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<section id="module-evennia.contrib.tutorials.evadventure.characters">
<span id="evennia-contrib-tutorials-evadventure-characters"></span><h1>evennia.contrib.tutorials.evadventure.characters<a class="headerlink" href="#module-evennia.contrib.tutorials.evadventure.characters" title="Permalink to this headline"></a></h1>
<p>Character class.</p>
<dl class="py class">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.tutorials.evadventure.characters.</code><code class="sig-name descname">LivingMixin</code><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <code class="xref py py-class docutils literal notranslate"><span class="pre">object</span></code></p>
<p>Mixin class to use for all living things.</p>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.is_pc">
<code class="sig-name descname">is_pc</code><em class="property"> = False</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.is_pc" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.hurt_level">
<em class="property">property </em><code class="sig-name descname">hurt_level</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.hurt_level" title="Permalink to this definition"></a></dt>
<dd><p>String describing how hurt this character is.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.heal">
<code class="sig-name descname">heal</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">hp</span></em>, <em class="sig-param"><span class="n">healer</span><span class="o">=</span><span class="default_value">None</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.heal"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.heal" title="Permalink to this definition"></a></dt>
<dd><p>Heal by a certain amount of HP.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_damage">
<code class="sig-name descname">at_damage</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">damage</span></em>, <em class="sig-param"><span class="n">attacker</span><span class="o">=</span><span class="default_value">None</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.at_damage"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_damage" title="Permalink to this definition"></a></dt>
<dd><p>Called when attacked and taking damage.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_defeat">
<code class="sig-name descname">at_defeat</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.at_defeat"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_defeat" title="Permalink to this definition"></a></dt>
<dd><p>Called when this living thing reaches HP 0.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_death">
<code class="sig-name descname">at_death</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.at_death"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_death" title="Permalink to this definition"></a></dt>
<dd><p>Called when this living thing dies.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_pay">
<code class="sig-name descname">at_pay</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">amount</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.at_pay"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_pay" title="Permalink to this definition"></a></dt>
<dd><p>Get coins, but no more than we actually have.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_looted">
<code class="sig-name descname">at_looted</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">looter</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.at_looted"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_looted" title="Permalink to this definition"></a></dt>
<dd><p>Called when being looted (after defeat).</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>looter</strong> (<em>Object</em>) The one doing the looting.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.pre_loot">
<code class="sig-name descname">pre_loot</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">defeated_enemy</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.pre_loot"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.pre_loot" title="Permalink to this definition"></a></dt>
<dd><p>Called just before looting an enemy.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>defeated_enemy</strong> (<em>Object</em>) The enemy soon to loot.</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><em>bool</em> If False, no looting is allowed.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_do_loot">
<code class="sig-name descname">at_do_loot</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">defeated_enemy</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.at_do_loot"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.at_do_loot" title="Permalink to this definition"></a></dt>
<dd><p>Called when looting another entity.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>defeated_enemy</strong> The thing to loot.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.LivingMixin.post_loot">
<code class="sig-name descname">post_loot</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">defeated_enemy</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#LivingMixin.post_loot"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin.post_loot" title="Permalink to this definition"></a></dt>
<dd><p>Called just after having looted an enemy.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>defeated_enemy</strong> (<em>Object</em>) The enemy just looted.</p>
</dd>
</dl>
</dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.tutorials.evadventure.characters.</code><code class="sig-name descname">EvAdventureCharacter</code><span class="sig-paren">(</span><em class="sig-param"><span class="o">*</span><span class="n">args</span></em>, <em class="sig-param"><span class="o">**</span><span class="n">kwargs</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="#evennia.contrib.tutorials.evadventure.characters.LivingMixin" title="evennia.contrib.tutorials.evadventure.characters.LivingMixin"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.tutorials.evadventure.characters.LivingMixin</span></code></a>, <a class="reference internal" href="evennia.objects.objects.html#evennia.objects.objects.DefaultCharacter" title="evennia.objects.objects.DefaultCharacter"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.objects.objects.DefaultCharacter</span></code></a></p>
<p>A Character for use with EvAdventure.</p>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.is_pc">
