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Dawn of Light - Class documentation 2900
This is the Dawn of Light project
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This class holds all information that each living object in the world uses. More...
Classes | |
class | AttackAction |
The attack action of this living. More... | |
class | WeaponOnTargetAction |
The action when the weapon hurt the target. More... | |
Public Types | |
enum | eAttackResult { Any = 0, HitUnstyled = 1, HitStyle = 2, NotAllowed_ServerRules = 3, NoTarget = 5, TargetDead = 6, OutOfRange = 7, Missed = 8, Evaded = 9, Blocked = 10, Parried = 11, NoValidTarget = 12, TargetNotVisible = 14, Fumbled = 15, Bodyguarded = 16, Phaseshift = 17, Grappled = 18 } |
The result of an attack. More... | |
enum | eRangedAttackState { None = 0, Aim, Fire, AimFire, AimFireReload, ReadyToFire } |
The possible states for a ranged attack. More... | |
enum | eRangedAttackType { Normal = 0, Critical, Long, Volley, SureShot, RapidFire } |
The type of range attack. More... | |
enum | eHealthChangeType { Unknown = 0, Regenerate = 1, Spell = 2, Potion = 3 } |
Holds all the ways this living can be healed. More... | |
enum | eManaChangeType { Unknown = 0, Regenerate = 1, Spell = 2, Potion = 3 } |
Holds all the ways this living can be healed. More... | |
enum | eEnduranceChangeType { Unknown = 0, Regenerate = 1, Spell = 2, Potion = 3 } |
Holds all the ways this living can be healed. More... | |
enum | eActiveWeaponSlot { Standard = 0x00, TwoHanded = 0x01, Distance = 0x02 } |
Holds the possible activeWeaponSlot values. More... | |
enum | eActiveQuiverSlot { None = 0x00, First = 0x10, Second = 0x20, Third = 0x40, Fourth = 0x80 } |
Holds the possible activeQuiverSlot values. More... | |
enum | eXPSource { NPC, Player, Quest, Mission, Task, Praying, GM, Other } |
Public Member Functions | |
virtual void | Disease (bool add) |
Sets disease state. | |
virtual void | DisableTurning (bool add) |
Disables the turning for this living. | |
virtual void | OnPetSummoned (GamePet pet) |
A new pet has been summoned, do we do anything? | |
virtual int | AttackSpeed (params InventoryItem[] weapon) |
Gets the current attackspeed of this living in milliseconds. | |
virtual double | AttackDamage (InventoryItem weapon) |
Returns the Damage this Living does on an attack. | |
virtual double | UnstyledDamageCap (InventoryItem weapon) |
Max. Damage possible without style. | |
virtual bool | CanCastInCombat (Spell spell) |
Can this living cast the given spell while in combat? | |
virtual int | CalculateCastingTime (SpellLine line, Spell spell) |
Calculate how fast this living can cast a given spell. | |
virtual int | GetWeaponStat (InventoryItem weapon) |
calculates weapon stat | |
virtual double | GetArmorAF (eArmorSlot slot) |
calculate item armor factor influenced by quality, con and duration | |
virtual double | GetArmorAbsorb (eArmorSlot slot) |
Calculates armor absorb level. | |
virtual double | GetWeaponSkill (InventoryItem weapon) |
Gets the weaponskill of weapon. | |
virtual int | AttackCriticalChance (InventoryItem weapon) |
Returns the chance for a critical hit. | |
virtual eDamageType | AttackDamageType (InventoryItem weapon) |
Returns the damage type of the current attack. | |
virtual int | WeaponSpecLevel (InventoryItem weapon) |
determines the spec level for current AttackWeapon | |
virtual double | WeaponDamage (InventoryItem weapon) |
Gets the weapondamage of currently used weapon. | |
virtual bool | IsObjectGreyCon (GameObject obj) |
Checks whether object is grey con to this living. | |
virtual long | GetExperienceValueForLevel (int level) |
Calculates the experience value of this living for special levels. | |
virtual void | StartInterruptTimer (AttackData attack, int duration) |
Starts the interrupt timer on this living. | |
virtual void | StartInterruptTimer (int duration, AttackData.eAttackType attackType, GameLiving attacker) |
Starts the interrupt timer on this living. | |
virtual bool | ChanceSpellInterrupt (GameLiving attacker) |
Does an attacker interrupt this livings cast? | |
virtual void | CheckWeaponMagicalEffect (AttackData ad, InventoryItem weapon) |
Check if we can make a proc on a weapon go off. Weapon Procs. | |
virtual void | StartAttack (GameObject attackTarget) |
Starts a melee or ranged attack on a given target. | |
virtual void | RangedAttackFinished () |
When a ranged attack is finished this is called in order to check LOS for next attack. | |
virtual void | OnTargetDeadOrNoTarget () |
