using System.ComponentModel; namespace ACE.Entity.Enum.Properties { // No properties are sent to the client unless they featured an attribute. // SendOnLogin gets sent to players in the PlayerDescription event // AssessmentProperty gets sent in successful appraisal public enum PropertyInstanceId : ushort { Undef = 0, Owner = 1, Container = 2, Wielder = 3, Freezer = 4, [Ephemeral] Viewer = 5, [Ephemeral] Generator = 6, Scribe = 7, [Ephemeral] CurrentCombatTarget = 8, [Ephemeral] CurrentEnemy = 9, ProjectileLauncher = 10, [Ephemeral] CurrentAttacker = 11, [Ephemeral] CurrentDamager = 12, [Ephemeral] CurrentFollowTarget = 13, [Ephemeral] CurrentAppraisalTarget = 14, [Ephemeral] CurrentFellowshipAppraisalTarget = 15, ActivationTarget = 16, Creator = 17, Victim = 18, Killer = 19, Vendor = 20, Customer = 21, Bonded = 22, Wounder = 23, [SendOnLogin] Allegiance = 24, [SendOnLogin] Patron = 25, Monarch = 26, [Ephemeral] CombatTarget = 27, [Ephemeral] HealthQueryTarget = 28, [Ephemeral] LastUnlocker = 29, CrashAndTurnTarget = 30, AllowedActivator = 31, HouseOwner = 32, House = 33, Slumlord = 34, [Ephemeral] ManaQueryTarget = 35, CurrentGame = 36, [Ephemeral] RequestedAppraisalTarget = 37, AllowedWielder = 38, AssignedTarget = 39, LimboSource = 40, Snooper = 41, TeleportedCharacter = 42, [Ephemeral] Pet = 43, PetOwner = 44, [Ephemeral] PetDevice = 45, /* Custom Properties */ PCAPRecordedObjectIID = 8000, PCAPRecordedParentIID = 8008, } }