1. Using Commands and Building Stuff¶
In this lesson, we will test out what we can do in-game out-of-the-box. Evennia ships with around 90 default commands and, while you can override those as you please, the defaults can be quite useful.
Connect and login to your new game. You will find yourself in the “Limbo” location. This is the only room in the game at this point. Let’s explore the default commands a little.
The default commands have syntax similar to MUX:
command[/switch/switch...] [arguments ...]
An example would be:
create/drop box
A /switch is a special, optional flag to make a command behave differently. A switch is always put directly after the command name, and begins with a forward slash (/
). The arguments are one or more inputs to the commands. It’s common to use an equal sign (=
) when assigning something to an object.
Are you used to commands starting with @, like @create? That will work, too. Evennia simply ignores the preceeding @.
1.1. Getting Help¶
help
Will give you a list of all commands available to you. Use
help <commandname>
to see the in-game help for that command.
1.2. Looking Around¶
The most common command is
look
This will show you the description of the current location. l
is an alias for the look command.
When targeting objects in commands, you have two special labels you can use: here
for the current room, or me
/self
to point back to yourself. Thus,
look me
will give you your own description. look here
is, in this case, the same as just plain look
.
1.3. Stepping Down from Godhood¶
If you just installed Evennia, your very first player account is called user #1 — also known as the superuser or god user. This user is very powerful — so powerful that it will override many game restrictions (such as locks). This can be useful, but it also hides some functionality that you might want to test.
To step down temporarily from your superuser position, you may use the quell
command in-game:
quell
This will make you start using the permission of your current character’s level instead of your superuser level. If you didn’t change any settings, your initial game Character should have Developer level permission — as high as can be without bypassing locks like the superuser does. This will work fine for the examples on this page. Use
unquell
to get superuser status again when you are done.
1.4. Creating an Object¶
Basic objects can be anything — swords, flowers, and non-player characters. They are created using the create
command. For example:
create box
This creates a new ‘box’ (of the default object type) in your inventory. Use the command inventory
(or i
) to see it. Now, ‘box’ is a rather short name, so let’s rename it and tack on a few aliases:
name box = very large box;box;very;crate
Warning
MUD Clients and Semi-Colons:
Some traditional MUD clients use the semi-colon ;
to separate client inputs. If so, the above line will give an error and you’ll need to change your client to use another command-separator or put it in ‘verbatim’ mode. If you still have trouble, use the Evennia web client instead.
We have now renamed the box as very large box — and this is what we will see when looking at it. However, we will also recognize it by any of the other names we have offered as arguments to the name command above (i.e., crate or simply box as before). We also could have given these aliases directly after the name in the initial create
object command. This is true for all creation commands — you can always provide a list of ;
-separated aliases to the name of your new object. In our example, if you had not wanted to change the box object’s name itself, but to add aliases only, you could use the alias
command.
At this point in the building tutorial, our Character is currently carrying the box. Let’s drop it:
drop box
Hey presto, — there it is on the ground, in all its normality. There is also a shortcut to both create and drop an object in one go by using the /drop
switch (e.g, create/drop box
).
Let us take a closer look at our new box:
examine box
The examine command will show some technical details about the box object. For now, we will ignore what this information means.
Try to look
at the box to see the (default) description:
> look box
You see nothing special.
The default description is not very exciting. Let’s add some flavor:
desc box = This is a large and very heavy box.
If you try the get
command, we will pick up the box. So far so good. But, if we really want this to be a large and heavy box, people should not be able to run off with it so easily. To prevent this, we must lock it down. This is done by assigning a lock to it. TO do so, first make sure the box was dropped in the room, then use the lock command:
lock box = get:false()
Locks represent a rather big topic but, for now, this will do what we want. The above command will lock the box so no one can lift it — with one exception. Remember that superusers override all locks and will pick it up anyway. Make sure you are quelling your superuser powers, and try to get it again:
> get box
You can't get that.
Think this default error message looks dull? The get
command looks for an Attribute named get_err_msg
to return as a custom error message. We set attributes using the set
command:
set box/get_err_msg = It's way too heavy for you to lift.
Now try to get the box and you should see a more pertinent error message echoed back to you. To see what this message string is in the future, you can use ‘examine’.
examine box/get_err_msg
Examine
will return the value of attributes, including color codes. For instance, examine here/desc
would return the raw description of the current room (including color codes), so that you can copy-and-paste to set its description to something else.
