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<section id="module-evennia.contrib.game_systems.turnbattle.tb_items">
<span id="evennia-contrib-game-systems-turnbattle-tb-items"></span><h1>evennia.contrib.game_systems.turnbattle.tb_items<a class="headerlink" href="#module-evennia.contrib.game_systems.turnbattle.tb_items" title="Permalink to this headline"></a></h1>
<p>Simple turn-based combat system with items and status effects</p>
<p>Contrib - Tim Ashley Jenkins 2017</p>
<p>This is a version of the turnbattle combat system that includes
conditions and usable items, which can instill these conditions, cure
them, or do just about anything else.</p>
<p>Conditions are stored on characters as a dictionary, where the key
is the name of the condition and the value is a list of two items:
an integer representing the number of turns left until the condition
runs out, and the character upon whose turn the condition timer is
ticked down. Unlike most combat-related attributes, conditions arent
wiped once combat ends - if out of combat, they tick down in real time
instead.</p>
<p>This module includes a number of example conditions:</p>
<blockquote>
<div><p>Regeneration: Character recovers HP every turn
Poisoned: Character loses HP every turn
Accuracy Up: +25 to characters attack rolls
Accuracy Down: -25 to characters attack rolls
Damage Up: +5 to characters damage
Damage Down: -5 to characters damage
Defense Up: +15 to characters defense
Defense Down: -15 to characters defense
Haste: +1 action per turn
Paralyzed: No actions per turn
Frightened: Character cant use the attack command</p>
</div></blockquote>
<p>Since conditions can have a wide variety of effects, their code is
scattered throughout the other functions wherever they may apply.</p>
<p>Items arent given any sort of special typeclass - instead, whether or
not an object counts as an item is determined by its attributes. To make
an object into an item, it must have the attribute item_func, with
the value given as a callable - this is the function that will be called
when an item is used. Other properties of the item, such as how many
uses it has, whether its destroyed when its uses are depleted, and such
can be specified on the item as well, but they are optional.</p>
<p>To install and test, import this modules TBItemsCharacter object into
your games character.py module:</p>
<blockquote>
<div><p>from evennia.contrib.game_systems.turnbattle.tb_items import TBItemsCharacter</p>
</div></blockquote>
<p>And change your games character typeclass to inherit from TBItemsCharacter
instead of the default:</p>
<blockquote>
<div><p>class Character(TBItemsCharacter):</p>
</div></blockquote>
<p>Next, import this module into your default_cmdsets.py module:</p>
<blockquote>
<div><p>from evennia.contrib.game_systems.turnbattle import tb_items</p>
</div></blockquote>
<p>And add the battle command set to your default command set:</p>
<blockquote>
<div><p>#
# any commands you add below will overload the default ones.
#
self.add(tb_items.BattleCmdSet())</p>
</div></blockquote>
<p>This module is meant to be heavily expanded on, so you may want to copy it
to your games world folder and modify it there rather than importing it
in your game and using it as-is.</p>
<dl class="py data">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.DEF_DOWN_MOD">
<code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">DEF_DOWN_MOD</code><em class="property"> = -15</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.DEF_DOWN_MOD" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">ItemCombatRules</code><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.BasicCombatRules" title="evennia.contrib.game_systems.turnbattle.tb_basic.BasicCombatRules"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.BasicCombatRules</span></code></a></p>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.get_attack">
<code class="sig-name descname">get_attack</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">attacker</span></em>, <em class="sig-param"><span class="n">defender</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.get_attack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.get_attack" title="Permalink to this definition"></a></dt>
<dd><p>Returns a value for an attack roll.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>attacker</strong> (<em>obj</em>) Character doing the attacking</p></li>
<li><p><strong>defender</strong> (<em>obj</em>) Character being attacked</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><p><em>attack_value (int)</em> </p>
<dl class="simple">
<dt>Attack roll value, compared against a defense value</dt><dd><p>to determine whether an attack hits or misses.</p>
</dd>
</dl>
</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>This is where conditions affecting attack rolls are applied, as well.
