Clean up docs and more funcparser fixes
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21
docs/source/Concepts/Clickable-Links.md
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21
docs/source/Concepts/Clickable-Links.md
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@ -0,0 +1,21 @@
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## Clickable links
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Evennia supports clickable links for clients that supports it. This marks certain text so it can be
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clicked by a mouse and trigger a given Evennia command. To support clickable links, Evennia requires
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the webclient or an third-party telnet client with [MXP](http://www.zuggsoft.com/zmud/mxp.htm)
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support (*Note: Evennia only supports clickable links, no other MXP features*).
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- `|lc` to start the link, by defining the command to execute.
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- `|lt` to continue with the text to show to the user (the link text).
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- `|le` to end the link text and the link definition.
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All elements must appear in exactly this order to make a valid link. For example,
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```
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"If you go |lcnorth|ltto the north|le you will find a cottage."
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```
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This will display as "If you go __to the north__ you will find a cottage." where clicking the link
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will execute the command `north`. If the client does not support clickable links, only the link text
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will be shown.
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183
docs/source/Concepts/Colors.md
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183
docs/source/Concepts/Colors.md
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@ -0,0 +1,183 @@
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# Colors
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*Note that the Documentation does not display colour the way it would look on the screen.*
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Color can be a very useful tool for your game. It can be used to increase readability and make your
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game more appealing visually.
|
||||
|
||||
Remember however that, with the exception of the webclient, you generally don't control the client
|
||||
used to connect to the game. There is, for example, one special tag meaning "yellow". But exactly
|
||||
*which* hue of yellow is actually displayed on the user's screen depends on the settings of their
|
||||
particular mud client. They could even swap the colours around or turn them off altogether if so
|
||||
desired. Some clients don't even support color - text games are also played with special reading
|
||||
equipment by people who are blind or have otherwise diminished eyesight.
|
||||
|
||||
So a good rule of thumb is to use colour to enhance your game but don't *rely* on it to display
|
||||
critical information. If you are coding the game, you can add functionality to let users disable
|
||||
colours as they please, as described [here](../Howto/Manually-Configuring-Color).
|
||||
|
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To see which colours your client support, use the default `@color` command. This will list all
|
||||
available colours for ANSI and Xterm256 along with the codes you use for them. You can find a list
|
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of all the parsed `ANSI`-colour codes in `evennia/utils/ansi.py`.
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### ANSI colours
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Evennia supports the `ANSI` standard for text. This is by far the most supported MUD-color standard,
|
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available in all but the most ancient mud clients. The ANSI colours are **r**ed, **g**reen,
|
||||
**y**ellow, **b**lue, **m**agenta, **c**yan, **w**hite and black. They are abbreviated by their
|
||||
first letter except for black which is abbreviated with the letter **x**. In ANSI there are "bright"
|
||||
and "normal" (darker) versions of each color, adding up to a total of 16 colours to use for
|
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foreground text. There are also 8 "background" colours. These have no bright alternative in ANSI
|
||||
(but Evennia uses the [Xterm256](./TextTags#xterm256-colours) extension behind the scenes to offer
|
||||
them anyway).
|
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|
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To colour your text you put special tags in it. Evennia will parse these and convert them to the
|
||||
correct markup for the client used. If the user's client/console/display supports ANSI colour, they
|
||||
will see the text in the specified colour, otherwise the tags will be stripped (uncolored text).
|
||||
This works also for non-terminal clients, such as the webclient. For the webclient, Evennia will
|
||||
translate the codes to HTML RGB colors.
|
||||
|
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Here is an example of the tags in action:
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|rThis text is bright red.|n This is normal text.
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|RThis is a dark red text.|n This is normal text.
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|[rThis text has red background.|n This is normal text.
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|b|[yThis is bright blue text on yellow background.|n This is normal text.
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- `|n` - this tag will turn off all color formatting, including background colors.
