# Accounts All *users* (real people) that starts a game [Session](./Sessions.md) on Evennia are doing so through an object called *Account*. The Account object has no in-game representation, it represents a unique game account. In order to actually get on the game the Account must *puppet* an [Object](./Objects.md) (normally a [Character](./Objects.md#characters)). Exactly how many Sessions can interact with an Account and its Puppets at once is determined by Evennia's [MULTISESSION_MODE](./Sessions.md#multisession-mode) setting. Apart from storing login information and other account-specific data, the Account object is what is chatting on [Channels](./Communications.md). It is also a good place to store [Permissions](./Locks.md) to be consistent between different in-game characters as well as configuration options. The Account object also has its own [CmdSet](./Command-Sets.md), the `AccountCmdSet`. Logged into default evennia, you can use the `ooc` command to leave your current [character](./Objects.md) and go into OOC mode. You are quite limited in this mode, basically it works like a simple chat program. It acts as a staging area for switching between Characters (if your game supports that) or as a safety mode if your Character gets deleted. Use `ic` to attempt to (re)puppet a Character. Note that the Account object can have, and often does have, a different set of [Permissions](./Locks.md#permissions) from the Character they control. Normally you should put your permissions on the Account level - this will overrule permissions set on the Character level. For the permissions of the Character to come into play the default `quell` command can be used. This allows for exploring the game using a different permission set (but you can't escalate your permissions this way - for hierarchical permissions like `Builder`, `Admin` etc, the *lower* of the permissions on the Character/Account will always be used). ## How to create your own Account types You will usually not want more than one Account typeclass for all new accounts (but you could in principle create a system that changes an account's typeclass dynamically). An Evennia Account is, per definition, a Python class that includes `evennia.DefaultAccount` among its parents. In `mygame/typeclasses/accounts.py` there is an empty class ready for you to modify. Evennia defaults to using this (it inherits directly from `DefaultAccount`). Here's an example of modifying the default Account class in code: ```python # in mygame/typeclasses/accounts.py from evennia import DefaultAccount class Account(DefaultAccount): # [...] at_account_creation(self): "this is called only once, when account is first created" self.db.real_name = None # this is set later self.db.real_address = None # " self.db.config_1 = True # default config self.db.config_2 = False # " self.db.config_3 = 1 # " # ... whatever else our game needs to know ``` Reload the server with `reload`. ``` ... However, if you use `examine *self` (the asterisk makes you examine your Account object rather than your Character), you won't see your new Attributes yet. This is because `at_account_creation` is only called the very *first* time the Account is called and your Account object already exists (any new Accounts that connect will see them though). To update yourself you need to make sure to re-fire the hook on all the Accounts you have already created. Here is an example of how to do this using `py`: ``` py [account.at_account_creation() for account in evennia.managers.accounts.all()] ``` You should now see the Attributes on yourself. > If you wanted Evennia to default to a completely *different* Account class located elsewhere, you > must point Evennia to it. Add `BASE_ACCOUNT_TYPECLASS` to your settings file, and give the python > path to your custom class as its value. By default this points to `typeclasses.accounts.Account`, > the empty template we used above. ## Properties on Accounts Beyond those properties assigned to all typeclassed objects (see [Typeclasses](./Typeclasses.md)), the Account also has the following custom properties: - `user` - a unique link to a `User` Django object, representing the logged-in user. - `obj` - an alias for `character`. - `name` - an alias for `user.username` - `sessions` - an instance of [ObjectSessionHandler](github:evennia.objects.objects#objectsessionhandler) managing all connected Sessions (physical connections) this object listens to (Note: In older versions of Evennia, this was a list). The so-called `session-id` (used in many places) is found as a property `sessid` on each Session instance. - `is_superuser` (bool: True/False) - if this account is a superuser. Special handlers: - `cmdset` - This holds all the current [Commands](./Commands.md) of this Account. By default these are the commands found in the cmdset defined by `settings.CMDSET_ACCOUNT`. - `nicks` - This stores and handles [Nicks](./Nicks.md), in the same way as nicks it works on Objects. For Accounts, nicks are primarily used to store custom aliases for [Channels](./Communications.md#channels). Selection of special methods (see `evennia.DefaultAccount` for details): - `get_puppet` - get a currently puppeted object connected to the Account and a given session id, if any. - `puppet_object` - connect a session to a puppetable Object. - `unpuppet_object` - disconnect a session from a puppetable Object. - `msg` - send text to the Account - `execute_cmd` - runs a command as if this Account did it. - `search` - search for Accounts.