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<h3><a href="../index.html">Table of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Traits</a><ul>
<li><a class="reference internal" href="#installation">Installation</a><ul>
<li><a class="reference internal" href="#traits-with-traithandler">Traits with TraitHandler</a></li>
<li><a class="reference internal" href="#traitproperties">TraitProperties</a></li>
</ul>
</li>
<li><a class="reference internal" href="#using-traits">Using traits</a></li>
<li><a class="reference internal" href="#trait-types">Trait types</a></li>
<li><a class="reference internal" href="#static-trait">Static trait</a><ul>
<li><a class="reference internal" href="#counter">Counter</a><ul>
<li><a class="reference internal" href="#descs">.descs</a></li>
<li><a class="reference internal" href="#rate">.rate</a></li>
<li><a class="reference internal" href="#percent">.percent()</a></li>
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<li><a class="reference internal" href="#gauge">Gauge</a></li>
<li><a class="reference internal" href="#trait">Trait</a></li>
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<li><a class="reference internal" href="#expanding-with-your-own-traits">Expanding with your own Traits</a></li>
<li><a class="reference internal" href="#adding-additional-traithandlers">Adding additional TraitHandlers</a></li>
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<section class="tex2jax_ignore mathjax_ignore" id="traits">
<h1>Traits<a class="headerlink" href="#traits" title="Permalink to this headline"></a></h1>
<p>Contribution by Griatch 2020, based on code by Whitenoise and Ainneve contribs, 2014</p>
<p>A <code class="docutils literal notranslate"><span class="pre">Trait</span></code> represents a modifiable property on (usually) a Character. They can
be used to represent everything from attributes (str, agi etc) to skills
(hunting 10, swords 14 etc) and dynamically changing things like HP, XP etc.
Traits differ from normal Attributes in that they track their changes and limit
themselves to particular value-ranges. One can add/subtract from them easily and
they can even change dynamically at a particular rate (like you being poisoned or
healed).</p>
<p>Traits use Evennia Attributes under the hood, making them persistent (they survive
a server reload/reboot).</p>
<section id="installation">
<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline"></a></h2>
<p>Traits are always added to a typeclass, such as the Character class.</p>
<p>There are two ways to set up Traits on a typeclass. The first sets up the <code class="docutils literal notranslate"><span class="pre">TraitHandler</span></code>
as a property <code class="docutils literal notranslate"><span class="pre">.traits</span></code> on your class and you then access traits as e.g. <code class="docutils literal notranslate"><span class="pre">.traits.strength</span></code>.
The other alternative uses a <code class="docutils literal notranslate"><span class="pre">TraitProperty</span></code>, which makes the trait available directly
as e.g. <code class="docutils literal notranslate"><span class="pre">.strength</span></code>. This solution also uses the <code class="docutils literal notranslate"><span class="pre">TraitHandler</span></code>, but you dont need to
define it explicitly. You can combine both styles if you like.</p>
<section id="traits-with-traithandler">
<h3>Traits with TraitHandler<a class="headerlink" href="#traits-with-traithandler" title="Permalink to this headline"></a></h3>
<p>Heres an example for adding the TraitHandler to the Character class:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/objects.py</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultCharacter</span>
<span class="kn">from</span> <span class="nn">evennia.utils</span> <span class="kn">import</span> <span class="n">lazy_property</span>
<span class="kn">from</span> <span class="nn">evennia.contrib.rpg.traits</span> <span class="kn">import</span> <span class="n">TraitHandler</span>
<span class="c1"># ...</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="o">...</span>
<span class="nd">@lazy_property</span>
<span class="k">def</span> <span class="nf">traits</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># this adds the handler as .traits</span>
<span class="k">return</span> <span class="n">TraitHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">at_object_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># (or wherever you want)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;str&quot;</span><span class="p">,</span> <span class="s2">&quot;Strength&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;static&quot;</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;hp&quot;</span><span class="p">,</span> <span class="s2">&quot;Health&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;gauge&quot;</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="nb">max</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;hunting&quot;</span><span class="p">,</span> <span class="s2">&quot;Hunting Skill&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;counter&quot;</span><span class="p">,</span>
