Eamon CS  3.1.0
Eamon.Framework.Primitive.Enums Namespace Reference

Enumerations

enum  Armor : long {
  Armor.SkinClothes = 0, Armor.ClothesShield, Armor.Leather, Armor.LeatherShield,
  Armor.ChainMail, Armor.ChainMailShield, Armor.PlateMail, Armor.PlateMailShield,
  Armor.MagicExotic8, Armor.MagicExoticShield9, Armor.MagicExotic10, Armor.MagicExoticShield11,
  Armor.MagicExotic12, Armor.MagicExoticShield13, Armor.MagicExotic14, Armor.MagicExoticShield15
}
 An enumeration of character Armor Classes. More...
 
enum  ArticleType : long {
  ArticleType.None = 0, ArticleType.A, ArticleType.An, ArticleType.Some,
  ArticleType.The
}
 An enumeration of Article Types. More...
 
enum  ArtifactTableType : long { ArtifactTableType.Default = 0, ArtifactTableType.CharArt }
 
enum  ArtifactType : long {
  ArtifactType.None = -1, ArtifactType.Gold, ArtifactType.Treasure, ArtifactType.Weapon,
  ArtifactType.MagicWeapon, ArtifactType.InContainer, ArtifactType.OnContainer, ArtifactType.UnderContainer,
  ArtifactType.BehindContainer, ArtifactType.LightSource, ArtifactType.Drinkable, ArtifactType.Readable,
  ArtifactType.DoorGate, ArtifactType.Edible, ArtifactType.BoundMonster, ArtifactType.Wearable,
  ArtifactType.DisguisedMonster, ArtifactType.DeadBody, ArtifactType.User1, ArtifactType.User2,
  ArtifactType.User3
}
 An enumeration of Artifact Types. More...
 
enum  Clothing : long {
  Clothing.ArmorShields = 0, Clothing.Overclothes, Clothing.ShoesBoots, Clothing.Gloves,
  Clothing.HatsHeadwear, Clothing.Jewelry, Clothing.Undergarments, Clothing.Shirts,
  Clothing.Pants
}
 An enumeration of Clothing Types. More...
 
enum  CombatCode : long {
  CombatCode.NeverFights = -2, CombatCode.NaturalWeapons, CombatCode.Weapons, CombatCode.Attacks,
  CombatCode.NaturalAttacks
}
 An enumeration of Monster Combat Codes. More...
 
enum  CommandType : long {
  CommandType.None = 0, CommandType.Movement, CommandType.Manipulation, CommandType.Interactive,
  CommandType.Miscellaneous
}
 
enum  ContainerDisplayCode : long { ContainerDisplayCode.None = 0, ContainerDisplayCode.SomethingSomeStuff, ContainerDisplayCode.ArtifactNameSomeStuff, ContainerDisplayCode.ArtifactNameList }
 
enum  ContainerType : long { ContainerType.In = 0, ContainerType.On, ContainerType.Under, ContainerType.Behind }
 
enum  Direction : long {
  Direction.North = 1, Direction.South, Direction.East, Direction.West,
  Direction.Up, Direction.Down, Direction.Northeast, Direction.Northwest,
  Direction.Southeast, Direction.Southwest, Direction.In, Direction.Out
}
 An enumeration of (compass) Directions. More...
 
enum  ExitType : long {
  ExitType.None = 0, ExitType.GoToMainHall, ExitType.Quit, ExitType.StartOver,
  ExitType.FinishAdventure, ExitType.DeleteCharacter, ExitType.Error, ExitType.User1,
  ExitType.User2, ExitType.User3
}
 
enum  FieldDesc : long { FieldDesc.None = 0, FieldDesc.Brief, FieldDesc.Full }
 
enum  Friendliness : long { Friendliness.Enemy = 1, Friendliness.Neutral, Friendliness.Friend }
 An enumeration of Monster friendliness values.
More...
 
enum  Gender : long { Gender.Male = 0, Gender.Female, Gender.Neutral }
 An enumeration of Character/Monster genders. More...
 
