email-login">
<h3><code class="docutils literal notranslate"><span class="pre">email_login</span></code><a class="headerlink" href="#email-login" title="Permalink to this headline"></a></h3>
<p><em>Contrib by Griatch, 2012</em></p>
<p>This is a variant of the login system that asks for an email-address
instead of a username to login. Note that it does not verify the email,
it just uses it as the identifier rather than a username.</p>
<p><a class="reference internal" href="Contrib-Email-Login.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.email_login.html#evennia-contrib-base-systems-email-login"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="godotwebsocket">
<h3><code class="docutils literal notranslate"><span class="pre">godotwebsocket</span></code><a class="headerlink" href="#godotwebsocket" title="Permalink to this headline"></a></h3>
<p><em>Contribution by ChrisLR, 2022</em></p>
<p>This contrib allows you to connect a Godot Client directly to your mud,
and display regular text with color in Godots RichTextLabel using BBCode.
You can use Godot to provide advanced functionality with proper Evennia support.</p>
<p><a class="reference internal" href="Contrib-Godotwebsocket.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.godotwebsocket.html#evennia-contrib-base-systems-godotwebsocket"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="ingame-python">
<h3><code class="docutils literal notranslate"><span class="pre">ingame_python</span></code><a class="headerlink" href="#ingame-python" title="Permalink to this headline"></a></h3>
<p><em>Contrib by Vincent Le Goff 2017</em></p>
<p>This contrib adds the ability to script with Python in-game. It allows trusted
staff/builders to dynamically add features and triggers to individual objects
without needing to do it in external Python modules. Using custom Python in-game,
specific rooms, exits, characters, objects etc can be made to behave differently from
its “cousins”. This is similar to how softcode works for MU or MudProgs for DIKU.
Keep in mind, however, that allowing Python in-game comes with <em>severe</em>
security concerns (you must trust your builders deeply), so read the warnings in
this module carefully before continuing.</p>
<p><a class="reference internal" href="Contrib-Ingame-Python.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.ingame_python.html#evennia-contrib-base-systems-ingame-python"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="menu-login">
<h3><code class="docutils literal notranslate"><span class="pre">menu_login</span></code><a class="headerlink" href="#menu-login" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Vincent-lg 2016. Reworked for modern EvMenu by Griatch, 2019.</em></p>
<p>This changes the Evennia login to ask for the account name and password as a series
of questions instead of requiring you to enter both at once. It uses Evennias
menu system <code class="docutils literal notranslate"><span class="pre">EvMenu</span></code> under the hood.</p>
<p><a class="reference internal" href="Contrib-Menu-Login.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.menu_login.html#evennia-contrib-base-systems-menu-login"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="mux-comms-cmds">
<h3><code class="docutils literal notranslate"><span class="pre">mux_comms_cmds</span></code><a class="headerlink" href="#mux-comms-cmds" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2021</em></p>
<p>In Evennia 1.0+, the old Channel commands (originally inspired by MUX) were
replaced by the single <code class="docutils literal notranslate"><span class="pre">channel</span></code> command that performs all these functions.