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- `|#`- markup marks the start of foreground color. The case defines if the text is "bright" or
|
||||
"normal". So `|g` is a bright green and `|G` is "normal" (darker) green.
|
||||
- `|[#` is used to add a background colour to the text. The case again specifies if it is "bright"
|
||||
or "normal", so `|[c` starts a bright cyan background and `|[C` a darker cyan background.
|
||||
- `|!#` is used to add foreground color without any enforced brightness/normal information.
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These are normal-intensity and are thus always given as uppercase, such as
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`|!R` for red. The difference between e.g. `|!R` and `|R` is that
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||||
`|!R` will "inherit" the brightness setting from previously set color tags, whereas `|R` will
|
||||
always reset to the normal-intensity red. The `|#` format contains an implicit `|h`/`|H` tag in it:
|
||||
disabling highlighting when switching to a normal color, and enabling it for bright ones. So `|btest
|
||||
|!Rtest2` will result in a bright red `test2` since the brightness setting from `|b` "bleeds over".
|
||||
You could use this to for example quickly switch the intensity of a multitude of color tags. There
|
||||
is no background-color equivalent to `|!` style tags.
|
||||
- `|h` is used to make any following foreground ANSI colors bright (it has no effect on Xterm
|
||||
colors). This is only relevant to use with `|!` type tags and will be valid until the next `|n`,
|
||||
`|H` or normal (upper-case) `|#` tag. This tag will never affect background colors, those have to be
|
||||
set bright/normal explicitly. Technically, `|h|!G` is identical to `|g`.
|
||||
- `|H` negates the effects `|h` and returns all ANSI foreground colors (`|!` and `|` types) to
|
||||
'normal' intensity. It has no effect on background and Xterm colors.
|
||||
|
||||
> Note: The ANSI standard does not actually support bright backgrounds like `|[r` - the standard
|
||||
only supports "normal" intensity backgrounds. To get around this Evennia instead implements these
|
||||
as [Xterm256 colours](./TextTags#xterm256-colours) behind the scenes. If the client does not support
|
||||
Xterm256 the ANSI colors will be used instead and there will be no visible difference between using
|
||||
upper- and lower-case background tags.
|
||||
|
||||
If you want to display an ANSI marker as output text (without having any effect), you need to escape
|
||||
it by preceding its `|` with another `|`:
|
||||
|
||||
```
|
||||
say The ||r ANSI marker changes text color to bright red.
|
||||
```
|
||||
|
||||
This will output the raw `|r` without any color change. This can also be necessary if you are doing
|
||||
ansi art that uses `|` with a letter directly following it.
|
||||
|
||||
Use the command
|
||||
|
||||
@color ansi
|
||||
|
||||
to get a list of all supported ANSI colours and the tags used to produce them.
|
||||
|
||||
A few additional ANSI codes are supported:
|
||||
|
||||
- `|/` A line break. You cannot put the normal Python `\n` line breaks in text entered inside the
|
||||
game (Evennia will filter this for security reasons). This is what you use instead: use the `|/`
|
||||
marker to format text with line breaks from the game command line.
|
||||
- `` This will translate into a `TAB` character. This will not always show (or show differently) to
|
||||
the client since it depends on their local settings. It's often better to use multiple spaces.
|
||||
- `|_` This is a space. You can usually use the normal space character, but if the space is *at the
|
||||
end of the line*, Evennia will likely crop it. This tag will not be cropped but always result in a
|
||||
space.
|
||||
- `|*` This will invert the current text/background colours. Can be useful to mark things (but see
|
||||
below).
|
||||
|
||||
##### Caveats of `|*`
|
||||
|
||||
The `|*` tag (inverse video) is an old ANSI standard and should usually not be used for more than to
|
||||
mark short snippets of text. If combined with other tags it comes with a series of potentially
|
||||
confusing behaviors:
|
||||
|
||||
* The `|*` tag will only work once in a row:, ie: after using it once it won't have an effect again
|
||||
until you declare another tag. This is an example:
|
||||
|
||||
```
|
||||
Normal text, |*reversed text|*, still reversed text.
