Contribs¶
Contribs are optional code snippets and systems contributed by the Evennia community. They vary in size and complexity and may be more specific about game types and styles than ‘core’ Evennia. This page is auto-generated and summarizes all 49 contribs currently included with the Evennia distribution.
All contrib categories are imported from evennia.contrib
, such as
from evennia.contrib.base_systems import building_menu
Each contrib contains installation instructions for how to integrate it with your other code. If you want to tweak the code of a contrib, just copy its entire folder to your game directory and modify/use it from there.
If you want to add a contrib, see the contrib guidelines!
Index¶
base_systems¶
Systems that are not necessarily tied to a specific in-game mechanic but which are useful for the game as a whole. Examples include login systems, new command syntaxes, and build helpers.
awsstorage
¶
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) cloud hosting. Great for those serving media with the game.
color_markups
¶
Contrib by Griatch, 2017
Additional color markup styles for Evennia (extending or replacing the default
|r
, |234
). Adds support for MUSH-style (%cr
, %c123
) and/or legacy-Evennia
({r
, {123
).
components
¶
Contrib by ChrisLR, 2021
Expand typeclasses using a components/composition approach.
custom_gametime
¶
Contrib by vlgeoff, 2017 - based on Griatch’s core original
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.
email_login
¶
Contrib by Griatch, 2012
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.
godotwebsocket
¶
Contribution by ChrisLR, 2022
This contrib allows you to connect a Godot Client directly to your mud, and display regular text with color in Godot’s RichTextLabel using BBCode. You can use Godot to provide advanced functionality with proper Evennia support.
ingame_python
¶
Contrib by Vincent Le Goff 2017
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.
mux_comms_cmds
¶
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 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.
unixcommand
¶
Contribution by Vincent Le Geoff (vlgeoff), 2017
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
library under the hood.
full_systems¶
‘Complete’ game engines that can be used directly to start creating content without no further additions (unless you want to).
evscaperoom
¶
Contribution by Griatch, 2019
A full engine for creating multiplayer escape-rooms in Evennia. Allows players to spawn and join puzzle rooms that track their state independently. Any number of players can join to solve a room together. This is the engine created for ‘EvscapeRoom’, which won the MUD Coders Guild “One Room” Game Jam in April-May, 2019. The contrib has no game content but contains the utilities and base classes and an empty example room.
game_systems¶
In-game gameplay systems like crafting, mail, combat and more.
Each system is meant to be adopted piecemeal and adopted for your game.
This does not include roleplaying-specific systems, those are found in
the rpg
category.
barter
¶
Contribution by Griatch, 2012
This implements a full barter system - a way for players to safely
trade items between each other in code rather than simple give/get
commands. This increases both safety (at no time will one player have
both goods and payment in-hand) and speed, since agreed goods will
be moved automatically). By just replacing one side with coin objects,
(or a mix of coins and goods), this also works fine for regular money
transactions.
clothing
¶
Contribution by Tim Ashley Jenkins, 2017
Provides a typeclass and commands for wearable clothing. These look of these clothes are appended to the character’s description when worn.
containers
¶
Adds the ability to put objects into other container objects by providing a container typeclass and extending certain base commands.
Installation¶
Read the documentation - Browse the Code
cooldowns
¶
Contribution by owllex, 2021
Cooldowns are used to model rate-limited actions, like how often a character can perform a given action; until a certain time has passed their command can not be used again. This contrib provides a simple cooldown handler that can be attached to any typeclass. A cooldown is a lightweight persistent asynchronous timer that you can query to see if a certain time has yet passed.
crafting
¶
Contribution by Griatch 2020
This implements a full crafting system. The principle is that of a ‘recipe’, where you combine items (tagged as ingredients) create something new. The recipe can also require certain (non-consumed) tools. An example would be to use the ‘bread recipe’ to combine ‘flour’, ‘water’ and ‘yeast’ with an ‘oven’ to bake a ‘loaf of bread’.
gendersub
¶
Contribution by Griatch 2015
This is a simple gender-aware Character class for allowing users to insert custom markers in their text to indicate gender-aware messaging. It relies on a modified msg() and is meant as an inspiration and starting point to how to do stuff like this.
mail
¶
Contribution by grungies1138 2016
A simple Brandymail style mail system that uses the Msg
class from Evennia
Core. It has two Commands for either sending mails between Accounts (out of game)
or between Characters (in-game). The two types of mails can be used together or
on their own.
