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< section id = "module-evennia.contrib.base_systems.ingame_python.eventfuncs" >
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< span id = "evennia-contrib-base-systems-ingame-python-eventfuncs" > < / span > < h1 > evennia.contrib.base_systems.ingame_python.eventfuncs< a class = "headerlink" href = "#module-evennia.contrib.base_systems.ingame_python.eventfuncs" title = "Link to this heading" > ¶< / a > < / h1 >
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< p > Module defining basic eventfuncs for the event system.< / p >
< p > Eventfuncs are just Python functions that can be used inside of calllbacks.< / p >
< dl class = "py function" >
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< dt class = "sig sig-object py" id = "evennia.contrib.base_systems.ingame_python.eventfuncs.deny" >
< span class = "sig-prename descclassname" > < span class = "pre" > evennia.contrib.base_systems.ingame_python.eventfuncs.< / span > < / span > < span class = "sig-name descname" > < span class = "pre" > deny< / span > < / span > < span class = "sig-paren" > (< / span > < span class = "sig-paren" > )< / span > < a class = "reference internal" href = "../_modules/evennia/contrib/base_systems/ingame_python/eventfuncs.html#deny" > < span class = "viewcode-link" > < span class = "pre" > [source]< / span > < / span > < / a > < a class = "headerlink" href = "#evennia.contrib.base_systems.ingame_python.eventfuncs.deny" title = "Link to this definition" > ¶< / a > < / dt >
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< dd > < p > Deny, that is stop, the callback here.< / p >
< p class = "rubric" > Notes< / p >
< p > 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 < strong > deny()< / strong > function are in events that begins
by < strong > can_< / strong > , because they usually can be cancelled as easily as that.< / p >
< / dd > < / dl >
< dl class = "py function" >
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< dt class = "sig sig-object py" id = "evennia.contrib.base_systems.ingame_python.eventfuncs.get" >
< span class = "sig-prename descclassname" > < span class = "pre" > evennia.contrib.base_systems.ingame_python.eventfuncs.< / span > < / span > < span class = "sig-name descname" > < span class = "pre" > get< / span > < / span > < span class = "sig-paren" > (< / span > < em class = "sig-param" > < span class = "o" > < span class = "pre" > **< / span > < / span > < span class = "n" > < span class = "pre" > kwargs< / span > < / span > < / em > < span class = "sig-paren" > )< / span > < a class = "reference internal" href = "../_modules/evennia/contrib/base_systems/ingame_python/eventfuncs.html#get" > < span class = "viewcode-link" > < span class = "pre" > [source]< / span > < / span > < / a > < a class = "headerlink" href = "#evennia.contrib.base_systems.ingame_python.eventfuncs.get" title = "Link to this definition" > ¶< / a > < / dt >
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< dd > < p > Return an object with the given search option or None if None is found.< / p >
< dl class = "field-list simple" >
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< dt class = "field-odd" > Keyword Arguments< span class = "colon" > :< / span > < / dt >
< dd class = "field-odd" > < p > < strong > property< / strong > (< em > Any searchable data or< / em > )< / p >
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< / dd >
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< dt class = "field-even" > Returns< span class = "colon" > :< / span > < / dt >
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< dd class = "field-even" > < p > The object found that meet these criteria for research, or
None if none is found.< / p >
< / dd >
< / dl >
< p class = "rubric" > Notes< / p >
< p > 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:< / p >
< blockquote >
< div > < p > room = get(id=32)< / p >
< / div > < / blockquote >
< p > 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 < strong > db_key< / strong > as an
argument) but remember several objects can share the same key.< / p >
< / dd > < / dl >
< dl class = "py function" >
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< dt class = "sig sig-object py" id = "evennia.contrib.base_systems.ingame_python.eventfuncs.call_event" >
< span class = "sig-prename descclassname" > < span class = "pre" > evennia.contrib.base_systems.ingame_python.eventfuncs.< / span > < / span > < span class = "sig-name descname" > < span class = "pre" > call_event< / span > < / span > < span class = "sig-paren" > (< / span > < em class = "sig-param" > < span class = "n" > < span class = "pre" > obj< / span > < / span > < / em > , < em class = "sig-param" > < span class = "n" > < span class = "pre" > event_name< / span > < / span > < / em > , < em class = "sig-param" > < span class = "n" > < span class = "pre" > seconds< / span > < / span > < span class = "o" > < span class = "pre" > =< / span > < / span > < span class = "default_value" > < span class = "pre" > 0< / span > < / span > < / em > < span class = "sig-paren" > )< / span > < a class = "reference internal" href = "../_modules/evennia/contrib/base_systems/ingame_python/eventfuncs.html#call_event" > < span class = "viewcode-link" > < span class = "pre" > [source]< / span > < / span > < / a > < a class = "headerlink" href = "#evennia.contrib.base_systems.ingame_python.eventfuncs.call_event" title = "Link to this definition" > ¶< / a > < / dt >
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< dd > < p > Call the specified event in X seconds.< / p >
< dl class = "field-list simple" >
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< dt class = "field-odd" > Parameters< span class = "colon" > :< / span > < / dt >
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< dd class = "field-odd" > < ul class = "simple" >
< li > < p > < strong > obj< / strong > (< em > Object< / em > ) – the typeclassed object containing the event.< / p > < / li >
< li > < p > < strong > event_name< / strong > (< em > str< / em > ) – the event name to be called.< / p > < / li >
< li > < p > < strong > seconds< / strong > (< em > int< / em > < em > or < / em > < em > float< / em > ) – the number of seconds to wait before calling
the event.< / p > < / li >
< / ul >
< / dd >
< / dl >
< p class = "rubric" > Notes< / p >
< p > 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).< / p >
< p > Variables that are accessible in your event using ‘ call()’ will be
kept and passed on to the event to call.< / p >
< p > 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.< / p >
< / dd > < / dl >
< / section >
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< li > < a class = "reference internal" href = "#evennia.contrib.base_systems.ingame_python.eventfuncs.deny" > < code class = "docutils literal notranslate" > < span class = "pre" > deny()< / span > < / code > < / a > < / li >
< li > < a class = "reference internal" href = "#evennia.contrib.base_systems.ingame_python.eventfuncs.get" > < code class = "docutils literal notranslate" > < span class = "pre" > get()< / span > < / code > < / a > < / li >
< li > < a class = "reference internal" href = "#evennia.contrib.base_systems.ingame_python.eventfuncs.call_event" > < code class = "docutils literal notranslate" > < span class = "pre" > call_event()< / span > < / code > < / a > < / li >
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