enum  LightLevel : long { LightLevel.Dark = 0, LightLevel.Light }
 An enumeration of Room Light Levels. More...
 
enum  MonsterType : long { MonsterType.NonCharMonster = 0, MonsterType.CharMonster, MonsterType.Any }
 
enum  ParryCode : long {
  ParryCode.NeverVaries = 0, ParryCode.Random, ParryCode.OffenseToDefense, ParryCode.DefenseToOffense,
  ParryCode.TrendToPreferred, ParryCode.MirrorPlayer, ParryCode.CounterPlayer, ParryCode.Alternating,
  ParryCode.CrowdAware, ParryCode.RangeDependent, ParryCode.ProgressivelyAggressive, ParryCode.CoordinatedTeam,
  ParryCode.AbilityDependent, ParryCode.EnvironmentDependent, ParryCode.PackMentality, ParryCode.User1,
  ParryCode.User2, ParryCode.User3
}
 
enum  PercentCharPolicy : long { PercentCharPolicy.None = 0, PercentCharPolicy.AllMonsters }
 
enum  PluralType : long { PluralType.None = 0, PluralType.S, PluralType.Es, PluralType.YIes }
 An enumeration of Plural Types. More...
 
enum  PoundCharPolicy : long { PoundCharPolicy.None = 0, PoundCharPolicy.PlayerArtifactsOnly, PoundCharPolicy.AllArtifacts }
 
enum  PropertyResetCode : long {
  PropertyResetCode.None = 0, PropertyResetCode.All, PropertyResetCode.RestoreGame, PropertyResetCode.SwitchContext,
  PropertyResetCode.RevealContainerContents
}
 
enum  PunctSpaceCode : long { PunctSpaceCode.None = 0, PunctSpaceCode.Single, PunctSpaceCode.Double }
 
enum  Record : long {
  Record.Config = 0, Record.Fileset, Record.Character, Record.Module,
  Record.Room, Record.Artifact, Record.Effect, Record.Monster,
  Record.Hint, Record.GameState
}
 
enum  RoomType : long { RoomType.Indoors = 0, RoomType.Outdoors }
 An enumeration of Room Types. More...
 
enum  Spell : long { Spell.Blast = 1, Spell.Heal, Spell.Speed, Spell.Power }
 An enumeration of Character and Monster Spells. More...
 
enum  SpellPolicy : long { SpellPolicy.None = 0, SpellPolicy.LeastInjured, SpellPolicy.MostInjured, SpellPolicy.Random }
 An enumeration used to set a Monster's Spell policy. More...
 
enum  Stat : long { Stat.Intellect = 1, Stat.Hardiness, Stat.Agility, Stat.Charisma }
 An enumeration of Character Stats.
More...
 
enum  StateDescDisplayCode : long { StateDescDisplayCode.None = 0, StateDescDisplayCode.SideNotesOnly, StateDescDisplayCode.AllStateDescs }
 
enum  Status : long { Status.Unknown = 0, Status.Alive, Status.Dead, Status.Adventuring }
 An enumeration of (Character) Statuses. More...
 
enum  Weapon : long {
  Weapon.Axe = 1, Weapon.Bow, Weapon.Club, Weapon.Spear,
  Weapon.Sword
}
 An enumeration of Character Weapon Skills. More...
 

Enumeration Type Documentation

◆ Armor

enum Eamon.Framework.Primitive.Enums.Armor : long
strong

An enumeration of character Armor Classes.

These armor classes parallel those found in Eamon Deluxe. You can take a look through the documentation for EDX or wait for the Eamon CS Dungeon Designer's Manual, which will have more details.

Enumerator
SkinClothes 
ClothesShield 
Leather 
LeatherShield 
ChainMail 
ChainMailShield 
PlateMail 
PlateMailShield 
MagicExotic8 
MagicExoticShield9 
MagicExotic10 
MagicExoticShield11 
MagicExotic12 
MagicExoticShield13 
MagicExotic14 
MagicExoticShield15 

◆ ArticleType

enum Eamon.Framework.Primitive.Enums.ArticleType : long
strong

An enumeration of Article Types.