Our target is dead or we don't have a target. | |
virtual void | StopAttack () |
Stops all attacks this GameLiving is currently making. | |
virtual void | StopAttack (bool forced) |
Stop all attackes this GameLiving is currently making. | |
virtual int | GetMeleeCriticalDamage (AttackData attackData, InventoryItem weapon) |
Calculates melee critical damage of this living. | |
GamePlayer | GetPlayerAttacker (GameLiving living) |
virtual eAttackResult | CalculateEnemyAttackResult (AttackData ad, InventoryItem weapon) |
Returns the result of an enemy attack, yes this means WE decide if an enemy hits us or not :-) | |
virtual void | ModifyAttack (AttackData attackData) |
Modify the attack done to this living. This method offers us a chance to modify the attack data prior to the living taking damage. | |
override void | TakeDamage (GameObject source, eDamageType damageType, int damageAmount, int criticalAmount) |
This method is called whenever this living should take damage from some source. | |
virtual void | OnAttackedByEnemy (AttackData ad) |
This method is called at the end of the attack sequence to notify objects if they have been attacked/hit by an attack. | |
virtual void | ShowAttackAnimation (AttackData ad, InventoryItem weapon) |
Called to display an attack animation of this living. | |
virtual void | DealDamage (AttackData ad) |
This method is called whenever this living is dealing damage to some object. | |
virtual void | AddXPGainer (GameObject xpGainer, float damageAmount) |
Adds a object to the list of objects that will gain xp after this living dies. | |
virtual int | ChangeHealth (GameObject changeSource, eHealthChangeType healthChangeType, int changeAmount) |
Changes the health. | |
virtual int | ChangeMana (GameObject changeSource, eManaChangeType manaChangeType, int changeAmount) |
Changes the mana. | |
virtual int | ChangeEndurance (GameObject changeSource, eEnduranceChangeType enduranceChangeType, int changeAmount) |
Changes the endurance. | |
virtual void | EnemyHealed (GameLiving enemy, GameObject healSource, eHealthChangeType changeType, int healAmount) |
Called when an enemy of ours is healed during combat. | |
virtual void | AddAttacker (GameObject attacker) |
Adds an attacker to the attackerlist. | |
virtual void | RemoveAttacker (GameObject attacker) |
Removes an attacker from the list. | |
virtual void | Die (GameObject killer) |
Called when this living dies. | |
virtual void | GainExperience (eXPSource xpSource, long expTotal, long expCampBonus, long expGroupBonus, long expOutpostBonus, bool sendMessage, bool allowMultiply, bool notify) |
Called when the living is gaining experience. | |
virtual void | GainRealmPoints (long amount) |
Called when this living gains realm points. | |
virtual void | GainBountyPoints (long amount) |
Called when this living gains bounty points. | |
void | GainExperience (eXPSource xpSource, long exp) |
Called when the living is gaining experience. | |
void | GainExperience (eXPSource xpSource, long exp, bool allowMultiply) |
Called when the living is gaining experience. | |
virtual void | EnemyKilled (GameLiving enemy) |
Called when an enemy of this living is killed. | |
virtual int | CalculateLeftHandSwingCount () |
Calculates how many times left hand swings. | |
virtual void | SwitchWeapon (eActiveWeaponSlot slot) |
Switches the active weapon to another one. | |
virtual int | GetModified (eProperty property) |
retrieve a property value of that living this value is modified/capped and ready to use | |
virtual int | GetModifiedBase (eProperty property) |
virtual int | GetModifiedFromBuffs (eProperty property) |
Retrieve a property value of this living's buff bonuses only; caps and cap increases apply. | |
virtual int | GetModifiedFromItems (eProperty property) |
Retrieve a property value of this living's item bonuses only; caps and cap increases apply. | |
virtual void | PropertiesChanged () |
has to be called after properties were changed and updates are needed TODO: not sure about property change detection, has to be reviewed | |
int | GetBaseStat (eStat stat) |
get a unmodified char stat value | |
virtual void | ChangeBaseStat (eStat stat, short amount) |
changes a base stat value | |
virtual eProperty | GetResistTypeForDamage (eDamageType damageType) |
gets the resistance value by damage type, refer to eDamageType for constants | |
virtual int | GetResist (eDamageType damageType) |
gets the resistance value by damage types | |
virtual int | GetResistBase (eDamageType damageType) |