This contrib (extracted from Evennia 0.9.5) breaks out the functionality into
separate Commands more familiar to MU* users. This is just for show though, the
main <code class="docutils literal notranslate"><span class="pre">channel</span></code> command is still called under the hood.</p>
<p><a class="reference internal" href="Contrib-Mux-Comms-Cmds.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.mux_comms_cmds.html#evennia-contrib-base-systems-mux-comms-cmds"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="unixcommand">
<h3><code class="docutils literal notranslate"><span class="pre">unixcommand</span></code><a class="headerlink" href="#unixcommand" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Vincent Le Geoff (vlgeoff), 2017</em></p>
<p>This module contains a command class with an alternate syntax parser implementing
Unix-style command syntax in-game. This means <code class="docutils literal notranslate"><span class="pre">--options</span></code>, positional arguments
and stuff like <code class="docutils literal notranslate"><span class="pre">-n</span> <span class="pre">10</span></code>. It might not the best syntax for the average player
but can be really useful for builders when they need to have a single command do
many things with many options. It uses the <code class="docutils literal notranslate"><span class="pre">ArgumentParser</span></code> from Pythons standard
library under the hood.</p>
<p><a class="reference internal" href="Contrib-Unixcommand.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.base_systems.unixcommand.html#evennia-contrib-base-systems-unixcommand"><span class="std std-ref">Browse the Code</span></a></p>
</section>
</section>
<section id="full-systems">
<h2>full_systems<a class="headerlink" href="#full-systems" title="Permalink to this headline"></a></h2>
<p><em>Complete game engines that can be used directly to start creating content
without no further additions (unless you want to).</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Evscaperoom.html">EvscapeRoom</a></li>
</ul>
</div>
<section id="evscaperoom">
<h3><code class="docutils literal notranslate"><span class="pre">evscaperoom</span></code><a class="headerlink" href="#evscaperoom" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2019</em></p>
<p>A full engine for creating multiplayer escape-rooms in Evennia. Allows players to
spawn and join puzzle rooms that track their state independently. Any number of players
can join to solve a room together. This is the engine created for EvscapeRoom, which won
the MUD Coders Guild “One Room” Game Jam in April-May, 2019. The contrib has no game
content but contains the utilities and base classes and an empty example room.</p>
<p><a class="reference internal" href="Contrib-Evscaperoom.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.full_systems.evscaperoom.html#evennia-contrib-full-systems-evscaperoom"><span class="std std-ref">Browse the Code</span></a></p>
</section>
</section>
<section id="game-systems">
<h2>game_systems<a class="headerlink" href="#game-systems" title="Permalink to this headline"></a></h2>
<p><em>In-game gameplay systems like crafting, mail, combat and more.
Each system is meant to be adopted piecemeal and adopted for your game.
This does not include roleplaying-specific systems, those are found in
the <code class="docutils literal notranslate"><span class="pre">rpg</span></code> category.</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Barter.html">Barter system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Clothing.html">Clothing</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Containers.html">Containers</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Cooldowns.html">Cooldowns</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Crafting.html">Crafting system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Gendersub.html">Gendersub</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Mail.html">In-Game Mail system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Multidescer.html">Evennia Multidescer</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Puzzles.html">Puzzles System</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Turnbattle.html">Turn based battle system framework</a></li>
</ul>
</div>
<section id="barter">
<h3><code class="docutils literal notranslate"><span class="pre">barter</span></code><a class="headerlink" href="#barter" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2012</em></p>
<p>This implements a full barter system - a way for players to safely
trade items between each other in code rather than simple <code class="docutils literal notranslate"><span class="pre">give/get</span></code>
commands. This increases both safety (at no time will one player have
both goods and payment in-hand) and speed, since agreed goods will
be moved automatically). By just replacing one side with coin objects,
(or a mix of coins and goods), this also works fine for regular money
transactions.</p>