These article types are applied to the Names of Artifacts and Monsters to improve the aesthetics of the output, making it more natural to read. You can modify any record at runtime to change its article type if desired.

Enumerator
None 

No article is ever applied. For example, "Trollsfire" or "Heinrich".

The name is preceded by "a". For example, "a flashlight" or "a wolverine".

An 

The name is preceded by "an". For example, "an axe" or "an orc".

Some 

The name is preceded by "some". For example, "some leather armor", "some silver cups" or "some green slime".

For Artifacts, it is important to distinguish between singular Artifacts (like the leather armor) and plural Artifacts (the silver cups). Plural Artifacts should be named as singular; this article type combined with the right plural type will produce the correct name. The situation for Monsters is similar; it is important to distinguish between singular Monsters (like the green slime) and group Monsters. Group Monsters have their own plural syntax (e.g., "seven kobolds"). Group Monsters should be named as singular, but with a singular article type (e.g., "a kobold"), and the right plural type.

The 

The name is preceded by "the". For example, "the Rings of Zylo" or "the Emerald Warrior".

Typically only applied to unique Artifacts or Monsters, or those with special importance in the game.

◆ ArtifactTableType

enum Eamon.Framework.Primitive.Enums.ArtifactTableType : long
strong
Enumerator
Default 
CharArt 

◆ ArtifactType

enum Eamon.Framework.Primitive.Enums.ArtifactType : long
strong

An enumeration of Artifact Types.

These artifact types parallel those found in Eamon Deluxe, but Eamon CS supports a multiple artifact type paradigm. You can take a look through the documentation for EDX or wait for the Eamon CS Dungeon Designer's Manual, which will have more details.

Enumerator
None 
Gold 
Treasure 
Weapon 
MagicWeapon 
InContainer 
OnContainer 
UnderContainer 
BehindContainer 
LightSource 
Drinkable 
Readable 
DoorGate 
Edible 
BoundMonster 
Wearable 
DisguisedMonster 
DeadBody 
User1 
User2 
User3 

◆ Clothing

enum Eamon.Framework.Primitive.Enums.Clothing : long
strong

An enumeration of Clothing Types.

These clothing types parallel those found in Eamon Deluxe. You can take a look through the documentation for EDX or wait for the Eamon CS Dungeon Designer's Manual, which will have more details.

Enumerator
ArmorShields 
Overclothes 
ShoesBoots 
Gloves 
HatsHeadwear 
Jewelry 
Undergarments 
Shirts 
Pants 

◆ CombatCode

enum Eamon.Framework.Primitive.Enums.CombatCode : long
strong

An enumeration of Monster Combat Codes.

These represent the behavior of Monsters while in combat. Their effect on gameplay is intended to parallel the Combat Code setting found in Eamon Deluxe.

Enumerator
NeverFights 

The Monster will never fight.

NaturalWeapons 

The Monster will favor Artifact weapons but fall back to natural weapons if necessary.

Weapons 

The Monster will use either Artifact weapons or natural weapons (but never both).

Attacks 

The Monster will be described as "attacking"; otherwise mirrors the Weapons setting.

NaturalAttacks 

The Monster will be described as "attacking"; otherwise mirrors the NaturalWeapons setting.

◆ CommandType

enum Eamon.Framework.Primitive.Enums.CommandType : long
strong

Enumerator
None 
Movement 
Manipulation 
Interactive 
Miscellaneous 

◆ ContainerDisplayCode

enum Eamon.Framework.Primitive.Enums.ContainerDisplayCode : long
strong

Enumerator
None 
SomethingSomeStuff 
ArtifactNameSomeStuff 
ArtifactNameList 

◆ ContainerType

enum Eamon.Framework.Primitive.Enums.ContainerType : long
strong

Enumerator
In 
On 
Under 
Behind 

◆ Direction

enum Eamon.Framework.Primitive.Enums.Direction : long
strong

An enumeration of (compass) Directions.

These represent the possible directional links between Rooms in a game. Each Room contains an array that is indexed using these Direction values. The array will always be created assuming a 12-direction game; for 6-direction games, the last six (6) elements will be unused.

