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