Clean up contrib docs, autogeneration

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Griatch 2022-01-08 14:40:58 +01:00
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# AWSstorage system
Contrib by The Right Honourable Reverend (trhr) 2020
## What is this for?
Contrib by The Right Honourable Reverend (trhr), 2020
This plugin migrates the Web-based portion of Evennia, namely images,
javascript, and other items located inside staticfiles into Amazon AWS (S3) for
hosting.
javascript, and other items located inside staticfiles into Amazon AWS (S3)
cloud hosting. Great for those serving media with the game.
Files hosted on S3 are "in the cloud," and while your personal
server may be sufficient for serving multimedia to a minimal number of users,

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# Building menu
Module containing the building menu system.
Evennia contributor: vincent-lg 2018
Contrib by vincent-lg, 2018
Building menus are in-game menus, not unlike `EvMenu` though using a
different approach. Building menus have been specifically designed to edit
information as a builder. Creating a building menu in a command allows
builders quick-editing of a given object, like a room. If you follow the
steps below to add the contrib, you will have access to an `@edit` command
that will edit any default object offering to change its key and description.
different approach. Building menus have been specifically designed to edit
information as a builder. Creating a building menu in a command allows
builders quick-editing of a given object, like a room. If you follow the
steps to add the contrib, you will have access to an `edit` command
that will edit any default object, offering to change its key and description.
## Install

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# Color markups
Contribution, Griatch 2017
Contrib by Griatch, 2017
Additional color markup styles for Evennia (extending or replacing the default
`|r`, `|234` etc).
`|r`, `|234`). Adds support for MUSH-style (`%cr`, `%c123`) and/or legacy-Evennia
(`{r`, `{123`).
## Installation

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# Custom gameime
Contrib - Griatch 2017, vlgeoff 2017
Contrib by vlgeoff, 2017 - based on Griatch's core original
This reimplements the `evennia.utils.gametime` module but supporting a custom
calendar for your game world. It allows for scheduling events to happen at given
in-game times, taking this custom calendar into account.
This reimplements the `evennia.utils.gametime` module but with a _custom_
calendar (unusual number of days per week/month/year etc) for your game world.
Like the original, it allows for scheduling events to happen at given
in-game times, but now taking this custom calendar into account.
## Installation

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# Email-based login system
Evennia contrib - Griatch 2012
Contrib by Griatch, 2012
This is a variant of the login system that requires an email-address
instead of a username to login.
This is a variant of the login system that asks for an email-address
instead of a username to login. Note that it does not verify the email,
it just uses it as the identifier rather than a username.
This used to be the default Evennia login before replacing it with a
more standard username + password system (having to supply an email