|
||||
```
|
||||
|
||||
that is, it will not reverse to normal at the second `|*`. You need to reset it manually:
|
||||
|
||||
```
|
||||
Normal text, |*reversed text|n, normal again.
|
||||
```
|
||||
|
||||
* The `|*` tag does not take "bright" colors into account:
|
||||
|
||||
```
|
||||
|RNormal red, |hnow brightened. |*BG is normal red.
|
||||
```
|
||||
|
||||
So `|*` only considers the 'true' foreground color, ignoring any highlighting. Think of the bright
|
||||
state (`|h`) as something like like `<strong>` in HTML: it modifies the _appearance_ of a normal
|
||||
foreground color to match its bright counterpart, without changing its normal color.
|
||||
* Finally, after a `|*`, if the previous background was set to a dark color (via `|[`), `|!#`) will
|
||||
actually change the background color instead of the foreground:
|
||||
|
||||
```
|
||||
|*reversed text |!R now BG is red.
|
||||
```
|
||||
For a detailed explanation of these caveats, see the [Understanding Color Tags](Understanding-Color-
|
||||
Tags) tutorial. But most of the time you might be better off to simply avoid `|*` and mark your text
|
||||
manually instead.
|
||||
|
||||
### Xterm256 Colours
|
||||
|
||||
The _Xterm256_ standard is a colour scheme that supports 256 colours for text and/or background.
|
||||
While this offers many more possibilities than traditional ANSI colours, be wary that too many text
|
||||
colors will be confusing to the eye. Also, not all clients support Xterm256 - these will instead see
|
||||
the closest equivalent ANSI color. You can mix Xterm256 tags with ANSI tags as you please.
|
||||
|
||||
|555 This is pure white text.|n This is normal text.
|
||||
|230 This is olive green text.
|
||||
|[300 This text has a dark red background.
|
||||
|005|[054 This is dark blue text on a bright cyan background.
|
||||
|=a This is a greyscale value, equal to black.
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||||
|=m This is a greyscale value, midway between white and black.
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||||
|=z This is a greyscale value, equal to white.
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|[=m This is a background greyscale value.
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||||
|
||||
- `|###` - markup consists of three digits, each an integer from 0 to 5. The three digits describe
|
||||
the amount of **r**ed, **g**reen and **b**lue (RGB) components used in the colour. So `|500` means
|
||||
maximum red and none of the other colours - the result is a bright red. `|520` is red with a touch
|
||||
of green - the result is orange. As opposed to ANSI colors, Xterm256 syntax does not worry about
|
||||
bright/normal intensity, a brighter (lighter) color is just achieved by upping all RGB values with
|
||||
the same amount.
|
||||
- `|[###` - this works the same way but produces a coloured background.
|
||||
- `|=#` - markup produces the xterm256 gray scale tones, where `#` is a letter from `a` (black) to
|
||||
`z` (white). This offers many more nuances of gray than the normal `|###` markup (which only has
|
||||
four gray tones between solid black and white (`|000`, `|111`, `|222`, `|333` and `|444`)).
|
||||
- `|[=#` - this works in the same way but produces background gray scale tones.
|
||||
|
||||
If you have a client that supports Xterm256, you can use
|
||||
|
||||
@color xterm256
|
||||
|
||||
to get a table of all the 256 colours and the codes that produce them. If the table looks broken up
|
||||
into a few blocks of colors, it means Xterm256 is not supported and ANSI are used as a replacement.
|
||||
You can use the `@options` command to see if xterm256 is active for you. This depends on if your
|
||||
client told Evennia what it supports - if not, and you know what your client supports, you may have
|
||||
to activate some features manually.
|
||||
|
||||
## More reading
|
||||
|
||||
There is an [Understanding Color Tags](../Howto/Understanding-Color-Tags) tutorial which expands on the
|
||||
use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.
|
||||
|
||||
|
|
@ -1,340 +1,19 @@
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# TextTags
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||||
|
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|
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This documentation details the various text tags supported by Evennia, namely *colours*, *command
|
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links* and *inline functions*.