multidescer
¶
Contribution by Griatch 2016
A “multidescer” is a concept from the MUSH world. It allows for
splitting your descriptions into arbitrary named ‘sections’ which you can
then swap out at will. It is a way for quickly managing your look (such as when
changing clothes) in more free-form roleplaying systems. This will also
work well together with the rpsystem
contrib.
puzzles
¶
Contribution by Henddher 2018
Intended for adventure-game style combination puzzles, such as combining fruits
and a blender to create a smoothie. Provides a typeclass and commands for objects
that can be combined (i.e. used together). Unlike the crafting
contrib, each
puzzle is built from unique objects rather than using tags and a builder can create
the puzzle entirely from in-game.
turnbattle
¶
Contribution by Tim Ashley Jenkins, 2017
This is a framework for a simple turn-based combat system, similar to those used in D&D-style tabletop role playing games. It allows any character to start a fight in a room, at which point initiative is rolled and a turn order is established. Each participant in combat has a limited time to decide their action for that turn (30 seconds by default), and combat progresses through the turn order, looping through the participants until the fight ends.
grid¶
Systems related to the game world’s topology and structure. Contribs related to rooms, exits and map building.
extended_room
¶
Contribution - Griatch 2012, vincent-lg 2019, Griatch 2023
This extends the normal Room
typeclass to allow its description to change with
time-of-day and/or season as well as any other state (like flooded or dark).
Embedding $state(burning, This place is on fire!)
in the description will
allow for changing the description based on room state. The room also supports
details
for the player to look at in the room (without having to create a new
in-game object for each), as well as support for random echoes. The room
comes with a set of alternate commands for look
and @desc
, as well as new
commands detail
, roomstate
and time
.
ingame_map_display
¶
Contribution - helpme 2022
This adds an ascii map
to a given room which can be viewed with the map
command.
You can easily alter it to add special characters, room colors etc. The map shown is
dynamically generated on use, and supports all compass directions and up/down. Other
directions are ignored.
mapbuilder
¶
Contribution by Cloud_Keeper 2016
Build a game map from the drawing of a 2D ASCII map.
simpledoor
¶
Contribution by Griatch, 2016
A simple two-way exit that represents a door that can be opened and closed from both sides. Can easily be expanded to make it lockable, destroyable etc.
slow_exit
¶
Contribution by Griatch 2014
An example of an Exit-type that delays its traversal. This simulates
slow movement, common in many games. The contrib also
contains two commands, setspeed
and stop
for changing the movement speed
and abort an ongoing traversal, respectively.
wilderness
¶
Contribution by titeuf87, 2017
This contrib provides a wilderness map without actually creating a large number of rooms - as you move, you instead end up back in the same room but its description changes. This means you can make huge areas with little database use as long as the rooms are relatively similar (e.g. only the names/descs changing).
xyzgrid
¶
Contribution by Griatch 2021
Places Evennia’s game world on an xy (z being different maps) coordinate grid. Grid is created and maintained externally by drawing and parsing 2D ASCII maps, including teleports, map transitions and special markers to aid pathfinding. Supports very fast shortest-route pathfinding on each map. Also includes a fast view function for seeing only a limited number of steps away from your current location (useful for displaying the grid as an in-game, updating map).
rpg¶
Systems specifically related to roleplaying and rule implementation like character traits, dice rolling and emoting.
buffs
¶
Contribution by Tegiminis 2022
A buff is a timed object, attached to a game entity. It is capable of modifying values, triggering code, or both. It is a common design pattern in RPGs, particularly action games.
character_creator
¶
Contribution by InspectorCaracal, 2022
Commands for managing and initiating an in-game character-creation menu.
dice
¶
Contribution by Griatch, 2012, 2023
A dice roller for any number and side of dice. Adds in-game dice rolling
(like roll 2d10 + 1
) as well as conditionals (roll under/over/equal to a target)
and functions for rolling dice in code. Command also supports hidden or secret
rolls for use by a human game master.
health_bar
¶
Contribution by Tim Ashley Jenkins, 2017
The function provided in this module lets you easily display visual bars or meters as a colorful bar instead of just a number. A “health bar” is merely the most obvious use for this, but the bar is highly customizable and can be used for any sort of appropriate data besides player health.