You create new Commands — or modify existing ones — in Python code outside the game. We explore doing so later in the Commands tutorial.
1.5. Get a Personality¶
Scripts are powerful out-of-character objects useful for many “under the hood” things. One of their optional abilities is to do things on a timer. To try out our first script, let’s apply one to ourselves. There is an example script in evennia/contrib/tutorials/bodyfunctions/bodyfunctions.py
that is called BodyFunctions
. To add this to our self, we may use the script
command:
script self = tutorials.bodyfunctions.BodyFunctions
The above string tells Evennia to dig up the Python code at the place we indicate. It already knows to look in the contrib/
folder, so we don’t have to give the full path.
Note also how we use
.
instead of/
(or\
on Windows). This convention is a so-called “Python-path.” In a Python-path, you separate the parts of the path with.
and skip the.py
file-ending. Importantly, it also allows you to point to Python code inside files as in our example where theBodyFunctions
class is inside thebodyfunctions.py
file. We’ll get to classes later. These “Python-paths” are used extensively throughout Evennia.
Wait a while and you will notice yourself starting to make random observations…
script self =
The above command will show details about scripts on the given object, in this case your self. The examine
command also includes such details.
You will see how long it is until it “fires” next. Don’t be alarmed if nothing happens when the countdown reaches zero — this particular script has a randomizer to determine if it will say something or not. So you will not see output every time it fires.
When you are tired of your character’s “insights,” stop the script with:
script/stop self = tutorials.bodyfunctions.BodyFunctions
You may create your own scripts in Python, outside the game; the path you give to script
is literally the Python path to your script file. The Scripts page explains more details.
1.7. Making Yourself a House¶
The main command for shaping your game world is dig
. For example, if you are standing in Limbo, you can dig a route to your new house location like this:
dig house = large red door;door;in,to the outside;out
The above command will create a new room named “house.” It will also create an exit from your current location named ‘large red door’ and a corresponding exit named ‘to the outside’ in the new house room leading back to Limbo. In above, we also define a few aliases to those exits so that players don’t need to type the full exit name.
If you wanted to use regular compass directions (north, west, southwest, etc.), you could do that with dig
, too. However, Evennia also has a specialized version of dig
that helps with cardinal directions (as well as up/down and in/out). It’s called tunnel
:
tunnel sw = cliff
This will create a new room named “cliff” with a “southwest” exit leading there, and a “northeast” path leading back from the cliff to your current location.
You can create new exits from where you are standing, using the open
command:
open north;n = house
This opens an exit north
(with an alias n
) to the previously created room house
.
If you have many rooms named house
, you will get a list of matches and must select to which specific one you want to link.
Next, follow the northern exit to your “house” by walking north. You can also teleport
to it:
north
or:
teleport house
To open an exit back to Limbo manually (in case you didn’t do so automatically by using the dig
command):
open door = limbo
(You can also use the #dbref
of Limbo, which you can find by using examine here
when standing in Limbo.)
1.8. Reshuffling the World¶
Assuming you are back at Limbo
, let’s teleport the large box to our house
:
teleport box = house
very large box is leaving Limbo, heading for house.
Teleported very large box -> house.
You can find things in the game world, such as our box
, by using the find
command:
find box
One Match(#1-#8):
very large box(#8) - src.objects.objects.Object
Knowing the #dbref
of the box (#8 in this example), you can grab the box and get it back here without actually going to the house
first:
teleport #8 = here
As mentioned, here
is an alias for “your current location.” The box should now be back in Limbo with you.
We are getting tired of the box. Let’s destroy it:
destroy box
Issuing the `destroy`` command will ask you for confirmation. Once you confirm, the box will be gone.
You can destroy
many objects in one go by providing a comma-separated list of objects (or a range of #dbrefs
, if they are not in the same location) to the command.
1.9. Adding a Help Entry¶
Command-related help
entries are something that you modify in Python code — we’ll cover that when we explain how to add Commands — but you may also add non-command-related help entries. For example, to explain something about the history of your game world:
sethelp History = At the dawn of time ...
You will now find your new History
entry in the help
list, and can read your help-text with help History
.
1.10. Adding a World¶
After this brief introduction to building and using in-game commands, you may be ready to see a more fleshed-out example. Fortunately, Evennia comes with an tutorial world for you to explore — which we will try in the next lesson.