<p><a class="reference internal" href="Contrib-Barter.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.barter.html#evennia-contrib-game-systems-barter"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="clothing">
<h3><code class="docutils literal notranslate"><span class="pre">clothing</span></code><a class="headerlink" href="#clothing" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Tim Ashley Jenkins, 2017</em></p>
<p>Provides a typeclass and commands for wearable clothing. These
look of these clothes are appended to the characters description when worn.</p>
<p><a class="reference internal" href="Contrib-Clothing.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.clothing.html#evennia-contrib-game-systems-clothing"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="containers">
<h3><code class="docutils literal notranslate"><span class="pre">containers</span></code><a class="headerlink" href="#containers" title="Permalink to this headline"></a></h3>
<p><em>Adds the ability to put objects into other container objects by providing a container typeclass and extending certain base commands.</em></p>
</section>
</section>
<section id="installation">
<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline"></a></h2>
<p><a class="reference internal" href="Contrib-Containers.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.containers.html#evennia-contrib-game-systems-containers"><span class="std std-ref">Browse the Code</span></a></p>
<section id="cooldowns">
<h3><code class="docutils literal notranslate"><span class="pre">cooldowns</span></code><a class="headerlink" href="#cooldowns" title="Permalink to this headline"></a></h3>
<p><em>Contribution by owllex, 2021</em></p>
<p>Cooldowns are used to model rate-limited actions, like how often a
character can perform a given action; until a certain time has passed their
command can not be used again. This contrib provides a simple cooldown
handler that can be attached to any typeclass. A cooldown is a lightweight persistent
asynchronous timer that you can query to see if a certain time has yet passed.</p>
<p><a class="reference internal" href="Contrib-Cooldowns.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.cooldowns.html#evennia-contrib-game-systems-cooldowns"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="crafting">
<h3><code class="docutils literal notranslate"><span class="pre">crafting</span></code><a class="headerlink" href="#crafting" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2020</em></p>
<p>This implements a full crafting system. The principle is that of a recipe,
where you combine items (tagged as ingredients) create something new. The recipe can also
require certain (non-consumed) tools. An example would be to use the bread recipe to
combine flour, water and yeast with an oven to bake a loaf of bread.</p>
<p><a class="reference internal" href="Contrib-Crafting.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.crafting.html#evennia-contrib-game-systems-crafting"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="gendersub">
<h3><code class="docutils literal notranslate"><span class="pre">gendersub</span></code><a class="headerlink" href="#gendersub" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2015</em></p>
<p>This is a simple gender-aware Character class for allowing users to
insert custom markers in their text to indicate gender-aware
messaging. It relies on a modified msg() and is meant as an
inspiration and starting point to how to do stuff like this.</p>
<p><a class="reference internal" href="Contrib-Gendersub.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.gendersub.html#evennia-contrib-game-systems-gendersub"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="mail">
<h3><code class="docutils literal notranslate"><span class="pre">mail</span></code><a class="headerlink" href="#mail" title="Permalink to this headline"></a></h3>
<p><em>Contribution by grungies1138 2016</em></p>
<p>A simple Brandymail style mail system that uses the <code class="docutils literal notranslate"><span class="pre">Msg</span></code> class from Evennia
Core. It has two Commands for either sending mails between Accounts (out of game)
or between Characters (in-game). The two types of mails can be used together or
on their own.</p>
<p><a class="reference internal" href="Contrib-Mail.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.mail.html#evennia-contrib-game-systems-mail"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="multidescer">
<h3><code class="docutils literal notranslate"><span class="pre">multidescer</span></code><a class="headerlink" href="#multidescer" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2016</em></p>
<p>A “multidescer” is a concept from the MUSH world. It allows for
splitting your descriptions into arbitrary named sections which you can
then swap out at will. It is a way for quickly managing your look (such as when
changing clothes) in more free-form roleplaying systems. This will also
work well together with the <code class="docutils literal notranslate"><span class="pre">rpsystem</span></code> contrib.</p>
