Throughout the larger documentation you may come across commands prefixed with
@. This is just an optional marker used in some places to make a command stand out. Evennia defaults to ignoring the use of
@in front of your command (so entering
digis the same as entering
The default commands have the following style (where
[...] marks optional parts):
command[/switch/switch...] [arguments ...]
A switch is a special, optional flag to the command to make it behave differently. It 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
Below are some examples of commands you can try when logged in to the game. Use
help <command> for
learning more about each command and their detailed options.
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 temporarily step down from your superuser position you can use the
quell command in-game:
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 game Character should have an Developer
level permission - 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 back to superuser status again afterwards.
Creating an Object¶
Basic objects can be anything – swords, flowers and non-player characters. They are created using
This created a new ‘box’ (of the default object type) in your inventory. Use the command
i) to see it. Now, ‘box’ is a rather short name, let’s rename it and tack on a few aliases.
name box = very large box;box;very;crate
We now renamed the box to very large box (and this is what we will see when looking at it), but we
will also recognize it by any of the other names we give - like crate or simply box as before.
We could have given these aliases directly after the name in the
create command, this is true for
all creation commands - you can always tag on a list of
;-separated aliases to the name of your
new object. If you had wanted to not change the name itself, but to only add aliases, you could have
We are currently carrying the box. Let’s drop it (there is also a short cut to create and drop in
one go by using the
/drop switch, for example
Hey presto - there it is on the ground, in all its normality.
This will show some technical details about the box object. For now we will ignore what this information means.
look at the box to see the (default) description.
look box You see nothing special.
The description you get is not very exciting. Let’s add some flavor.
describe 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 that easily. To prevent
this we need to lock it down. This is done by assigning a Lock to it. Make sure the box was
dropped in the room, then try this:
lock box = get:false()
Locks represent a rather big topic, but for now that will do what we want. This will lock the box so noone can lift it. The exception is superusers, they override all locks and will pick it up anyway. Make sure you are quelling your superuser powers and try to get the box now:
> get box You can't get that.
Think thís default error message looks dull? The
get command looks for an Attribute
get_err_msg for returning a nicer error message (we just happen to know this, you would need
to peek into the
get command to find out.). You set attributes using the
set box/get_err_msg = It's way too heavy for you to lift.
Try to get it now and you should see a nicer error message echoed back to you. To see what this message string is in the future, you can use ‘examine.’
Examine will return the value of attributes, including color codes.
examine here/desc would return
the raw description of your 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 outside the game. See the Adding Commands tutorial for help with creating your first own Command.
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 a first script, let’s put one
on ourselves. There is an example script in
that is called
BodyFunctions. To add this to us we will use the
script self = tutorial_examples.bodyfunctions.BodyFunctions
(note that you don’t have to give the full path as long as you are pointing to a place inside the
contrib directory, it’s one of the places Evennia looks for Scripts). Wait a while and you will
notice yourself starting making random observations.
This will show details about scripts on yourself (also
examine works). 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”, kill the script with
script/stop self = tutorial_examples.bodyfunctions.BodyFunctions
You 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.
Making Yourself a House¶
The main command for shaping the 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
This will create a new room named ‘house’. Spaces at the start/end of names and aliases are ignored so you could put more air if you wanted. This call will directly create an exit from your current location named ‘large red door’ and a corresponding exit named ‘to the outside’ in the house room leading back to Limbo. We also define a few aliases to those exits, so people don’t have to write the full thing all the time.
If you wanted to use normal compass directions (north, west, southwest etc), you could do that with
dig too. But Evennia also has a limited version of
dig that helps for compass directions (and
also up/down and in/out). It’s called
tunnel sw = cliff
This will create a new room “cliff” with an exit “southwest” leading there and a path “northeast” leading back from the cliff to your current location.
You can create new exits from where you are using the
open north;n = house
This opens an exit
north (with an alias
n) to the previously created room
If you have many rooms named
house you will get a list of matches and have to select which one you
want to link to. You can also give its database (#dbref) number, which is unique to every object.
This can be found with the
examine command or by looking at the latest constructions with
Follow the north exit to your ‘house’ or
teleport to it:
To manually open an exit back to Limbo (if you didn’t do so with the
open door = limbo
(or give limbo’s dbref which is #2)
Reshuffling the World¶
You can find things using the
find command. 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.
We can still find the box by using find:
> find box One Match(#1-#8): very large box(#8) - src.objects.objects.Object
#dbref of the box (#8 in this example), you can grab the box and get it back here
without actually yourself going to
teleport #8 = here
(You can usually use
here to refer to your current location. To refer to yourself you can use
me). The box should now be back in Limbo with you.
We are getting tired of the box. Let’s destroy it.
You can destroy many objects in one go by giving a comma-separated list of objects (or their #dbrefs, if they are not in the same location) to the command.
Adding a Help Entry¶
An important part of building is keeping the help files updated. You can add, delete and append to
existing help entries using the
sethelp/add MyTopic = This help topic is about ...
Adding a World¶
After this brief introduction to building you may be ready to see a more fleshed-out example. Evennia comes with a tutorial world for you to explore.
First you need to switch back to superuser by using the
unquell command. Next, place yourself in
Limbo and run the following command:
This will take a while (be patient and don’t re-run the command). You will see all the commands used to build the world scroll by as the world is built for you.
You will end up with a new exit from Limbo named tutorial. Apart from being a little solo- adventure in its own right, the tutorial world is a good source for learning Evennia building (and coding).
Read the batch file to see exactly how it’s built, step by step. See also more info about the tutorial world [here](Tutorial- World-Introduction).