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

Enumerations

enum  AttackResult : long {
  AttackResult.None = 0, AttackResult.Fumble, AttackResult.Miss, AttackResult.Hit,
  AttackResult.CriticalHit
}
 
enum  CombatState : long {
  CombatState.None = 0, CombatState.BeginAttack, CombatState.AttackMiss, CombatState.AttackFumble,
  CombatState.AttackHit, CombatState.CalculateDamage, CombatState.CheckArmor, CombatState.CheckMonsterStatus,
  CombatState.CheckDisguisedMonster, CombatState.CheckDeadBody, CombatState.CheckAlreadyBroken, CombatState.CheckNotBreakable,
  CombatState.AttackHitArtifact, CombatState.CalculateDamageArtifact, CombatState.CheckArtifactStatus, CombatState.CheckSpillContents,
  CombatState.EndAttack, CombatState.User1, CombatState.User2, CombatState.User3
}
 
enum  EventType : long {
  EventType.AfterEndRound = 0, EventType.BeforeStartRound, EventType.AfterExtinguishLightSourceCheck, EventType.AfterMoveMonsters,
  EventType.AfterSetDestinationRoom, EventType.BeforePrintCommandPrompt, EventType.BeforeCanMoveToRoomCheck, EventType.AfterBlockingArtifactCheck,
  EventType.BeforePrintPlayerRoom, EventType.AfterPrintPlayerRoom, EventType.AfterClearLastCommandList, EventType.AfterAggravateMonster,
  EventType.BeforeGuardMonsterCheck, EventType.BeforeKeyArtifactCheck, EventType.AfterEnforceMonsterWeightLimitsCheck, EventType.AfterGiveReadiedWeaponCheck,
  EventType.BeforeTakePlayerGold, EventType.AfterCloseArtifact, EventType.BeforeDrinkArtifact, EventType.BeforeNowEmptyArtifactCheck,
  EventType.AfterDrinkArtifact, EventType.BeforeEatArtifact, EventType.AfterEatArtifact, EventType.AfterPrintArtifactFullDesc,
  EventType.AfterPrintArtifactContents, EventType.BeforePrintArtifactOpen, EventType.AfterOpenArtifact, EventType.BeforePutArtifact,
  EventType.AfterPutArtifact, EventType.BeforePrintArtifactReadText, EventType.AfterReadArtifact, EventType.BeforeRemoveWornArtifact,
  EventType.AfterRemoveWornArtifact, EventType.BeforeUseArtifact, EventType.BeforeWearArtifact, EventType.AfterWearArtifact,
  EventType.BeforePrintSayText, EventType.AfterPrintSayText, EventType.AfterPrintPlayerStatus, EventType.AfterNumberOfExitsCheck,
  EventType.BeforeReadyArtifact, EventType.AfterReadyArtifact, EventType.BeforeAttackMonster, EventType.BeforeAttackArtifact,
  EventType.BeforeExamineMonsterHealthStatus, EventType.AfterExamineMonsterHealthStatus, EventType.BeforeInventoryMonsterHealthStatus, EventType.AfterInventoryMonsterHealthStatus,
  EventType.AfterAttackNonEnemyCheck, EventType.AfterRefuseDeadBodyCheck
}
 
enum  IntroStoryType : long { IntroStoryType.Default = 0, IntroStoryType.Beginners }
 
enum  MagicState : long {
  MagicState.None = 0, MagicState.BeginSpellBlast, MagicState.CheckAfterCastBlast, MagicState.AggravateMonster,
  MagicState.CheckAfterAggravateMonster, MagicState.AttackDobj, MagicState.BeginSpellHeal, MagicState.CheckAfterCastHeal,
  MagicState.HealInjury, MagicState.ShowHealthStatus, MagicState.BeginSpellSpeed, MagicState.CheckAfterCastSpeed,
  MagicState.BoostAgility, MagicState.CalculateSpeedTurns, MagicState.FeelEnergized, MagicState.BeginSpellPower,
  MagicState.CheckAfterCastPower, MagicState.SonicBoomFortuneCookie, MagicState.RaiseDead, MagicState.RaiseDeadVanishArtifacts,
  MagicState.TunnelCollapses, MagicState.SonicBoom, MagicState.AllWoundsHealed, MagicState.TeleportToRoom,
  MagicState.ArmorThickens, MagicState.MagicSkillsIncrease, MagicState.EndMagic, MagicState.User1,
  MagicState.User2, MagicState.User3
}
 
enum  WeaponRevealType : long { WeaponRevealType.Never = 0, WeaponRevealType.Always, WeaponRevealType.OnlyIfSeen }
 

Enumeration Type Documentation

◆ AttackResult

enum EamonRT.Framework.Primitive.Enums.AttackResult : long
strong

Enumerator
None 
Fumble 
Miss 
Hit 
CriticalHit 

◆ CombatState

enum EamonRT.Framework.Primitive.Enums.CombatState : long
strong

Enumerator
None 
BeginAttack 
AttackMiss 
AttackFumble 
AttackHit 
CalculateDamage 
CheckArmor 
CheckMonsterStatus 
CheckDisguisedMonster 
CheckDeadBody 
CheckAlreadyBroken 
CheckNotBreakable 
AttackHitArtifact 
CalculateDamageArtifact 
CheckArtifactStatus 
CheckSpillContents 
EndAttack 
User1 
User2 
User3 

◆ EventType

enum EamonRT.Framework.Primitive.Enums.EventType : long
strong

Enumerator
AfterEndRound 

An event that fires at the end of the current round, after all processing is done.

