evennia.contrib.tutorials.evadventure.objects¶
All items in the game inherit from a base object. The properties (what you can do with an object, such as wear, wield, eat, drink, kill etc) are all controlled by Tags.
Every object has one of a few obj_type-category tags: - weapon - armor - shield - helmet - consumable (potions, torches etc) - magic (runestones, magic items) - quest (quest-items) - treasure (valuable to sell)
It’s possible for an item to have more than one tag, such as a golden helmet (helmet+treasure) or rune sword (weapon+quest).
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureObject
(*args, **kwargs)[source]¶ Bases:
evennia.objects.objects.DefaultObject
Base in-game entity.
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inventory_use_slot
¶ AttributeProperty.
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size
¶ AttributeProperty.
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value
¶ AttributeProperty.
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obj_type
= 'gear'¶
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at_object_creation
()[source]¶ Called once, when this object is first created. This is the normal hook to overload for most object types.
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get_display_header
(looker, **kwargs)[source]¶ Get the ‘header’ component of the object description. Called by return_appearance.
- Parameters
looker (DefaultObject) – Object doing the looking.
**kwargs – Arbitrary data for use when overriding.
- Returns
str – The header display string.
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get_display_desc
(looker, **kwargs)[source]¶ Get the ‘desc’ component of the object description. Called by return_appearance.
- Parameters
looker (DefaultObject) – Object doing the looking.
**kwargs – Arbitrary data for use when overriding.
- Returns
str – The desc display string.
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has_obj_type
(objtype)[source]¶ Check if object is of a particular type.
typeobj_enum (enum.ObjType): A type to check, like enums.TypeObj.TREASURE.
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get_help
()[source]¶ Get help text for the item.
- Returns
str – The help text, by default taken from the .help_text property.
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at_pre_use
(*args, **kwargs)[source]¶ Called before use. If returning False, usage should be aborted.
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exception
DoesNotExist
¶
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exception
MultipleObjectsReturned
¶ Bases:
evennia.objects.objects.DefaultObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureObject'¶
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typename
= 'EvAdventureObject'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureObjectFiller
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject
In _Knave_, the inventory slots act as an extra measure of how you are affected by various averse effects. For example, mud or water could fill up some of your inventory slots and make the equipment there unusable until you cleaned it. Inventory is also used to track how long you can stay under water etc - the fewer empty slots you have, the less time you can stay under water due to carrying so much stuff with you.
This class represents such an effect filling up an empty slot. It has a quality of 0, meaning it’s unusable.
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obj_type
= 'quest'¶
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quality
¶ AttributeProperty.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureObjectFiller'¶
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typename
= 'EvAdventureObjectFiller'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureQuestObject
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject
A quest object. These cannot be sold and only be used for quest resolution.
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obj_type
= 'quest'¶
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value
¶ AttributeProperty.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureQuestObject'¶
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typename
= 'EvAdventureQuestObject'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureTreasure
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject
A ‘treasure’ is mainly useful to sell for coin.
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obj_type
= 'treasure'¶
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value
¶ AttributeProperty.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureTreasure'¶
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typename
= 'EvAdventureTreasure'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureConsumable
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject
Item that can be ‘used up’, like a potion or food. Weapons, armor etc does not have a limited usage in this way.
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obj_type
= 'consumable'¶
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size
¶ AttributeProperty.
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uses
¶ AttributeProperty.
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at_pre_use
(user, target=None, *args, **kwargs)[source]¶ Called before use. If returning False, usage should be aborted.
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at_post_use
(user, *args, **kwargs)[source]¶ Called after this item was used.
- Parameters
user (Object) – The one using the item.
*args – Optional arguments.
**kwargs –
Optional arguments.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable'¶
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typename
= 'EvAdventureConsumable'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureWeapon
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject
Base weapon class for all EvAdventure weapons.
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obj_type
= 'weapon'¶
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inventory_use_slot
¶ AttributeProperty.
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quality
¶ AttributeProperty.
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attack_type
¶ AttributeProperty.
