using System.Collections; using System.Collections.Generic; using UnityEngine; using SiegeSong; namespace SiegeSong { public enum AIBattleStrategy { DistanceToRecoup = 0, DistanceToRanged = 1, LureIntoCounter = 2, ChargeToAttack = 3, } public enum AIConfidence { Panicked = 0, Nervous = 1, Calm = 2, Confident = 3, Reckless = 4, } public enum AIHostility { Unconscious = 0, Surrendered = 1, Fleeing = 2, NotHostile = 3, GuardingNonHostile = 4, SearchingNotHostile = 5, GuardingHostile = 6, SearchingHostile = 7, Hostile = 8, } public enum FactionRelationship { Allies = 0, Peers = 1, Rivals = 2, Enemies = 3, Combatants = 4, } public enum Faction { Prey = 0, Predators = 1, Citizens = 2, Bandits = 3, Hunters = 4, Monsters = 5, MonsterHunters = 6, BountyrHunters = 7, WantedCriminal = 8, // ... } public enum PhysicalMaterial { Flesh = 0, Dirt = 1, Sand = 2, Stone = 3, Ceramic = 4, Wood = 5, MetalF = 6, MetalNonF = 7, Fabric = 8, } public enum ProtectionLevel { Unprotected = 0, Partial = 1, Full = 2, } public enum DamageWeight { Light = 0, Medium = 1, Heavy = 2, } public enum DamageType { Cutting = 0, Stabbing = 1, Bludgeoning = 2, } public enum EffectType { Physical = 0, Phsychic = 1, Buring = 2, Shocking = 3, Freezing = 4, Poisoning = 5, Irradiating = 6, } public enum Attributes { Strength = 0, Endurance = 1, Resiliency = 2, Resolve = 3, Immunity = 4, Balance = 5, Intellect = 6, Empathy = 7, Awareness = 8, } public enum LoadZoneClassification { Area = 0, Locale = 1, Region = 2, } public enum HUDGroup { StatBarArea = 0, EquipmentArea = 1, SelectorArea = 2, NotificationArea = 3, LeftDirectionalArea = 4, RightDirectionalArea = 5, BigNotificationArea = 6, } public enum InputDirection { TopLeft = 0, TopMid = 1, TopRight = 2, MidLeft = 3, MidMid = 4, MidRight = 5, BottomLeft = 6, BottomMid = 7, BottomRight = 8, } public enum SkillCategory { Martial = 0, Physical = 1, Mental = 2, Magical = 3, } public enum MartialSkill { ShortBlades = 0, LongBlades = 1, Axes = 2, BluntWeapons = 3, Polearms = 4, Shortbows = 5, Longbows = 6, Bucklers = 7, Shields = 8, } public enum PhysicalSkill { Tailoring = 0, Cooking = 1, Sculpting = 2, Smithing = 3, Fishing = 4, Athletics = 5, Acrobatics = 6, Finesse = 7, Stealth = 8, } public enum MentalSkill { Oration = 0, // Persuasion + Inspiration Deception = 1, Perception = 2, Strategy = 3, // Logistics + Negiotiation Navigation = 4, Engineering = 5, // Lockpicking + Mechanical Alchemy = 6, Medicine = 7, AnimalHandling = 8, } public enum MagicalSkill { Transmutation = 0, // Destruction + Restoration (Healing) Transfiguration = 1, // Alteration + Restoration (Augmentation) Conjuration = 2, Illusion = 3, Enchanting = 4, Pyrokinesis = 5, Hydrokinesis = 6, Geokinesis = 7, Aerokinesis = 8, } public enum ItemType { Material = 0, Consumable = 1, Equipable = 2, Readable = 3, Useable = 4, Container = 5, } public enum EquipableType { Equipment = 0, Aparrel = 1, } public enum EquipableArea { Left = 0, Ability = 1, Right = 2, BothLR = 3, BothLA = 4, BothRA = 5, EitherLR = 6, EitherLA = 7, EitherRA = 8, All = 9, Any = 10, } public enum AparrelSlot { Head = 0, Chest = 1, LeftShoulder = 2, RightShoulder = 3, LeftArm = 4, RightArm = 5, Belt = 6, LeftLeg = 7, RightLeg = 8, } }