PursuitEvent
One beat of a chase: the gap, a distraction taken, an escape, or a capture.
Full documentation: PursuitEvent. Wire type: pursuit.
Default visibility: player
Message codes: encounter.pursuit.caught, encounter.pursuit.distracted, encounter.pursuit.escaped, encounter.pursuit.round
JSON Schema
{
"$defs": {
"Visibility": {
"description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n ```python\n from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n log = [\n DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n ]\n shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n assert shown == [\"combat.damage.dealt\"] # the goblin's remaining hit points stay hidden\n ```",
"enum": [
"player",
"referee"
],
"title": "Visibility",
"type": "string"
}
},
"description": "One beat of a chase: the gap, a distraction taken, an escape, or a capture.\n\nEmitted by `Evade` once the chase is on, and by\n`Wait` and\n`DropItems` for each further beat, which is\nhow the party keeps running or throws something behind it.\n\nA capture opens battle at once, and an escape ends the encounter. A chase that\nruns long enough tires the party out, which arrives as\n`ExhaustionEvent`.",
"properties": {
"code": {
"title": "Code",
"type": "string",
"description": "What happened, as two or more lowercase segments separated by dots and namespaced by subsystem, like\n`combat.attack.hit`. This is what you branch on and what\n`format_message` looks up. Anything else raises a validation error."
},
"visibility": {
"$ref": "#/$defs/Visibility",
"default": "player",
"description": "Player visibility: the party can see how close the chase is."
},
"event_type": {
"const": "pursuit",
"default": "pursuit",
"title": "Event Type",
"type": "string",
"description": "The wire discriminator, `pursuit`."
},
"round": {
"title": "Round",
"type": "integer",
"description": "Which beat of the chase this is, counting from one."
},
"gap_feet": {
"title": "Gap Feet",
"type": "integer",
"description": "How far ahead the party is, in feet, at the end of this beat. It never goes below zero, and\nat five feet or less the pursuers have caught up."
}
},
"required": [
"code",
"round",
"gap_feet"
],
"title": "PursuitEvent",
"type": "object"
}