Eamon CS
3.1.0
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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.
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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 | |
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None | No article is ever applied. For example, "Trollsfire" or "Heinrich". |
A | 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. |
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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.
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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 | |
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ArmorShields | |
Overclothes | |
ShoesBoots | |
Gloves | |
HatsHeadwear | |
Jewelry | |
Undergarments | |
Shirts | |
Pants |
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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 | |
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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. |
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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 | |
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North | |
South | |
East | |
West | |
Up | |
Down | |
Northeast | |
Northwest | |
Southeast | |
Southwest | |
In | |
Out |
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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 | |
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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. |
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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 | |
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Male | |
Female | |
Neutral | The Monster is neutral/indeterminate. Not available to player characters. |
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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 | |
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Dark | Dark Rooms are very restrictive on the kind of activities allowed. |
Light | Lit Rooms allow the full range of Commands. |
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Enumerator | |
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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 |
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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.
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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 | |
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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". |
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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 | |
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Intellect | |
Hardiness | |
Agility | |
Charisma |
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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 | |
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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. |