Doc refactor/renaming

This commit is contained in:
Griatch 2020-07-11 10:41:33 +02:00
parent 9d8e8d7693
commit b5b265ec3b
115 changed files with 518 additions and 434 deletions

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@ -59,7 +59,7 @@ and how you point to it correctly.
## commands/
The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Component/Commands)
The `commands/` folder holds Python modules related to creating and extending the [Commands](../../../Components/Commands)
of Evennia. These manifest in game like the server understanding input like `look` or `dig`.
```sidebar:: Classes
@ -151,28 +151,28 @@ knows where they are and will read them to configure itself at startup.
### typeclasses/
The [Typeclasses](../../../Component/Typeclasses) of Evennia are Evennia-specific Python classes whose instances save themselves
The [Typeclasses](../../../Components/Typeclasses) of Evennia are Evennia-specific Python classes whose instances save themselves
to the database. This allows a Character to remain in the same place and your updated strength stat to still
be the same after a server reboot.
- [accounts.py](github:evennia/game_template/typeclasses/accounts.py) (Python-path: `typeclasses.accounts`) - An
[Account](../../../Component/Accounts) represents the player connecting to the game. It holds information like email,
[Account](../../../Components/Accounts) represents the player connecting to the game. It holds information like email,
password and other out-of-character details.
- [channels.py](github:evennia/game_template/typeclasses/channels.py) (Python-path: `typeclasses.channels`) -
[Channels](../../../Component/Channels) are used to manage in-game communication between players.
[Channels](../../../Components/Channels) are used to manage in-game communication between players.
- [objects.py](github:evennia/game_template/typeclasses/objects.py) (Python-path: `typeclasses.objects`) -
[Objects](../../../Component/Objects) represent all things having a location within the game world.
[Objects](../../../Components/Objects) represent all things having a location within the game world.
- [characters.py](github:evennia/game_template/typeclasses/characters.py) (Python-path: `typeclasses.characters`) -
The [Character](../../../Component/Objects#Characers) is a subclass of Objects, controlled by Accounts - they are the player's
The [Character](../../../Components/Objects#Characers) is a subclass of Objects, controlled by Accounts - they are the player's
avatars in the game world.
- [rooms.py](github:evennia/game_template/typeclasses/rooms.py) (Python-path: `typeclasses.rooms`) - A
[Room](../../../Component/Objects#Room) is also a subclass of Object; describing discrete locations. While the traditional
[Room](../../../Components/Objects#Room) is also a subclass of Object; describing discrete locations. While the traditional
term is 'room', such a location can be anything and on any scale that fits your game, from a forest glade,
an entire planet or an actual dungeon room.
- [exits.py](github:evennia/game_template/typeclasses/exits.py) (Python-path: `typeclasses.exits`) -
[Exits](../../../Component/Objects#Exit) is another subclass of Object. Exits link one Room to another.
[Exits](../../../Components/Objects#Exit) is another subclass of Object. Exits link one Room to another.
- [scripts.py](github:evennia/game_template/typeclasses/scripts.py) (Python-path: `typeclasses.scripts`) -
[Scripts](../../../Component/Scripts) are 'out-of-character' objects. They have no location in-game and can serve as basis for
[Scripts](../../../Components/Scripts) are 'out-of-character' objects. They have no location in-game and can serve as basis for
anything that needs database persistence, such as combat, weather, or economic systems. They also
have the ability to execute code repeatedly, on a timer.
@ -203,7 +203,7 @@ people change and re-structure this in various ways to better fit their ideas.
- [batch_cmds.ev](github:evennia/game_template/world/batch_cmds.ev) - This is an `.ev` file, which is essentially
just a list of Evennia commands to execute in sequence. This one is empty and ready to expand on. The
[Tutorial World](./Tutorial-World-Introduction) was built with such a batch-file.
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Component/Spawner-and-Prototypes) is a way
- [prototypes.py](github:evennia/game_template/world/prototypes.py) - A [prototype](../../../Components/Spawner-and-Prototypes) is a way
to easily vary objects without changing their base typeclass. For example, one could use prototypes to
tell that Two goblins, while both of the class 'Goblin' (so they follow the same code logic), should have different
equipment, stats and looks.