|
||||
|
||||
There is also an [Understanding Color Tags](../Howto/Understanding-Color-Tags) tutorial which expands on the
|
||||
use of ANSI color tags and the pitfalls of mixing ANSI and Xterms256 color tags in the same context.
|
||||
|
||||
## Coloured text
|
||||
|
||||
*Note that the Documentation does not display colour the way it would look on the screen.*
|
||||
|
||||
Color can be a very useful tool for your game. It can be used to increase readability and make your
|
||||
game more appealing visually.
|
||||
|
||||
Remember however that, with the exception of the webclient, you generally don't control the client
|
||||
used to connect to the game. There is, for example, one special tag meaning "yellow". But exactly
|
||||
*which* hue of yellow is actually displayed on the user's screen depends on the settings of their
|
||||
particular mud client. They could even swap the colours around or turn them off altogether if so
|
||||
desired. Some clients don't even support color - text games are also played with special reading
|
||||
equipment by people who are blind or have otherwise diminished eyesight.
|
||||
|
||||
So a good rule of thumb is to use colour to enhance your game but don't *rely* on it to display
|
||||
critical information. If you are coding the game, you can add functionality to let users disable
|
||||
colours as they please, as described [here](../Howto/Manually-Configuring-Color).
|
||||
|
||||
To see which colours your client support, use the default `@color` command. This will list all
|
||||
available colours for ANSI and Xterm256 along with the codes you use for them. You can find a list
|
||||
of all the parsed `ANSI`-colour codes in `evennia/utils/ansi.py`.
|
||||
|
||||
### ANSI colours
|
||||
|
||||
Evennia supports the `ANSI` standard for text. This is by far the most supported MUD-color standard,
|
||||
available in all but the most ancient mud clients. The ANSI colours are **r**ed, **g**reen,
|
||||
**y**ellow, **b**lue, **m**agenta, **c**yan, **w**hite and black. They are abbreviated by their
|
||||
first letter except for black which is abbreviated with the letter **x**. In ANSI there are "bright"
|
||||
and "normal" (darker) versions of each color, adding up to a total of 16 colours to use for
|
||||
foreground text. There are also 8 "background" colours. These have no bright alternative in ANSI
|
||||
(but Evennia uses the [Xterm256](./TextTags#xterm256-colours) extension behind the scenes to offer
|
||||
them anyway).
|
||||
|
||||
To colour your text you put special tags in it. Evennia will parse these and convert them to the
|
||||
correct markup for the client used. If the user's client/console/display supports ANSI colour, they
|
||||
will see the text in the specified colour, otherwise the tags will be stripped (uncolored text).
|
||||
This works also for non-terminal clients, such as the webclient. For the webclient, Evennia will
|
||||
translate the codes to HTML RGB colors.
|
||||
|
||||
Here is an example of the tags in action:
|
||||
|
||||
|rThis text is bright red.|n This is normal text.
|
||||
|RThis is a dark red text.|n This is normal text.
|
||||
|[rThis text has red background.|n This is normal text.
|
||||
|b|[yThis is bright blue text on yellow background.|n This is normal text.
|
||||
|
||||
- `|n` - this tag will turn off all color formatting, including background colors.
|
||||
- `|#`- markup marks the start of foreground color. The case defines if the text is "bright" or
|
||||
"normal". So `|g` is a bright green and `|G` is "normal" (darker) green.
|
||||
- `|[#` is used to add a background colour to the text. The case again specifies if it is "bright"
|
||||
or "normal", so `|[c` starts a bright cyan background and `|[C` a darker cyan background.
|
||||
- `|!#` is used to add foreground color without any enforced brightness/normal information.
