spend most time working with. Objects are <aclass="reference internal"href="Typeclasses.html"><spanclass="doc std std-doc">Typeclassed</span></a> entities.</p>
<p>An Evennia Object is, per definition, a Python class that includes <codeclass="docutils literal notranslate"><spanclass="pre">evennia.DefaultObject</span></code> among its
parents. In <codeclass="docutils literal notranslate"><spanclass="pre">mygame/typeclasses/objects.py</span></code> there is already a class <codeclass="docutils literal notranslate"><spanclass="pre">Object</span></code> that inherits from
<codeclass="docutils literal notranslate"><spanclass="pre">DefaultObject</span></code> and that you can inherit from. You can put your new typeclass directly in that
module or you could organize your code in some other way. Here we assume we make a new module
<spanclass="s2">"this is called only once, when object is first created"</span>
<spanclass="c1"># add a persistent attribute 'desc'</span>
<spanclass="c1"># to object (silly example).</span>
<spanclass="bp">self</span><spanclass="o">.</span><spanclass="n">db</span><spanclass="o">.</span><spanclass="n">desc</span><spanclass="o">=</span><spanclass="s2">"This is a pretty rose with thorns."</span>
<p>You could save this in the <codeclass="docutils literal notranslate"><spanclass="pre">mygame/typeclasses/objects.py</span></code> (then you’d not need to import <codeclass="docutils literal notranslate"><spanclass="pre">Object</span></code>)
or you can put it in a new module. Let’s say we do the latter, making a module
<codeclass="docutils literal notranslate"><spanclass="pre">typeclasses/flowers.py</span></code>. Now you just need to point to the class <em>Rose</em> with the <codeclass="docutils literal notranslate"><spanclass="pre">@create</span></code> command
<p>What the <codeclass="docutils literal notranslate"><spanclass="pre">@create</span></code> command actually <em>does</em> is to use <codeclass="docutils literal notranslate"><spanclass="pre">evennia.create_object</span></code>. You can do the same
<p>(The <codeclass="docutils literal notranslate"><spanclass="pre">@create</span></code> command will auto-append the most likely path to your typeclass, if you enter the
call manually you have to give the full path to the class. The <codeclass="docutils literal notranslate"><spanclass="pre">create.create_object</span></code> function is
powerful and should be used for all coded object creating (so this is what you use when defining
your own building commands). Check out the <codeclass="docutils literal notranslate"><spanclass="pre">ev.create_*</span></code> functions for how to build other entities
<p>This particular Rose class doesn’t really do much, all it does it make sure the attribute
<codeclass="docutils literal notranslate"><spanclass="pre">desc</span></code>(which is what the <codeclass="docutils literal notranslate"><spanclass="pre">look</span></code> command looks for) is pre-set, which is pretty pointless since you
will usually want to change this at build time (using the <codeclass="docutils literal notranslate"><spanclass="pre">@desc</span></code> command or using the
<aclass="reference internal"href="Prototypes.html"><spanclass="doc std std-doc">Spawner</span></a>). The <codeclass="docutils literal notranslate"><spanclass="pre">Object</span></code> typeclass offers many more hooks that is available
<p>Beyond the properties assigned to all <aclass="reference internal"href="Typeclasses.html"><spanclass="doc std std-doc">typeclassed</span></a> objects (see that page for a list
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">aliases</span></code> - a handler that allows you to add and remove aliases from this object. Use
<codeclass="docutils literal notranslate"><spanclass="pre">aliases.add()</span></code> to add a new alias and <codeclass="docutils literal notranslate"><spanclass="pre">aliases.remove()</span></code> to remove one.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">location</span></code> - a reference to the object currently containing this object.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">home</span></code> is a backup location. The main motivation is to have a safe place to move the object to if
its <codeclass="docutils literal notranslate"><spanclass="pre">location</span></code> is destroyed. All objects should usually have a home location for safety.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">destination</span></code> - this holds a reference to another object this object links to in some way. Its