<code class="sig-name descname">is_pc</code><em class="property"> = True</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.is_pc" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.strength">
<code class="sig-name descname">strength</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.strength" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.dexterity">
<code class="sig-name descname">dexterity</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.dexterity" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.constitution">
<code class="sig-name descname">constitution</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.constitution" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.intelligence">
<code class="sig-name descname">intelligence</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.intelligence" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.wisdom">
<code class="sig-name descname">wisdom</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.wisdom" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.charisma">
<code class="sig-name descname">charisma</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.charisma" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.hp">
<code class="sig-name descname">hp</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.hp" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.hp_max">
<code class="sig-name descname">hp_max</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.hp_max" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.level">
<code class="sig-name descname">level</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.level" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.coins">
<code class="sig-name descname">coins</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.coins" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.xp">
<code class="sig-name descname">xp</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.xp" title="Permalink to this definition"></a></dt>
<dd><p>Attribute property descriptor. Allows for specifying Attributes as Django-like fields
on the class level. Note that while one can set a lock on the Attribute,
there is no way to <em>check</em> said lock when accessing via the property - use
the full AttributeHandler if you need to do access checks.</p>
<p>Example:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Character</span><span class="p">(</span><span class="n">DefaultCharacter</span><span class="p">):</span>
<span class="n">foo</span> <span class="o">=</span> <span class="n">AttributeProperty</span><span class="p">(</span><span class="n">default</span><span class="o">=</span><span class="s2">&quot;Bar&quot;</span><span class="p">)</span>
</pre></div>
</div>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.xp_per_level">
<code class="sig-name descname">xp_per_level</code><em class="property"> = 1000</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.xp_per_level" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.equipment">
<code class="sig-name descname">equipment</code><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.equipment"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.equipment" title="Permalink to this definition"></a></dt>
<dd><p>Allows to access equipment like char.equipment.worn</p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.quests">
<code class="sig-name descname">quests</code><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.quests"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.quests" title="Permalink to this definition"></a></dt>
<dd><p>Access and track quests</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.weapon">
<em class="property">property </em><code class="sig-name descname">weapon</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.weapon" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.armor">
<em class="property">property </em><code class="sig-name descname">armor</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.armor" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_pre_object_receive">
<code class="sig-name descname">at_pre_object_receive</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">moved_object</span></em>, <em class="sig-param"><span class="n">source_location</span></em>, <em class="sig-param"><span class="o">**</span><span class="n">kwargs</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_pre_object_receive"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_pre_object_receive" title="Permalink to this definition"></a></dt>
<dd><p>Hook called by Evennia before moving an object here. Return False to abort move.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>moved_object</strong> (<em>Object</em>) Object to move into this one (that is, into inventory).</p></li>
<li><p><strong>source_location</strong> (<em>Object</em>) Source location moved from.</p></li>
<li><p><strong>**kwargs</strong> Passed from move operation; the <strong>move_type</strong> is useful; if someone is giving
us something (<strong>move_type==give</strong>) we want to ask first.</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><em>bool</em> If move should be allowed or not.</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_object_receive">
<code class="sig-name descname">at_object_receive</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">moved_object</span></em>, <em class="sig-param"><span class="n">source_location</span></em>, <em class="sig-param"><span class="o">**</span><span class="n">kwargs</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_object_receive"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_object_receive" title="Permalink to this definition"></a></dt>
<dd><p>Hook called by Evennia as an object is moved here. We make sure its added
to the equipment handler.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>moved_object</strong> (<em>Object</em>) Object to move into this one (that is, into inventory).</p></li>
<li><p><strong>source_location</strong> (<em>Object</em>) Source location moved from.</p></li>
<li><p><strong>**kwargs</strong> Passed from move operation; unused here.</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_pre_object_leave">
<code class="sig-name descname">at_pre_object_leave</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">leaving_object</span></em>, <em class="sig-param"><span class="n">destination</span></em>, <em class="sig-param"><span class="o">**</span><span class="n">kwargs</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_pre_object_leave"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_pre_object_leave" title="Permalink to this definition"></a></dt>
