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# Nicks
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*Nicks*, short for *Nicknames* is a system allowing an object (usually a [Account](Accounts)) to
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*Nicks*, short for *Nicknames* is a system allowing an object (usually a [Account](Component/Accounts)) to
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assign custom replacement names for other game entities.
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Nicks are not to be confused with *Aliases*. Setting an Alias on a game entity actually changes an
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## Coding with nicks
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Nicks are stored as the `Nick` database model and are referred from the normal Evennia
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[object](Objects) through the `nicks` property - this is known as the *NickHandler*. The NickHandler
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[object](Component/Objects) through the `nicks` property - this is known as the *NickHandler*. The NickHandler
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offers effective error checking, searches and conversion.
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```python
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In a command definition you can reach the nick handler through `self.caller.nicks`. See the `nick`
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command in `evennia/commands/default/general.py` for more examples.
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As a last note, The Evennia [channel](Communications) alias systems are using nicks with the
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As a last note, The Evennia [channel](Component/Communications) alias systems are using nicks with the
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`nick_type="channel"` in order to allow users to create their own custom aliases to channels.
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# Advanced note
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Internally, nicks are [Attributes](Attributes) saved with the `db_attrype` set to "nick" (normal
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Internally, nicks are [Attributes](Component/Attributes) saved with the `db_attrype` set to "nick" (normal
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Attributes has this set to `None`).
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The nick stores the replacement data in the Attribute.db_value field as a tuple with four fields
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