Enumerator
North 
South 
East 
West 
Up 
Down 
Northeast 
Northwest 
Southeast 
Southwest 
In 
Out 

◆ ExitType

enum Eamon.Framework.Primitive.Enums.ExitType : long
strong

Enumerator
None 
GoToMainHall 
Quit 
StartOver 
FinishAdventure 
DeleteCharacter 
Error 
User1 
User2 
User3 

◆ FieldDesc

enum Eamon.Framework.Primitive.Enums.FieldDesc : long
strong

Enumerator
None 
Brief 
Full 

◆ Friendliness

enum Eamon.Framework.Primitive.Enums.Friendliness : long
strong

An enumeration of Monster friendliness values.

Each Monster in a game has a reaction to the player character, as defined by this enum. This is pretty standard to Eamon in general and Eamon CS is no different.

Enumerator
Enemy 

The Monster is hostile to the player character and all Friend monsters. The Monster attacks on sight and flees the Room or pursues based on Courage.

Neutral 

The Monster ignores all other Monsters and refuses to flee the Room, or attack either Friend or Enemy.

Friend 

The Monster is friendly, follows the player character around and attacks Enemy Monsters.

◆ Gender

enum Eamon.Framework.Primitive.Enums.Gender : long
strong

An enumeration of Character/Monster genders.

Each Character or Monster in a game is assigned a gender value. For player characters this is of course set during creation in the Main Hall. As with all other properties, the gender value can be manipulated during gameplay (and, in at least one ECS adventure, actually is!)

Enumerator
Male 

The Character or Monster is male.

Female 

The Character or Monster is female.

Neutral 

The Monster is neutral/indeterminate. Not available to player characters.

◆ LightLevel

enum Eamon.Framework.Primitive.Enums.LightLevel : long
strong

An enumeration of Room Light Levels.

These represent the possible ambient light levels found in Rooms in a game. Each Room has its own light level value which can be manipulated during gameplay if desired.

Enumerator
Dark 

Dark Rooms are very restrictive on the kind of activities allowed.

Light 

Lit Rooms allow the full range of Commands.

◆ MonsterType

enum Eamon.Framework.Primitive.Enums.MonsterType : long
strong
Enumerator
NonCharMonster 
CharMonster 
Any 

◆ ParryCode

enum Eamon.Framework.Primitive.Enums.ParryCode : long
strong

Enumerator
NeverVaries 

The Monster's Parry setting never varies.

Random 

The Monster's Parry setting is randomly selected periodically.

OffenseToDefense 

The Monster's Parry setting trends to offensive when uninjured and defensive when injured.

DefenseToOffense 

The Monster's Parry setting trends to defensive when uninjured and offensive when injured.

TrendToPreferred 

The Monster's Parry setting trends to natural (initial) preferences.

MirrorPlayer 

The Monster's Parry setting mirrors the player's Parry setting.

CounterPlayer 

The Monster's Parry setting counters the player's Parry setting.

Alternating 

The Monster's Parry setting alternates between extreme offensive and defensive states.

CrowdAware 

The Monster's Parry setting becomes more defensive with multiple enemies, more offensive against single targets.

RangeDependent 

The Monster's Parry setting becomes more offensive at close range, more defensive at long range.

ProgressivelyAggressive 

The Monster's Parry setting becomes increasingly offensive as combat progresses.

CoordinatedTeam 

The Monster's Parry setting maintains opposite values to nearby allied monsters.

AbilityDependent 

The Monster's Parry setting changes based on special ability availability.

EnvironmentDependent 

The Monster's Parry setting varies based on environmental conditions.

PackMentality 

The Monster's Parry setting copies the strongest nearby allied monster.

User1 
User2 
User3 

◆ PercentCharPolicy

enum Eamon.Framework.Primitive.Enums.PercentCharPolicy : long
strong

Enumerator
None 
AllMonsters 

◆ PluralType

enum Eamon.Framework.Primitive.Enums.PluralType : long
strong

An enumeration of Plural Types.