BeforeStartRound 

An event that fires at the start of a new round, before any processing is done.

AfterExtinguishLightSourceCheck 

An event that fires after the player moves to a new Room, and any carried light source is extinguished (if necessary).

AfterMoveMonsters 

An event that fires after the player moves to a new Room, and any Monsters in the exited Room (friendly or hostile) have followed.

AfterSetDestinationRoom 

An event that fires after the player's destination Room Uid is calculated and stored.

BeforePrintCommandPrompt 

An event that fires before the player's command prompt is printed.

BeforeCanMoveToRoomCheck 

An event that fires before it is known whether the player can move to a Room.

AfterBlockingArtifactCheck 

An event that fires after it is known whether a blocking Artifact (for example, a door) prevents the player's movement.

BeforePrintPlayerRoom 

An event that fires before the player's Room is printed.

AfterPrintPlayerRoom 

An event that fires after the player's Room is printed.

AfterClearLastCommandList 

An event that fires after the player's command is processed (but not executed) and the LastCommandList cleared.

AfterAggravateMonster 

An event that fires after a Monster targeted by an attack gets aggravated.

BeforeGuardMonsterCheck 

An event that fires before a guard Monster prevents a bound Monster from being freed.

BeforeKeyArtifactCheck 

An event that fires before a key Artifact prevents a bound Monster from being freed.

AfterEnforceMonsterWeightLimitsCheck 

An event that fires after limits are enforced on the weight a Monster can carry.

AfterGiveReadiedWeaponCheck 

An event that fires after checking if a readied weapon is given away.

BeforeTakePlayerGold 

An event that fires before a Monster takes the gold offered by the player.

AfterCloseArtifact 

An event that fires after an Artifact is closed.

BeforeDrinkArtifact 

An event that fires before an Artifact is drunk.

BeforeNowEmptyArtifactCheck 

An event that fires before checking if an Artifact is fully drunk.

AfterDrinkArtifact 

An event that fires after an Artifact is drunk.

BeforeEatArtifact 

An event that fires before an Artifact is eaten.

AfterEatArtifact 

An event that fires after an Artifact is eaten.

AfterPrintArtifactFullDesc 

An event that fires after an Artifact's full description is printed (but before units are listed for drinkables/edibles).

AfterPrintArtifactContents 

An event that fires after an Artifact's container contents are printed.

BeforePrintArtifactOpen 

An event that fires after an Artifact is opened but before the open message is printed.

AfterOpenArtifact 

An event that fires after an Artifact is opened.

BeforePutArtifact 

An event that fires before an Artifact is put into a container.

AfterPutArtifact 

An event that fires after an Artifact is put into a container.

BeforePrintArtifactReadText 

An event that fires before an Artifact's read text is printed.

AfterReadArtifact 

An event that fires after an Artifact is read.

BeforeRemoveWornArtifact 

An event that fires before a worn Artifact is removed.

AfterRemoveWornArtifact 

An event that fires after a worn Artifact is removed.

BeforeUseArtifact 

An event that fires before an Artifact is used.

BeforeWearArtifact 

An event that fires before an Artifact is worn.

AfterWearArtifact 

An event that fires after an Artifact is worn.

BeforePrintSayText 

An event that fires before spoken text is printed.

AfterPrintSayText 

An event that fires after spoken text is printed.

AfterPrintPlayerStatus 

An event that fires after the player's status text is printed.

AfterNumberOfExitsCheck 

An event that fires after checking if exits are available for fleeing, and it resolves that there are.

BeforeReadyArtifact 

An event that fires before an Artifact is readied.

AfterReadyArtifact 

An event that fires after an Artifact is readied.

BeforeAttackMonster 

An event that fires before a Monster is attacked or blasted.

BeforeAttackArtifact 

An event that fires before an Artifact is attacked or blasted.

BeforeExamineMonsterHealthStatus 

An event that fires before a Monster's health status is examined.

AfterExamineMonsterHealthStatus 

An event that fires after a Monster's health status is examined.

BeforeInventoryMonsterHealthStatus 

An event that fires before a Monster's health status is inventoried.

AfterInventoryMonsterHealthStatus 

An event that fires after a Monster's health status is inventoried.

AfterAttackNonEnemyCheck 

An event that fires after checking if a non-enemy Monster should be attacked.

AfterRefuseDeadBodyCheck 

An event that fires after checking if a Monster should refuse to accept a dead body gift.

◆ IntroStoryType

enum EamonRT.Framework.Primitive.Enums.IntroStoryType : long
strong

Enumerator
Default 
Beginners 

◆ MagicState

enum EamonRT.Framework.Primitive.Enums.MagicState : long
strong

Enumerator
None 
BeginSpellBlast 
CheckAfterCastBlast 
AggravateMonster 
CheckAfterAggravateMonster 
AttackDobj 
BeginSpellHeal 
CheckAfterCastHeal 
HealInjury 
ShowHealthStatus 
BeginSpellSpeed 
CheckAfterCastSpeed 
BoostAgility 
CalculateSpeedTurns 
FeelEnergized 
BeginSpellPower 
CheckAfterCastPower 
SonicBoomFortuneCookie 
RaiseDead 
RaiseDeadVanishArtifacts 
TunnelCollapses 
SonicBoom 
AllWoundsHealed 
TeleportToRoom 
ArmorThickens 
MagicSkillsIncrease 
EndMagic 
User1 
User2 
User3 

◆ WeaponRevealType

enum EamonRT.Framework.Primitive.Enums.WeaponRevealType : long
strong

Enumerator
Never 
Always 
OnlyIfSeen