<p><a class="reference internal" href="Contrib-Multidescer.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.multidescer.html#evennia-contrib-game-systems-multidescer"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="puzzles">
<h3><code class="docutils literal notranslate"><span class="pre">puzzles</span></code><a class="headerlink" href="#puzzles" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Henddher 2018</em></p>
<p>Intended for adventure-game style combination puzzles, such as combining fruits
and a blender to create a smoothie. Provides a typeclass and commands for objects
that can be combined (i.e. used together). Unlike the <code class="docutils literal notranslate"><span class="pre">crafting</span></code> contrib, each
puzzle is built from unique objects rather than using tags and a builder can create
the puzzle entirely from in-game.</p>
<p><a class="reference internal" href="Contrib-Puzzles.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.puzzles.html#evennia-contrib-game-systems-puzzles"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="turnbattle">
<h3><code class="docutils literal notranslate"><span class="pre">turnbattle</span></code><a class="headerlink" href="#turnbattle" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Tim Ashley Jenkins, 2017</em></p>
<p>This is a framework for a simple turn-based combat system, similar
to those used in D&amp;D-style tabletop role playing games. It allows
any character to start a fight in a room, at which point initiative
is rolled and a turn order is established. Each participant in combat
has a limited time to decide their action for that turn (30 seconds by
default), and combat progresses through the turn order, looping through
the participants until the fight ends.</p>
<p><a class="reference internal" href="Contrib-Turnbattle.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.game_systems.turnbattle.html#evennia-contrib-game-systems-turnbattle"><span class="std std-ref">Browse the Code</span></a></p>
</section>
</section>
<section id="grid">
<h2>grid<a class="headerlink" href="#grid" title="Permalink to this headline"></a></h2>
<p><em>Systems related to the game worlds topology and structure. Contribs related
to rooms, exits and map building.</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Extended-Room.html">Extended Room</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Ingame-Map-Display.html">Basic Map</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Mapbuilder.html">Map Builder</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Simpledoor.html">SimpleDoor</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Slow-Exit.html">Slow Exit</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Wilderness.html">Wilderness system</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-XYZGrid.html">XYZgrid</a></li>
</ul>
</div>
<section id="extended-room">
<h3><code class="docutils literal notranslate"><span class="pre">extended_room</span></code><a class="headerlink" href="#extended-room" title="Permalink to this headline"></a></h3>
<p><em>Contribution - Griatch 2012, vincent-lg 2019, Griatch 2023</em></p>
<p>This extends the normal <code class="docutils literal notranslate"><span class="pre">Room</span></code> typeclass to allow its description to change with
time-of-day and/or season as well as any other state (like flooded or dark).
Embedding <code class="docutils literal notranslate"><span class="pre">$state(burning,</span> <span class="pre">This</span> <span class="pre">place</span> <span class="pre">is</span> <span class="pre">on</span> <span class="pre">fire!)</span></code> in the description will
allow for changing the description based on room state. The room also supports
<code class="docutils literal notranslate"><span class="pre">details</span></code> for the player to look at in the room (without having to create a new
in-game object for each), as well as support for random echoes. The room
comes with a set of alternate commands for <code class="docutils literal notranslate"><span class="pre">look</span></code> and <code class="docutils literal notranslate"><span class="pre">&#64;desc</span></code>, as well as new
commands <code class="docutils literal notranslate"><span class="pre">detail</span></code>, <code class="docutils literal notranslate"><span class="pre">roomstate</span></code> and <code class="docutils literal notranslate"><span class="pre">time</span></code>.</p>
<p><a class="reference internal" href="Contrib-Extended-Room.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.extended_room.html#evennia-contrib-grid-extended-room"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="ingame-map-display">
<h3><code class="docutils literal notranslate"><span class="pre">ingame_map_display</span></code><a class="headerlink" href="#ingame-map-display" title="Permalink to this headline"></a></h3>
<p><em>Contribution - helpme 2022</em></p>
<p>This adds an ascii <code class="docutils literal notranslate"><span class="pre">map</span></code> to a given room which can be viewed with the <code class="docutils literal notranslate"><span class="pre">map</span></code> command.
