Resync all links and fix issues with auto-relink

This commit is contained in:
Griatch 2020-06-18 00:44:36 +02:00
parent 20a1741f4c
commit fab769e0d0
107 changed files with 887 additions and 877 deletions

View file

@ -1,27 +1,27 @@
# Accounts
All *users* (real people) that starts a game [Session](Sessions) on Evennia are doing so through an
All *users* (real people) that starts a game [Session](Component/Sessions) on Evennia are doing so through an
object called *Account*. The Account object has no in-game representation, it represents a unique
game account. In order to actually get on the game the Account must *puppet* an [Object](Objects)
(normally a [Character](Objects#Character)).
game account. In order to actually get on the game the Account must *puppet* an [Object](Component/Objects)
(normally a [Character](Component/Objects#Character)).
Exactly how many Sessions can interact with an Account and its Puppets at once is determined by
Evennia's [MULTISESSION_MODE](Sessions#Multisession-mode) setting.
Evennia's [MULTISESSION_MODE](Component/Sessions#Multisession-mode) setting.
Apart from storing login information and other account-specific data, the Account object is what is
chatting on [Channels](Communications). It is also a good place to store [Permissions](Locks) to be
chatting on [Channels](Component/Communications). It is also a good place to store [Permissions](Component/Locks) to be
consistent between different in-game characters as well as configuration options. The Account
object also has its own [CmdSet](Command-Sets), the `AccountCmdSet`.
object also has its own [CmdSet](Component/Command-Sets), the `AccountCmdSet`.
Logged into default evennia, you can use the `ooc` command to leave your current
[character](Objects) and go into OOC mode. You are quite limited in this mode, basically it works
[character](Component/Objects) and go into OOC mode. You are quite limited in this mode, basically it works
like a simple chat program. It acts as a staging area for switching between Characters (if your
game supports that) or as a safety mode if your Character gets deleted. Use `ic` to attempt to
(re)puppet a Character.
Note that the Account object can have, and often does have, a different set of
[Permissions](Locks#Permissions) from the Character they control. Normally you should put your
[Permissions](Component/Locks#Permissions) from the Character they control. Normally you should put your
permissions on the Account level - this will overrule permissions set on the Character level. For
the permissions of the Character to come into play the default `quell` command can be used. This
allows for exploring the game using a different permission set (but you can't escalate your
@ -76,7 +76,7 @@ You should now see the Attributes on yourself.
## Properties on Accounts
Beyond those properties assigned to all typeclassed objects (see [Typeclasses](Typeclasses)), the
Beyond those properties assigned to all typeclassed objects (see [Typeclasses](Component/Typeclasses)), the
Account also has the following custom properties:
- `user` - a unique link to a `User` Django object, representing the logged-in user.
@ -91,11 +91,11 @@ as
- `is_superuser` (bool: True/False) - if this account is a superuser.
Special handlers:
- `cmdset` - This holds all the current [Commands](Commands) of this Account. By default these are
- `cmdset` - This holds all the current [Commands](Component/Commands) of this Account. By default these are
the commands found in the cmdset defined by `settings.CMDSET_ACCOUNT`.
- `nicks` - This stores and handles [Nicks](Nicks), in the same way as nicks it works on Objects.
- `nicks` - This stores and handles [Nicks](Component/Nicks), in the same way as nicks it works on Objects.
For Accounts, nicks are primarily used to store custom aliases for
[Channels](Communications#Channels).
[Channels](Component/Communications#Channels).
Selection of special methods (see `evennia.DefaultAccount` for details):
- `get_puppet` - get a currently puppeted object connected to the Account and a given session id, if