Updated ReST docs.

This commit is contained in:
Griatch 2013-12-02 16:43:44 +01:00
parent 3aeec1298a
commit 64a30c655d
29 changed files with 1391 additions and 1186 deletions

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@ -39,7 +39,7 @@ To temporarily step down from your superuser position you can use the
::
@quell
> @quell
This will make you start using the permission of your current
`Character <Objects.html>`_ instead of your superuser level. If you
@ -64,19 +64,18 @@ rather short name, let's is give a few aliases.
::
> @name box = very large box;box;very;bo;crate
> @name box = very large box;box;very;crate
We now actually renamed the box to *very large box* (and this is what we
will see when looking at the room), but we will also recognize it by any
of the other names we give - like *crate* or simply *box* as before. We
will see when looking at it), but we will also recognize it by any of
the other names we give - like *crate* or simply *box* as before. We
could have given these aliases directly after the name in the
``@create`` command, this is true for all creation commands - you can
always tag on a list of ;-separated aliases to the name of your new
object. If you had wanted to not change the name itself, but to only add
aliases, you could have used the ``@alias`` command.
We are currently carrying the box, which you can see if you give the
command ``inventory`` (or ``i``). Let's drop it.
We are currently carrying the box. Let's drop it.
::
@ -118,8 +117,7 @@ box was dropped in the room, then try this:
Locks are a rather `big topic <Locks.html>`_, but for now that will do
what we want. This will lock the box so noone can lift it. The exception
is superusers, they override all locks and will pick it up anyway. Make
sure you are using your builder account and not the superuser account
and try to get the box now:
sure you are quelling your superuser powers and try to get the box now:
::
@ -134,7 +132,7 @@ attributes using the ``@set`` command:
::
> @set box/get_err_msg = The box is way too heavy for you to lift.
> @set box/get_err_msg = It's way too heavy for you to lift.
Try to get it now and you should see a nicer error message echoed back
to you.
@ -178,7 +176,7 @@ Pushing your buttons
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 just a dumb generic object. If you renamed
it ``carpet`` and changed its description noone would be the wiser.
it to ``stone`` and changed its description noone would be the wiser.
However, with the combined use of custom
`Typeclasses <Typeclasses.html>`_, `Scripts <Scripts.html>`_ and
object-based `Commands <Commands.html>`_, you could expand it and other
@ -201,7 +199,7 @@ Python except Evennia defaults to looking in ``game/gamesrc/objects/``
so you don't have to write the full path every time. There you go - one
red button.
The RedButton is an example object intended to show off many of
The RedButton is an example object intended to show off a few of
Evennia's features. You will find that the `Scripts <Scripts.html>`_ and
`Commands <Commands.html>`_ controlling it are scattered in
``examples``-folders all across ``game/gamesrc/``.
@ -210,8 +208,8 @@ If you wait for a while (make sure you dropped it!) the button will
blink invitingly. Why don't you try to push it ...? Surely a big red
button is meant to be pushed. You know you want to.
Creating a room called 'house'
------------------------------
Making yourself a house
-----------------------
The main command for shaping the game world is ``@dig``. For example, if
you are standing in Limbo you can dig a route to your new house location
@ -240,8 +238,7 @@ This will create a new room "cliff" with an exit "southwest" leading
there and a path "northeast" leading back from the cliff to your current
location.
You can create exits from anywhere at any time using the ``@open``
command:
You can create new exits from where you are using the ``@open`` command:
::
@ -251,9 +248,9 @@ This opens an exit ``north`` to the previously created room ``house``.
If you have many rooms named ``house`` you will get a list of matches
and have to select which one you want to link to. You can also give its
database ref number, which is unique to every object. This can be found
with the ``examine`` command or by looking at the latest constructions
with ``@objects``.
database (#dbref) number, which is unique to every object. This can be
found with the ``examine`` command or by looking at the latest
constructions with ``@objects``.
Follow the north exit to your 'house' or ``@teleport`` to it:
@ -276,37 +273,46 @@ To manually open an exit back to Limbo (if you didn't do so with the
(or give limbo's dbref which is #2)
Finding and manipulating existing objects
-----------------------------------------
Reshuffling the world
---------------------
To re-point an exit at another room or object, you can use
You can find things using the ``@find`` command. Assuming you are back
at ``Limbo``, let's teleport the *large box to our house*.
::
> @link <room name> = <new_target name>
> @teleport box = house
very large box is leaving Limbo, heading for house.
Teleported very large box -> house.
To find something, use
We can still find the box by using @find:
::
> @find <name>
> @find box
One Match(#1-#8):
very large box(#8) - src.objects.objects.Object
This will return a list of dbrefs that have a similar name.
To teleport something somewhere, one uses
Knowing the #dbref of the box (#8 in this example), you can grab the box
and get it back here without actually yourself going to ``house`` first:
::
> @teleport <object> = <destination>
> @teleport #8 = here
To destroy something existing, use
(You can usually use ``here`` to refer to your current location. To
refer to yourself you can use ``self`` or ``me``). The box should now be
back in Limbo with you.
We are getting tired of the box. Let's destroy it.
::
> @destroy <object>
> @destroy box
You can destroy many objects in one go by giving a comma-separated list
of objects to the command.
of objects (or their #dbrefs, if they are not in the same location) to
the command.
Adding a help entry
-------------------
@ -322,16 +328,27 @@ command.
Adding a World
--------------
Evennia comes with a tutorial world for you to build. To build this you
need to log back in as *superuser*. Place yourself in Limbo and do:
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.
First you need to switch back to *superuser* by using the ``@unquell``
command. Next, place yourself in ``Limbo`` and run the following
command:
::
@batchcommand contrib.tutorial_world.build
> @batchcommand contrib.tutorial_world.build
This will take a while, but you will see a lot of messages as the world
is built for you. You will end up with a new exit from Limbo named
*tutorial*. See more info about the tutorial world
`here <TutorialWorldIntroduction.html>`_. Read
``contrib/tutorial_world/build.ev`` to see exactly how it's built, step
by step.
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.
You will end up with a new exit from Limbo named *tutorial*. Apart from
being a little solo-adventure in its own right, the tutorial world is a
good source for learning Evennia building (and coding).
Read
`contrib/tutorial\_world/build.ev <https://code.google.com/p/evennia/source/browse/contrib/tutorial_world/build.ev>`_
to see exactly how it's built, step by step. See also more info about
the tutorial world `here <TutorialWorldIntroduction.html>`_.