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 log into your new game and you will end up in the “Limbo” location. This is the only room in the game at this point. Let’s explore the commands a little.
The default commands has syntax similar to MUX:
command[/switch/switch...] [arguments ...]
An example would be
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.
Are you used to commands starting with @, like @create? That will work too. Evennia simply ignores the preceeding @.
1.1. Getting help¶
Will give you a list of all commands available to you. Use
to see the in-game help for that command.
1.2. Looking around¶
The most common comman is
This will show you the description of the current location.
l is an alias.
When targeting objects in commands, you have two special labels you can use,
here for the current room or
self to point back to yourself. So
will give you your own description.
look here is, in this case, the same as plain
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 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
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
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
MUD clients and semi-colon:
Some traditional MUD clients use the semi-colon
; to separate client inputs. If so, the above line will give an error. You need to change your client to use another command-separator or to put it in ‘verbatim’ mode. If you still have trouble, use the Evennia web client instead.
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
We are currently carrying the box. Let’s drop it (there is also a shortcut 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.
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 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 this default error message looks dull? The
get command looks for an Attribute named
get_err_msg for returning a nicer error messageod (this can be seen from the default
get command code). 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. We will get to that 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 a first script, let’s put one on ourselves. There is an example script in
evennia/contrib/tutorials/bodyfunctions/bodyfunctions.py that is called
BodyFunctions. To add this to us we will use the
script self = tutorials.bodyfunctions.BodyFunctions
This string will tell 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
\on Windows). This is a so-called “Python path”. In a Python-path, > you separate the parts of the path with
.and skip the
.pyfile-ending. Importantly, it also allows you to point to Python code inside files, like the
bodyfunctions.py(we’ll get to classes later). These “Python-paths” are used extensively throughout Evennia.
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 = tutorials.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.
1.7. 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.
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
(You can also us the #dbref of limbo, which you can find by using
examine here when in limbo).
1.8. 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
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.
It will ask you for confirmation. Once you give it, the box will be gone.
You can destroy many objects in one go by giving 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¶
The Command-help is something you modify in Python code. We’ll get to that when we get to how to add Commands. But you can also add regular 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 read your help-text with
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. Evennia comes with a tutorial world for you to explore. We will try that out in the next lesson.