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Frequently used as an enemy's weapon or projectile, so they can cause damage to Link; but this is also a mish-mash of various things, including owl statues.
constants/partTypes.s
Placing objects in ZOLE
When placing objects in ZOLE's interface, it has a number of "objects types" that indirectly relate to the object types listed above:
ZOLE type
Description
Conditional
Conditionally disables subsequent objects based on the value of wRoomStateModifier (cc32/cc4e); this value changes depending on the animal companion region, whether the room is underwater, whether room flag 0 is set on the overworld (which causes the game to load an alternate layout from the underwater overworld), and perhaps more.
No-value interaction
Creates an interaction object with the given ID.
Double-value interaction
Creates an interaction object with the given ID and Y/X values. (Sometimes the object will convert the "Y" value to a "Y/X" value, and use the given value of "X" for a different purpose.)
Object pointer
A pointer to more object data. ZOLE doesn't know how to follow this, though.
Boss object pointer
A pointer to object data that will be ignored if bit 7 of the room flags is set. Used in boss rooms.
Anti-boss object pointer
A pointer to object data that will be ignored unless bit 7 of the room flags is set. Doesn't appear to be used?
Random-position enemy
Creates an enemy with the given ID at a random position. Also takes a byte for flags (misleadingly called "quantity"; see below for explanation).
Specific-position enemy
Creates an enemy with the given ID at a specific position. Also takes a byte for flags.
Owl Statue/Trigger/Switch
Creates a part object with the given ID and position.
Quadruple-value object
Creates an object of type "interaction" (0), "enemy" (1), or "part" (2). The "unknown" field gets written to the object's "var03" which may be used in various ways depending on the object.
Item drop
Causes an item to drop at the specified position when a tile (ie. a bush) is destroyed there. See below for what the flags do. (This is actually a specific kind of "enemy" object.)
Flags
The "quantity" value for enemies, and "flags" value for item drops, actually serve a few purposes:
Bits