<!doctype html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><title>Python: polc.editor</title> </head><body bgcolor="#f0f0f8"> <table width="100%" cellspacing=0 cellpadding=2 border=0 summary="heading"> <tr bgcolor="#7799ee"> <td valign=bottom> <br> <font color="#ffffff" face="helvetica, arial"> <br><big><big><strong><a href="polc.html"><font color="#ffffff">polc</font></a>.editor</strong></big></big></font></td ><td align=right valign=bottom ><font color="#ffffff" face="helvetica, arial"><a href=".">index</a><br><a href="file:/mud/nakedmud-mod/lib/pymodules/polc/editor.py">/mud/nakedmud-mod/lib/pymodules/polc/editor.py</a></font></td></tr></table> <p><tt>################################################################################<br> #<br> # Four Worlds<br> # Copyright (c) 2009-????<br> #<br> # File: editor.py<br> #<br> # This module allows you to directly edit instances of objects, rooms, and mobs<br> # utilizing the automatic-OLC system.<br> #<br> # The editor can be extended, similarly to the built-in OLC system. In fact, it<br> # is compatible, so you can extend this system with a single extra line of<br> # code if you've already written an extender for the traditional OLC.<br> #<br> # Author: Stendec<br> #<br> ################################################################################</tt></p> <p> <table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section"> <tr bgcolor="#aa55cc"> <td colspan=3 valign=bottom> <br> <font color="#fffff" face="helvetica, arial"><big><strong>Modules</strong></big></font></td></tr> <tr><td bgcolor="#aa55cc"><tt> </tt></td><td> </td> <td width="100%"><table width="100%" summary="list"><tr><td width="25%" valign=top><a href="polc.main.html">polc.main</a><br> </td><td width="25%" valign=top><a href="mud.html">mud</a><br> </td><td width="25%" valign=top><a href="mudsys.html">mudsys</a><br> </td><td width="25%" valign=top><a href="olc.html">olc</a><br> </td></tr></table></td></tr></table><p> <table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section"> <tr bgcolor="#eeaa77"> <td colspan=3 valign=bottom> <br> <font color="#ffffff" face="helvetica, arial"><big><strong>Functions</strong></big></font></td></tr> <tr><td bgcolor="#eeaa77"><tt> </tt></td><td> </td> <td width="100%"><dl><dt><a name="-__unload__"><strong>__unload__</strong></a>()</dt></dl> <dl><dt><a name="-cmd_iedit"><strong>cmd_iedit</strong></a>(ch, cmd, arg)</dt><dd><tt>Usage: iedit <direction|room|object|person><br> <br> Attempt to edit the person, object, exit, or room specified. This command<br> edits living instances, NOT prototypes, and changes are carried out as you<br> make them. Be careful with this.</tt></dd></dl> <dl><dt><a name="-do_edit_exit"><strong>do_edit_exit</strong></a>(sock, data, key, val)</dt><dd><tt>Enter the exit editor from the room editor.</tt></dd></dl> <dl><dt><a name="-edit_character"><strong>edit_character</strong></a>(sock, ch)</dt><dd><tt>Start the OLC for an instance of a mob, or a player character.</tt></dd></dl> <dl><dt><a name="-edit_exit"><strong>edit_exit</strong></a>(sock, ex)</dt><dd><tt>Edit an exit.</tt></dd></dl> <dl><dt><a name="-edit_object"><strong>edit_object</strong></a>(sock, object)</dt><dd><tt>Start the OLC for an instance of an item.</tt></dd></dl> <dl><dt><a name="-edit_room"><strong>edit_room</strong></a>(sock, room)</dt><dd><tt>Start the OLC for an instance of a room.</tt></dd></dl> <dl><dt><a name="-extend"><strong>extend</strong></a>(editor, key, menu_func, chooser_func, parser_func<font color="#909090">=None</font>)</dt><dd><tt>Register a new menu extender. To stay mostly compatible with the built-in OLC<br> extender, types are medit, redit, and oedit.