<span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">1</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="nb">max</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
</pre></div>
</div>
<p>When adding the trait, you supply the name of the property (<code class="docutils literal notranslate"><span class="pre">hunting</span></code>) along
with a more human-friendly name (“Hunting Skill”). The latter will show if you
print the trait etc. The <code class="docutils literal notranslate"><span class="pre">trait_type</span></code> is important, this specifies which type
of trait this is (see below).</p>
</section>
<section id="traitproperties">
<h3>TraitProperties<a class="headerlink" href="#traitproperties" title="Permalink to this headline"></a></h3>
<p>Using <code class="docutils literal notranslate"><span class="pre">TraitProperties</span></code> makes the trait available directly on the class, much like Django model
fields. The drawback is that you must make sure that the name of your Traits dont collide with any
other properties/methods on your class.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/objects.py</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
<span class="kn">from</span> <span class="nn">evennia.utils</span> <span class="kn">import</span> <span class="n">lazy_property</span>
<span class="kn">from</span> <span class="nn">evennia.contrib.rpg.traits</span> <span class="kn">import</span> <span class="n">TraitProperty</span>
<span class="c1"># ...</span>
<span class="k">class</span> <span class="nc">Object</span><span class="p">(</span><span class="n">DefaultObject</span><span class="p">):</span>
<span class="o">...</span>
<span class="n">strength</span> <span class="o">=</span> <span class="n">TraitProperty</span><span class="p">(</span><span class="s2">&quot;Strength&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;static&quot;</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
<span class="n">health</span> <span class="o">=</span> <span class="n">TraitProperty</span><span class="p">(</span><span class="s2">&quot;Health&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;gauge&quot;</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">100</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
<span class="n">hunting</span> <span class="o">=</span> <span class="n">TraitProperty</span><span class="p">(</span><span class="s2">&quot;Hunting Skill&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;counter&quot;</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">1</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="nb">max</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
</pre></div>
</div>
<blockquote>
<div><p>Note that the property-name will become the name of the trait and you dont supply <code class="docutils literal notranslate"><span class="pre">trait_key</span></code>
separately.</p>
</div></blockquote>
<blockquote>
<div><p>The <code class="docutils literal notranslate"><span class="pre">.traits</span></code> TraitHandler will still be created (its used under the
hood. But it will only be created when the TraitProperty has been accessed at least once,
so be careful if mixing the two styles. If you want to make sure <code class="docutils literal notranslate"><span class="pre">.traits</span></code> is always available,
add the <code class="docutils literal notranslate"><span class="pre">TraitHandler</span></code> manually like shown earlier - the <code class="docutils literal notranslate"><span class="pre">TraitProperty</span></code> will by default use
the same handler (<code class="docutils literal notranslate"><span class="pre">.traits</span></code>).</p>
</div></blockquote>
</section>
</section>
<section id="using-traits">
<h2>Using traits<a class="headerlink" href="#using-traits" title="Permalink to this headline"></a></h2>
<p>A trait is added to the traithandler (if you use <code class="docutils literal notranslate"><span class="pre">TraitProperty</span></code> the handler is just created under
the hood) after which one can access it as a property on the handler (similarly to how you can do
.db.attrname for Attributes in Evennia).</p>
<p>All traits have a <em>read-only</em> field <code class="docutils literal notranslate"><span class="pre">.value</span></code>. This is only used to read out results, you never
manipulate it directly (if you try, it will just remain unchanged). The <code class="docutils literal notranslate"><span class="pre">.value</span></code> is calculated based
on combining fields, like <code class="docutils literal notranslate"><span class="pre">.base</span></code> and <code class="docutils literal notranslate"><span class="pre">.mod</span></code> - which fields are available and how they relate to
each other depends on the trait type.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">strength</span><span class="o">.</span><span class="n">value</span>