You can easily alter it to add special characters, room colors etc. The map shown is
dynamically generated on use, and supports all compass directions and up/down. Other
directions are ignored.</p>
<p><a class="reference internal" href="Contrib-Ingame-Map-Display.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.ingame_map_display.html#evennia-contrib-grid-ingame-map-display"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="mapbuilder">
<h3><code class="docutils literal notranslate"><span class="pre">mapbuilder</span></code><a class="headerlink" href="#mapbuilder" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Cloud_Keeper 2016</em></p>
<p>Build a game map from the drawing of a 2D ASCII map.</p>
<p><a class="reference internal" href="Contrib-Mapbuilder.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.mapbuilder.html#evennia-contrib-grid-mapbuilder"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="simpledoor">
<h3><code class="docutils literal notranslate"><span class="pre">simpledoor</span></code><a class="headerlink" href="#simpledoor" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2016</em></p>
<p>A simple two-way exit that represents a door that can be opened and
closed from both sides. Can easily be expanded to make it lockable,
destroyable etc.</p>
<p><a class="reference internal" href="Contrib-Simpledoor.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.simpledoor.html#evennia-contrib-grid-simpledoor"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="slow-exit">
<h3><code class="docutils literal notranslate"><span class="pre">slow_exit</span></code><a class="headerlink" href="#slow-exit" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2014</em></p>
<p>An example of an Exit-type that delays its traversal. This simulates
slow movement, common in many games. The contrib also
contains two commands, <code class="docutils literal notranslate"><span class="pre">setspeed</span></code> and <code class="docutils literal notranslate"><span class="pre">stop</span></code> for changing the movement speed
and abort an ongoing traversal, respectively.</p>
<p><a class="reference internal" href="Contrib-Slow-Exit.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.slow_exit.html#evennia-contrib-grid-slow-exit"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="wilderness">
<h3><code class="docutils literal notranslate"><span class="pre">wilderness</span></code><a class="headerlink" href="#wilderness" title="Permalink to this headline"></a></h3>
<p><em>Contribution by titeuf87, 2017</em></p>
<p>This contrib provides a wilderness map without actually creating a large number
of rooms - as you move, you instead end up back in the same room but its description
changes. This means you can make huge areas with little database use as
long as the rooms are relatively similar (e.g. only the names/descs changing).</p>
<p><a class="reference internal" href="Contrib-Wilderness.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.wilderness.html#evennia-contrib-grid-wilderness"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="xyzgrid">
<h3><code class="docutils literal notranslate"><span class="pre">xyzgrid</span></code><a class="headerlink" href="#xyzgrid" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2021</em></p>
<p>Places Evennias game world on an xy (z being different maps) coordinate grid.
Grid is created and maintained externally by drawing and parsing 2D ASCII maps,
including teleports, map transitions and special markers to aid pathfinding.
Supports very fast shortest-route pathfinding on each map. Also includes a
fast view function for seeing only a limited number of steps away from your
current location (useful for displaying the grid as an in-game, updating map).</p>
<p><a class="reference internal" href="Contrib-XYZGrid.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.grid.xyzgrid.html#evennia-contrib-grid-xyzgrid"><span class="std std-ref">Browse the Code</span></a></p>
</section>
</section>
<section id="rpg">
<h2>rpg<a class="headerlink" href="#rpg" title="Permalink to this headline"></a></h2>
<p><em>Systems specifically related to roleplaying
and rule implementation like character traits, dice rolling and emoting.</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Buffs.html">Buffs</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Character-Creator.html">Character Creator</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Dice.html">Dice roller</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Health-Bar.html">Health Bar</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Llm.html">Large Language Model (“Chat-bot AI”) integration</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-RPSystem.html">Roleplaying base system for Evennia</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Traits.html">Traits</a></li>
</ul>
</div>
<section id="buffs">
<h3><code class="docutils literal notranslate"><span class="pre">buffs</span></code><a class="headerlink" href="#buffs" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Tegiminis 2022</em></p>
<p>A buff is a timed object, attached to a game entity. It is capable of modifying values, triggering code, or both.