|
||||
These are normal-intensity and are thus always given as uppercase, such as
|
||||
`|!R` for red. The difference between e.g. `|!R` and `|R` is that
|
||||
`|!R` will "inherit" the brightness setting from previously set color tags, whereas `|R` will
|
||||
always reset to the normal-intensity red. The `|#` format contains an implicit `|h`/`|H` tag in it:
|
||||
disabling highlighting when switching to a normal color, and enabling it for bright ones. So `|btest
|
||||
|!Rtest2` will result in a bright red `test2` since the brightness setting from `|b` "bleeds over".
|
||||
You could use this to for example quickly switch the intensity of a multitude of color tags. There
|
||||
is no background-color equivalent to `|!` style tags.
|
||||
- `|h` is used to make any following foreground ANSI colors bright (it has no effect on Xterm
|
||||
colors). This is only relevant to use with `|!` type tags and will be valid until the next `|n`,
|
||||
`|H` or normal (upper-case) `|#` tag. This tag will never affect background colors, those have to be
|
||||
set bright/normal explicitly. Technically, `|h|!G` is identical to `|g`.
|
||||
- `|H` negates the effects `|h` and returns all ANSI foreground colors (`|!` and `|` types) to
|
||||
'normal' intensity. It has no effect on background and Xterm colors.
|
||||
|
||||
> Note: The ANSI standard does not actually support bright backgrounds like `|[r` - the standard
|
||||
only supports "normal" intensity backgrounds. To get around this Evennia instead implements these
|
||||
as [Xterm256 colours](./TextTags#xterm256-colours) behind the scenes. If the client does not support
|
||||
Xterm256 the ANSI colors will be used instead and there will be no visible difference between using
|
||||
upper- and lower-case background tags.
|
||||
|
||||
If you want to display an ANSI marker as output text (without having any effect), you need to escape
|
||||
it by preceding its `|` with another `|`:
|
||||
|
||||
```
|
||||
say The ||r ANSI marker changes text color to bright red.
|
||||
```
|
||||
|
||||
This will output the raw `|r` without any color change. This can also be necessary if you are doing
|
||||
ansi art that uses `|` with a letter directly following it.
|
||||
|
||||
Use the command
|
||||
|
||||
@color ansi
|
||||
|
||||
to get a list of all supported ANSI colours and the tags used to produce them.
|
||||
|
||||
A few additional ANSI codes are supported:
|
||||
|
||||
- `|/` A line break. You cannot put the normal Python `\n` line breaks in text entered inside the
|
||||
game (Evennia will filter this for security reasons). This is what you use instead: use the `|/`
|
||||
marker to format text with line breaks from the game command line.
|
||||
- `` This will translate into a `TAB` character. This will not always show (or show differently) to
|
||||
the client since it depends on their local settings. It's often better to use multiple spaces.
|
||||
- `|_` This is a space. You can usually use the normal space character, but if the space is *at the
|
||||
end of the line*, Evennia will likely crop it. This tag will not be cropped but always result in a
|
||||
space.
|
||||
- `|*` This will invert the current text/background colours. Can be useful to mark things (but see
|
||||
below).
|
||||
|
||||
##### Caveats of `|*`
|
||||
|
||||
The `|*` tag (inverse video) is an old ANSI standard and should usually not be used for more than to
|
||||
mark short snippets of text. If combined with other tags it comes with a series of potentially
|
||||
confusing behaviors:
|
||||
|
||||
* The `|*` tag will only work once in a row:, ie: after using it once it won't have an effect again
|
||||
until you declare another tag. This is an example:
|
||||
|
||||
```
|
||||
Normal text, |*reversed text|*, still reversed text.
|
||||
```
|
||||
|
||||
that is, it will not reverse to normal at the second `|*`. You need to reset it manually:
|
||||
|
||||
```
|
||||
Normal text, |*reversed text|n, normal again.
|
||||
```
|
||||
|
||||
* The `|*` tag does not take "bright" colors into account:
|
||||
|
||||
```
|
||||
|RNormal red, |hnow brightened. |*BG is normal red.
|
||||
```
|
||||
|
||||
So `|*` only considers the 'true' foreground color, ignoring any highlighting. Think of the bright
|
||||
state (`|h`) as something like like `<strong>` in HTML: it modifies the _appearance_ of a normal
|
||||
foreground color to match its bright counterpart, without changing its normal color.