<span class="mi">12</span> <span class="c1"># base + mod</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">strength</span><span class="o">.</span><span class="n">base</span> <span class="o">+=</span> <span class="mi">5</span>
<span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">strength</span><span class="o">.</span><span class="n">value</span>
<span class="mi">17</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">value</span>
<span class="mi">102</span> <span class="c1"># base + mod</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">base</span> <span class="o">-=</span> <span class="mi">200</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">value</span>
<span class="mi">0</span> <span class="c1"># min of 0</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">reset</span><span class="p">()</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">value</span>
<span class="mi">100</span>
<span class="c1"># you can also access properties like a dict</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="p">[</span><span class="s2">&quot;value&quot;</span><span class="p">]</span>
<span class="mi">100</span>
<span class="c1"># you can store arbitrary data persistently for easy reference</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">effect</span> <span class="o">=</span> <span class="s2">&quot;poisoned!&quot;</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">effect</span>
<span class="s2">&quot;poisoned!&quot;</span>
<span class="c1"># with TraitProperties:</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">12</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">strength</span><span class="o">.</span><span class="n">value</span> <span class="o">+=</span> <span class="mi">5</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">strength</span><span class="o">.</span><span class="n">value</span>
<span class="mi">17</span>
</pre></div>
</div>
</section>
<section id="trait-types">
<h2>Trait types<a class="headerlink" href="#trait-types" title="Permalink to this headline"></a></h2>
<p>All default traits have a read-only <code class="docutils literal notranslate"><span class="pre">.value</span></code> property that shows the relevant or
current value of the trait. Exactly what this means depends on the type of trait.</p>
<p>Traits can also be combined to do arithmetic with their .value, if both have a
compatible type.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">trait1</span> <span class="o">+</span> <span class="n">trait2</span>
<span class="mi">54</span>
<span class="o">&gt;</span> <span class="n">trait1</span><span class="o">.</span><span class="n">value</span>
<span class="mi">3</span>
<span class="o">&gt;</span> <span class="n">trait1</span> <span class="o">+</span> <span class="mi">2</span>
<span class="o">&gt;</span> <span class="n">trait1</span><span class="o">.</span><span class="n">value</span>
<span class="mi">5</span>
</pre></div>
</div>
<p>Two numerical traits can also be compared (bigger-than etc), which is useful in
all sorts of rule-resolution.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
<span class="k">if</span> <span class="n">trait1</span> <span class="o">&gt;</span> <span class="n">trait2</span><span class="p">:</span>
<span class="c1"># do stuff</span>
</pre></div>
</div>
</section>
<section id="static-trait">
<h2>Static trait<a class="headerlink" href="#static-trait" title="Permalink to this headline"></a></h2>
<p><code class="docutils literal notranslate"><span class="pre">value</span> <span class="pre">=</span> <span class="pre">base</span> <span class="pre">+</span> <span class="pre">mod</span></code></p>
<p>The static trait has a <code class="docutils literal notranslate"><span class="pre">base</span></code> value and an optional <code class="docutils literal notranslate"><span class="pre">mod</span></code>-ifier. A typical use
of a static trait would be a Strength stat or Skill value. That is, something
that varies slowly or not at all, and which may be modified in-place.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;str&quot;</span><span class="p">,</span> <span class="s2">&quot;Strength&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;static&quot;</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">value</span>
<span class="mi">12</span> <span class="c1"># base + mod</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">base</span> <span class="o">+=</span> <span class="mi">2</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">mod</span> <span class="o">+=</span> <span class="mi">1</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">value</span>
<span class="mi">15</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">mod</span> <span class="o">=</span> <span class="mi">0</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">value</span>
<span class="mi">12</span>
</pre></div>
</div>
<section id="counter">
<h3>Counter<a class="headerlink" href="#counter" title="Permalink to this headline"></a></h3>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>min/unset base base+mod max/unset
|--------------|--------|---------X--------X------------|
current value
= current
+ mod
</pre></div>
</div>
<p>A counter describes a value that can move from a base. The <code class="docutils literal notranslate"><span class="pre">.current</span></code> property
is the thing usually modified. It starts at the <code class="docutils literal notranslate"><span class="pre">.base</span></code>. One can also add a
modifier, which will both be added to the base and to current (forming
<code class="docutils literal notranslate"><span class="pre">.value</span></code>). The min/max of the range are optional, a boundary set to None will
remove it. A suggested use for a Counter Trait would be to track skill values.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;hunting&quot;</span><span class="p">,</span> <span class="s2">&quot;Hunting Skill&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;counter&quot;</span><span class="p">,</span>
<span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">1</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="nb">max</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">11</span> <span class="c1"># current starts at base + mod</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">current</span> <span class="o">+=</span> <span class="mi">10</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">21</span>
<span class="c1"># reset back to base+mod by deleting current</span>
<span class="o">&gt;</span> <span class="k">del</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">current</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">11</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">max</span> <span class="o">=</span> <span class="kc">None</span> <span class="c1"># removing upper bound</span>
<span class="c1"># for TraitProperties, pass the args/kwargs of traits.add() to the</span>
<span class="c1"># TraitProperty constructor instead.</span>
</pre></div>
</div>
<p>Counters have some extra properties:</p>
<section id="descs">
<h4>.descs<a class="headerlink" href="#descs" title="Permalink to this headline"></a></h4>
<p>The <code class="docutils literal notranslate"><span class="pre">descs</span></code> property is a dict <code class="docutils literal notranslate"><span class="pre">{upper_bound:text_description}</span></code>. This allows for easily
storing a more human-friendly description of the current value in the
interval. Here is an example for skill values between 0 and 10:</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>{0: &quot;unskilled&quot;, 1: &quot;neophyte&quot;, 5: &quot;trained&quot;, 7: &quot;expert&quot;, 9: &quot;master&quot;}
</pre></div>
</div>
<p>The keys must be supplied from smallest to largest. Any values below the lowest and above the
highest description will be considered to be included in the closest description slot.
By calling <code class="docutils literal notranslate"><span class="pre">.desc()</span></code> on the Counter, you will get the text matching the current <code class="docutils literal notranslate"><span class="pre">value</span></code>.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># (could also have passed descs= to traits.add())</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">descs</span> <span class="o">=</span> <span class="p">{</span>
<span class="mi">0</span><span class="p">:</span> <span class="s2">&quot;unskilled&quot;</span><span class="p">,</span> <span class="mi">10</span><span class="p">:</span> <span class="s2">&quot;neophyte&quot;</span><span class="p">,</span> <span class="mi">50</span><span class="p">:</span> <span class="s2">&quot;trained&quot;</span><span class="p">,</span> <span class="mi">70</span><span class="p">:</span> <span class="s2">&quot;expert&quot;</span><span class="p">,</span> <span class="mi">90</span><span class="p">:</span> <span class="s2">&quot;master&quot;</span><span class="p">}</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">11</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">desc</span><span class="p">()</span>
<span class="s2">&quot;neophyte&quot;</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">current</span> <span class="o">+=</span> <span class="mi">60</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">71</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">desc</span><span class="p">()</span>
<span class="s2">&quot;expert&quot;</span>
</pre></div>
</div>
</section>
<section id="rate">
<h4>.rate<a class="headerlink" href="#rate" title="Permalink to this headline"></a></h4>
<p>The <code class="docutils literal notranslate"><span class="pre">rate</span></code> property defaults to 0. If set to a value different from 0, it
allows the trait to change value dynamically. This could be used for example
for an attribute that was temporarily lowered but will gradually (or abruptly)
recover after a certain time. The rate is given as change of the current
<code class="docutils literal notranslate"><span class="pre">.value</span></code> per-second, and this will still be restrained by min/max boundaries,
