All users (real people) that starts a game Session on Evennia are doing so through an
object called Account. The Account object has no in-game representation, it represents a unique
game account. In order to actually get on the game the Account must puppet an Object
(normally a `Character`_).
Exactly how many Sessions can interact with an Account and its Puppets at once is determined by
Evennia’s MULTISESSION_MODE setting.
Apart from storing login information and other account-specific data, the Account object is what is
chatting on Channels. It is also a good place to store Permissions to be
consistent between different in-game characters as well as configuration options. The Account
object also has its own CmdSet, the AccountCmdSet.
Logged into default evennia, you can use the ooc command to leave your current
`character`_ and go into OOC mode. You are quite limited in this mode, basically it works
like a simple chat program. It acts as a staging area for switching between Characters (if your
game supports that) or as a safety mode if your Character gets deleted. Use ic to attempt to
(re)puppet a Character.
Note that the Account object can have, and often does have, a different set of
Permissions from the Character they control. Normally you should put your
permissions on the Account level - this will overrule permissions set on the Character level. For
the permissions of the Character to come into play the default quell command can be used. This
allows for exploring the game using a different permission set (but you can’t escalate your
permissions this way - for hierarchical permissions like Builder, Admin etc, the lower of the
permissions on the Character/Account will always be used).

How to create your own Account types

You will usually not want more than one Account typeclass for all new accounts (but you could in
principle create a system that changes an account’s typeclass dynamically).
An Evennia Account is, per definition, a Python class that includes evennia.DefaultAccount among
its parents. In mygame/typeclasses/ there is an empty class ready for you to modify.
Evennia defaults to using this (it inherits directly from DefaultAccount).

Here’s an example of modifying the default Account class in code:

# in mygame/typeclasses/

from evennia import DefaultAccount

class Account(DefaultAccount): # [...]

at_account_creation(self): "this is called only once, when account is first created"
    self.db.real_name = None      # this is set later self.db.real_address = None   #       "
    self.db.config_1 = True       # default config self.db.config_2 = False      #       "
    self.db.config_3 = 1          #       "

    # ... whatever else our game needs to know ``` Reload the server with `reload`.
… However, if you use examine *self (the asterisk makes you examine your Account object rather
than your Character), you won’t see your new Attributes yet. This is because at_account_creation
is only called the very first time the Account is called and your Account object already exists
(any new Accounts that connect will see them though). To update yourself you need to make sure to
re-fire the hook on all the Accounts you have already created. Here is an example of how to do this
using py:

py [account.at_account_creation() for account in evennia.managers.accounts.all()]

You should now see the Attributes on yourself.

If you wanted Evennia to default to a completely different Account class located elsewhere, you
must point Evennia to it. Add BASE_ACCOUNT_TYPECLASS to your settings file, and give the python
path to your custom class as its value. By default this points to typeclasses.accounts.Account,
the empty template we used above.

Properties on Accounts

Beyond those properties assigned to all typeclassed objects (see Typeclasses), the
Account also has the following custom properties:
  • user - a unique link to a User Django object, representing the logged-in user.
  • obj - an alias for character.
  • name - an alias for user.username
  • sessions - an instance of ObjectSessionHandler managing all connected Sessions (physical connections) this object listens to (Note: In older versions of Evennia, this was a list). The so-called session-id (used in many places) is found as a property sessid on each Session instance.
  • is_superuser (bool: True/False) - if this account is a superuser.

Special handlers:

  • cmdset - This holds all the current Commands of this Account. By default these are the commands found in the cmdset defined by settings.CMDSET_ACCOUNT.
  • nicks - This stores and handles Nicks, in the same way as nicks it works on Objects. For Accounts, nicks are primarily used to store custom aliases for Channels.

Selection of special methods (see evennia.DefaultAccount for details):

  • get_puppet - get a currently puppeted object connected to the Account and a given session id, if any.
  • puppet_object - connect a session to a puppetable Object.
  • unpuppet_object - disconnect a session from a puppetable Object.
  • msg - send text to the Account
  • execute_cmd - runs a command as if this Account did it.
  • search - search for Accounts.