Change to MyST parser
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# Accounts
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All *users* (real people) that starts a game [Session](./Sessions) on Evennia are doing so through an
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All *users* (real people) that starts a game [Session](./Sessions.md) on Evennia are doing so through an
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object called *Account*. The Account object has no in-game representation, it represents a unique
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game account. In order to actually get on the game the Account must *puppet* an [Object](./Objects)
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(normally a [Character](./Objects#Character)).
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game account. In order to actually get on the game the Account must *puppet* an [Object](./Objects.md)
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(normally a [Character](./Objects.md#characters)).
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Exactly how many Sessions can interact with an Account and its Puppets at once is determined by
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Evennia's [MULTISESSION_MODE](./Sessions#Multisession-mode) setting.
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Evennia's [MULTISESSION_MODE](./Sessions.md#multisession-mode) setting.
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Apart from storing login information and other account-specific data, the Account object is what is
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chatting on [Channels](./Communications). It is also a good place to store [Permissions](./Locks) to be
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chatting on [Channels](./Communications.md). It is also a good place to store [Permissions](./Locks.md) to be
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consistent between different in-game characters as well as configuration options. The Account
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object also has its own [CmdSet](./Command-Sets), the `AccountCmdSet`.
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object also has its own [CmdSet](./Command-Sets.md), the `AccountCmdSet`.
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Logged into default evennia, you can use the `ooc` command to leave your current
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[character](./Objects) and go into OOC mode. You are quite limited in this mode, basically it works
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[character](./Objects.md) and go into OOC mode. You are quite limited in this mode, basically it works
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like a simple chat program. It acts as a staging area for switching between Characters (if your
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game supports that) or as a safety mode if your Character gets deleted. Use `ic` to attempt to
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(re)puppet a Character.
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(re)puppet a Character.
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Note that the Account object can have, and often does have, a different set of
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[Permissions](./Locks#Permissions) from the Character they control. Normally you should put your
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[Permissions](./Permissions.md) from the Character they control. Normally you should put your
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permissions on the Account level - this will overrule permissions set on the Character level. For
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the permissions of the Character to come into play the default `quell` command can be used. This
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allows for exploring the game using a different permission set (but you can't escalate your
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permissions this way - for hierarchical permissions like `Builder`, `Admin` etc, the *lower* of the
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permissions on the Character/Account will always be used).
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permissions on the Character/Account will always be used).
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## How to create your own Account types
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You will usually not want more than one Account typeclass for all new accounts (but you could in
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principle create a system that changes an account's typeclass dynamically).
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principle create a system that changes an account's typeclass dynamically).
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An Evennia Account is, per definition, a Python class that includes `evennia.DefaultAccount` among
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its parents. In `mygame/typeclasses/accounts.py` there is an empty class ready for you to modify.
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Evennia defaults to using this (it inherits directly from `DefaultAccount`).
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Evennia defaults to using this (it inherits directly from `DefaultAccount`).
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Here's an example of modifying the default Account class in code:
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Here's an example of modifying the default Account class in code:
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```python
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```python
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# in mygame/typeclasses/accounts.py
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from evennia import DefaultAccount
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@ -51,7 +51,7 @@ Here's an example of modifying the default Account class in code:
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self.db.config_1 = True # default config self.db.config_2 = False # "
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self.db.config_3 = 1 # "
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# ... whatever else our game needs to know ``` Reload the server with `reload`.
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# ... whatever else our game needs to know ``` Reload the server with `reload`.
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```
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@ -65,7 +65,7 @@ using `py`:
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``` py [account.at_account_creation() for account in evennia.managers.accounts.all()] ```
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You should now see the Attributes on yourself.
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You should now see the Attributes on yourself.
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> If you wanted Evennia to default to a completely *different* Account class located elsewhere, you
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@ -76,8 +76,8 @@ You should now see the Attributes on yourself.
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## Properties on Accounts
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Beyond those properties assigned to all typeclassed objects (see [Typeclasses](./Typeclasses)), the
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Account also has the following custom properties:
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Beyond those properties assigned to all typeclassed objects (see [Typeclasses](./Typeclasses.md)), the
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Account also has the following custom properties:
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- `user` - a unique link to a `User` Django object, representing the logged-in user.
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- `obj` - an alias for `character`.
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@ -91,12 +91,12 @@ as
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- `is_superuser` (bool: True/False) - if this account is a superuser.
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Special handlers:
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- `cmdset` - This holds all the current [Commands](./Commands) of this Account. By default these are
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- `cmdset` - This holds all the current [Commands](./Commands.md) of this Account. By default these are
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the commands found in the cmdset defined by `settings.CMDSET_ACCOUNT`.
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- `nicks` - This stores and handles [Nicks](./Nicks), in the same way as nicks it works on Objects.
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- `nicks` - This stores and handles [Nicks](./Nicks.md), in the same way as nicks it works on Objects.
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For Accounts, nicks are primarily used to store custom aliases for
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[Channels](./Communications#Channels).
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[Channels](./Channels.md).
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Selection of special methods (see `evennia.DefaultAccount` for details):
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- `get_puppet` - get a currently puppeted object connected to the Account and a given session id, if
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any.
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@ -104,4 +104,4 @@ Selection of special methods (see `evennia.DefaultAccount` for details):
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- `unpuppet_object` - disconnect a session from a puppetable Object.
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- `msg` - send text to the Account
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- `execute_cmd` - runs a command as if this Account did it.
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- `search` - search for Accounts.
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- `search` - search for Accounts.
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