It is a common design pattern in RPGs, particularly action games.</p>
<p><a class="reference internal" href="Contrib-Buffs.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.buffs.html#evennia-contrib-rpg-buffs"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="character-creator">
<h3><code class="docutils literal notranslate"><span class="pre">character_creator</span></code><a class="headerlink" href="#character-creator" title="Permalink to this headline"></a></h3>
<p><em>Contribution by InspectorCaracal, 2022</em></p>
<p>Commands for managing and initiating an in-game character-creation menu.</p>
<p><a class="reference internal" href="Contrib-Character-Creator.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.character_creator.html#evennia-contrib-rpg-character-creator"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="dice">
<h3><code class="docutils literal notranslate"><span class="pre">dice</span></code><a class="headerlink" href="#dice" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2012, 2023</em></p>
<p>A dice roller for any number and side of dice. Adds in-game dice rolling
(like <code class="docutils literal notranslate"><span class="pre">roll</span> <span class="pre">2d10</span> <span class="pre">+</span> <span class="pre">1</span></code>) as well as conditionals (roll under/over/equal to a target)
and functions for rolling dice in code. Command also supports hidden or secret
rolls for use by a human game master.</p>
<p><a class="reference internal" href="Contrib-Dice.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.dice.html#evennia-contrib-rpg-dice"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="health-bar">
<h3><code class="docutils literal notranslate"><span class="pre">health_bar</span></code><a class="headerlink" href="#health-bar" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Tim Ashley Jenkins, 2017</em></p>
<p>The function provided in this module lets you easily display visual
bars or meters as a colorful bar instead of just a number. A “health bar”
is merely the most obvious use for this, but the bar is highly customizable
and can be used for any sort of appropriate data besides player health.</p>
<p><a class="reference internal" href="Contrib-Health-Bar.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.health_bar.html#evennia-contrib-rpg-health-bar"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="llm">
<h3><code class="docutils literal notranslate"><span class="pre">llm</span></code><a class="headerlink" href="#llm" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2023</em></p>
<p>This adds an LLMClient that allows Evennia to send prompts to a LLM server (Large Language Model, along the lines of ChatGPT). Example uses a local OSS LLM install. Included is an NPC you can chat with using a new <code class="docutils literal notranslate"><span class="pre">talk</span></code> command. The NPC will respond using the AI responses from the LLM server. All calls are asynchronous, so if the LLM is slow, Evennia is not affected.</p>
<p><a class="reference internal" href="Contrib-Llm.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.llm.html#evennia-contrib-rpg-llm"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="rpsystem">
<h3><code class="docutils literal notranslate"><span class="pre">rpsystem</span></code><a class="headerlink" href="#rpsystem" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2015</em></p>
<p>A full roleplaying emote system. Short-descriptions and recognition (only
know people by their looks until you assign a name to them). Room poses. Masks/disguises
(hide your description). Speak directly in emote, with optional language obscuration
(words get garbled if you dont know the language, you can also have different languages
with different sounding garbling). Whispers can be partly overheard from a distance. A
very powerful in-emote reference system, for referencing and differentiate targets
(including objects).</p>
<p><a class="reference internal" href="Contrib-RPSystem.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.rpsystem.html#evennia-contrib-rpg-rpsystem"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="traits">
<h3><code class="docutils literal notranslate"><span class="pre">traits</span></code><a class="headerlink" href="#traits" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2020, based on code by Whitenoise and Ainneve contribs, 2014</em></p>
<p>A <code class="docutils literal notranslate"><span class="pre">Trait</span></code> represents a modifiable property on (usually) a Character. They can
be used to represent everything from attributes (str, agi etc) to skills
(hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc.
Traits differ from normal Attributes in that they track their changes and limit
themselves to particular value-ranges. One can add/subtract from them easily and
they can even change dynamically at a particular rate (like you being poisoned or
healed).</p>
<p><a class="reference internal" href="Contrib-Traits.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.rpg.traits.html#evennia-contrib-rpg-traits"><span class="std std-ref">Browse the Code</span></a></p>
</section>
</section>
<section id="tutorials">
<h2>tutorials<a class="headerlink" href="#tutorials" title="Permalink to this headline"></a></h2>
<p><em>Helper resources specifically meant to teach a development concept or
to exemplify an Evennia system. Any extra resources tied to documentation
tutorials are found here. Also the home of the Tutorial-World and Evadventure