virtual int | GetDamageResist (eProperty property) |
Get the resistance to damage by resist type. | |
virtual int | GetDamageResist (eDamageType damageType) |
Gets the Damage Resist for a damage type. | |
virtual int | GetBaseSpecLevel (string keyName) |
returns the level of a specialization if 0 is returned, the spec is non existent on living | |
virtual int | GetModifiedSpecLevel (string keyName) |
returns the level of a specialization + bonuses from RR and Items if 0 is returned, the spec is non existent on the living | |
virtual void | StartHealthRegeneration () |
Starts the health regeneration. | |
virtual void | StartPowerRegeneration () |
Starts the power regeneration. | |
virtual void | StartEnduranceRegeneration () |
Starts the endurance regeneration. | |
virtual void | StopHealthRegeneration () |
Stop the health regeneration. | |
virtual void | StopPowerRegeneration () |
Stop the power regeneration. | |
virtual void | StopEnduranceRegeneration () |
Stop the endurance regeneration. | |
void | CancelAllConcentrationEffects () |
Cancels all concentration effects by this living and on this living. | |
void | CancelAllConcentrationEffects (bool leaveSelf) |
Cancels all concentration effects by this living and on this living. | |
virtual void | SetGroundTarget (int groundX, int groundY, int groundZ) |
Sets the Living's ground-target Coordinates inside the current Region. | |
override bool | MoveTo (ushort regionID, int x, int y, int z, ushort heading) |
Moves the item from one spot to another spot, possible even over region boundaries. | |
virtual bool | SayReceive (GameLiving source, string str) |
This function is called when this object receives a Say. | |
virtual bool | Say (string str) |
Broadcasts a message to all living beings around this object. | |
virtual bool | YellReceive (GameLiving source, string str) |
This function is called when the living receives a yell. | |
virtual bool | Yell (string str) |
Broadcasts a message to all living beings around this object. | |
virtual bool | WhisperReceive (GameLiving source, string str) |
This function is called when the Living receives a whispered text. | |
virtual bool | Whisper (GameObject target, string str) |
Sends a whisper to a target. | |
virtual void | Emote (eEmote emote) |
Makes this living do an emote-animation. | |
override bool | ReceiveItem (GameLiving source, InventoryItem item) |
Called when the living is about to get an item from someone else. | |
override bool | ReceiveMoney (GameLiving source, long money) |
Called when the living is about to get money from someone else. | |
virtual bool | HasAbility (string keyName) |
Asks for existence of specific ability. | |
virtual void | AddAbility (Ability ability) |
Add a new ability to a living. | |
virtual void | AddAbility (Ability ability, bool sendUpdates) |
Add or update an ability for this living. | |
virtual bool | RemoveAbility (string abilityKeyName) |
Remove an ability from this living. | |
Ability | GetAbility (string abilityKey) |
returns ability of living or null if non existent | |
Ability | GetAbility (Type abilityType) |
returns ability of living or null if no existant | |
int | GetAbilityLevel (string keyName) |
returns the level of ability if 0 is returned, the ability is non existent on living | |
IList | GetAllAbilities () |
returns all abilities in a copied list | |
virtual bool | HasAbilityToUseItem (ItemTemplate item) |
Checks if living has ability to use items of this type. | |
virtual int | GetSkillDisabledDuration (Skill skill) |
Gets the time left for disabling this skill in milliseconds. | |
virtual ICollection | GetAllDisabledSkills () |
Gets a copy of all disabled skills. | |
virtual void | DisableSkill (Skill skill, int duration) |
Grey out some skills on client for specified duration. | |
override bool | AddToWorld () |
Creates the item in the world. | |
override bool | RemoveFromWorld () |
Removes the item from the world. | |
override bool | HasEffect (Spell spell) |
Returns true if the living has the spell effect, else false. | |
override bool | HasEffect (Type effectType) |
Checks if the target has a type of effect. | |
virtual void | OnAfterSpellCastSequence (ISpellHandler handler) |
Callback after spell casting is complete and next spell can be processed. | |
virtual void | StopCurrentSpellcast () |
Immediately stops currently casting spell. | |
virtual void | CastSpell (Spell spell, SpellLine line) |
Cast a specific spell from given spell line. | |
virtual void | InitControlledBrainArray (int num) |