|
||||
* Finally, after a `|*`, if the previous background was set to a dark color (via `|[`), `|!#`) will
|
||||
actually change the background color instead of the foreground:
|
||||
|
||||
```
|
||||
|*reversed text |!R now BG is red.
|
||||
```
|
||||
For a detailed explanation of these caveats, see the [Understanding Color Tags](Understanding-Color-
|
||||
Tags) tutorial. But most of the time you might be better off to simply avoid `|*` and mark your text
|
||||
manually instead.
|
||||
|
||||
### Xterm256 Colours
|
||||
|
||||
The _Xterm256_ standard is a colour scheme that supports 256 colours for text and/or background.
|
||||
While this offers many more possibilities than traditional ANSI colours, be wary that too many text
|
||||
colors will be confusing to the eye. Also, not all clients support Xterm256 - these will instead see
|
||||
the closest equivalent ANSI color. You can mix Xterm256 tags with ANSI tags as you please.
|
||||
|
||||
|555 This is pure white text.|n This is normal text.
|
||||
|230 This is olive green text.
|
||||
|[300 This text has a dark red background.
|
||||
|005|[054 This is dark blue text on a bright cyan background.
|
||||
|=a This is a greyscale value, equal to black.
|
||||
|=m This is a greyscale value, midway between white and black.
|
||||
|=z This is a greyscale value, equal to white.
|
||||
|[=m This is a background greyscale value.
|
||||
|
||||
- `|###` - markup consists of three digits, each an integer from 0 to 5. The three digits describe
|
||||
the amount of **r**ed, **g**reen and **b**lue (RGB) components used in the colour. So `|500` means
|
||||
maximum red and none of the other colours - the result is a bright red. `|520` is red with a touch
|
||||
of green - the result is orange. As opposed to ANSI colors, Xterm256 syntax does not worry about
|
||||
bright/normal intensity, a brighter (lighter) color is just achieved by upping all RGB values with
|
||||
the same amount.
|
||||
- `|[###` - this works the same way but produces a coloured background.
|
||||
- `|=#` - markup produces the xterm256 gray scale tones, where `#` is a letter from `a` (black) to
|
||||
`z` (white). This offers many more nuances of gray than the normal `|###` markup (which only has
|
||||
four gray tones between solid black and white (`|000`, `|111`, `|222`, `|333` and `|444`)).
|
||||
- `|[=#` - this works in the same way but produces background gray scale tones.
|
||||
|
||||
If you have a client that supports Xterm256, you can use
|
||||
|
||||
@color xterm256
|
||||
|
||||
to get a table of all the 256 colours and the codes that produce them. If the table looks broken up
|
||||
into a few blocks of colors, it means Xterm256 is not supported and ANSI are used as a replacement.
|
||||
You can use the `@options` command to see if xterm256 is active for you. This depends on if your
|
||||
client told Evennia what it supports - if not, and you know what your client supports, you may have
|
||||
to activate some features manually.
|
||||
|
||||
## Clickable links
|
||||
|
||||
Evennia supports clickable links for clients that supports it. This marks certain text so it can be
|
||||
clicked by a mouse and trigger a given Evennia command. To support clickable links, Evennia requires
|
||||
the webclient or an third-party telnet client with [MXP](http://www.zuggsoft.com/zmud/mxp.htm)
|
||||
support (*Note: Evennia only supports clickable links, no other MXP features*).
|
||||
|
||||
- `|lc` to start the link, by defining the command to execute.
|
||||
- `|lt` to continue with the text to show to the user (the link text).
|
||||
- `|le` to end the link text and the link definition.
|
||||
|
||||
All elements must appear in exactly this order to make a valid link. For example,
|
||||
|
||||
```
|
||||
"If you go |lcnorth|ltto the north|le you will find a cottage."