Accuracy Up and Accuracy Down are also accounted for in itemfunc_attack(),
so that attack items accuracy is affected as well.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.get_defense">
<code class="sig-name descname">get_defense</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">attacker</span></em>, <em class="sig-param"><span class="n">defender</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.get_defense"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.get_defense" title="Permalink to this definition"></a></dt>
<dd><p>Returns a value for defense, which an attack roll must equal or exceed in order
for an attack to hit.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>attacker</strong> (<em>obj</em>) Character doing the attacking</p></li>
<li><p><strong>defender</strong> (<em>obj</em>) Character being attacked</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><p><em>defense_value (int)</em> </p>
<dl class="simple">
<dt>Defense value, compared against an attack roll</dt><dd><p>to determine whether an attack hits or misses.</p>
</dd>
</dl>
</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>This is where conditions affecting defense are accounted for.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.get_damage">
<code class="sig-name descname">get_damage</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">attacker</span></em>, <em class="sig-param"><span class="n">defender</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.get_damage"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.get_damage" title="Permalink to this definition"></a></dt>
<dd><p>Returns a value for damage to be deducted from the defenders HP after abilities
successful hit.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>attacker</strong> (<em>obj</em>) Character doing the attacking</p></li>
<li><p><strong>defender</strong> (<em>obj</em>) Character being damaged</p></li>
</ul>
</dd>
<dt class="field-even">Returns</dt>
<dd class="field-even"><p><p><em>damage_value (int)</em> </p>
<dl class="simple">
<dt>Damage value, which is to be deducted from the defending</dt><dd><p>characters HP.</p>
</dd>
</dl>
</p>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>This is where conditions affecting damage are accounted for. Since attack items
roll their own damage in itemfunc_attack(), their damage is unaffected by any
conditions.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.resolve_attack">
<code class="sig-name descname">resolve_attack</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">attacker</span></em>, <em class="sig-param"><span class="n">defender</span></em>, <em class="sig-param"><span class="n">attack_value</span><span class="o">=</span><span class="default_value">None</span></em>, <em class="sig-param"><span class="n">defense_value</span><span class="o">=</span><span class="default_value">None</span></em>, <em class="sig-param"><span class="n">damage_value</span><span class="o">=</span><span class="default_value">None</span></em>, <em class="sig-param"><span class="n">inflict_condition</span><span class="o">=</span><span class="default_value">[]</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.resolve_attack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.resolve_attack" title="Permalink to this definition"></a></dt>
<dd><p>Resolves an attack and outputs the result.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>attacker</strong> (<em>obj</em>) Character doing the attacking</p></li>
<li><p><strong>defender</strong> (<em>obj</em>) Character being attacked</p></li>
</ul>
</dd>
</dl>
<dl>
<dt>Options:</dt><dd><p>attack_value (int): Override for attack roll
defense_value (int): Override for defense value
damage_value (int): Override for damage value
inflict_condition (list): Conditions to inflict upon hit, a</p>
<blockquote>
<div><p>list of tuples formated as (condition(str), duration(int))</p>
</div></blockquote>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>This function is called by normal attacks as well as attacks
made with items.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.spend_item_use">
<code class="sig-name descname">spend_item_use</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">item</span></em>, <em class="sig-param"><span class="n">user</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.spend_item_use"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.spend_item_use" title="Permalink to this definition"></a></dt>
<dd><p>Spends one use on an item with limited uses.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>item</strong> (<em>obj</em>) Item being used</p></li>
<li><p><strong>user</strong> (<em>obj</em>) Character using the item</p></li>
</ul>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>If item.db.item_consumable is True, the item is destroyed if it
runs out of uses - if its a string instead of True, it will also
spawn a new object as residue, using the value of item.db.item_consumable
as the name of the prototype to spawn.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.use_item">
<code class="sig-name descname">use_item</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">user</span></em>, <em class="sig-param"><span class="n">item</span></em>, <em class="sig-param"><span class="n">target</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.use_item"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.use_item" title="Permalink to this definition"></a></dt>
<dd><p>Performs the action of using an item.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>user</strong> (<em>obj</em>) Character using the item</p></li>
<li><p><strong>item</strong> (<em>obj</em>) Item being used</p></li>
<li><p><strong>target</strong> (<em>obj</em>) Target of the item use</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.condition_tickdown">
<code class="sig-name descname">condition_tickdown</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">character</span></em>, <em class="sig-param"><span class="n">turnchar</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.condition_tickdown"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.condition_tickdown" title="Permalink to this definition"></a></dt>
<dd><p>Ticks down the duration of conditions on a character at the start of a given characters
turn.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>character</strong> (<em>obj</em>) Character to tick down the conditions of</p></li>
<li><p><strong>turnchar</strong> (<em>obj</em>) Character whose turn it currently is</p></li>
</ul>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>In combat, this is called on every fighter at the start of every characters turn. Out
of combat, its instead called when a characters at_update() hook is called, which is
every 30 seconds by default.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.add_condition">
<code class="sig-name descname">add_condition</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">character</span></em>, <em class="sig-param"><span class="n">turnchar</span></em>, <em class="sig-param"><span class="n">condition</span></em>, <em class="sig-param"><span class="n">duration</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#ItemCombatRules.add_condition"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.add_condition" title="Permalink to this definition"></a></dt>
<dd><p>Adds a condition to a fighter.</p>
<dl class="field-list simple">
<dt class="field-odd">Parameters</dt>
<dd class="field-odd"><ul class="simple">
<li><p><strong>character</strong> (<em>obj</em>) Character to give the condition to</p></li>
<li><p><strong>turnchar</strong> (<em>obj</em>) Character whose turn to tick down the condition on in combat</p></li>
<li><p><strong>condition</strong> (<em>str</em>) Name of the condition</p></li>
<li><p><strong>duration</strong> (<em>int</em><em> or </em><em>True</em>) Number of turns the condition lasts, or True for indefinite</p></li>
</ul>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_heal">
<code class="sig-name descname">itemfunc_heal</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">item</span></em>, <em class="sig-param"><span class="n">user</span></em>, <em class="sig-param"><span class="n">target</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/game_systems/turnbattle/tb_items.html#ItemCombatRules.itemfunc_heal"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_heal" title="Permalink to this definition"></a></dt>
<dd><p>Item function that heals HP.</p>
<dl class="simple">
<dt>kwargs:</dt><dd><p>min_healing(int): Minimum amount of HP recovered
max_healing(int): Maximum amount of HP recovered</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_add_condition">
<code class="sig-name descname">itemfunc_add_condition</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">item</span></em>, <em class="sig-param"><span class="n">user</span></em>, <em class="sig-param"><span class="n">target</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/game_systems/turnbattle/tb_items.html#ItemCombatRules.itemfunc_add_condition"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_add_condition" title="Permalink to this definition"></a></dt>
<dd><p>Item function that gives the target one or more conditions.</p>
<dl class="simple">
<dt>kwargs:</dt><dd><dl class="simple">
<dt>conditions (list): Conditions added by the item</dt><dd><p>formatted as a list of tuples: (condition (str), duration (int or True))</p>
</dd>
</dl>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>Should mostly be used for beneficial conditions - use itemfunc_attack
for an item that can give an enemy a harmful condition.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_cure_condition">
<code class="sig-name descname">itemfunc_cure_condition</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">item</span></em>, <em class="sig-param"><span class="n">user</span></em>, <em class="sig-param"><span class="n">target</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/game_systems/turnbattle/tb_items.html#ItemCombatRules.itemfunc_cure_condition"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_cure_condition" title="Permalink to this definition"></a></dt>
<dd><p>Item function thatll remove given conditions from a target.</p>
<dl class="simple">
<dt>kwargs:</dt><dd><p>to_cure(list): List of conditions (str) that the item cures when used</p>
</dd>
</dl>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_attack">
<code class="sig-name descname">itemfunc_attack</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">item</span></em>, <em class="sig-param"><span class="n">user</span></em>, <em class="sig-param"><span class="n">target</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/game_systems/turnbattle/tb_items.html#ItemCombatRules.itemfunc_attack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules.itemfunc_attack" title="Permalink to this definition"></a></dt>
<dd><p>Item function that attacks a target.</p>
<dl>
<dt>kwargs:</dt><dd><p>min_damage(int): Minimum damage dealt by the attack
max_damage(int): Maximum damage dealth by the attack
accuracy(int): Bonus / penalty to attack accuracy roll
inflict_condition(list): List of conditions inflicted on hit,</p>
<blockquote>
<div><p>formatted as a (str, int) tuple containing condition name
and duration.</p>
</div></blockquote>
</dd>
</dl>
<p class="rubric">Notes</p>
<p>Calls resolve_attack at the end.</p>
</dd></dl>
</dd></dl>
<dl class="py data">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.ITEMFUNCS">
<code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">ITEMFUNCS</code><em class="property"> = {'add_condition': &lt;bound method ItemCombatRules.itemfunc_add_condition of &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;&gt;, 'attack': &lt;bound method ItemCombatRules.itemfunc_attack of &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;&gt;, 'cure_condition': &lt;bound method ItemCombatRules.itemfunc_cure_condition of &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;&gt;, 'heal': &lt;bound method ItemCombatRules.itemfunc_heal of &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;&gt;}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.ITEMFUNCS" title="Permalink to this definition"></a></dt>
<dd><p>You can paste these prototypes into your games prototypes.py module in your
/world/ folder, and use the spawner to create them - they serve as examples
of items you can make and a handy way to demonstrate the system for
conditions as well.</p>
<p>Items dont have any particular typeclass - any object with a db entry
“item_func” that references one of the functions given above can be used as
an item with the use command.</p>
<p>Only “item_func” is required, but item behavior can be further modified by
specifying any of the following:</p>
<blockquote>
<div><p>item_uses (int): If defined, item has a limited number of uses</p>
<p>item_selfonly (bool): If True, user can only use the item on themself</p>
<dl class="simple">
<dt>item_consumable(True or str): If True, item is destroyed when it runs</dt><dd><p>out of uses. If a string is given, the item will spawn a new
object as its destroyed, with the string specifying what prototype
to spawn.</p>
</dd>
<dt>item_kwargs (dict): Keyword arguments to pass to the function defined in</dt><dd><p>item_func. Unique to each function, and can be used to make multiple
items using the same function work differently.</p>
</dd>
</dl>
</div></blockquote>
</dd></dl>
<dl class="py data">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.AMULET_OF_WEAKNESS">
<code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">AMULET_OF_WEAKNESS</code><em class="property"> = {'desc': &quot;The one who holds this amulet can call upon its power to gain great weakness. It's not a terribly useful artifact.&quot;, 'item_func': 'add_condition', 'item_kwargs': {'conditions': [('Damage Down', 3), ('Accuracy Down', 3), ('Defense Down', 3)]}, 'item_selfonly': True, 'key': 'The Amulet of Weakness'}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.AMULET_OF_WEAKNESS" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">TBItemsCharacter</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/game_systems/turnbattle/tb_items.html#TBItemsCharacter"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter" title="evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter</span></code></a></p>
<p>A character able to participate in turn-based combat. Has attributes for current
and maximum HP, and access to combat commands.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.at_object_creation">
<code class="sig-name descname">at_object_creation</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#TBItemsCharacter.at_object_creation"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.at_object_creation" title="Permalink to this definition"></a></dt>
<dd><p>Called once, when this object is first created. This is the
normal hook to overload for most object types.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.at_turn_start">
<code class="sig-name descname">at_turn_start</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#TBItemsCharacter.at_turn_start"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.at_turn_start" title="Permalink to this definition"></a></dt>
<dd><p>Hook called at the beginning of this characters turn in combat.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.apply_turn_conditions">
<code class="sig-name descname">apply_turn_conditions</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#TBItemsCharacter.apply_turn_conditions"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.apply_turn_conditions" title="Permalink to this definition"></a></dt>
<dd><p>Applies the effect of conditions that occur at the start of each
turn in combat, or every 30 seconds out of combat.</p>
</dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.at_update">
<code class="sig-name descname">at_update</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#TBItemsCharacter.at_update"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.at_update" title="Permalink to this definition"></a></dt>
<dd><p>Fires every 30 seconds.</p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.DoesNotExist">
<em class="property">exception </em><code class="sig-name descname">DoesNotExist</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.DoesNotExist" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter.DoesNotExist" title="evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter.DoesNotExist"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter.DoesNotExist</span></code></a></p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.MultipleObjectsReturned">
<em class="property">exception </em><code class="sig-name descname">MultipleObjectsReturned</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.MultipleObjectsReturned" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter.MultipleObjectsReturned" title="evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter.MultipleObjectsReturned"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicCharacter.MultipleObjectsReturned</span></code></a></p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.path">
<code class="sig-name descname">path</code><em class="property"> = 'evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.path" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.typename">
<code class="sig-name descname">typename</code><em class="property"> = 'TBItemsCharacter'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.typename" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">TBItemsCharacterTest</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/game_systems/turnbattle/tb_items.html#TBItemsCharacterTest"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter" title="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter</span></code></a></p>
<p>Just like the TBItemsCharacter, but doesnt subscribe to the TickerHandler.
This makes it easier to run unit tests on.</p>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.at_object_creation">
<code class="sig-name descname">at_object_creation</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#TBItemsCharacterTest.at_object_creation"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.at_object_creation" title="Permalink to this definition"></a></dt>
<dd><p>Called once, when this object is first created. This is the
normal hook to overload for most object types.</p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.DoesNotExist">
<em class="property">exception </em><code class="sig-name descname">DoesNotExist</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.DoesNotExist" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.DoesNotExist" title="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.DoesNotExist"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.DoesNotExist</span></code></a></p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.MultipleObjectsReturned">
<em class="property">exception </em><code class="sig-name descname">MultipleObjectsReturned</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.MultipleObjectsReturned" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.MultipleObjectsReturned" title="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.MultipleObjectsReturned"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacter.MultipleObjectsReturned</span></code></a></p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.path">
<code class="sig-name descname">path</code><em class="property"> = 'evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.path" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.typename">
<code class="sig-name descname">typename</code><em class="property"> = 'TBItemsCharacterTest'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsCharacterTest.typename" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">TBItemsTurnHandler</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/game_systems/turnbattle/tb_items.html#TBItemsTurnHandler"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler" title="evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler</span></code></a></p>
<p>This is the script that handles the progression of combat through turns.
On creation (when a fight is started) it adds all combat-ready characters
to its roster and then sorts them into a turn order. There can only be one
fight going on in a single room at a time, so the script is assigned to a
room as its object.</p>
<p>Fights persist until only one participant is left with any HP or all
remaining participants choose to end the combat with the disengage command.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.next_turn">
<code class="sig-name descname">next_turn</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#TBItemsTurnHandler.next_turn"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.next_turn" title="Permalink to this definition"></a></dt>
<dd><p>Advances to the next character in the turn order.</p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.DoesNotExist">
<em class="property">exception </em><code class="sig-name descname">DoesNotExist</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.DoesNotExist" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler.DoesNotExist" title="evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler.DoesNotExist"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler.DoesNotExist</span></code></a></p>
</dd></dl>
<dl class="py exception">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.MultipleObjectsReturned">
<em class="property">exception </em><code class="sig-name descname">MultipleObjectsReturned</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.MultipleObjectsReturned" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler.MultipleObjectsReturned" title="evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler.MultipleObjectsReturned"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.TBBasicTurnHandler.MultipleObjectsReturned</span></code></a></p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.path">
<code class="sig-name descname">path</code><em class="property"> = 'evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.path" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.typename">
<code class="sig-name descname">typename</code><em class="property"> = 'TBItemsTurnHandler'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler.typename" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdFight</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/game_systems/turnbattle/tb_items.html#CmdFight"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.CmdFight" title="evennia.contrib.game_systems.turnbattle.tb_basic.CmdFight"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.CmdFight</span></code></a></p>
<p>Starts a fight with everyone in the same room as you.</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>fight</p>
</dd>
</dl>
<p>When you start a fight, everyone in the room who is able to
fight is added to combat, and a turn order is randomly rolled.
When its your turn, you can attack other characters.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.key">
<code class="sig-name descname">key</code><em class="property"> = 'fight'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'combat'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.combat_handler_class">
<code class="sig-name descname">combat_handler_class</code><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.combat_handler_class" title="Permalink to this definition"></a></dt>
<dd><p>alias of <a class="reference internal" href="#evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler" title="evennia.contrib.game_systems.turnbattle.tb_items.TBItemsTurnHandler"><code class="xref py py-class docutils literal notranslate"><span class="pre">TBItemsTurnHandler</span></code></a></p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = []</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all();'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '', 'category': 'combat', 'key': 'fight', 'no_prefix': ' ', 'tags': '', 'text': &quot;\n Starts a fight with everyone in the same room as you.\n\n Usage:\n fight\n\n When you start a fight, everyone in the room who is able to\n fight is added to combat, and a turn order is randomly rolled.\n When it's your turn, you can attack other characters.\n &quot;}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdFight.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdAttack</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/game_systems/turnbattle/tb_items.html#CmdAttack"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.CmdAttack" title="evennia.contrib.game_systems.turnbattle.tb_basic.CmdAttack"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.CmdAttack</span></code></a></p>
<p>Attacks another character.</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>attack &lt;target&gt;</p>
</dd>
</dl>
<p>When in a fight, you may attack another character. The attack has
a chance to hit, and if successful, will deal damage.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.key">
<code class="sig-name descname">key</code><em class="property"> = 'attack'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'combat'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = []</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all();'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '', 'category': 'combat', 'key': 'attack', 'no_prefix': ' ', 'tags': '', 'text': '\n Attacks another character.\n\n Usage:\n attack &lt;target&gt;\n\n When in a fight, you may attack another character. The attack has\n a chance to hit, and if successful, will deal damage.\n '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdAttack.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdPass</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/game_systems/turnbattle/tb_items.html#CmdPass"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass" title="evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.CmdPass</span></code></a></p>
<p>Passes on your turn.</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>pass</p>
</dd>
</dl>
<p>When in a fight, you can use this command to end your turn early, even
if there are still any actions you can take.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.key">
<code class="sig-name descname">key</code><em class="property"> = 'pass'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = ['wait', 'hold']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'combat'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all();'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'wait hold', 'category': 'combat', 'key': 'pass', 'no_prefix': ' wait hold', 'tags': '', 'text': '\n Passes on your turn.\n\n Usage:\n pass\n\n When in a fight, you can use this command to end your turn early, even\n if there are still any actions you can take.\n '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdPass.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdDisengage</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/game_systems/turnbattle/tb_items.html#CmdDisengage"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.CmdDisengage" title="evennia.contrib.game_systems.turnbattle.tb_basic.CmdDisengage"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.CmdDisengage</span></code></a></p>
<p>Passes your turn and attempts to end combat.</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>disengage</p>
</dd>
</dl>
<p>Ends your turn early and signals that youre trying to end
the fight. If all participants in a fight disengage, the
fight ends.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.key">
<code class="sig-name descname">key</code><em class="property"> = 'disengage'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = ['spare']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'combat'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all();'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': 'spare', 'category': 'combat', 'key': 'disengage', 'no_prefix': ' spare', 'tags': '', 'text': &quot;\n Passes your turn and attempts to end combat.\n\n Usage:\n disengage\n\n Ends your turn early and signals that you're trying to end\n the fight. If all participants in a fight disengage, the\n fight ends.\n &quot;}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdDisengage.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdRest</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/game_systems/turnbattle/tb_items.html#CmdRest"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.CmdRest" title="evennia.contrib.game_systems.turnbattle.tb_basic.CmdRest"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.CmdRest</span></code></a></p>
<p>Recovers damage.</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>rest</p>
</dd>
</dl>
<p>Resting recovers your HP to its maximum, but you can only
rest if youre not in a fight.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.key">
<code class="sig-name descname">key</code><em class="property"> = 'rest'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'combat'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = []</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all();'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '', 'category': 'combat', 'key': 'rest', 'no_prefix': ' ', 'tags': '', 'text': &quot;\n Recovers damage.\n\n Usage:\n rest\n\n Resting recovers your HP to its maximum, but you can only\n rest if you're not in a fight.\n &quot;}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdRest.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdCombatHelp</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/game_systems/turnbattle/tb_items.html#CmdCombatHelp"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.contrib.game_systems.turnbattle.tb_basic.html#evennia.contrib.game_systems.turnbattle.tb_basic.CmdCombatHelp" title="evennia.contrib.game_systems.turnbattle.tb_basic.CmdCombatHelp"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.contrib.game_systems.turnbattle.tb_basic.CmdCombatHelp</span></code></a></p>
<p>View help or a list of topics</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>help &lt;topic or command&gt;
help list
help all</p>
</dd>
</dl>
<p>This will search for help on commands and other
topics related to the game.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.combat_help_text">
<code class="sig-name descname">combat_help_text</code><em class="property"> = &quot;Available combat commands:|/|wAttack:|n Attack a target, attempting to deal damage.|/|wPass:|n Pass your turn without further action.|/|wDisengage:|n End your turn and attempt to end combat.|/|wUse:|n Use an item you're carrying.&quot;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.combat_help_text" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = ['?']</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'general'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.key">
<code class="sig-name descname">key</code><em class="property"> = 'help'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all()'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '?', 'category': 'general', 'key': 'help', 'no_prefix': ' ?', 'tags': '', 'text': '\n View help or a list of topics\n\n Usage:\n help &lt;topic or command&gt;\n help list\n help all\n\n This will search for help on commands and other\n topics related to the game.\n '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdCombatHelp.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">CmdUse</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/game_systems/turnbattle/tb_items.html#CmdUse"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.commands.default.muxcommand.html#evennia.commands.default.muxcommand.MuxCommand" title="evennia.commands.default.muxcommand.MuxCommand"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.commands.default.muxcommand.MuxCommand</span></code></a></p>
<p>Use an item.</p>
<dl class="simple">
<dt>Usage:</dt><dd><p>use &lt;item&gt; [= target]</p>
</dd>
</dl>
<p>An item can have various function - looking at the item may
provide information as to its effects. Some items can be used
to attack others, and as such can only be used in combat.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.key">
<code class="sig-name descname">key</code><em class="property"> = 'use'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.help_category">
<code class="sig-name descname">help_category</code><em class="property"> = 'combat'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.help_category" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.rules">
<code class="sig-name descname">rules</code><em class="property"> = &lt;evennia.contrib.game_systems.turnbattle.tb_items.ItemCombatRules object&gt;</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.rules" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.func">
<code class="sig-name descname">func</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#CmdUse.func"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.func" title="Permalink to this definition"></a></dt>
<dd><p>This performs the actual command.</p>
</dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.aliases">
<code class="sig-name descname">aliases</code><em class="property"> = []</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.aliases" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.lock_storage">
<code class="sig-name descname">lock_storage</code><em class="property"> = 'cmd:all();'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.lock_storage" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.search_index_entry">
<code class="sig-name descname">search_index_entry</code><em class="property"> = {'aliases': '', 'category': 'combat', 'key': 'use', 'no_prefix': ' ', 'tags': '', 'text': '\n Use an item.\n\n Usage:\n use &lt;item&gt; [= target]\n\n An item can have various function - looking at the item may\n provide information as to its effects. Some items can be used\n to attack others, and as such can only be used in combat.\n '}</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.CmdUse.search_index_entry" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
</dd></dl>
<dl class="py class">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet">
<em class="property">class </em><code class="sig-prename descclassname">evennia.contrib.game_systems.turnbattle.tb_items.</code><code class="sig-name descname">BattleCmdSet</code><span class="sig-paren">(</span><em class="sig-param"><span class="n">cmdsetobj</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">None</span></em><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#BattleCmdSet"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet" title="Permalink to this definition"></a></dt>
<dd><p>Bases: <a class="reference internal" href="evennia.commands.default.cmdset_character.html#evennia.commands.default.cmdset_character.CharacterCmdSet" title="evennia.commands.default.cmdset_character.CharacterCmdSet"><code class="xref py py-class docutils literal notranslate"><span class="pre">evennia.commands.default.cmdset_character.CharacterCmdSet</span></code></a></p>
<p>This command set includes all the commmands used in the battle system.</p>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet.path">
<code class="sig-name descname">path</code><em class="property"> = 'evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet.path" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py attribute">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet.key">
<code class="sig-name descname">key</code><em class="property"> = 'DefaultCharacter'</em><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet.key" title="Permalink to this definition"></a></dt>
<dd></dd></dl>
<dl class="py method">
<dt id="evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet.at_cmdset_creation">
<code class="sig-name descname">at_cmdset_creation</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="../_modules/evennia/contrib/game_systems/turnbattle/tb_items.html#BattleCmdSet.at_cmdset_creation"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#evennia.contrib.game_systems.turnbattle.tb_items.BattleCmdSet.at_cmdset_creation" title="Permalink to this definition"></a></dt>
<dd><p>Populates the cmdset</p>
</dd></dl>
</dd></dl>
</section>
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