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defense_type
¶ AttributeProperty.
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damage_roll
¶ AttributeProperty.
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get_display_name
(looker=None, **kwargs)[source]¶ Displays the name of the object in a viewer-aware manner.
- Parameters
looker (DefaultObject) – The object or account that is looking at or getting information for this object.
- Returns
str – A name to display for this object. By default this returns the .name of the object.
Notes
This function can be extended to change how object names appear to users in character, but it does not change an object’s keys or aliases when searching.
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at_pre_use
(user, target=None, *args, **kwargs)[source]¶ Called before use. If returning False, usage should be aborted.
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use
(attacker, target, *args, advantage=False, disadvantage=False, **kwargs)[source]¶ When a weapon is used, it attacks an opponent
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon'¶
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typename
= 'EvAdventureWeapon'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureThrowable
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon
,evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable
Something you can throw at an enemy to harm them once, like a knife or exploding potion/grenade.
Note: In Knave, ranged attacks are done with WIS (representing the stillness of your mind?)
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obj_type
= (<ObjType.THROWABLE: 'throwable'>, <ObjType.WEAPON: 'weapon'>, <ObjType.CONSUMABLE: 'consumable'>)¶
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attack_type
¶ AttributeProperty.
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defense_type
¶ AttributeProperty.
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damage_roll
¶ AttributeProperty.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon.DoesNotExist
,evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon.MultipleObjectsReturned
,evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureThrowable'¶
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typename
= 'EvAdventureThrowable'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureRunestone
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon
,evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable
Base class for magic runestones. In _Knave_, every spell is represented by a rune stone that takes up an inventory slot. It is wielded as a weapon in order to create the specific magical effect provided by the stone. Normally each stone can only be used once per day but they are quite powerful (and scales with caster level).
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obj_type
= (<ObjType.WEAPON: 'weapon'>, <ObjType.MAGIC: 'magic'>)¶
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inventory_use_slot
= 'two_handed_weapons'¶
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quality
¶ AttributeProperty.
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attack_type
¶ AttributeProperty.
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defense_type
¶ AttributeProperty.
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damage_roll
¶ AttributeProperty.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon.DoesNotExist
,evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon.MultipleObjectsReturned
,evennia.contrib.tutorials.evadventure.objects.EvAdventureConsumable.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureRunestone'¶
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typename
= 'EvAdventureRunestone'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureArmor
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject
Base class for all wearable Armors.
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obj_type
= 'armor'¶
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inventory_use_slot
= 'body'¶
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armor
¶ AttributeProperty.
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quality
¶ AttributeProperty.
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureObject.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor'¶
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typename
= 'EvAdventureArmor'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureShield
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor
Base class for all Shields.
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obj_type
= 'shield'¶
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inventory_use_slot
= 'shield_hand'¶
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureShield'¶
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typename
= 'EvAdventureShield'¶
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class
evennia.contrib.tutorials.evadventure.objects.
EvAdventureHelmet
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor
Base class for all Helmets.
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obj_type
= 'helmet'¶
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inventory_use_slot
= 'head'¶
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureArmor.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.EvAdventureHelmet'¶
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typename
= 'EvAdventureHelmet'¶
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class
evennia.contrib.tutorials.evadventure.objects.
WeaponBareHands
(*args, **kwargs)[source]¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon
This is a dummy-class loaded when you wield no weapons. We won’t create any db-object for it.
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obj_type
= 'weapon'¶
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key
= 'Bare hands'¶
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inventory_use_slot
= 'weapon_hand'¶
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attack_type
= 'strength'¶
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defense_type
= 'armor'¶
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damage_roll
= '1d4'¶
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quality
= None¶
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exception
DoesNotExist
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon.DoesNotExist
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exception
MultipleObjectsReturned
¶ Bases:
evennia.contrib.tutorials.evadventure.objects.EvAdventureWeapon.MultipleObjectsReturned
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path
= 'evennia.contrib.tutorials.evadventure.objects.WeaponBareHands'¶
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typename
= 'WeaponBareHands'¶
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