|
||||
```
|
||||
|
||||
This will display as "If you go __to the north__ you will find a cottage." where clicking the link
|
||||
will execute the command `north`. If the client does not support clickable links, only the link text
|
||||
will be shown.
|
||||
|
||||
## Inline functions
|
||||
|
||||
> Note: Inlinefuncs are **not** activated by default. To use them you need to add
|
||||
`INLINEFUNC_ENABLED=True` to your settings file.
|
||||
|
||||
Evennia has its own inline text formatting language, known as *inlinefuncs*. It allows the builder
|
||||
to include special function calls in code. They are executed dynamically by each session that
|
||||
receives them.
|
||||
|
||||
To add an inlinefunc, you embed it in a text string like this:
|
||||
|
||||
```
|
||||
"A normal string with $funcname(arg, arg, ...) embedded inside it."
|
||||
```
|
||||
|
||||
When this string is sent to a session (with the `msg()` method), these embedded inlinefuncs will be
|
||||
parsed. Their return value (which always is a string) replace their call location in the finalized
|
||||
string. The interesting thing with this is that the function called will have access to which
|
||||
session is seeing the string, meaning the string can end up looking different depending on who is
|
||||
looking. It could of course also vary depending on other factors like game time.
|
||||
|
||||
Any number of comma-separated arguments can be given (or none). No keywords are supported. You can
|
||||
also nest inlinefuncs by letting an argument itself also be another `$funcname(arg, arg, ...)` call
|
||||
(down to any depth of nesting). Function call resolution happens as in all programming languages
|
||||
inside-out, with the nested calls replacing the argument with their return strings before calling he
|
||||
parent.
|
||||
|
||||
```
|
||||
> say "This is $pad(a center-padded text, 30,c,-) of width 30."
|
||||
You say, "This is ---- a center-padded text----- of width 30."
|
||||
```
|
||||
|
||||
A special case happens if wanting to use an inlinefunc argument that itself includes a comma - this
|
||||
would be parsed as an argument separator. To escape commas you can either escape each comma manually
|
||||
with a backslash `\,`, or you can embed the entire string in python triple-quotes `"""` or `'''` -
|
||||
this will escape the entire argument, including commas and any nested inlinefunc calls within.
|
||||
|
||||
Only certain functions are available to use as inlinefuncs and the game developer may add their own
|
||||
functions as needed.
|
||||
|
||||
### New inlinefuncs
|
||||
|
||||
To add new inlinefuncs, edit the file `mygame/server/conf/inlinefuncs.py`.
|
||||
|
||||
*All globally defined functions in this module* are considered inline functions by the system. The
|
||||
only exception is functions whose name starts with an underscore `_`. An inlinefunc must be of the
|
||||
following form:
|
||||
|
||||
```python
|
||||
def funcname(*args, **kwargs):
|
||||
# ...
|
||||
return modified_text
|
||||
```
|
||||
|
||||
where `*args` denotes all the arguments this function will accept as an `$inlinefunc`. The inline
|
||||
function is expected to clean arguments and check that they are valid. If needed arguments are not
|
||||
given, default values should be used. The function should always return a string (even if it's
|
||||
empty). An inlinefunc should never cause a traceback regardless of the input (but it could log
|
||||
errors if desired).
|
||||
|
||||
Note that whereas the function should accept `**kwargs`, keyword inputs are *not* usable in the call
|
||||
to the inlinefunction. The `kwargs` part is instead intended for Evennia to be able to supply extra
|
||||
information. Currently Evennia sends a single keyword to every inline function and that is
|
||||
`session`, which holds the [serversession](../Components/Sessions) this text is targeted at. Through the session
|
||||
object, a lot of dynamic possibilities are opened up for your inline functions.
|
||||
|
||||
The `settings.INLINEFUNC_MODULES` configuration option is a list that decides which modules should
|
||||
be parsed for inline function definitions. This will include `mygame/server/conf/inlinefuncs.py` but
|
||||
more could be added. The list is read from left to right so if you want to overload default
|
||||
functions you just have to put your custom module-paths later in the list and name your functions
|
||||
the same as default ones.
