Prep docs for branch move
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@ -46,15 +46,8 @@ values for Health, a list of skills etc, store those things on the Character - d
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roll or change them.
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- Next is to determine just how you want to store things on your Objects and Characters. You can
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choose to either store things as individual [Attributes](../Components/Attributes.md), like `character.db.STR=34` and
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`character.db.Hunting_skill=20`. But you could also use some custom storage method, like a
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dictionary `character.db.skills = {"Hunting":34, "Fishing":20, ...}`. A much more fancy solution is
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to look at the Ainneve [Trait
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handler](https://github.com/evennia/ainneve/blob/master/world/traits.py). Finally you could even go
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with a [custom django model](../Concepts/Models.md). Which is the better depends on your game and the
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complexity of your system.
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- Make a clear [API](https://en.wikipedia.org/wiki/Application_programming_interface) into your
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rules. That is, make methods/functions that you feed with, say, your Character and which skill you
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want to check. That is, you want something similar to this:
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`character.db.Hunting_skill=20`. But you could also use some custom storage method, like a dictionary `character.db.skills = {"Hunting":34, "Fishing":20, ...}`. A much more fancy solution is to look at the [Trait handler contrib](../Contribs/Contrib-Traits.md). Finally you could even go with a [custom django model](../Concepts/Models.md). Which is the better depends on your game and the complexity of your system.
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- Make a clear [API](https://en.wikipedia.org/wiki/Application_programming_interface) into your rules. That is, make methods/functions that you feed with, say, your Character and which skill you want to check. That is, you want something similar to this:
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```python
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from world import rules
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@ -66,8 +59,7 @@ You might need to make these functions more or less complex depending on your ga
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## Coded systems
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Inspired by tabletop role playing games, most game systems mimic some sort of die mechanic. To this end Evennia offers a full [dice roller](https://github.com/evennia/evennia/blob/master/evennia/contrib/dice.py) in its `contrib`
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folder. For custom implementations, Python offers many ways to randomize a result using its in-built `random` module. No matter how it's implemented, we will in this text refer to the action of determining an outcome as a "roll".
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Inspired by tabletop role playing games, most game systems mimic some sort of die mechanic. To this end Evennia offers a full [dice roller contribution](../Contribs/Contrib-Dice.md). For custom implementations, Python offers many ways to randomize a result using its in-built `random` module. No matter how it's implemented, we will in this text refer to the action of determining an outcome as a "roll".
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In a freeform system, the result of the roll is just compared with values and people (or the game
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master) just agree on what it means. In a coded system the result now needs to be processed somehow. There are many things that may happen as a result of rule enforcement:
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