Change to MyST parser
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@ -15,7 +15,7 @@ Like everywhere in the docs we'll assume it's called `mygame`.
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You may have noticed when we were building things in-game that we would often refer to code through
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"python paths", such as
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```sidebar:: Python-paths
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```{sidebar} Python-paths
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A 'python path' uses '.' instead of '/' or '`\\`' and
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skips the `.py` ending of files. It can also point to
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@ -57,10 +57,10 @@ and how you point to it correctly.
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## commands/
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The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Components/Commands)
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The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Components/Commands.md)
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of Evennia. These manifest in game like the server understanding input like `look` or `dig`.
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```sidebar:: Classes
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```{sidebar} Classes
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A `class` is template for creating object-instances of a particular type
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in Python. We will explain classes in more detail in the next
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@ -149,28 +149,28 @@ knows where they are and will read them to configure itself at startup.
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### typeclasses/
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The [Typeclasses](../../../Components/Typeclasses) of Evennia are Evennia-specific Python classes whose instances save themselves
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The [Typeclasses](../../../Components/Typeclasses.md) of Evennia are Evennia-specific Python classes whose instances save themselves
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to the database. This allows a Character to remain in the same place and your updated strength stat to still
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be the same after a server reboot.
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- [accounts.py](github:evennia/game_template/typeclasses/accounts.py) (Python-path: `typeclasses.accounts`) - An
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[Account](../../../Components/Accounts) represents the player connecting to the game. It holds information like email,
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[Account](../../../Components/Accounts.md) represents the player connecting to the game. It holds information like email,
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password and other out-of-character details.
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- [channels.py](github:evennia/game_template/typeclasses/channels.py) (Python-path: `typeclasses.channels`) -
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[Channels](../../../Components/Channels) are used to manage in-game communication between players.
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[Channels](../../../Components/Channels.md) are used to manage in-game communication between players.
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- [objects.py](github:evennia/game_template/typeclasses/objects.py) (Python-path: `typeclasses.objects`) -
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[Objects](../../../Components/Objects) represent all things having a location within the game world.
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[Objects](../../../Components/Objects.md) represent all things having a location within the game world.
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- [characters.py](github:evennia/game_template/typeclasses/characters.py) (Python-path: `typeclasses.characters`) -
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The [Character](../../../Components/Objects#Characers) is a subclass of Objects, controlled by Accounts - they are the player's
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The [Character](../../../Components/Objects.md#characters) is a subclass of Objects, controlled by Accounts - they are the player's
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avatars in the game world.
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- [rooms.py](github:evennia/game_template/typeclasses/rooms.py) (Python-path: `typeclasses.rooms`) - A
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[Room](../../../Components/Objects#Room) is also a subclass of Object; describing discrete locations. While the traditional
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[Room](../../../Components/Objects.md#rooms) is also a subclass of Object; describing discrete locations. While the traditional
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term is 'room', such a location can be anything and on any scale that fits your game, from a forest glade,
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an entire planet or an actual dungeon room.
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- [exits.py](github:evennia/game_template/typeclasses/exits.py) (Python-path: `typeclasses.exits`) -
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[Exits](../../../Components/Objects#Exit) is another subclass of Object. Exits link one Room to another.
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[Exits](../../../Components/Objects.md#exits) is another subclass of Object. Exits link one Room to another.
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- [scripts.py](github:evennia/game_template/typeclasses/scripts.py) (Python-path: `typeclasses.scripts`) -
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[Scripts](../../../Components/Scripts) are 'out-of-character' objects. They have no location in-game and can serve as basis for
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[Scripts](../../../Components/Scripts.md) are 'out-of-character' objects. They have no location in-game and can serve as basis for
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anything that needs database persistence, such as combat, weather, or economic systems. They also
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have the ability to execute code repeatedly, on a timer.
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@ -200,8 +200,8 @@ people change and re-structure this in various ways to better fit their ideas.
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- [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially
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just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
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[Tutorial World](./Tutorial-World-Introduction) was built with such a batch-file.
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- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Prototypes) is a way
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[Tutorial World](./Tutorial-World-Introduction.md) was built with such a batch-file.
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- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Prototypes.md) is a way
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to easily vary objects without changing their base typeclass. For example, one could use prototypes to
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tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different
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equipment, stats and looks.
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