# Building Quickstart¶

The default command definitions coming with Evennia follows a style similar to that of MUX, so the commands should be familiar if you used any such code bases before.

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 dig is the same as entering @dig).

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 an object.

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:

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 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 the create command:

create box


This created 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, 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 used the alias command.

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 create/drop box).

drop box


Hey presto - there it is on the ground, in all its normality.

examine box


This 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 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 named get_err_msg for returning a nicer error message (we just happen to know this, you would need to peek into the code for the get command to find out.). You set attributes using the set command:

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 box/get_err_msg


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 evennia/contrib/tutorial_examples/bodyfunctions.py that is called BodyFunctions. To add this to us we will use the script command:

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.

script self


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.

If we get back to the box we made, there is only so much fun you can do with it at this point. It’s just a dumb generic object. If you renamed it to stone and changed its description noone would be the wiser. However, with the combined use of custom Typeclasses, Scripts and object-based Commands, you could expand it and other items to be as unique, complex and interactive as you want.

Let’s take an example. So far we have only created objects that use the default object typeclass named simply Object. Let’s create an object that is a little more interesting. Under evennia/contrib/tutorial_examples there is a module red_button.py. It contains the enigmatic RedButton typeclass.

Let’s make us one of those!

create/drop button:tutorial_examples.red_button.RedButton


We import the RedButton python class the same way you would import it in Python except Evennia makes sure to look inevennia/contrib/ so you don’t have to write the full path every time. There you go

• one red button.

The RedButton is an example object intended to show off a few of Evennia’s features. You will find that the Typeclass and Commands controlling it are inside evennia/contrib/tutorial_examples/.

If you wait for a while (make sure you dropped it!) the button will blink invitingly. Why don’t you try to push it …? Surely a big red button is meant to be pushed. You know you want to.

## 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:

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 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 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 objects.

Follow the north exit to your ‘house’ or teleport to it:

north


or:

teleport house


To manually open an exit back to Limbo (if you didn’t do so with the dig command):

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


Knowing the #dbref of the box (#8 in this example), you can grab the box and get it back here without actually yourself going to house first:

teleport #8 = here


(You can usually use here to refer to your current location. To refer to yourself you can use self or me). The box should now be back in Limbo with you.

We are getting tired of the box. Let’s destroy it.

destroy box


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.

An important part of building is keeping the help files updated. You can add, delete and append to existing help entries using the sethelp command.

sethelp/add MyTopic = This help topic is about ...


First you need to switch back to superuser by using the unquell command. Next, place yourself in Limbo and run the following command:
batchcommand tutorial_world.build