<dd><p>Hook called when dropping an item. We dont allow to drop weilded/worn items
(need to unwield/remove them first). Return False to</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_object_leave">
<code class="sig-name descname">at_object_leave</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">moved_object</span></em>, <em class="sig-param"><span class="n">destination</span></em>, <em class="sig-param"><span class="o">**</span><span class="n">kwargs</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_object_leave"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_object_leave" title="Permalink to this definition"></a></dt>
<dd><p>Called just before an object leaves from inside this object</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>moved_obj</strong> (<em>Object</em>) The object leaving</p></li>
<li><p><strong>destination</strong> (<em>Object</em>) Where <strong>moved_obj</strong> is going.</p></li>
<li><p><strong>**kwargs</strong> (<em>dict</em>) Arbitrary, optional arguments for users
overriding the call (unused by default).</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_defeat">
<code class="sig-name descname">at_defeat</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_defeat"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_defeat" title="Permalink to this definition"></a></dt>
<dd><p>This happens when character drops &lt;= 0 HP. For Characters, this means rolling on
the death table.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_death">
<code class="sig-name descname">at_death</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_death"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_death" title="Permalink to this definition"></a></dt>
<dd><p>Called when character dies.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_pre_loot">
<code class="sig-name descname">at_pre_loot</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_pre_loot"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_pre_loot" title="Permalink to this definition"></a></dt>
<dd><p>Called before allowing to loot. Return False to block enemy looting.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_looted">
<code class="sig-name descname">at_looted</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">looter</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.at_looted"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.at_looted" title="Permalink to this definition"></a></dt>
<dd><p>Called when being looted.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.add_xp">
<code class="sig-name descname">add_xp</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">xp</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.add_xp"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.add_xp" title="Permalink to this definition"></a></dt>
<dd><p>Add new XP.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>xp</strong> (<em>int</em>) The amount of gained XP.</p>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><em>bool</em> If a new level was reached or not.</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>level 1 -&gt; 2 = 1000 XP
level 2 -&gt; 3 = 2000 XP etc</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.level_up">
<code class="sig-name descname">level_up</code><span class="sig-paren">(</span><em class="sig-param"><span class="o">*</span><span class="n">abilities</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#EvAdventureCharacter.level_up"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.level_up" title="Permalink to this definition"></a></dt>
<dd><p>Perform the level-up action.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><p><strong>*abilities</strong> (<em>str</em>) A set of abilities (like strength, dexterity (normally 3)
to upgrade by 1. Max is usually +10.</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>We block increases above a certain value, but we dont raise an error here, that
will need to be done earlier, when the user selects the ability to increase.</p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.DoesNotExist">
<em class="property">exception </em><code class="sig-name descname">DoesNotExist</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.DoesNotExist" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.objects.objects.html#evennia.objects.objects.DefaultCharacter.DoesNotExist" title="evennia.objects.objects.DefaultCharacter.DoesNotExist"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.objects.objects.DefaultCharacter.DoesNotExist</span></code></a></p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.MultipleObjectsReturned">
<em class="property">exception </em><code class="sig-name descname">MultipleObjectsReturned</code><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.MultipleObjectsReturned" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.objects.objects.html#evennia.objects.objects.DefaultCharacter.MultipleObjectsReturned" title="evennia.objects.objects.DefaultCharacter.MultipleObjectsReturned"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.objects.objects.DefaultCharacter.MultipleObjectsReturned</span></code></a></p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.path">
<code class="sig-name descname">path</code><em class="property"> = 'evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter'</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.path" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.typename">
<code class="sig-name descname">typename</code><em class="property"> = 'EvAdventureCharacter'</em><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.EvAdventureCharacter.typename" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py function">
<dt id="evennia.contrib.tutorials.evadventure.characters.get_character_sheet">
<code class="sig-prename descclassname">evennia.contrib.tutorials.evadventure.characters.</code><code class="sig-name descname">get_character_sheet</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">character</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/tutorials/evadventure/characters.html#get_character_sheet"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.tutorials.evadventure.characters.get_character_sheet" title="Permalink to this definition"></a></dt>
<dd><p>Generate a character sheet. This is grouped in a class in order to make
it easier to override the look of the sheet.</p>
</dd></dl>
</section>
</div>
</div>
</div>
</div>
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