main use is for <aclass="reference internal"href="#exits"><spanclass="std std-doc">Exits</span></a>, it’s otherwise usually unset.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">nicks</span></code> - as opposed to aliases, a <aclass="reference internal"href="Nicks.html"><spanclass="doc std std-doc">Nick</span></a> holds a convenient nickname replacement for a
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">account</span></code> - this holds a reference to a connected <aclass="reference internal"href="Accounts.html"><spanclass="doc std std-doc">Account</span></a> controlling this object (if
any). Note that this is set also if the controlling account is <em>not</em> currently online - to test if
an account is online, use the <codeclass="docutils literal notranslate"><spanclass="pre">has_account</span></code> property instead.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">sessions</span></code> - if <codeclass="docutils literal notranslate"><spanclass="pre">account</span></code> field is set <em>and the account is online</em>, this is a list of all active
sessions (server connections) to contact them through (it may be more than one if multiple
connections are allowed in settings).</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">has_account</span></code> - a shorthand for checking if an <em>online</em> account is currently connected to this
object.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">contents</span></code> - this returns a list referencing all objects ‘inside’ this object (i,e. which has this
object set as their <codeclass="docutils literal notranslate"><spanclass="pre">location</span></code>).</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">exits</span></code> - this returns all objects inside this object that are <em>Exits</em>, that is, has the
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">cmdset</span></code> - this is a handler that stores all <aclass="reference internal"href="Command-Sets.html"><spanclass="doc std std-doc">command sets</span></a> defined on the
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">scripts</span></code> - this is a handler that manages <aclass="reference internal"href="Scripts.html"><spanclass="doc std std-doc">Scripts</span></a> attached to the object (if any).</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">msg()</span></code> - this function is used to send messages from the server to an account connected to this
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">msg_contents()</span></code> - calls <codeclass="docutils literal notranslate"><spanclass="pre">msg</span></code> on all objects inside this object.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">search()</span></code> - this is a convenient shorthand to search for a specific object, at a given location
or globally. It’s mainly useful when defining commands (in which case the object executing the
command is named <codeclass="docutils literal notranslate"><spanclass="pre">caller</span></code> and one can do <codeclass="docutils literal notranslate"><spanclass="pre">caller.search()</span></code> to find objects in the room to operate
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">execute_cmd()</span></code> - Lets the object execute the given string as if it was given on the command line.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">move_to</span></code> - perform a full move of this object to a new location. This is the main move method
and will call all relevant hooks, do all checks etc.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">clear_exits()</span></code> - will delete all <aclass="reference internal"href="#exits"><spanclass="std std-doc">Exits</span></a> to <em>and</em> from this object.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">clear_contents()</span></code> - this will not delete anything, but rather move all contents (except Exits) to
their designated <codeclass="docutils literal notranslate"><spanclass="pre">Home</span></code> locations.</p></li>
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">delete()</span></code> - deletes this object, first calling <codeclass="docutils literal notranslate"><spanclass="pre">clear_exits()</span></code> and
<p>The Object Typeclass defines many more <em>hook methods</em> beyond <codeclass="docutils literal notranslate"><spanclass="pre">at_object_creation</span></code>. Evennia calls
these hooks at various points. When implementing your custom objects, you will inherit from the
base parent and overload these hooks with your own custom code. See <codeclass="docutils literal notranslate"><spanclass="pre">evennia.objects.objects</span></code> for an
