This website requires JavaScript.
Explore
Help
Sign in
Andreas
/
evennia
Watch
1
Star
0
Fork
You've already forked evennia
0
mirror of
https://github.com/evennia/evennia.git
synced
2026-03-18 05:46:31 +01:00
Code
Issues
Projects
Releases
Packages
Wiki
Activity
Actions
fa4cc4cab3
evennia
/
scripts
History
Download ZIP
Download TAR.GZ
Greg Taylor
94779a86a5
Added new SCRIPT_ROOT variable to settings.py, you'll need to copy this over from settings.py.dist if you're running a test game. We also now have rudimentary support for default, enter, and use locks per the basicobject.py file. Take a look at the example locks in there. A returned boolean value determines whether the player passes. Make sure you emit an error message within the lock if you're going to return false. We will have simple in-game attribute or dbref locks via an @lock command similar to MUX/MUSH that override scripted behaviors.
2007-07-12 13:45:23 +00:00
..
exit
I'm going to start tinkering with possible scripting system solutions. Here's the directory structure the standard scripts are going to use.
2007-05-29 03:49:40 +00:00
npc
I'm going to start tinkering with possible scripting system solutions. Here's the directory structure the standard scripts are going to use.
2007-05-29 03:49:40 +00:00
thing
I'm going to start tinkering with possible scripting system solutions. Here's the directory structure the standard scripts are going to use.
2007-05-29 03:49:40 +00:00
__init__.py
I'm going to start tinkering with possible scripting system solutions. Here's the directory structure the standard scripts are going to use.
2007-05-29 03:49:40 +00:00
basicobject.py
Added new SCRIPT_ROOT variable to settings.py, you'll need to copy this over from settings.py.dist if you're running a test game. We also now have rudimentary support for default, enter, and use locks per the basicobject.py file. Take a look at the example locks in there. A returned boolean value determines whether the player passes. Make sure you emit an error message within the lock if you're going to return false. We will have simple in-game attribute or dbref locks via an @lock command similar to MUX/MUSH that override scripted behaviors.
2007-07-12 13:45:23 +00:00