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event.rst

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Event System Reference

auraxium.event

Event Types

auraxium.event

Event

age() -> float

AchievementAdded

BattleRankUp

ContinentLock

Death

FacilityControl

GainExperience

filter_experience(id: int) -> str

ItemAdded

MetagameEvent

PlayerFacilityCapture

PlayerFacilityDefend

PlayerLogin

PlayerLogout

SkillAdded

VehicleDestroy

Event Client

auraxium.event

EventClient

endpoint_status() -> dict[str, bool]

add_trigger(trigger: Trigger) -> None

get_trigger(name: str) -> Trigger

remove_trigger(trigger: Trigger | str, *, keep_websocket_alive: bool = False) -> None

close() -> None

connect() -> None

disconnect() -> None

dispatch(event: Event) -> None

trigger(self, event: str | type[Event], args: str | type[Event], name: str | None = None,*kwargs) -> typing.Callable[typing.Callable[[Event], typing.Coroutine[None]], None]

wait_for(trigger: Trigger, *args: Trigger, timeout: float | None = None) -> Event

wait_ready(interval: float = 0.05) -> None

Triggers

Trigger

__init__(event: type[Event] | str, *args: type[Event] | str, characters: collections.abc.Iterable[auraxium.ps2.Character | int] | None = None, worlds: collections.abc.Iterable[auraxium.ps2.World | int] | None = None, conditions: list[typing.Callable[[Event], bool]] | None = None, action: typing.Callable[[Event], typing.Coroutine[None] | None] | None = None, name: str | None = None, single_shot: bool = False) -> None

callback(func: Callable[[Event], typing.Coroutine[None] | None]) -> None

check(event: Event) -> bool

generate_subscription(logical_and: bool | None = None) -> str

run(event: Event) -> None