unfortunately, no (at least not at the user level, no idea how the engine internally is coded).
the built-in Object Types (or shortened as: Types) 'editor room', 'editor object', and 'editor player', as their labels suggest, is just for the GUI~Editor itself, giving you the Tabs and their options~settings within using the GUI~Editor. When you play your game, these Object Types mean nothing (as they get removed~deleted upon playing the game), so don't mistake that you can use them for making your game, you can't use them for your game's scriptings.
fortunately, it is very easy to add~create your own such (direct) Attributes for your Objects, or (indirect Attributes, via) an Object Type (which can hold additional Attributes) which you give to your Object via its 'Inherit' Attribute, which you then check for in your scripting.
for example:
Using Direct Attributes:
'whatever' Object -> 'Attributes' Tab -> Attributes -> Add -> (see below)
Attribute Name: type_of_object // you can label~name it as whatever you want
Attribute Type: string // you don't have to use a String Attribute, but it's the most intuitive+practical+easy, so it's being used in this example.
Attribute Value: (depends upon what the Object is that you're adding this Attribute to, for examples: room, npc, pc~player, items, equipment, weapon, armor, sword, shield, clothing, spell, furniture, table, chair, bed, tree, outdoor, environment, etc etc etc)
for example:
(Object Name: dungeon_1)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: room // or whatever you want: 'area', 'place', 'location', 'sector', etc etc
(Object Name: player)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: pc
(Object Name: HK)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: pc
(Object Name: barmaid_1)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: npc
(Object Name: orc_1)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: monster
(Object Name: hp_potion_1)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: item
(Object Name: claymore)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: weapon
(Object Name: fireball)
Attribute Name: type_of_object
Attribute Type: string
Attribute Value: spell
and your scripting:
example (in code, sorry but it's quick and easy for me) using an Object's 'examine~look~description' Verb:
if (HasString (this, "type_of_object") and this.type_of_object = "sector") {
msg (this.alias + " is a location~place for you to explore, travel to, and~or travel from.")
} else if (HasString (this, "type_of_object") and this.type_of_object = "pc") {
msg (this.alias + " is a party member, so you can equip~unequip gear, cast spells, and~or use items with this character.")
} else if (HasString (this, "type_of_object") and this.type_of_object = "npc") {
msg (this.alias + " is a npc, and thus non-hostile, so you can talk with this character.")
} else if (HasString (this, "type_of_object") and this.type_of_object = "monster") {
msg (this.alias + " is a monster, and thus hostile, so you can only fight with this character, either gaining rewards if you win or losing the game if you get killed.")
} else if (HasString (this, "type_of_object") and this.type_of_object = "table") {
msg (this.alias + " is table, which you can use, place~put, or pick up~take items from it.")
}
// etc etc etc
else {
msg ("You can't do that with " + this.alias + ".")
}
or, if you want to use Object Types (sorry, I'm getting a bit tired, so this will be fast):
(if you don't understand Object Types, then this won't help you much, as I'm assuming you do for this stuff, as I'm too tired to explain Object Types at the moment ~ ask if you need help in understanding Object Types, and I'll at a later date, help you with understanding and using them)
it's the same as above for the most part...
.1. create~add your Object Types (and optionally: any additional Attributes that the Object Type holds and~or other Object Types that it holds)
.2. add the Object Types to the proper Objects in your game (based on your design)
'whatever' Object -> 'Attributes' Tab -> Inherited Attributes -> Add -> (type in the name of your Object Type)
.3. the scripting:
basically it's simliar to the structure I gave above for direct Attribute usage, the only difference is that you use this:
'DoesInherit' ( http://docs.textadventures.co.uk/quest/functions/doesinherit.html )
instead of:
'HasAttribute', 'HasString', 'HasInteger', 'HasDouble', HasBoolean', etc etc etc
so, using my above direct Attribute usage example for using Object Types instead:
let's say I created Object Types named:
'room~sector~place~location~area'
'monster'
'pc'
'npc'
'item'
'weapon'
'armor'
'spell'
etc etc etc
if (DoesInherit (this, "sector")) {
// blah script(s)
} else if (DoesInherit (this, "monster")) {
// blah script(s)
} else if (DoesInherit (this, "npc")) {
// blah script(s)
}
// etc etc etc