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# Evennia in-game Python system
Vincent Le Goff 2017
Contrib by Vincent Le Goff 2017
This contrib adds the system of in-game Python in Evennia, allowing immortals
(or other trusted builders) to dynamically add features to individual objects.
Using custom Python set in-game, every immortal or privileged users could have a
specific room, exit, character, object or something else behave differently from
its "cousins". For these familiar with the use of softcode in MU`*`, like SMAUG
MudProgs, the ability to add arbitrary behavior to individual objects is a step
toward freedom. Keep in mind, however, the warning below, and read it carefully
before the rest of the documentation.
This contrib adds the ability to script with Python in-game. It allows trusted
staff/builders to dynamically add features and triggers to individual objects
without needing to do it in external Python modules. Using custom Python in-game,
specific rooms, exits, characters, objects etc can be made to behave differently from
its "cousins". This is similar to how softcode works for MU or MudProgs for DIKU.
Keep in mind, however, that allowing Python in-game comes with _severe_
security concerns (you must trust your builders deeply), so read the warnings in
this module carefully before continuing.
## A WARNING REGARDING SECURITY
@ -22,6 +22,17 @@ will have to keep in mind these points before deciding to install it:
2. You can do all of this in Python outside the game. The in-game Python system
is not to replace all your game feature.
## Extra tutorials
These tutorials cover examples of using ingame python. Once you have the system
installed (see below) they may be an easier way to learn than reading the full
documentation from beginning to end.
- [Dialogue events](Contribs/Contrib-Ingame-Python-Tutorial-Dialogue.md), where
NPCs react to things said.
- [A voice operated elevator](Contribs/Contrib-Ingame-Python-Tutorial-Elevator.md)
using ingame-python events.
## Basic structure and vocabulary
- At the basis of the in-game Python system are **events**. An **event**
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This is the quick summary. Scroll down for more detailed help on each step.
1. Launch the main script (important!):
```py evennia.create_script("evennia.contrib.base_systems.ingame_python.scripts.EventHandler")```
py evennia.create_script("evennia.contrib.base_systems.ingame_python.scripts.EventHandler")
2. Set the permissions (optional):
- `EVENTS_WITH_VALIDATION`: a group that can edit callbacks, but will need approval (default to
`None`).
@ -176,7 +189,7 @@ the `EVENTS_WITH_VALIDATION` setting will be able to call the command (with diff
### Adding the `call` command
You also have to add the `@call` command to your Character CmdSet. This command allows your users
to add, edit and delete callbacks in-game. In your `commands/default_cmdsets, it might look like
to add, edit and delete callbacks in-game. In your `commands/default_cmdsets`, it might look like
this:
```python
@ -277,7 +290,7 @@ We'll see callbacks with parameters later. For the time being, let's try to pre
from going through the "north" exit of this room:
```
@call north
call north
+------------------+---------+-----------------------------------------------+
| Event name | Number | Description |
+~~~~~~~~~~~~~~~~~~+~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+

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# Menu-based login system
Contribution - Vincent-lg 2016, Griatch 2019 (rework for modern EvMenu)
Contribution by Vincent-lg 2016. Reworked for modern EvMenu by Griatch, 2019.
This changes the Evennia login to ask for the account name and password in
sequence instead of requiring you to enter both at once. It uses EvMenu under
the hood.
This changes the Evennia login to ask for the account name and password as a series
of questions instead of requiring you to enter both at once. It uses Evennia's
menu system `EvMenu` under the hood.
## Installation

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# Legacy Comms-commands
Contribution - Griatch 2021
Contribution by Griatch 2021
In Evennia 1.0, the old Channel commands (originally inspired by MUX) were
replaced by the single `channel` command that performs all these function.
That command is still required to talk on channels. This contrib (extracted
from Evennia 0.9.5) reuses the channel-management of the base Channel command
but breaks out its functionality into separate Commands with MUX-familiar names.
In Evennia 1.0+, the old Channel commands (originally inspired by MUX) were
replaced by the single `channel` command that performs all these functions.
This contrib (extracted from Evennia 0.9.5) breaks out the functionality into
separate Commands more familiar to MU* users. This is just for show though, the
main `channel` command is still called under the hood.
- `allcom` - `channel/all` and `channel`
- `addcom` - `channel/alias`, `channel/sub` and `channel/unmute`
- `delcom` - `channel/unalias`, `alias/unsub` and `channel/mute`
- `cboot` - `channel/boot` (`channel/ban` and `/unban` not supported)
- `cwho` - `channel/who`
- `ccreate` - `channel/create`
- `cdestroy` - `channel/destroy`
- `clock` - `channel/lock`
- `cdesc` - `channel/desc`
| Contrib syntax | Default `channel` syntax |
| -------------- | --------------------------------------------------------- |
| `allcom` | `channel/all` and `channel` |
| `addcom` | `channel/alias`, `channel/sub` and `channel/unmute` |
| `delcom` | `channel/unalias`, `alias/unsub` and `channel/mute` |
| `cboot` | `channel/boot` (`channel/ban` and `/unban` not supported) |
| `cwho` | `channel/who` |
| `ccreate` | `channel/create` |
| `cdestroy` | `channel/destroy` |
| `clock` | `channel/lock` |
| `cdesc` | `channel/desc` |
## Installation

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# Unix-like Command style parent
Evennia contribution, Vincent Le Geoff 2017
Contribution by Vincent Le Geoff (vlgeoff), 2017
This module contains a command class that allows for unix-style command syntax
in-game, using --options, positional arguments and stuff like -n 10 etc
similarly to a unix command. It might not the best syntax for the average player
This module contains a command class with an alternate syntax parser implementing
Unix-style command syntax in-game. This means `--options`, positional arguments
and stuff like `-n 10`. It might not the best syntax for the average player
but can be really useful for builders when they need to have a single command do
many things with many options. It uses the ArgumentParser from Python's standard
many things with many options. It uses the `ArgumentParser` from Python's standard
library under the hood.
## Installation