Copy doc tools from develop
This commit is contained in:
parent
ca97c9bda0
commit
c52f505d00
127 changed files with 2927 additions and 1427 deletions
|
|
@ -1,7 +1,7 @@
|
|||
# Dialogues in events
|
||||
|
||||
|
||||
- Next tutorial: [adding a voice-operated elevator with events](A-voice-operated-elevator-using-events).
|
||||
- Next tutorial: [adding a voice-operated elevator with events](./A-voice-operated-elevator-using-events).
|
||||
|
||||
This tutorial will walk you through the steps to create several dialogues with characters, using the [in-game Python system](https://github.com/evennia/evennia/blob/master/evennia/contrib/ingame_python/README.md). This tutorial assumes the in-game Python system is installed in your game. If it isn't, you can follow the installation steps given in [the documentation on in-game Python](https://github.com/evennia/evennia/blob/master/evennia/contrib/ingame_python/README.md), and come back on this tutorial once the system is installed. **You do not need to read** the entire documentation, it's a good reference, but not the easiest way to learn about it. Hence these tutorials.
|
||||
|
||||
|
|
@ -176,4 +176,4 @@ Notice here that the first lines of dialogue are spoken to the entire room, but
|
|||
- **Q:** is it possible to deploy callbacks on all characters sharing the same prototype?
|
||||
- **A:** not out of the box. This depends on individual settings in code. One can imagine that all characters of some type would share some events, but this is game-specific. Rooms of the same zone could share the same events as well. It is possible to do but requires modification of the source code.
|
||||
|
||||
- Next tutorial: [adding a voice-operated elevator with events](A-voice-operated-elevator-using-events).
|
||||
- Next tutorial: [adding a voice-operated elevator with events](./A-voice-operated-elevator-using-events).
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue