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<section id="module-evennia.contrib.full_systems.evscaperoom.state">
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<span id="evennia-contrib-full-systems-evscaperoom-state"></span><h1>evennia.contrib.full_systems.evscaperoom.state<a class="headerlink" href="#module-evennia.contrib.full_systems.evscaperoom.state" title="Permalink to this headline">¶</a></h1>
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<p>States represent the sequence of states the room goes through.</p>
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<p>This module includes the BaseState class and the StateHandler
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for managing states on the room.</p>
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<p>The state handler operates on an Evscaperoom and changes
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its state from one to another.</p>
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<p>A given state is given as a module in states/ package. The
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state is identified by its module name.</p>
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<dl class="py class">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.StateHandler">
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<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.full_systems.evscaperoom.state.</code><code class="sig-name descname">StateHandler</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">room</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#StateHandler"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.StateHandler" title="Permalink to this definition">¶</a></dt>
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<dd><p>Bases: <code class="xref py py-class docutils literal notranslate"><span class="pre">object</span></code></p>
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<p>This sits on the room and is used to progress through the states.</p>
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<dl class="py method">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.StateHandler.__init__">
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<code class="sig-name descname">__init__</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">room</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#StateHandler.__init__"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.StateHandler.__init__" title="Permalink to this definition">¶</a></dt>
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<dd><p>Initialize self. See help(type(self)) for accurate signature.</p>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.StateHandler.load_state">
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<code class="sig-name descname">load_state</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">statename</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#StateHandler.load_state"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.StateHandler.load_state" title="Permalink to this definition">¶</a></dt>
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<dd><p>Load state without initializing it</p>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.StateHandler.init_state">
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<code class="sig-name descname">init_state</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#StateHandler.init_state"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.StateHandler.init_state" title="Permalink to this definition">¶</a></dt>
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||
<dd><p>Initialize a new state</p>
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</dd></dl>
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<dl class="py method">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.StateHandler.next_state">
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<code class="sig-name descname">next_state</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">next_state</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/full_systems/evscaperoom/state.html#StateHandler.next_state"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.StateHandler.next_state" title="Permalink to this definition">¶</a></dt>
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<dd><p>Check if the current state is finished. This should be called whenever
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the players do actions that may affect the state of the room.</p>
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<dl class="field-list simple">
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<dt class="field-odd">Parameters</dt>
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||
<dd class="field-odd"><p><strong>next_state</strong> (<em>str</em><em>, </em><em>optional</em>) – If given, override the next_state given
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by the current state’s check() method with this - this allows
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for branching paths (but the current state must still first agree
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that the check passes).</p>
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</dd>
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<dt class="field-even">Returns</dt>
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<dd class="field-even"><p><em>state_changed (bool)</em> – True if the state changed, False otherwise.</p>
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</dd>
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</dl>
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</dd></dl>
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</dd></dl>
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<dl class="py class">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState">
|
||
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.full_systems.evscaperoom.state.</code><code class="sig-name descname">BaseState</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">handler</span></em>, <em class="sig-param"><span class="n">room</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState" 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>Base object holding all callables for a state. This is here to
|
||
allow easy overriding for child states.</p>
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||
<dl class="py attribute">
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||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.next_state">
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||
<code class="sig-name descname">next_state</code><em class="property"> = 'unset'</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.next_state" title="Permalink to this definition">¶</a></dt>
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||
<dd></dd></dl>
|
||
|
||
<dl class="py attribute">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.hints">
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<code class="sig-name descname">hints</code><em class="property"> = []</em><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.hints" title="Permalink to this definition">¶</a></dt>
|
||
<dd></dd></dl>
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||
|
||
<dl class="py method">
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||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.__init__">
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<code class="sig-name descname">__init__</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">handler</span></em>, <em class="sig-param"><span class="n">room</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState.__init__"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.__init__" title="Permalink to this definition">¶</a></dt>
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||
<dd><p>Initializer.</p>
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||
<dl class="field-list simple">
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<dt class="field-odd">Parameters</dt>
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||
<dd class="field-odd"><ul class="simple">
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||
<li><p><strong>room</strong> (<a class="reference internal" href="evennia.contrib.full_systems.evscaperoom.room.html#evennia.contrib.full_systems.evscaperoom.room.EvscapeRoom" title="evennia.contrib.full_systems.evscaperoom.room.EvscapeRoom"><em>EvscapeRoom</em></a>) – The room tied to this state.</p></li>
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<li><p><strong>handler</strong> (<a class="reference internal" href="#evennia.contrib.full_systems.evscaperoom.state.StateHandler" title="evennia.contrib.full_systems.evscaperoom.state.StateHandler"><em>StateHandler</em></a>) – Back-reference to the handler
|
||
storing this state.</p></li>
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||
</ul>
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||
</dd>
|
||
</dl>
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||
</dd></dl>
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||
|
||
<dl class="py method">
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<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.get_hint">
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||
<code class="sig-name descname">get_hint</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState.get_hint"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.get_hint" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Get a hint for how to solve this state.</p>
|
||
</dd></dl>
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||
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<dl class="py method">
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||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.msg">
|
||
<code class="sig-name descname">msg</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">message</span></em>, <em class="sig-param"><span class="n">target</span><span class="o">=</span><span class="default_value">None</span></em>, <em class="sig-param"><span class="n">borders</span><span class="o">=</span><span class="default_value">False</span></em>, <em class="sig-param"><span class="n">cinematic</span><span class="o">=</span><span class="default_value">False</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState.msg"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.msg" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Display messsage to everyone in room, or given target.</p>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.cinematic">
|
||
<code class="sig-name descname">cinematic</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">message</span></em>, <em class="sig-param"><span class="n">target</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/full_systems/evscaperoom/state.html#BaseState.cinematic"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.cinematic" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Display a ‘cinematic’ sequence - centered, with borders.</p>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.create_object">
|
||
<code class="sig-name descname">create_object</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">typeclass</span><span class="o">=</span><span class="default_value">None</span></em>, <em class="sig-param"><span class="n">key</span><span class="o">=</span><span class="default_value">'testobj'</span></em>, <em class="sig-param"><span class="n">location</span><span class="o">=</span><span class="default_value">None</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/full_systems/evscaperoom/state.html#BaseState.create_object"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.create_object" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>This is a convenience-wrapper for quickly building EvscapeRoom objects.</p>
|
||
<dl class="field-list simple">
|
||
<dt class="field-odd">Keyword Arguments</dt>
|
||
<dd class="field-odd"><ul class="simple">
|
||
<li><p><strong>typeclass</strong> (<em>str</em>) – This can take just the class-name in the evscaperoom’s
|
||
objects.py module. Otherwise, a full path or the actual class
|
||
is needed (for custom state objects, just give the class directly).</p></li>
|
||
<li><p><strong>key</strong> (<em>str</em>) – Name of object.</p></li>
|
||
<li><p><strong>location</strong> (<em>Object</em>) – If not given, this will be the current room.</p></li>
|
||
<li><p><strong>kwargs</strong> (<em>any</em>) – Will be passed into create_object.</p></li>
|
||
</ul>
|
||
</dd>
|
||
<dt class="field-even">Returns</dt>
|
||
<dd class="field-even"><p><em>new_obj (Object)</em> – The newly created object, if any.</p>
|
||
</dd>
|
||
</dl>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.get_object">
|
||
<code class="sig-name descname">get_object</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">key</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState.get_object"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.get_object" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Find a named <em>non-character</em> object for this state in this room.</p>
|
||
<dl class="field-list simple">
|
||
<dt class="field-odd">Parameters</dt>
|
||
<dd class="field-odd"><p><strong>key</strong> (<em>str</em>) – Object to search for.</p>
|
||
</dd>
|
||
<dt class="field-even">Returns</dt>
|
||
<dd class="field-even"><p><em>obj (Object)</em> – Object in the room.</p>
|
||
</dd>
|
||
</dl>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.init">
|
||
<code class="sig-name descname">init</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState.init"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.init" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Initializes the state (usually by modifying the room in some way)</p>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.clean">
|
||
<code class="sig-name descname">clean</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/full_systems/evscaperoom/state.html#BaseState.clean"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.clean" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Any cleanup operations after the state ends.</p>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.next">
|
||
<code class="sig-name descname">next</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">next_state</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/full_systems/evscaperoom/state.html#BaseState.next"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.next" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Get the next state after this one.</p>
|
||
<dl class="field-list simple">
|
||
<dt class="field-odd">Parameters</dt>
|
||
<dd class="field-odd"><p><strong>next_state</strong> (<em>str</em><em>, </em><em>optional</em>) – This allows the calling code
|
||
to redirect to a different state than the ‘default’ one
|
||
(creating branching paths in the game). Override this method
|
||
to customize (by default the input will always override default
|
||
set on the class)</p>
|
||
</dd>
|
||
<dt class="field-even">Returns</dt>
|
||
<dd class="field-even"><p><p><em>state_name (str or None)</em> –</p>
|
||
<dl class="simple">
|
||
<dt>Name of next state to switch to. None</dt><dd><p>to remain in this state. By default we check the room for the
|
||
“finished” flag be set.</p>
|
||
</dd>
|
||
</dl>
|
||
</p>
|
||
</dd>
|
||
</dl>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.character_enters">
|
||
<code class="sig-name descname">character_enters</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/full_systems/evscaperoom/state.html#BaseState.character_enters"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.character_enters" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Called when character enters the room in this state.</p>
|
||
</dd></dl>
|
||
|
||
<dl class="py method">
|
||
<dt id="evennia.contrib.full_systems.evscaperoom.state.BaseState.character_leaves">
|
||
<code class="sig-name descname">character_leaves</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/full_systems/evscaperoom/state.html#BaseState.character_leaves"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.full_systems.evscaperoom.state.BaseState.character_leaves" title="Permalink to this definition">¶</a></dt>
|
||
<dd><p>Called when character is whisked away (usually because of
|
||
quitting). This method cannot influence the move itself; it
|
||
happens just before room.character_cleanup()</p>
|
||
</dd></dl>
|
||
|
||
</dd></dl>
|
||
|
||
</section>
|
||
|
||
|
||
</div>
|
||
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