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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"
}