Clean up contrib docs, autogeneration
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# AWSstorage system
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Contrib by The Right Honourable Reverend (trhr) 2020
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## What is this for?
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Contrib by The Right Honourable Reverend (trhr), 2020
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This plugin migrates the Web-based portion of Evennia, namely images,
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javascript, and other items located inside staticfiles into Amazon AWS (S3) for
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hosting.
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javascript, and other items located inside staticfiles into Amazon AWS (S3)
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cloud hosting. Great for those serving media with the game.
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Files hosted on S3 are "in the cloud," and while your personal
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server may be sufficient for serving multimedia to a minimal number of users,
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@ -1,15 +1,13 @@
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# Building menu
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Module containing the building menu system.
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Evennia contributor: vincent-lg 2018
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Contrib by vincent-lg, 2018
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Building menus are in-game menus, not unlike `EvMenu` though using a
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different approach. Building menus have been specifically designed to edit
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information as a builder. Creating a building menu in a command allows
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builders quick-editing of a given object, like a room. If you follow the
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steps below to add the contrib, you will have access to an `@edit` command
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that will edit any default object offering to change its key and description.
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different approach. Building menus have been specifically designed to edit
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information as a builder. Creating a building menu in a command allows
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builders quick-editing of a given object, like a room. If you follow the
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steps to add the contrib, you will have access to an `edit` command
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that will edit any default object, offering to change its key and description.
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## Install
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@ -1,9 +1,10 @@
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# Color markups
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Contribution, Griatch 2017
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Contrib by Griatch, 2017
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Additional color markup styles for Evennia (extending or replacing the default
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`|r`, `|234` etc).
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`|r`, `|234`). Adds support for MUSH-style (`%cr`, `%c123`) and/or legacy-Evennia
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(`{r`, `{123`).
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## Installation
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@ -1,10 +1,11 @@
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# Custom gameime
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Contrib - Griatch 2017, vlgeoff 2017
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Contrib by vlgeoff, 2017 - based on Griatch's core original
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This reimplements the `evennia.utils.gametime` module but supporting a custom
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calendar for your game world. It allows for scheduling events to happen at given
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in-game times, taking this custom calendar into account.
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This reimplements the `evennia.utils.gametime` module but with a _custom_
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calendar (unusual number of days per week/month/year etc) for your game world.
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Like the original, it allows for scheduling events to happen at given
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in-game times, but now taking this custom calendar into account.
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## Installation
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@ -1,9 +1,10 @@
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# Email-based login system
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Evennia contrib - Griatch 2012
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Contrib by Griatch, 2012
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This is a variant of the login system that requires an email-address
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instead of a username to login.
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This is a variant of the login system that asks for an email-address
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instead of a username to login. Note that it does not verify the email,
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it just uses it as the identifier rather than a username.
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This used to be the default Evennia login before replacing it with a
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more standard username + password system (having to supply an email
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# Evennia in-game Python system
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Vincent Le Goff 2017
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Contrib by Vincent Le Goff 2017
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This contrib adds the system of in-game Python in Evennia, allowing immortals
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(or other trusted builders) to dynamically add features to individual objects.
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Using custom Python set in-game, every immortal or privileged users could have a
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specific room, exit, character, object or something else behave differently from
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its "cousins". For these familiar with the use of softcode in MU`*`, like SMAUG
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MudProgs, the ability to add arbitrary behavior to individual objects is a step
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toward freedom. Keep in mind, however, the warning below, and read it carefully
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before the rest of the documentation.
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This contrib adds the ability to script with Python in-game. It allows trusted
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staff/builders to dynamically add features and triggers to individual objects
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without needing to do it in external Python modules. Using custom Python in-game,
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specific rooms, exits, characters, objects etc can be made to behave differently from
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its "cousins". This is similar to how softcode works for MU or MudProgs for DIKU.
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Keep in mind, however, that allowing Python in-game comes with _severe_
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security concerns (you must trust your builders deeply), so read the warnings in
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this module carefully before continuing.
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## A WARNING REGARDING SECURITY
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@ -22,6 +22,17 @@ will have to keep in mind these points before deciding to install it:
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2. You can do all of this in Python outside the game. The in-game Python system
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is not to replace all your game feature.
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## Extra tutorials
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These tutorials cover examples of using ingame python. Once you have the system
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installed (see below) they may be an easier way to learn than reading the full
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documentation from beginning to end.
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- [Dialogue events](Contribs/Contrib-Ingame-Python-Tutorial-Dialogue.md), where
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NPCs react to things said.
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- [A voice operated elevator](Contribs/Contrib-Ingame-Python-Tutorial-Elevator.md)
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using ingame-python events.
