enum | EamonRT.Framework.Primitive.Enums.CombatState : long {
EamonRT.Framework.Primitive.Enums.CombatState.None = 0,
EamonRT.Framework.Primitive.Enums.CombatState.BeginAttack,
EamonRT.Framework.Primitive.Enums.CombatState.AttackMiss,
EamonRT.Framework.Primitive.Enums.CombatState.AttackFumble,
EamonRT.Framework.Primitive.Enums.CombatState.AttackHit,
EamonRT.Framework.Primitive.Enums.CombatState.CalculateDamage,
EamonRT.Framework.Primitive.Enums.CombatState.CheckArmor,
EamonRT.Framework.Primitive.Enums.CombatState.CheckMonsterStatus,
EamonRT.Framework.Primitive.Enums.CombatState.CheckDisguisedMonster,
EamonRT.Framework.Primitive.Enums.CombatState.CheckDeadBody,
EamonRT.Framework.Primitive.Enums.CombatState.CheckAlreadyBroken,
EamonRT.Framework.Primitive.Enums.CombatState.CheckNotBreakable,
EamonRT.Framework.Primitive.Enums.CombatState.AttackHitArtifact,
EamonRT.Framework.Primitive.Enums.CombatState.CalculateDamageArtifact,
EamonRT.Framework.Primitive.Enums.CombatState.CheckArtifactStatus,
EamonRT.Framework.Primitive.Enums.CombatState.CheckSpillContents,
EamonRT.Framework.Primitive.Enums.CombatState.EndAttack,
EamonRT.Framework.Primitive.Enums.CombatState.User1,
EamonRT.Framework.Primitive.Enums.CombatState.User2,
EamonRT.Framework.Primitive.Enums.CombatState.User3
} |