Initializes the ControlledNpcs for the GameLiving class. | |
virtual bool | IsControlledNPC (GameNPC npc) |
virtual void | SetControlledBrain (IControlledBrain controlledBrain) |
Sets the controlled object for this player. | |
override void | Notify (DOLEvent e, object sender, EventArgs args) |
Handle event notifications. | |
GameLiving () | |
Constructor to create a new GameLiving. | |
Static Public Member Functions | |
static bool | IsObjectGreyCon (GameObject source, GameObject target) |
Checks whether target is grey con to source. | |
static bool | LoadCalculators () |
Load the property calculations. | |
Public Attributes | |
const string | LAST_ATTACK_DATA = "LastAttackData" |
Holds the AttackData object of last attack. | |
const string | LAST_ATTACK_DATA_LH = "LastAttackDataLH" |
Holds the AttackData object of the last left-hand attack. | |
const string | LAST_ENEMY_ATTACK_RESULT = "LastEnemyAttackResult" |
Holds the property for the result the last enemy. | |
Static Public Attributes | |
static readonly long[] | XPForLiving |
Holds pre calculated experience values of the living for special levels. | |
static readonly int[] | NoXPForLevel |
Holds the level of target at which no exp is given. | |
static readonly string[] | STAT_NAMES |
The name of the states. | |
Protected Types | |
enum | eCheckRangeAttackStateResult { Hold, Fire, Stop } |
The possible results for prechecks for range attacks. More... | |
Protected Member Functions | |
virtual Style | GetStyleToUse () |
Decides which style living will use in this moment. | |
virtual AttackData | MakeAttack (GameObject target, InventoryItem weapon, Style style, double effectiveness, int interruptDuration, bool dualWield) |
This method is called to make an attack, it is called from the attacktimer and should not be called manually. | |
virtual AttackData | MakeAttack (GameObject target, InventoryItem weapon, Style style, double effectiveness, int interruptDuration, bool dualWield, bool ignoreLOS) |
virtual bool | OnInterruptTick (GameLiving attacker, AttackData.eAttackType attackType) |
Does needed interrupt checks and interrupts this living. | |
virtual eCheckRangeAttackStateResult | CheckRangeAttackState (GameObject target) |
Check the range attack state and decides what to do Called inside the AttackTimerCallback. | |
virtual AttackAction | CreateAttackAction () |
Creates an attack action for this living. | |
virtual void | SendAttackingCombatMessages (AttackData ad) |
Sends the proper combat messages depending on our attack data. | |
virtual void | StartWeaponMagicalEffect (InventoryItem weapon, AttackData ad, SpellLine spellLine, int spellID, bool ignoreLevel) |
Make a proc or poison on the weapon go off. Will assume spell is in GlobalSpellsLines.Item_Effects even if it's not and use the weapons LevelRequirement Item_Effects must be used here because various spell handlers recognize this line to alter variance and other spell parameters. | |
virtual void | InterruptRangedAttack () |
Interrupts a ranged attack. | |
virtual double | TryEvade (AttackData ad, AttackData lastAD, double attackerConLevel, int attackerCount) |
virtual double | TryParry (AttackData ad, AttackData lastAD, double attackerConLevel, int attackerCount) |
virtual double | TryBlock (AttackData ad, AttackData lastAD, double attackerConLevel, int attackerCount, EngageEffect engage) |
virtual int | HealthRegenerationTimerCallback (RegionTimer callingTimer) |
Timer callback for the hp regeneration. | |
virtual int | PowerRegenerationTimerCallback (RegionTimer selfRegenerationTimer) |
Callback for the power regenerationTimer. | |
virtual int | EnduranceRegenerationTimerCallback (RegionTimer selfRegenerationTimer) |
Callback for the endurance regenerationTimer. | |
virtual void | UpdateTickSpeed () |
Updates tick speed for this living. | |
void | SetTickSpeed (double dx, double dy, double dz) |
Set the tick speed, that is the distance covered in one tick. | |
void | SetTickSpeed (double dx, double dy, double dz, int speed) |
Set the tick speed, that is the distance covered in one tick. | |
virtual GameEffectList | CreateEffectsList () |
Creates new effects list for this living. | |
Protected Attributes | |
string | m_lastInterruptMessage |
short | m_race |
eRangedAttackState | m_rangedAttackState |
The state of the ranged attack. | |
eRangedAttackType | m_rangedAttackType |
The gtype of the ranged attack. | |
eActiveQuiverSlot | m_activeQuiverSlot |
Holds the quiverslot to be used. | |
bool | m_stunned |