llm
¶
Contribution by Griatch 2023
This adds an LLMClient that allows Evennia to send prompts to a LLM server (Large Language Model, along the lines of ChatGPT). Example uses a local OSS LLM install. Included is an NPC you can chat with using a new talk
command. The NPC will respond using the AI responses from the LLM server. All calls are asynchronous, so if the LLM is slow, Evennia is not affected.
rpsystem
¶
Contribution by Griatch, 2015
A full roleplaying emote system. Short-descriptions and recognition (only know people by their looks until you assign a name to them). Room poses. Masks/disguises (hide your description). Speak directly in emote, with optional language obscuration (words get garbled if you don’t know the language, you can also have different languages with different ‘sounding’ garbling). Whispers can be partly overheard from a distance. A very powerful in-emote reference system, for referencing and differentiate targets (including objects).
traits
¶
Contribution by Griatch 2020, based on code by Whitenoise and Ainneve contribs, 2014
A Trait
represents a modifiable property on (usually) a Character. They can
be used to represent everything from attributes (str, agi etc) to skills
(hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc.
Traits differ from normal Attributes in that they track their changes and limit
themselves to particular value-ranges. One can add/subtract from them easily and
they can even change dynamically at a particular rate (like you being poisoned or
healed).
tutorials¶
Helper resources specifically meant to teach a development concept or to exemplify an Evennia system. Any extra resources tied to documentation tutorials are found here. Also the home of the Tutorial-World and Evadventure demo codes.
batchprocessor
¶
Contibution by Griatch, 2012
Simple examples for the batch-processor. The batch processor is used for generating in-game content from one or more static files. Files can be stored with version control and then ‘applied’ to the game to create content.
bodyfunctions
¶
Contribution by Griatch, 2012
Example script for testing. This adds a simple timer that has your character make small verbal observations at irregular intervals.
evadventure
¶
Contrib by Griatch 2023-
Warning
NOTE - this tutorial is WIP and NOT complete yet! You will still learn things from it, but don’t expect perfection.
mirror
¶
Contribution by Griatch, 2017
A simple mirror object to experiment with. It will respond to being looked at.
talking_npc
¶
Contribution by Griatch 2011. Updated by grungies1138, 2016
This is an example of a static NPC object capable of holding a simple menu-driven conversation. Suitable for example as a quest giver or merchant.
tutorial_world
¶
Contribution by Griatch 2011, 2015
A stand-alone tutorial area for an unmodified Evennia install. Think of it as a sort of single-player adventure rather than a full-fledged multi-player game world. The various rooms and objects are designed to show off features of Evennia, not to be a very challenging (nor long) gaming experience. As such it’s of course only skimming the surface of what is possible. Taking this apart is a great way to start learning the system.
utils¶
Miscellaneous, tools for manipulating text, security auditing, and more.
auditing
¶
Contribution by Johnny, 2017
Utility that taps and intercepts all data sent to/from clients and the server and passes it to a callback of your choosing. This is intended for quality assurance, post-incident investigations and debugging.
fieldfill
¶
Contribution by Tim Ashley Jenkins, 2018
This module contains a function that generates an EvMenu
for you - this
menu presents the player with a form of fields that can be filled
out in any order (e.g. for character generation or building). Each field’s value can
be verified, with the function allowing easy checks for text and integer input,
minimum and maximum values / character lengths, or can even be verified by a custom
function. Once the form is submitted, the form’s data is submitted as a dictionary
to any callable of your choice.
git_integration
¶
Contribution by helpme (2022)
A module to integrate a stripped-down version of git within the game, allowing developers to view their git status, change branches, and pull updated code of both their local mygame repo and Evennia core. After a successful pull or checkout, the git command will reload the game: Manual restarts may be required to to apply certain changes that would impact persistent scripts etc.
name_generator
¶
Contribution by InspectorCaracal (2022)
A module for generating random names, both real-world and fantasy. Real-world names can be generated either as first (personal) names, family (last) names, or full names (first, optional middles, and last). The name data is from Behind the Name and used under the CC BY-SA 4.0 license.
random_string_generator
¶
Contribution by Vincent Le Goff (vlgeoff), 2017
This utility can be used to generate pseudo-random strings of information with specific criteria. You could, for instance, use it to generate phone numbers, license plate numbers, validation codes, in-game security passwords and so on. The strings generated will be stored and won’t be repeated.
tree_select
¶
Contribution by Tim Ashley Jenkins, 2017
This utility allows you to create and initialize an entire branching EvMenu instance from a multi-line string passed to one function.
Read the documentation - Browse the Code
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