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<section id="module-evennia.contrib.base_systems.ingame_python.eventfuncs">
<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="Permalink to this headline"></a></h1>
<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">
<dt id="evennia.contrib.base_systems.ingame_python.eventfuncs.deny">
<code class="sig-prename descclassname">evennia.contrib.base_systems.ingame_python.eventfuncs.</code><code class="sig-name descname">deny</code><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">[source]</span></a><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.eventfuncs.deny" title="Permalink to this definition"></a></dt>
<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">
<dt id="evennia.contrib.base_systems.ingame_python.eventfuncs.get">
<code class="sig-prename descclassname">evennia.contrib.base_systems.ingame_python.eventfuncs.</code><code class="sig-name descname">get</code><span class="sig-paren">(</span><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/base_systems/ingame_python/eventfuncs.html#get"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.eventfuncs.get" title="Permalink to this definition"></a></dt>
<dd><p>Return an object with the given search option or None if None is found.</p>
<dl class="field-list simple">
<dt class="field-odd">Keyword Arguments</dt>
<dd class="field-odd"><p><strong>searchable data</strong><strong> or </strong><strong>property</strong> (<em>Any</em>) </p>
</dd>
<dt class="field-even">Returns</dt>
<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 dont have it in
the callback variables. Quite simple:</p>
<blockquote>
<div><p>room = get(id=32)</p>
</div></blockquote>
<p>This function doesnt perform a search on objects, but a direct
search in the database. Its 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">
<dt id="evennia.contrib.base_systems.ingame_python.eventfuncs.call_event">
<code class="sig-prename descclassname">evennia.contrib.base_systems.ingame_python.eventfuncs.</code><code class="sig-name descname">call_event</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">obj</span></em>, <em class="sig-param"><span class="n">event_name</span></em>, <em class="sig-param"><span class="n">seconds</span><span class="o">=</span><span class="default_value">0</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">[source]</span></a><a class="headerlink" href="#evennia.contrib.base_systems.ingame_python.eventfuncs.call_event" title="Permalink to this definition"></a></dt>
<dd><p>Call the specified event in X seconds.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<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>
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