# evennia.contrib.base_systems.ingame_python.eventfuncs

Module defining basic eventfuncs for the event system.

Eventfuncs are just Python functions that can be used inside of calllbacks.

`evennia.contrib.base_systems.ingame_python.eventfuncs.``deny`()

  Deny, that is stop, the callback here.

  Notes

  This function will raise an exception to terminate the callback in a controlled way. If you use this function in an event called prior to a command, the command will be cancelled as well. Good situations to use the deny() function are in events that begins by can_, because they usually can be cancelled as easily as that.

`evennia.contrib.base_systems.ingame_python.eventfuncs.``get`(**kwargs)

  Return an object with the given search option or None if None is found.

  Keyword Arguments

    searchable data or property (Any) –

  Returns

    The object found that meet these criteria for research, or None if none is found.

  Notes

  This function is very useful to retrieve objects with a specific ID. You know that room #32 exists, but you don’t have it in the callback variables. Quite simple:

  > room = get(id=32)

  This function doesn’t perform a search on objects, but a direct search in the database. It’s recommended to use it for objects you know exist, using their IDs or other unique attributes. Looking for objects by key is possible (use db_key as an argument) but remember several objects can share the same key.

`evennia.contrib.base_systems.ingame_python.eventfuncs.``call_event`(obj, event_name, seconds=0)

  Call the specified event in X seconds.

  Parameters

    - obj (Object) – the typeclassed object containing the event.

    - event_name (str) – the event name to be called.

    - seconds (int or float) – the number of seconds to wait before calling the event.

  Notes

  This eventfunc can be used to call other events from inside of an event in a given time. This will create a pause between events. This will not freeze the game, and you can expect characters to move around (unless you prevent them from doing so).

  Variables that are accessible in your event using ‘call()’ will be kept and passed on to the event to call.

  Chained callbacks are designed for this very purpose: they are never called automatically by the game, rather, they need to be called from inside another event.