updated list of all the available hooks or the <aclass="reference internal"href="../api/evennia.objects.objects.html#evennia.objects.objects.DefaultObject"title="evennia.objects.objects.DefaultObject"><spanclass="xref myst py py-class">API for DefaultObject here</span></a>.</p>
<h2>Subclasses of <codeclass="docutils literal notranslate"><spanclass="pre">Object</span></code><aclass="headerlink"href="#subclasses-of-object"title="Permalink to this headline">¶</a></h2>
<p>Characters are objects controlled by <aclass="reference internal"href="Accounts.html"><spanclass="doc std std-doc">Accounts</span></a>. When a new Account
logs in to Evennia for the first time, a new <codeclass="docutils literal notranslate"><spanclass="pre">Character</span></code> object is created and
the Account object is assigned to the <codeclass="docutils literal notranslate"><spanclass="pre">account</span></code> attribute. A <codeclass="docutils literal notranslate"><spanclass="pre">Character</span></code> object
creation, or the account will not be able to issue any commands! If you just
inherit your own class from <codeclass="docutils literal notranslate"><spanclass="pre">evennia.DefaultCharacter</span></code> and make sure to use
<codeclass="docutils literal notranslate"><spanclass="pre">super()</span></code> to call the parent methods you should be fine. In
<codeclass="docutils literal notranslate"><spanclass="pre">mygame/typeclasses/characters.py</span></code> is an empty <codeclass="docutils literal notranslate"><spanclass="pre">Character</span></code> class ready for you
<p><em>Rooms</em> are the root containers of all other objects. The only thing really separating a room from
any other object is that they have no <codeclass="docutils literal notranslate"><spanclass="pre">location</span></code> of their own and that default commands like <codeclass="docutils literal notranslate"><spanclass="pre">@dig</span></code>
creates objects of this class - so if you want to expand your rooms with more functionality, just
inherit from <codeclass="docutils literal notranslate"><spanclass="pre">ev.DefaultRoom</span></code>. In <codeclass="docutils literal notranslate"><spanclass="pre">mygame/typeclasses/rooms.py</span></code> is an empty <codeclass="docutils literal notranslate"><spanclass="pre">Room</span></code> class ready for
define a special <aclass="reference internal"href="Commands.html"><spanclass="doc std std-doc">Transit Command</span></a> on themselves when they are created. This command is
doing). Exits are <aclass="reference internal"href="Locks.html"><spanclass="doc std std-doc">locked</span></a> using an access_type called <em>traverse</em> and also make use of a few
hook methods for giving feedback if the traversal fails. See <codeclass="docutils literal notranslate"><spanclass="pre">evennia.DefaultExit</span></code> for more info.
In <codeclass="docutils literal notranslate"><spanclass="pre">mygame/typeclasses/exits.py</span></code> there is an empty <codeclass="docutils literal notranslate"><spanclass="pre">Exit</span></code> class for you to modify.</p>
<li><p>The traversing <codeclass="docutils literal notranslate"><spanclass="pre">obj</span></code> sends a command that matches the Exit-command name on the Exit object. The
<aclass="reference internal"href="Commands.html"><spanclass="doc std std-doc">cmdhandler</span></a> detects this and triggers the command defined on the Exit. Traversal always
involves the “source” (the current location) and the <codeclass="docutils literal notranslate"><spanclass="pre">destination</span></code> (this is stored on the Exit
<li><p>In <codeclass="docutils literal notranslate"><spanclass="pre">at_traverse</span></code>, <codeclass="docutils literal notranslate"><spanclass="pre">object.move_to(destination)</span></code> is triggered. This triggers the following hooks,
<li><p><codeclass="docutils literal notranslate"><spanclass="pre">obj.at_pre_move(destination)</span></code> - if this returns False, move is aborted.</p></li>
<li><p>Move is performed by changing <codeclass="docutils literal notranslate"><spanclass="pre">obj.location</span></code> from source location to <codeclass="docutils literal notranslate"><spanclass="pre">destination</span></code>.</p></li>
<li><p>On the Exit object, <codeclass="docutils literal notranslate"><spanclass="pre">at_post_traverse(obj,</span><spanclass="pre">source)</span></code> is triggered.</p></li>
<p>If the move fails for whatever reason, the Exit will look for an Attribute <codeclass="docutils literal notranslate"><spanclass="pre">err_traverse</span></code> on itself
and display this as an error message. If this is not found, the Exit will instead call