</tt></dd></dl> <dl><dt><a name="-fill_exit"><strong>fill_exit</strong></a>(sock, data, key, val)</dt><dd><tt>Fill an exit.</tt></dd></dl> <dl><dt><a name="-get_bitvector"><strong>get_bitvector</strong></a>(...)</dt><dd><tt><a href="#-get_bitvector">get_bitvector</a>(bitvector)<br> <br> Gets a list of the avaliable bits in the specified bitvector.</tt></dd></dl> <dl><dt><a name="-handle_boolint"><strong>handle_boolint</strong></a>(sock, data, key)</dt></dl> <dl><dt><a name="-handle_closable"><strong>handle_closable</strong></a>(sock, data, key)</dt><dd><tt>Swap the closable tag.</tt></dd></dl> <dl><dt><a name="-handle_closed"><strong>handle_closed</strong></a>(sock, data, key)</dt></dl> <dl><dt><a name="-handle_item_types"><strong>handle_item_types</strong></a>(sock, data, key)</dt><dd><tt>Enter the item type submenu.</tt></dd></dl> <dl><dt><a name="-handle_locked"><strong>handle_locked</strong></a>(sock, data, key)</dt></dl> <dl><dt><a name="-it_container"><strong>it_container</strong></a>(sock, object)</dt><dd><tt>Start the container editing menu for the given object.</tt></dd></dl> <dl><dt><a name="-it_furniture"><strong>it_furniture</strong></a>(sock, object)</dt><dd><tt>Start the furniture editing menu for the given object.</tt></dd></dl> <dl><dt><a name="-it_portal"><strong>it_portal</strong></a>(sock, object)</dt><dd><tt>Start the portal editing menu for the given object.</tt></dd></dl> <dl><dt><a name="-it_worn"><strong>it_worn</strong></a>(sock, object)</dt><dd><tt>Start the worn editing menu for the given object.</tt></dd></dl> <dl><dt><a name="-item_add_olc"><strong>item_add_olc</strong></a>(itemtype, menu_func, chooser_func, parse_func)</dt><dd><tt>Registers a new item type handler.</tt></dd></dl> <dl><dt><a name="-itype_chooser"><strong>itype_chooser</strong></a>(sock, data, opt)</dt></dl> <dl><dt><a name="-itype_menu"><strong>itype_menu</strong></a>(sock, data)</dt><dd><tt>Render the item types menu.</tt></dd></dl> <dl><dt><a name="-itype_parser"><strong>itype_parser</strong></a>(sock, data, opt, val)</dt></dl> <dl><dt><a name="-list_exits"><strong>list_exits</strong></a>(sock, data, key, value)</dt><dd><tt>Render a list of exits out.</tt></dd></dl> <dl><dt><a name="-render_boolint"><strong>render_boolint</strong></a>(sock, data, key, value)</dt></dl> <dl><dt><a name="-render_closable"><strong>render_closable</strong></a>(sock, data, key, value)</dt><dd><tt>Show the 'needs name and keywords' tag if necessary.</tt></dd></dl> <dl><dt><a name="-render_exit"><strong>render_exit</strong></a>(sock, data, key, value)</dt></dl> <dl><dt><a name="-render_item_types"><strong>render_item_types</strong></a>(sock, data, key, value)</dt><dd><tt>Render a list of item types.</tt></dd></dl> </td></tr></table><p> <table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section"> <tr bgcolor="#55aa55"> <td colspan=3 valign=bottom> <br> <font color="#ffffff" face="helvetica, arial"><big><strong>Data</strong></big></font></td></tr> <tr><td bgcolor="#55aa55"><tt> </tt></td><td> </td> <td width="100%"><strong>land_bits</strong> = ['Fish']<br> <strong>mob_exts</strong> = {}<br> <strong>obj_bits</strong> = ['notake']<br> <strong>obj_exts</strong> = {}<br> <strong>obj_types</strong> = {'container': <function it_container>, 'furniture': <function it_furniture>, 'portal': <function it_portal>, 'worn': <function it_worn>}<br> <strong>room_bits</strong> = []<br> <strong>room_exts</strong> = {}<br> <strong>worn_types</strong> = ['shirt', 'weapon']</td></tr></table> </body></html>