demo codes.</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Batchprocessor.html">Batch processor examples</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Bodyfunctions.html">Script example</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Evadventure.html">EvAdventure</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Mirror.html">TutorialMirror</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Red-Button.html">Red Button example</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Talking-Npc.html">Talkative NPC example</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Tutorial-World.html">Evennia Tutorial World</a></li>
</ul>
</div>
<section id="batchprocessor">
<h3><code class="docutils literal notranslate"><span class="pre">batchprocessor</span></code><a class="headerlink" href="#batchprocessor" title="Permalink to this headline"></a></h3>
<p><em>Contibution by Griatch, 2012</em></p>
<p>Simple examples for the batch-processor. The batch processor is used for generating
in-game content from one or more static files. Files can be stored with version
control and then applied to the game to create content.</p>
<p><a class="reference internal" href="Contrib-Batchprocessor.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.batchprocessor.html#evennia-contrib-tutorials-batchprocessor"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="bodyfunctions">
<h3><code class="docutils literal notranslate"><span class="pre">bodyfunctions</span></code><a class="headerlink" href="#bodyfunctions" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2012</em></p>
<p>Example script for testing. This adds a simple timer that has your
character make small verbal observations at irregular intervals.</p>
<p><a class="reference internal" href="Contrib-Bodyfunctions.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.bodyfunctions.html#evennia-contrib-tutorials-bodyfunctions"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="evadventure">
<h3><code class="docutils literal notranslate"><span class="pre">evadventure</span></code><a class="headerlink" href="#evadventure" title="Permalink to this headline"></a></h3>
<p><em>Contrib by Griatch 2023-</em></p>
<div class="admonition warning">
<p class="admonition-title">Warning</p>
<p>NOTE - this tutorial is WIP and NOT complete yet! You will still learn
things from it, but dont expect perfection.</p>
</div>
<p><a class="reference internal" href="Contrib-Evadventure.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.evadventure.html#evennia-contrib-tutorials-evadventure"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="mirror">
<h3><code class="docutils literal notranslate"><span class="pre">mirror</span></code><a class="headerlink" href="#mirror" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2017</em></p>
<p>A simple mirror object to experiment with. It will respond to being looked at.</p>
<p><a class="reference internal" href="Contrib-Mirror.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.mirror.html#evennia-contrib-tutorials-mirror"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="red-button">
<h3><code class="docutils literal notranslate"><span class="pre">red_button</span></code><a class="headerlink" href="#red-button" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch, 2011</em></p>
<p>A red button that you can press to have an effect. This is a more advanced example
object with its own functionality and state tracking.</p>
<p><a class="reference internal" href="Contrib-Red-Button.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.red_button.html#evennia-contrib-tutorials-red-button"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="talking-npc">
<h3><code class="docutils literal notranslate"><span class="pre">talking_npc</span></code><a class="headerlink" href="#talking-npc" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2011. Updated by grungies1138, 2016</em></p>
<p>This is an example of a static NPC object capable of holding a simple menu-driven
conversation. Suitable for example as a quest giver or merchant.</p>
<p><a class="reference internal" href="Contrib-Talking-Npc.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.talking_npc.html#evennia-contrib-tutorials-talking-npc"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="tutorial-world">
<h3><code class="docutils literal notranslate"><span class="pre">tutorial_world</span></code><a class="headerlink" href="#tutorial-world" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Griatch 2011, 2015</em></p>
<p>A stand-alone tutorial area for an unmodified Evennia install.
Think of it as a sort of single-player adventure rather than a
full-fledged multi-player game world. The various rooms and objects
are designed to show off features of Evennia, not to be a
very challenging (nor long) gaming experience. As such its of course
only skimming the surface of what is possible. Taking this apart
is a great way to start learning the system.</p>
<p><a class="reference internal" href="Contrib-Tutorial-World.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.tutorials.tutorial_world.html#evennia-contrib-tutorials-tutorial-world"><span class="std std-ref">Browse the Code</span></a></p>
</section>
</section>
<section id="utils">
<h2>utils<a class="headerlink" href="#utils" title="Permalink to this headline"></a></h2>
<p><em>Miscellaneous, tools for manipulating text, security auditing, and more.</em></p>
<div class="toctree-wrapper compound">