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## Basic structure and vocabulary
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- At the basis of the in-game Python system are **events**. An **event**
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@ -73,7 +84,9 @@ default. You need to do it manually, following these steps:
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This is the quick summary. Scroll down for more detailed help on each step.
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1. Launch the main script (important!):
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```py evennia.create_script("evennia.contrib.base_systems.ingame_python.scripts.EventHandler")```
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py evennia.create_script("evennia.contrib.base_systems.ingame_python.scripts.EventHandler")
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2. Set the permissions (optional):
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- `EVENTS_WITH_VALIDATION`: a group that can edit callbacks, but will need approval (default to
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`None`).
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@ -176,7 +189,7 @@ the `EVENTS_WITH_VALIDATION` setting will be able to call the command (with diff
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### Adding the `call` command
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You also have to add the `@call` command to your Character CmdSet. This command allows your users
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to add, edit and delete callbacks in-game. In your `commands/default_cmdsets, it might look like
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to add, edit and delete callbacks in-game. In your `commands/default_cmdsets`, it might look like
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this:
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```python
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@ -277,7 +290,7 @@ We'll see callbacks with parameters later. For the time being, let's try to pre
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from going through the "north" exit of this room:
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```
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@call north
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call north
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+------------------+---------+-----------------------------------------------+
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| Event name | Number | Description |
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+~~~~~~~~~~~~~~~~~~+~~~~~~~~~+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+
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# Menu-based login system
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Contribution - Vincent-lg 2016, Griatch 2019 (rework for modern EvMenu)
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Contribution by Vincent-lg 2016. Reworked for modern EvMenu by Griatch, 2019.
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This changes the Evennia login to ask for the account name and password in
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sequence instead of requiring you to enter both at once. It uses EvMenu under
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the hood.
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This changes the Evennia login to ask for the account name and password as a series
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of questions instead of requiring you to enter both at once. It uses Evennia's
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menu system `EvMenu` under the hood.
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## Installation
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# Legacy Comms-commands
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Contribution - Griatch 2021
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Contribution by Griatch 2021
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In Evennia 1.0, the old Channel commands (originally inspired by MUX) were
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replaced by the single `channel` command that performs all these function.
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That command is still required to talk on channels. This contrib (extracted
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from Evennia 0.9.5) reuses the channel-management of the base Channel command
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but breaks out its functionality into separate Commands with MUX-familiar names.
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In Evennia 1.0+, the old Channel commands (originally inspired by MUX) were
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replaced by the single `channel` command that performs all these functions.
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This contrib (extracted from Evennia 0.9.5) breaks out the functionality into
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separate Commands more familiar to MU* users. This is just for show though, the
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main `channel` command is still called under the hood.
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- `allcom` - `channel/all` and `channel`
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- `addcom` - `channel/alias`, `channel/sub` and `channel/unmute`
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- `delcom` - `channel/unalias`, `alias/unsub` and `channel/mute`
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- `cboot` - `channel/boot` (`channel/ban` and `/unban` not supported)
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- `cwho` - `channel/who`
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- `ccreate` - `channel/create`
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- `cdestroy` - `channel/destroy`
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- `clock` - `channel/lock`
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- `cdesc` - `channel/desc`
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| Contrib syntax | Default `channel` syntax |
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| -------------- | --------------------------------------------------------- |
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| `allcom` | `channel/all` and `channel` |
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| `addcom` | `channel/alias`, `channel/sub` and `channel/unmute` |
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| `delcom` | `channel/unalias`, `alias/unsub` and `channel/mute` |
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| `cboot` | `channel/boot` (`channel/ban` and `/unban` not supported) |
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| `cwho` | `channel/who` |
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| `ccreate` | `channel/create` |
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| `cdestroy` | `channel/destroy` |
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| `clock` | `channel/lock` |
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| `cdesc` | `channel/desc` |
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## Installation
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# Unix-like Command style parent
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Evennia contribution, Vincent Le Geoff 2017
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Contribution by Vincent Le Geoff (vlgeoff), 2017
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This module contains a command class that allows for unix-style command syntax
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in-game, using --options, positional arguments and stuff like -n 10 etc
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similarly to a unix command. It might not the best syntax for the average player
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This module contains a command class with an alternate syntax parser implementing
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Unix-style command syntax in-game. This means `--options`, positional arguments
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and stuff like `-n 10`. It might not the best syntax for the average player
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but can be really useful for builders when they need to have a single command do
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many things with many options. It uses the ArgumentParser from Python's standard
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many things with many options. It uses the `ArgumentParser` from Python's standard
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library under the hood.
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## Installation
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