These plural types are applied to Artifacts and Monsters and improve the aesthetics of the output, making it more natural to read. You can modify any record at runtime to change its plural type, if desired. The plural type is only applicable to plural Artifacts and group Monsters, although if possible you should still assign the correct one even when it won't be used. If you have a special situation where none of the following values applies (e.g., "Rings of Zylo"), customized plural names can be created using Effects.

Enumerator
None 

No plural type is ever applied. For example, "aircraft" or "moose".

The name is followed by "s". For example, "flashlights" or "wolverines".

Es 

The name is followed by "es". For example, "crucifixes" or "finches".

YIes 

The name ends with "y" - which is dropped - and is followed by "ies". For example, "factories" or "canaries".

◆ PoundCharPolicy

enum Eamon.Framework.Primitive.Enums.PoundCharPolicy : long
strong

Enumerator
None 
PlayerArtifactsOnly 
AllArtifacts 

◆ PropertyResetCode

enum Eamon.Framework.Primitive.Enums.PropertyResetCode : long
strong

Enumerator
None 
All 
RestoreGame 
SwitchContext 
RevealContainerContents 

◆ PunctSpaceCode

enum Eamon.Framework.Primitive.Enums.PunctSpaceCode : long
strong

Enumerator
None 
Single 
Double 

◆ Record

enum Eamon.Framework.Primitive.Enums.Record : long
strong

Enumerator
Config 
Fileset 
Character 
Module 
Room 
Artifact 
Effect 
Monster 
Hint 
GameState 

◆ RoomType

enum Eamon.Framework.Primitive.Enums.RoomType : long
strong

An enumeration of Room Types.

These represent the possible types of Rooms found in a game. Each Room has its own room type value which can be manipulated during gameplay if desired.

Enumerator
Indoors 

The Room is considered indoors; the adjacent Rooms list is prefixed with "Obvious exits".

Outdoors 

The Room is considered outdoors; the adjacent Rooms list is prefixed with "Obvious paths".

◆ Spell

enum Eamon.Framework.Primitive.Enums.Spell : long
strong

An enumeration of Character and Monster Spells.

These spells should be familiar to anyone who has been involved with Eamon before. The Eamon CS Dungeon Designer's Manual will have more details.

Enumerator
Blast 
Heal 
Speed 
Power 

◆ SpellPolicy

enum Eamon.Framework.Primitive.Enums.SpellPolicy : long
strong

An enumeration used to set a Monster's Spell policy.

Enumerator
None 
LeastInjured 

Target the least injured available Monster.

MostInjured 

Target the most injured available Monster.

Random 

Target a random available Monster.

◆ Stat

enum Eamon.Framework.Primitive.Enums.Stat : long
strong

An enumeration of Character Stats.

The last three should be familiar to anyone who has been involved with Eamon before; Intellect is unique to Eamon CS, and represents the character's mental capacity, wisdom and/or intelligence. Some of these Stats are used by Monsters as well.

Enumerator
Intellect 
Hardiness 
Agility 
Charisma 

◆ StateDescDisplayCode

enum Eamon.Framework.Primitive.Enums.StateDescDisplayCode : long
strong

Enumerator
None 
SideNotesOnly 
AllStateDescs 

◆ Status

enum Eamon.Framework.Primitive.Enums.Status : long
strong

An enumeration of (Character) Statuses.

These represent the possible states that a player character can be in. Each Character has an associated Status that is set based on various game activities.

Enumerator
Unknown 

The state of the Character is indeterminate (in practice, this Status is unused).

Alive 

The Character is available for use; this is the default Status.

Dead 

The Character is not available for use; this is trivially reversible, however.

Adventuring 

The Character is out on an adventure.

◆ Weapon

enum Eamon.Framework.Primitive.Enums.Weapon : long
strong

An enumeration of Character Weapon Skills.

These weapon skills should be familiar to anyone who has been involved with Eamon before. The Eamon CS Dungeon Designer's Manual will have more details.

Enumerator
Axe 
Bow 
Club 
Spear 
Sword