Migration needed. Changed how connection screens are defined, rather than being a database model, they are created on-the fly. I didn't migrate over the screen data into the new module file though, so if you had custom connection screens, you need to manually add them to the new module in gamesrc/world/connection_screen.py.

This commit is contained in:
Griatch 2011-04-10 14:21:41 +00:00
parent 52785e8f3e
commit 2ee54678ae
12 changed files with 110 additions and 174 deletions

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#
# This module holds textual connection screen definitions. All global
# string variables (only) in this module are read by Evennia and
# assumed to define a Connection screen.
#
# The names of the string variables doesn't matter (except they
# shouldn't start with _), but each should hold a string defining a
# connection screen - as seen when first connecting to the game
# (before having logged in). If there are more than one string
# variable defined, a random one is picked.
#
# After adding new connection screens to this module you must
# either reboot or reload the server to make them available.
#
from src.utils import utils
DEFAULT_SCREEN = \
"""{b=============================================================={n
Welcome to {gEvennia{n, version %s!
If you have an existing account, connect to it by typing:
{wconnect <email> <password>{n
If you need to create an account, type (without the <>'s):
{wcreate \"<username>\" <email> <password>{n
Enter {whelp{n for more info. {wlook{n will re-load this screen.
{b=============================================================={n""" % utils.get_evennia_version()

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