say if player is stunned or not | |
bool | m_mezzed |
say if player is mezzed or not | |
bool | m_disarmed = false |
long | m_disarmedTime = 0 |
bool | m_isSilenced = false |
long | m_silencedTime = 0 |
sbyte | m_diseasedCount |
Holds disease counter. | |
bool | m_isEngaging = false |
sbyte | m_turningDisabledCount |
Holds the turning disabled counter. | |
readonly HybridDictionary | m_xpGainers |
List of objects that will gain XP after this living dies consists of GameObject -> damage(float) Damage in float because it might contain small amounts. | |
eActiveWeaponSlot | m_activeWeaponSlot |
Holds the weaponslot to be used. | |
AttackAction | m_attackAction |
AttackAction used for making an attack every weapon speed intervals. | |
readonly ArrayList | m_attackers |
The objects currently attacking this living To be more exact, the objects that are in combat and have this living as target. | |
long | m_lastAttackTickPvE |
last attack tick for pve | |
long | m_lastAttackTickPvP |
last attack tick for pvp | |
long | m_lastAttackedByEnemyTickPvE |
last attacked by enemy tick in pve | |
long | m_lastAttackedByEnemyTickPvP |
last attacked by enemy tick in pve | |
Style | m_nextCombatStyle |
Holds the Style that this living should use next. | |
Style | m_nextCombatBackupStyle |
Holds the backup style for the style that the living should use next. | |
bool | m_isMuted = false |
long | m_interruptTime = 0 |
long | m_interruptAction = 0 |
byte | m_visibleActiveWeaponSlots = 0xFF |
Holds visible active weapon slots. | |
bool | m_isCloakHoodUp |
Holds the living's cloak hood state. | |
bool | m_IsCloakInvisible = false |
Holds the living's cloak hood state. | |
bool | m_IsHelmInvisible = false |
Holds the living's helm visible state. | |
IPropertyIndexer | m_abilityBonus = new PropertyIndexer() |
Array for property boni for abilities. | |
IPropertyIndexer | m_itemBonus = new PropertyIndexer() |
Array for property boni by items. | |
IPropertyIndexer | m_buff1Bonus = new PropertyIndexer() |
Array for buff boni. | |
IPropertyIndexer | m_buff2Bonus = new PropertyIndexer() |
Array for second buff boni. | |
IPropertyIndexer | m_debuffBonus = new PropertyIndexer() |
Array for third buff boni. | |
IPropertyIndexer | m_buff4Bonus = new PropertyIndexer() |
Array for forth buff boni. | |
IMultiplicativeProperties | m_buffMult1Bonus = new MultiplicativePropertiesHybrid() |
Array for first multiplicative buff boni. | |
readonly short[] | m_charStat = new short[8] |
base values for char stats | |
RegionTimer | m_healthRegenerationTimer |
GameTimer used for restoring hp. | |
RegionTimer | m_powerRegenerationTimer |
GameTimer used for restoring mana. | |
RegionTimer | m_enduRegenerationTimer |
GameTimer used for restoring endurance. | |
const ushort | m_healthRegenerationPeriod = 3000 |
The default frequency of regenerating health in milliseconds. | |
const ushort | m_powerRegenerationPeriod = 3000 |
The default frequency of regenerating power in milliseconds. | |
const ushort | m_enduranceRegenerationPeriod = 1000 |
The default frequency of regenerating endurance in milliseconds. | |
readonly object | m_regenTimerLock = new object() |
The lock object for lazy regen timers initialization. | |
int | m_mana |
Amount of mana. | |
int | m_endurance |
Amount of endurance. | |
int | m_maxEndurance |
Maximum value that can be in m_endurance. | |
readonly WeakReference | m_targetObjectWeakReference |
The targetobject of this living This is a weak reference to a GameObject, which means that the gameobject can be cleaned up even when this living has a reference on it ... | |
short | m_currentSpeed |
The current speed of this living. | |
short | m_maxSpeedBase |
The base maximum speed of this living. | |
Point3D | m_groundTarget |
Holds the Living's Coordinate inside the current Region. | |
IGameInventory | m_inventory |
Represent the inventory of all living. | |
readonly GameEffectList | m_effects |
currently applied effects | |
readonly Dictionary< string, Ability > | m_abilities = new Dictionary<string, Ability>() |
Holds all abilities of the living (KeyName -> Ability) | |
readonly ArrayList | m_skillList = new ArrayList() |
Holds a list of skills for this living (used by GamePlayer) | |
Object | m_lockAbilities = new Object() |
readonly Hashtable | m_disabledSkills = new Hashtable() |
Table of skills currently disabled skill => disabletimeout (ticks) or 0 when endless. | |
ISpellHandler | m_runningSpellHandler |
Holds the currently running spell handler. | |
IControlledBrain[] | m_controlledBrain = null |