if those are set.</p>
<p>It is also possible to set a <code class="docutils literal notranslate"><span class="pre">.ratetarget</span></code>, for the auto-change to stop at
(rather than at the min/max boundaries). This allows the value to return to
a previous value.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">71</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">ratetarget</span> <span class="o">=</span> <span class="mi">71</span>
<span class="c1"># debuff hunting for some reason</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">current</span> <span class="o">-=</span> <span class="mi">30</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">41</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">rate</span> <span class="o">=</span> <span class="mi">1</span> <span class="c1"># 1/s increase</span>
<span class="c1"># Waiting 5s</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">46</span>
<span class="c1"># Waiting 8s</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">54</span>
<span class="c1"># Waiting 100s</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">value</span>
<span class="mi">71</span> <span class="c1"># we have stopped at the ratetarget</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">rate</span> <span class="o">=</span> <span class="mi">0</span> <span class="c1"># disable auto-change</span>
</pre></div>
</div>
<p>Note that when retrieving the <code class="docutils literal notranslate"><span class="pre">current</span></code>, the result will always be of the same
type as the <code class="docutils literal notranslate"><span class="pre">.base</span></code> even <code class="docutils literal notranslate"><span class="pre">rate</span></code> is a non-integer value. So if <code class="docutils literal notranslate"><span class="pre">base</span></code> is an <code class="docutils literal notranslate"><span class="pre">int</span></code>
(default)<code class="docutils literal notranslate"><span class="pre">,</span> <span class="pre">the</span> </code>current<code class="docutils literal notranslate"><span class="pre">value</span> <span class="pre">will</span> <span class="pre">also</span> <span class="pre">be</span> <span class="pre">rounded</span> <span class="pre">the</span> <span class="pre">closest</span> <span class="pre">full</span> <span class="pre">integer.</span> <span class="pre">If</span> <span class="pre">you</span> <span class="pre">want</span> <span class="pre">to</span> <span class="pre">see</span> <span class="pre">the</span> <span class="pre">exact</span></code>current<code class="docutils literal notranslate"><span class="pre">value,</span> <span class="pre">set</span></code>base<code class="docutils literal notranslate"><span class="pre">to</span> <span class="pre">a</span> <span class="pre">float</span> <span class="pre">-</span> <span class="pre">you</span> <span class="pre">will</span> <span class="pre">then</span> <span class="pre">need</span> <span class="pre">to</span> <span class="pre">use</span></code>round()` yourself on the result if you want integers.</p>
</section>
<section id="percent">
<h4>.percent()<a class="headerlink" href="#percent" title="Permalink to this headline"></a></h4>
<p>If both min and max are defined, the <code class="docutils literal notranslate"><span class="pre">.percent()</span></code> method of the trait will
return the value as a percentage.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">percent</span><span class="p">()</span>
<span class="s2">&quot;71.0%&quot;</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hunting</span><span class="o">.</span><span class="n">percent</span><span class="p">(</span><span class="n">formatting</span><span class="o">=</span><span class="kc">None</span><span class="p">)</span>
<span class="mf">71.0</span>
</pre></div>
</div>
</section>
</section>
<section id="gauge">
<h3>Gauge<a class="headerlink" href="#gauge" title="Permalink to this headline"></a></h3>
<p>This emulates a [fuel-] gauge that empties from a base+mod value.</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>min/0 max=base+mod
|-----------------------X---------------------------|
value
= current
</pre></div>
</div>
<p>The <code class="docutils literal notranslate"><span class="pre">.current</span></code> value will start from a full gauge. The .max property is
read-only and is set by <code class="docutils literal notranslate"><span class="pre">.base</span></code> + <code class="docutils literal notranslate"><span class="pre">.mod</span></code>. So contrary to a <code class="docutils literal notranslate"><span class="pre">Counter</span></code>, the
<code class="docutils literal notranslate"><span class="pre">.mod</span></code> modifier only applies to the max value of the gauge and not the current
value. The minimum bound defaults to 0 if not set explicitly.</p>
<p>This trait is useful for showing commonly depletable resources like health,