</div>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Auditing.html">Input/Output Auditing</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Fieldfill.html">Easy fillable form</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Git-Integration.html">In-game Git Integration</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Name-Generator.html">Random Name Generator</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Random-String-Generator.html">Pseudo-random generator and registry</a></li>
<li class="toctree-l1"><a class="reference internal" href="Contrib-Tree-Select.html">Easy menu selection tree</a></li>
</ul>
</div>
<section id="auditing">
<h3><code class="docutils literal notranslate"><span class="pre">auditing</span></code><a class="headerlink" href="#auditing" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Johnny, 2017</em></p>
<p>Utility that taps and intercepts all data sent to/from clients and the
server and passes it to a callback of your choosing. This is intended for
quality assurance, post-incident investigations and debugging.</p>
<p><a class="reference internal" href="Contrib-Auditing.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.utils.auditing.html#evennia-contrib-utils-auditing"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="fieldfill">
<h3><code class="docutils literal notranslate"><span class="pre">fieldfill</span></code><a class="headerlink" href="#fieldfill" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Tim Ashley Jenkins, 2018</em></p>
<p>This module contains a function that generates an <code class="docutils literal notranslate"><span class="pre">EvMenu</span></code> for you - this
menu presents the player with a form of fields that can be filled
out in any order (e.g. for character generation or building). Each fields value can
be verified, with the function allowing easy checks for text and integer input,
minimum and maximum values / character lengths, or can even be verified by a custom
function. Once the form is submitted, the forms data is submitted as a dictionary
to any callable of your choice.</p>
<p><a class="reference internal" href="Contrib-Fieldfill.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.utils.fieldfill.html#evennia-contrib-utils-fieldfill"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="git-integration">
<h3><code class="docutils literal notranslate"><span class="pre">git_integration</span></code><a class="headerlink" href="#git-integration" title="Permalink to this headline"></a></h3>
<p><em>Contribution by helpme (2022)</em></p>
<p>A module to integrate a stripped-down version of git within the game, allowing developers to view their git status, change branches, and pull updated code of both their local mygame repo and Evennia core. After a successful pull or checkout, the git command will reload the game: Manual restarts may be required to to apply certain changes that would impact persistent scripts etc.</p>
<p><a class="reference internal" href="Contrib-Git-Integration.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.utils.git_integration.html#evennia-contrib-utils-git-integration"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="name-generator">
<h3><code class="docutils literal notranslate"><span class="pre">name_generator</span></code><a class="headerlink" href="#name-generator" title="Permalink to this headline"></a></h3>
<p><em>Contribution by InspectorCaracal (2022)</em></p>
<p>A module for generating random names, both real-world and fantasy. Real-world
names can be generated either as first (personal) names, family (last) names, or
full names (first, optional middles, and last). The name data is from <a class="reference external" href="https://www.behindthename.com/">Behind the Name</a>
and used under the <a class="reference external" href="https://creativecommons.org/licenses/by-sa/4.0/">CC BY-SA 4.0 license</a>.</p>
<p><a class="reference internal" href="Contrib-Name-Generator.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.utils.name_generator.html#evennia-contrib-utils-name-generator"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="random-string-generator">
<h3><code class="docutils literal notranslate"><span class="pre">random_string_generator</span></code><a class="headerlink" href="#random-string-generator" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Vincent Le Goff (vlgeoff), 2017</em></p>
<p>This utility can be used to generate pseudo-random strings of information
with specific criteria. You could, for instance, use it to generate
phone numbers, license plate numbers, validation codes, in-game security
passwords and so on. The strings generated will be stored and wont be repeated.</p>
<p><a class="reference internal" href="Contrib-Random-String-Generator.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.utils.random_string_generator.html#evennia-contrib-utils-random-string-generator"><span class="std std-ref">Browse the Code</span></a></p>
</section>
<section id="tree-select">
<h3><code class="docutils literal notranslate"><span class="pre">tree_select</span></code><a class="headerlink" href="#tree-select" title="Permalink to this headline"></a></h3>
<p><em>Contribution by Tim Ashley Jenkins, 2017</em></p>
<p>This utility allows you to create and initialize an entire branching EvMenu
instance from a multi-line string passed to one function.</p>
<p><a class="reference internal" href="Contrib-Tree-Select.html"><span class="doc std std-doc">Read the documentation</span></a> - <a class="reference internal" href="../api/evennia.contrib.utils.tree_select.html#evennia-contrib-utils-tree-select"><span class="std std-ref">Browse the Code</span></a></p>
<hr class="docutils" />
<p><small>This document page is auto-generated. Manual changes
will be overwritten.</small></p>
</section>
</section>
</section>
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