|
||||
|
||||
Here is an example, the `crop` default inlinefunction:
|
||||
|
||||
```python
|
||||
from evennia.utils import utils
|
||||
|
||||
def crop(*args, **kwargs):
|
||||
"""
|
||||
Inlinefunc. Crops ingoing text to given widths.
|
||||
Args:
|
||||
text (str, optional): Text to crop.
|
||||
width (str, optional): Will be converted to an integer. Width of
|
||||
crop in characters.
|
||||
suffix (str, optional): End string to mark the fact that a part
|
||||
of the string was cropped. Defaults to `[...]`.
|
||||
Kwargs:
|
||||
session (Session): Session performing the crop.
|
||||
Example:
|
||||
`$crop(text, 50, [...])`
|
||||
|
||||
"""
|
||||
text, width, suffix = "", 78, "[...]"
|
||||
nargs = len(args)
|
||||
if nargs > 0:
|
||||
text = args[0]
|
||||
if nargs > 1:
|
||||
width = int(args[1]) if args[1].strip().isdigit() else 78
|
||||
if nargs > 2:
|
||||
suffix = args[2]
|
||||
return utils.crop(text, width=width, suffix=suffix)
|
||||
```
|
||||
Another example, making use of the Session:
|
||||
|
||||
```python
|
||||
def charactername(*args, **kwargs):
|
||||
"""
|
||||
Inserts the character name of whomever sees the string
|
||||
(so everyone will see their own name). Uses the account
|
||||
name for OOC communications.
|
||||
|
||||
Example:
|
||||
say "This means YOU, $charactername()!"
|
||||
|
||||
"""
|
||||
session = kwargs["session"]
|
||||
if session.puppet:
|
||||
return kwargs["session"].puppet.key
|
||||
else:
|
||||
return session.account.key
|
||||
```
|
||||
|
||||
Evennia itself offers the following default inline functions (mostly as examples):
|
||||
|
||||
* `crop(text, width, suffix)` - See above.
|
||||
* `pad(text, width, align, fillchar)` - this pads the text to `width` (default 78), alignment ("c",
|
||||
"l" or "r", defaulting to "c") and fill-in character (defaults to space). Example: `$pad(40,l,-)`
|
||||
* `clr(startclr, text, endclr)` - A programmatic way to enter colored text for those who don't want
|
||||
to use the normal `|c` type color markers for some reason. The `color` argument is the same as the
|
||||
color markers except without the actual pre-marker, so `|r` would be just `r`. If `endclr` is not
|
||||
given, it defaults to resetting the color (`n`). Example: `$clr(b, A blue text)`
|
||||
* `space(number)` - Inserts the given number of spaces. If no argument is given, use 4 spaces.
|
||||
# In-text tags parsed by Evennia
|
||||
|
||||
Evennia understands various extra information embedded in text:
|
||||
|
||||
- [Colors](./Colors) - Using `|r`, `|n` etc can be used to mark parts of text with a color. The color will
|
||||
become ANSI/XTerm256 color tags for Telnet connections and CSS information for the webclient.
|
||||
- [Clickable links](./Clickable-Links) - This allows you to provide a text the user can click to execute an
|
||||
in-game command. This is on the form `|lc command |lt text |le`.
|
||||
- [FuncParser callables](../Components/FuncParser) - These are full-fledged function calls on the form `$funcname(args, kwargs)`
|
||||
that lead to calls to Python functions. The parser can be run with different available callables in different
|
||||
circumstances. The parser is run on all outgoing messages if `settings.FUNCPARSER_PARSE_OUTGOING_MESSAGES_ENABLED=True`
|
||||
(disabled by default).
|
||||
|
||||
```toctree::
|
||||
|
||||
Colors.md
|
||||
Clickable-Links.md
|
||||
../Components/FuncParser.md
|
||||
```
|
||||
Loading…
Add table
Add a link
Reference in a new issue