stamina and the like.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;hp&quot;</span><span class="p">,</span> <span class="s2">&quot;Health&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;gauge&quot;</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">value</span> <span class="c1"># (or .current)</span>
<span class="mi">100</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">mod</span> <span class="o">=</span> <span class="mi">10</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">value</span>
<span class="mi">110</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">current</span> <span class="o">-=</span> <span class="mi">30</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">hp</span><span class="o">.</span><span class="n">value</span>
<span class="mi">80</span>
</pre></div>
</div>
<p>The Gauge trait is subclass of the Counter, so you have access to the same
methods and properties where they make sense. So gauges can also have a
<code class="docutils literal notranslate"><span class="pre">.descs</span></code> dict to describe the intervals in text, and can use <code class="docutils literal notranslate"><span class="pre">.percent()</span></code> to
get how filled it is as a percentage etc.</p>
<p>The <code class="docutils literal notranslate"><span class="pre">.rate</span></code> is particularly relevant for gauges - useful for everything
from poison slowly draining your health, to resting gradually increasing it.</p>
</section>
<section id="trait">
<h3>Trait<a class="headerlink" href="#trait" title="Permalink to this headline"></a></h3>
<p>A single value of any type.</p>
<p>This is the base Trait, meant to inherit from if you want to invent
trait-types from scratch (most of the time youll probably inherit from some of
the more advanced trait-type classes though).</p>
<p>Unlike other Trait-types, the single <code class="docutils literal notranslate"><span class="pre">.value</span></code> property of the base <code class="docutils literal notranslate"><span class="pre">Trait</span></code> can
be editied. The value can hold any data that can be stored in an Attribute. If
its an integer/float you can do arithmetic with it, but otherwise this acts just
like a glorified Attribute.</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;mytrait&quot;</span><span class="p">,</span> <span class="s2">&quot;My Trait&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;trait&quot;</span><span class="p">,</span> <span class="n">value</span><span class="o">=</span><span class="mi">30</span><span class="p">)</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">value</span>
<span class="mi">30</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">value</span> <span class="o">=</span> <span class="s2">&quot;stringvalue&quot;</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mytrait</span><span class="o">.</span><span class="n">value</span>
<span class="s2">&quot;stringvalue&quot;</span>
</pre></div>
</div>
</section>
</section>
<section id="expanding-with-your-own-traits">
<h2>Expanding with your own Traits<a class="headerlink" href="#expanding-with-your-own-traits" title="Permalink to this headline"></a></h2>
<p>A Trait is a class inhering from <code class="docutils literal notranslate"><span class="pre">evennia.contrib.rpg.traits.Trait</span></code> (or from one of
the existing Trait classes).</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># in a file, say, &#39;mygame/world/traits.py&#39;</span>
<span class="kn">from</span> <span class="nn">evennia.contrib.rpg.traits</span> <span class="kn">import</span> <span class="n">StaticTrait</span>
<span class="k">class</span> <span class="nc">RageTrait</span><span class="p">(</span><span class="n">StaticTrait</span><span class="p">):</span>
<span class="n">trait_type</span> <span class="o">=</span> <span class="s2">&quot;rage&quot;</span>
<span class="n">default_keys</span> <span class="o">=</span> <span class="p">{</span>
<span class="s2">&quot;rage&quot;</span><span class="p">:</span> <span class="mi">0</span>
<span class="p">}</span>
<span class="k">def</span> <span class="nf">berserk</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">mod</span> <span class="o">=</span> <span class="mi">100</span>
<span class="k">def</span> <span class="nf">sedate</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">mod</span> <span class="o">=</span> <span class="mi">0</span>
</pre></div>
</div>
<p>Above is an example custom-trait-class “rage” that stores a property “rage” on
itself, with a default value of 0. This has all the functionality of a Trait -
for example, if you do del on the <code class="docutils literal notranslate"><span class="pre">rage</span></code> property, it will be set back to its
default (0). Above we also added some helper methods.</p>
<p>To add your custom RageTrait to Evennia, add the following to your settings file
(assuming your class is in mygame/world/traits.py):</p>
<div class="highlight-none notranslate"><div class="highlight"><pre><span></span>TRAIT_CLASS_PATHS = [&quot;world.traits.RageTrait&quot;]
</pre></div>