Holds the controlled object. | |
Group | m_group |
Holds the group of this living. | |
byte | m_groupIndex |
Holds the index of this living inside of the group. | |
Static Protected Attributes | |
static readonly eProperty[] | m_damageTypeToResistBonusConversion |
this field is just for convinience and speed purposes converts the damage types to resist fields | |
Properties | |
string | LastInterruptMessage [get, set] |
virtual bool | CanTradeAnyItem [get] |
Can this living accept any item regardless of tradable or droppable? | |
virtual double | ChanceToFumble [get] |
Chance to fumble an attack. | |
virtual double | ChanceToBeMissed [get] |
Chance to be missed by an attack. | |
virtual short | Race [get, set] |
eRangedAttackState | RangedAttackState [get, set] |
Gets or Sets the state of a ranged attack. | |
eRangedAttackType | RangedAttackType [get, set] |
Gets or Sets the type of a ranged attack. | |
virtual eActiveQuiverSlot | ActiveQuiverSlot [get, set] |
Gets/Sets the current active quiver slot of this living. | |
bool | IsStunned [get, set] |
Gets the stunned flag of this living. | |
bool | IsMezzed [get, set] |
Gets the mesmerized flag of this living. | |
bool | IsDisarmed [get] |
Is the living disarmed. | |
long | DisarmedTime [get, set] |
How long is this living disarmed for? | |
bool | IsSilenced [get] |
Has this living been silenced? | |
long | SilencedTime [get, set] |
How long is this living silenced for? | |
virtual bool | IsStrafing [get, set] |
Gets the current strafing mode. | |
virtual bool | IsDiseased [get] |
Gets diseased state. | |
virtual bool | IsEngaging [get, set] |
bool | IsTurningDisabled [get] |
Gets/Sets wether the player can turn the character. | |
virtual eActiveWeaponSlot | ActiveWeaponSlot [get] |
Returns the current active weapon slot of this living. | |
virtual HybridDictionary | XPGainers [get] |
Gets a hashtable holding gameobject->float key-value pairs that will define how much XP these objects get when this n. | |
virtual long | LastAttackTick [get] |
last attack tick in either pve or pvp | |
virtual long | LastAttackTickPvE [get, set] |
gets/sets gametick when this living has attacked its target in pve | |
virtual long | LastAttackTickPvP [get, set] |
gets/sets gametick when this living has attacked its target in pvp | |
long | LastCombatTickPvP [get] |
gets the last attack or attackedbyenemy tick in pvp | |
long | LastCombatTickPvE [get] |
gets the last attack or attackedbyenemy tick in pve | |
virtual long | LastAttackedByEnemyTick [get] |
last attacked by enemy tick in either pvp or pve | |
virtual long | LastAttackedByEnemyTickPvE [get, set] |
gets/sets gametick when this living was last time attacked by an enemy in pve | |
virtual long | LastAttackedByEnemyTickPvP [get, set] |
gets/sets gametick when this living was last time attacked by an enemy in pvp | |
virtual int | SwingTimeLeft [get] |
Gets the swing time left. | |
Style | NextCombatStyle [get, set] |
Gets or Sets the next combat style to use. | |
Style | NextCombatBackupStyle [get, set] |
Gets or Sets the next combat backup style to use. | |
virtual double | CastingSpeedReductionCap [get] |
Minimum reduction possible to spell casting speed (CastTime * CastingSpeedCap) | |
virtual int | MinimumCastingSpeed [get] |
Minimum casting speed allowed, in ticks (milliseconds) | |
virtual double | DexterityCastTimeReduction [get] |
The casting time reduction based on dexterity bonus. http://daoc.nisrv.com/modules.php?name=DD_DMG_Calculator Q: Would you please give more detail as to how dex affects a caster? For instance, I understand that when I have my dex maxed I will cast 25% faster. How does this work incrementally? And will a lurikeen be able to cast faster in the end than another race? A: From a dex of 50 to a dex of 250, the formula lets you cast 1% faster for each ten points. From a dex of 250 to the maximum possible (which as you know depends on your starting total), your speed increases 1% for every twenty points. | |
virtual int | AttackRange [get, set] |
Returns the AttackRange of this living. | |
virtual InventoryItem | AttackWeapon [get] |
Returns the weapon used to attack, null=natural. | |
virtual int | SpellCriticalChance [get, set] |
Returns the chance for a critical hit with a spell. | |
virtual bool | AttackState [get, set] |
Gets the attack-state of this living. | |
override bool | IsAttackable [get] |
Whether or not the living can be attacked. | |
virtual bool | IsAttacking [get] |
