Fix a few docs typos.

This commit is contained in:
Dpeta 2023-04-16 22:46:48 +02:00
parent 13c08af437
commit b65827c827
5 changed files with 16 additions and 16 deletions

View file

@ -104,7 +104,7 @@ Below are the access_types checked by the default commandset.
- `search` - this controls if the object can be found with the
`DefaultObject.search` method (usually referred to with `caller.search`
in Commands). This is how to create entirely 'undetectable' in-game objects.
If not setting this lock excplicitly, all objects are assumed searchable.
If not setting this lock explicitly, all objects are assumed searchable.
Note that if you are aiming to make some _permanently invisible game system,
using a [Script](./Scripts.md) is a better bet.
- `get`- who may pick up the object and carry it around.
@ -330,7 +330,7 @@ error message. Sounds good! Let's start by setting that on the box:
Next we need to craft a Lock of type *get* on our box. We want it to only be passed if the accessing
object has the attribute *strength* of the right value. For this we would need to create a lock
function that checks if attributes have a value greater than a given value. Luckily there is already
such a one included in evennia (see `evennia/locks/lockfuncs.py`), called `attr_gt`.
such a one included in Evennia (see `evennia/locks/lockfuncs.py`), called `attr_gt`.
So the lock string will look like this: `get:attr_gt(strength, 50)`. We put this on the box now: