Evennia comes with a few very basic classes of in-game entities:

DefaultObject
|
DefaultCharacter
DefaultRoom
DefaultExit
DefaultChannel


When you create a new Evennia game (with for example evennia --init mygame) Evennia will automatically create empty child classes Object, Character, Room and Exit respectively. They are found mygame/typeclasses/objects.py, mygame/typeclasses/rooms.py etc.

Technically these are all Typeclassed, which can be ignored for now. In mygame/typeclasses are also base typeclasses for out-of-character things, notably Channels, Accounts and Scripts. We don’t cover those in this tutorial.

For your own game you will most likely want to expand on these very simple beginnings. It’s normal to want your Characters to have various attributes, for example. Maybe Rooms should hold extra information or even all Objects in your game should have properties not included in basic Evennia.

## Change Default Rooms, Exits, Character Typeclass¶

This is the simplest case.

The default build commands of a new Evennia game is set up to use the Room, Exit and Character classes found in the same-named modules under mygame/typeclasses/. By default these are empty and just implements the default parents from the Evennia library (DefaultRoometc). Just add the changes you want to these classes and run @reload to add your new functionality.

## Create a new type of object¶

Say you want to create a new “Heavy” object-type that characters should not have the ability to pick up.

1. Edit mygame/typeclasses/objects.py (you could also create a new module there, named something like heavy.py, that’s up to how you want to organize things).

2. Create a new class inheriting at any distance from DefaultObject. It could look something like this:

    # end of file mygame/typeclasses/objects.py
from evennia import DefaultObject

class Heavy(DefaultObject):
"Heavy object"
def at_object_creation(self):
"Called whenever a new object is created"
# lock the object down by default
# the default "get" command looks for this Attribute in order
# to return a customized error message (we just happen to know
# this, you'd have to look at the code of the 'get' command to
# find out).
self.db.get_err_msg = "This is too heavy to pick up."

1. Once you are done, log into the game with a build-capable account and do @create/drop rock:objects.Heavy to drop a new heavy “rock” object in your location. Next try to pick it up (@quell yourself first if you are a superuser). If you get errors, look at your log files where you will find the traceback. The most common error is that you have some sort of syntax error in your class.

Note that the Locks and Attribute which are set in the typeclass could just as well have been set using commands in-game, so this is a very simple example.

## Storing data on initialization¶

The at_object_creation is only called once, when the object is first created. This makes it ideal for database-bound things like Attributes. But sometimes you want to create temporary properties (things that are not to be stored in the database but still always exist every time the object is created). Such properties can be initialized in the at_init method on the object. at_init is called every time the object is loaded into memory.

Note: It’s usually pointless and wasteful to assign database data in at_init, since this will hit the database with the same value over and over. Put those in at_object_creation instead.

You are wise to use ndb (non-database Attributes) to store these non-persistent properties, since ndb-properties are protected against being cached out in various ways and also allows you to list them using various in-game tools:

def at_init(self):
self.ndb.counter = 0
self.ndb.mylist = []


Note: As mentioned in the Typeclasses documentation, at_init replaces the use of the standard __init__ method of typeclasses due to how the latter may be called in situations other than you’d expect. So use at_init where you would normally use __init__.

## Updating existing objects¶

If you already have some Heavy objects created and you add a new Attribute in at_object_creation, you will find that those existing objects will not have this Attribute. This is not so strange, since at_object_creation is only called once, it will not be called again just because you update it. You need to update existing objects manually.

If the number of objects is limited, you can use @typeclass/force/reload objectname to force a re-load of the at_object_creation method (only) on the object. This case is common enough that there is an alias @update objectname you can use to get the same effect. If there are multiple objects you can use @py to loop over the objects you need:

@py from typeclasses.objects import Heavy; [obj.at_object_creation() for obj in Heavy.objects.all()]