Whether the living is actually attacking something. | |
virtual int | EffectiveOverallAF [get] |
Gets the effective AF of this living. | |
virtual bool | IsCrowdControlled [get] |
Whether this living is crowd controlled. | |
virtual bool | IsIncapacitated [get] |
Whether this living can actually do anything. | |
virtual bool | IsAlive [get] |
returns if this living is alive | |
virtual bool | IsLowHealth [get] |
True if living is low on health, else false. | |
virtual bool | IsMuted [get, set] |
returns if this living is muted | |
virtual bool | InCombat [get] |
Check this flag to see if this living is involved in combat. | |
virtual bool | InCombatPvP [get] |
checks if the living is involved in pvp combat | |
virtual bool | InCombatPvE [get] |
checks if the living is involved in pve combat | |
virtual long | ExperienceValue [get] |
Returns the amount of experience this living is worth. | |
virtual int | RealmPointsValue [get] |
Realm point value of this living. | |
virtual int | BountyPointsValue [get] |
Bounty point value of this living. | |
virtual long | MoneyValue [get] |
Money value of this living. | |
virtual double | ExceedXPCapAmount [get] |
How much over the XP cap can this living reward. 1.0 = none 2.0 = twice cap etc. | |
virtual bool | TargetInView [get, set] |
Gets/sets the targetObject's visibility. | |
virtual bool | GroundTargetInView [get, set] |
Gets or sets the GroundTargetObject's visibility. | |
virtual long | InterruptTime [get, set] |
virtual long | InterruptAction [get, set] |
virtual bool | IsBeingInterrupted [get] |
Yields true if interrupt action is running on this living. | |
virtual int | BaseInterruptChance [get] |
Base chance this living can be interrupted. | |
virtual int | SpellInterruptDuration [get] |
How long does an interrupt last? | |
virtual int | SpellInterruptRecastTime [get] |
The amount of time the caster has to wait before being able to cast again. | |
virtual int | SpellInterruptRecastAgain [get] |
Additional interrupt time if interrupted again. | |
virtual InventoryItem | RangeAttackAmmo [get, set] |
Gets/Sets the item that is used for ranged attack. | |
virtual GameObject | RangeAttackTarget [get, set] |
Gets/Sets the target for current ranged attack. | |
virtual float | MinMeleeCriticalDamage [get] |
Minimum melee critical damage as a percentage of the raw damage. | |
bool | IsValidTarget [get] |
virtual IList | Attackers [get] |
Returns the list of attackers. | |
virtual bool | CanUseLefthandedWeapon [get, set] |
Checks whether Living has ability to use lefthanded weapons. | |
byte | VisibleActiveWeaponSlots [get, set] |
Gets visible active weapon slots. | |
virtual bool | IsCloakHoodUp [get, set] |
Sets/gets the living's cloak hood state. | |
virtual bool | IsCloakInvisible [get, set] |
Sets/gets the living's cloak visible state. | |
virtual bool | IsHelmInvisible [get, set] |
Sets/gets the living's cloak hood state. | |
virtual IPropertyIndexer | AbilityBonus [get] |
Ability bonus property. | |
virtual IPropertyIndexer | ItemBonus [get] |
Property Item Bonus field. | |
IPropertyIndexer | BaseBuffBonusCategory [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element. | |
IPropertyIndexer | SpecBuffBonusCategory [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element. | |
IPropertyIndexer | DebuffCategory [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element. | |
IPropertyIndexer | BuffBonusCategory4 [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element. | |
IMultiplicativeProperties | BuffBonusMultCategory1 [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element. | |
PropertyCollection | TempProperties [get] |
use it to store temporary properties on this living beware to use unique keys so they do not interfere | |
override int | EffectiveLevel [get] |
Gets or Sets the effective level of the Object. | |
virtual ushort | HealthRegenerationPeriod [get] |
Interval for health regeneration tics. | |
virtual ushort | PowerRegenerationPeriod [get] |
Interval for power regeneration tics. | |
virtual ushort | EnduranceRegenerationPeriod [get] |
Interval for endurance regeneration tics. | |
override int | Health [get, set] |
Gets/sets the object health. | |
override int | MaxHealth [get] |
virtual int | Mana [get, set] |
virtual int | MaxMana [get] |
virtual byte | ManaPercent [get] |
virtual int | Endurance [get, set] |
Gets/sets the object endurance. | |
virtual int | MaxEndurance [get, set] |
Gets or sets the maximum endurance of this living. | |
virtual byte | EndurancePercent [get] |
