Enums
The global ENUM table — string->integer constants scripts use to avoid magic numbers. Each field below is a named group; the runtime value is a Lua table whose keys are the constant names.
HealLevel
Outcome categories for the heal action: plain heal / resurrect / overheal.
- type:
HealLevel
HealPower
Persistence of healing effects: one-battle vs permanent.
- type:
HealPower
SpellCastProblem
Error codes returned from spell-cast validation.
- type:
SpellCastProblem
AimType
Targeting modes a spell can require: none, creature, obstacle, location.
- type:
AimType
BonusDuration
Lifetime selectors used by Bonus / BonusDescriptor duration.
- type:
BonusDuration
BonusSource
Origin classes used by Bonus / BonusDescriptor sourceType.
- type:
BonusSource
BonusValueType
Combination rules used by Bonus / BonusDescriptor valueType.
- type:
BonusValueType
BonusLimitEffect
Kinds of combat a bonus is limited to, used by Bonus effectRange.
- type:
BonusLimitEffect
ObstacleType
Obstacle categories used by SpellObstacleDescriptor obstacleType.
- type:
ObstacleType
WallPart
Town-wall sections referenced by siege APIs and catapultAttack.
- type:
WallPart
BattleSide
Battlefield side identifiers: none / attacker / defender.
- type:
BattleSide
Difficulty
Game difficulty levels, named after chess pieces (pawn = easiest, king = hardest).
- type:
Difficulty
PrimarySkill
The four primary hero skills.
- type:
PrimarySkill
PlayerColor
Player colours, plus the neutral owner used by unowned objects.
- type:
PlayerColor
PlayerStatus
Whether a player is still playing, has won, or has lost.
- type:
PlayerStatus