</div>
<p>Reload the server and you should now be able to use your trait:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;mood&quot;</span><span class="p">,</span> <span class="s2">&quot;A dark mood&quot;</span><span class="p">,</span> <span class="n">rage</span><span class="o">=</span><span class="mi">30</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s1">&#39;rage&#39;</span><span class="p">)</span>
<span class="o">&gt;</span> <span class="n">obj</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">mood</span><span class="o">.</span><span class="n">rage</span>
<span class="mi">30</span>
<span class="c1"># as TraitProperty</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">rage</span> <span class="o">=</span> <span class="n">TraitProperty</span><span class="p">(</span><span class="s2">&quot;A dark mood&quot;</span><span class="p">,</span> <span class="n">rage</span><span class="o">=</span><span class="mi">30</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s1">&#39;rage&#39;</span><span class="p">)</span>
</pre></div>
</div>
</section>
<section id="adding-additional-traithandlers">
<h2>Adding additional TraitHandlers<a class="headerlink" href="#adding-additional-traithandlers" title="Permalink to this headline"></a></h2>
<p>Sometimes, it is easier to top-level classify traits, such as stats, skills, or other categories of traits you want to handle independantly of each other. Here is an example showing an example on the object typeclass, expanding on the first installation example:</p>
<div class="highlight-python notranslate"><div class="highlight"><pre><span></span><span class="c1"># mygame/typeclasses/objects.py</span>
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultCharacter</span>
<span class="kn">from</span> <span class="nn">evennia.utils</span> <span class="kn">import</span> <span class="n">lazy_property</span>
<span class="kn">from</span> <span class="nn">evennia.contrib.rpg.traits</span> <span class="kn">import</span> <span class="n">TraitHandler</span>
<span class="c1"># ...</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="o">...</span>
<span class="nd">@lazy_property</span>
<span class="k">def</span> <span class="nf">traits</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># this adds the handler as .traits</span>
<span class="k">return</span> <span class="n">TraitHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span>
<span class="nd">@lazy_property</span>
<span class="k">def</span> <span class="nf">stats</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># this adds the handler as .stats</span>
<span class="k">return</span> <span class="n">TraitHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">db_attribute_key</span><span class="o">=</span><span class="s2">&quot;stats&quot;</span><span class="p">)</span>
<span class="nd">@lazy_property</span>
<span class="k">def</span> <span class="nf">skills</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># this adds the handler as .skills</span>
<span class="k">return</span> <span class="n">TraitHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">db_attribute_key</span><span class="o">=</span><span class="s2">&quot;skills&quot;</span><span class="p">)</span>
<span class="k">def</span> <span class="nf">at_object_creation</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># (or wherever you want)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">stats</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;str&quot;</span><span class="p">,</span> <span class="s2">&quot;Strength&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;static&quot;</span><span class="p">,</span> <span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">2</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">traits</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;hp&quot;</span><span class="p">,</span> <span class="s2">&quot;Health&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;gauge&quot;</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="nb">max</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
<span class="bp">self</span><span class="o">.</span><span class="n">skills</span><span class="o">.</span><span class="n">add</span><span class="p">(</span><span class="s2">&quot;hunting&quot;</span><span class="p">,</span> <span class="s2">&quot;Hunting Skill&quot;</span><span class="p">,</span> <span class="n">trait_type</span><span class="o">=</span><span class="s2">&quot;counter&quot;</span><span class="p">,</span>
<span class="n">base</span><span class="o">=</span><span class="mi">10</span><span class="p">,</span> <span class="n">mod</span><span class="o">=</span><span class="mi">1</span><span class="p">,</span> <span class="nb">min</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="nb">max</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
</pre></div>
</div>
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file will be overwritten, so edit that file rather than this one.</small></p>
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