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ItemUsedEvent

A magic item was used: a potion drunk, a scroll read, a device fired.

Full documentation: ItemUsedEvent. Wire type: item_used.

Default visibility: player

Message codes: items.device.activated, items.potion.drunk, items.potion.mixed, items.scroll.cursed, items.scroll.read

JSON Schema

{
  "$defs": {
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "A magic item was used: a potion drunk, a scroll read, a device fired.\n\nEmitted by `UseItem` out of combat and by\n`ResolveBattleRound` for an item used\nin a fight. Whatever the item does follows in the same result as kernel events.\n\nUsing an item for the first time is what identifies it, so an\n`ItemIdentifiedEvent` and possibly a\n`CurseRevealedEvent` come just before\nthis one. Firing a device that has nothing left in it is a rejection\n(`items.device.inert`) rather than an event, because it costs the party nothing.\nCharges never appear on any event: how many uses an item has left is the\nreferee's to know.",
  "properties": {
    "code": {
      "title": "Code",
      "type": "string",
      "description": "What happened, as two or more lowercase segments separated by dots and namespaced by subsystem, like\n`combat.attack.hit`. This is what you branch on and what\n`format_message` looks up. Anything else raises a validation error."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: the party watched it happen."
    },
    "event_type": {
      "const": "item_used",
      "default": "item_used",
      "title": "Event Type",
      "type": "string",
      "description": "The wire discriminator, `item_used`."
    },
    "character_id": {
      "title": "Character Id",
      "type": "string",
      "description": "The member who used the item."
    },
    "instance_id": {
      "title": "Instance Id",
      "type": "string",
      "description": "The session-scoped id of the item used, never its template id, so an item the party hasn't\nidentified keeps its secret."
    },
    "manual": {
      "default": [],
      "items": {
        "type": "string"
      },
      "title": "Manual",
      "type": "array",
      "description": "The item's printed text, for the items whose effect the engine doesn't resolve, like a\ntreasure map or a curse the game narrates. Empty when the engine resolved the effect itself.\nShow these lines to the table and adjudicate them yourself."
    }
  },
  "required": [
    "code",
    "character_id",
    "instance_id"
  ],
  "title": "ItemUsedEvent",
  "type": "object"
}