package ObjEditingCommons public enum Race Commoner Creeps Critters Demon Human Naga Nightelf Orc Other Undead Unknown public enum AttacksEnabled None AttackOneOnly AttackTwoOnly Both public function Race.toObjectString() returns string string result switch this case Commoner result = "commoner" case Creeps result = "creeps" case Critters result = "critters" case Demon result = "demon" case Human result = "human" case Naga result = "naga" case Nightelf result = "nightelf" case Orc result = "orc" case Other result = "other" case Undead result = "undead" case Unknown result = "unknown" return result public function AttacksEnabled.toObjectInt() returns int int result switch this case None result = 0 case AttackOneOnly result = 1 case AttackTwoOnly result = 2 case Both result = 3 return result public enum MovementType None Foot Horse Fly Hover Float Amphipic public enum ArmorType Small Medium Large Fortified Normal Hero Divine Unarmored public enum AttackType Unknown Normal Pierce Siege Spells Chaos Magic Hero public enum WeaponSound Nothing AxeMediumChop MetalHeavyBash MetalHeavyChop MetalHeavySlice MetalLightChop MetalLightSlice MetalMediumBash MetalMediumChop MetalMediumSlice RockHeavyBash WoodHeavyBash WoodLightBash WoodMediumBash public enum ArmorSoundType Ethereal Metal Flesh Stone Wood public enum WeaponType None Normal Instant Artillery ArtilleryLine Missile MissileSplash MissileBounce MissileLine public function WeaponType.toObjectString() returns string switch this case Normal return "normal" case Instant return "instant" case Artillery return "artillery" case ArtilleryLine return "aline" case Missile return "missile" case MissileSplash return "msplash" case MissileBounce return "mbounce" case MissileLine return "mline" default return "_" public function WeaponSound.toString() returns string switch this case WeaponSound.Nothing return "Nothing" case WeaponSound.AxeMediumChop return "AxeMediumChop" case WeaponSound.MetalHeavyBash return "MetalHeavyBash" case WeaponSound.MetalHeavyChop return "MetalHeavyChop" case WeaponSound.MetalHeavySlice return "MetalHeavySlice" case WeaponSound.MetalLightChop return "MetalLightChop" case WeaponSound.MetalLightSlice return "MetalLightSlice" case WeaponSound.MetalMediumBash return "MetalMediumBash" case WeaponSound.MetalMediumChop return "MetalMediumChop" case WeaponSound.MetalMediumSlice return "MetalMediumSlice" case WeaponSound.RockHeavyBash return "RockHeavyBash" case WeaponSound.WoodHeavyBash return "WoodHeavyBash" case WeaponSound.WoodLightBash return "WoodLightBash" case WeaponSound.WoodMediumBash return "WoodMediumBash" default return null public function ArmorSoundType.toString() returns string switch this case ArmorSoundType.Ethereal return "Ethereal" case ArmorSoundType.Flesh return "Flesh" case ArmorSoundType.Wood return "Wood" case ArmorSoundType.Stone return "Stone" case ArmorSoundType.Metal return "Metal" default return null public function ArmorType.toObjectString() returns string string result switch this case Normal result = "normal" case Small result = "small" case Medium result = "medium" case Large result = "large" case Fortified result = "fort" case Hero result = "hero" case Divine result = "divine" case Unarmored result = "none" return result public function AttackType.toObjectString() returns string string result switch this case Unknown result = "unknown" case Normal result = "normal" case Pierce result = "pierce" case Siege result = "siege" case Spells result = "spells" case Chaos result = "chaos" case Magic result = "magic" case Hero result = "hero" return result public function MovementType.toObjectString() returns string var result = "" switch this case None case Foot result = "foot" case Horse result = "horse" case Fly result = "fly" case Hover result = "hover" case Float result = "float" case Amphipic result = "amph" return result