Gets the endurance in percent of maximum. | |
virtual int | Concentration [get] |
Gets/sets the object concentration. | |
virtual int | MaxConcentration [get] |
Gets/sets the object maxconcentration. | |
virtual byte | ConcentrationPercent [get] |
Gets the concentration in percent of maximum. | |
ConcentrationList | ConcentrationEffects [get] |
Gets the concentration effects list. | |
override ushort | Heading [get, set] |
Gets the current direction the Object is facing. | |
virtual bool | FixedSpeed [get, set] |
Does this NPC have a fixed speed, unchanged by any modifiers? | |
virtual short | CurrentSpeed [get, set] |
Gets or sets the current speed of this living. | |
virtual short | MaxSpeed [get] |
Gets the maxspeed of this living. | |
virtual short | MaxSpeedBase [get, set] |
Gets or sets the base max speed of this living. | |
virtual GameObject | TargetObject [get, set] |
Gets or sets the target of this living. | |
virtual bool | IsSitting [get, set] |
virtual Point3D | GroundTarget [get] |
Gets the Living's ground-target Coordinate inside the current Region. | |
override byte | Level [get, set] |
Gets or Sets the current level of the Object. | |
double | TickSpeedX [get, set] |
The tick speed in X direction. | |
double | TickSpeedY [get, set] |
The tick speed in Y direction. | |
double | TickSpeedZ [get, set] |
The tick speed in Z direction. | |
int | MovementStartTick [get, set] |
The tick at which the movement started. | |
int | MovementElapsedTicks [get] |
Elapsed ticks since movement started. | |
virtual bool | IsMoving [get] |
True if the living is moving, else false. | |
override int | X [get, set] |
The current X position of this living. | |
override int | Y [get, set] |
The current Y position of this living. | |
override int | Z [get, set] |
The current Z position of this living. | |
virtual bool | IsStealthed [get] |
The stealth state of this living. | |
virtual bool | IsSilent [get, set] |
Can this living say anything? | |
IGameInventory | Inventory [get, set] |
Get/Set inventory. | |
GameEffectList | EffectList [get] |
gets a list of active effects | |
virtual double | Effectiveness [get, set] |
Multiplier for melee and magic. | |
virtual bool | IsCasting [get] |
ISpellHandler | CurrentSpellHandler [get, set] |
active spellhandler (casting phase) or null | |
virtual bool | CanCastHarmfulSpells [get] |
Whether or not the living can cast a harmful spell at the moment. | |
virtual IList< Spell > | HarmfulSpells [get] |
byte | PetCount [get, set] |
Gets the pet count for this living. | |
virtual IControlledBrain | ControlledBrain [get, set] |
Get or set the ControlledBrain. Set always uses m_controlledBrain[0]. | |
Group | Group [get, set] |
Gets or sets the living's group. | |
byte | GroupIndex [get, set] |
Gets or sets the index of this living inside of the group. |
This class holds all information that each living object in the world uses.
The result of an attack.
enum DOL::GS::GameLiving::eCheckRangeAttackStateResult [protected] |
The possible states for a ranged attack.
DOL.GS.GameLiving.GameLiving | ( | ) |
Constructor to create a new GameLiving.
virtual void DOL.GS.GameLiving.AddAbility | ( | Ability | ability | ) | [virtual] |
Add a new ability to a living.
ability |
virtual void DOL.GS.GameLiving.AddAbility | ( | Ability | ability, |
bool | sendUpdates | ||
) | [virtual] |
Add or update an ability for this living.
ability | |
sendUpdates |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.AddAttacker | ( | GameObject | attacker | ) | [virtual] |
Adds an attacker to the attackerlist.
attacker | the attacker to add |
override bool DOL.GS.GameLiving.AddToWorld | ( | ) | [virtual] |
Creates the item in the world.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.Researcher, DOL.GS.GameConsignmentMerchant, DOL.GS.GameTrainer, DOL.GS.AlbionSITeleporter, DOL.GS.AlbionTeleporter, DOL.GS.GameBoat, DOL.GS.GameNPC, DOL.GS.GamePlayer, DOL.GS.GameSiegeWeapon, DOL.GS.GameSiegeCauldron, DOL.GS.Keeps.GuardCaster, DOL.GS.Keeps.GameKeepGuard, DOL.GS.Keeps.GuardLord, DOL.GS.ArrektosProtector, and DOL.GS.BaseProtector.
virtual void DOL.GS.GameLiving.AddXPGainer | ( | GameObject | xpGainer, |
float | damageAmount | ||
) | [virtual] |
Adds a object to the list of objects that will gain xp after this living dies.
xpGainer | the xp gaining object |
damageAmount | the amount of damage, float because for groups it can be split |
virtual int DOL.GS.GameLiving.AttackCriticalChance | ( | InventoryItem | weapon | ) | [virtual] |
Returns the chance for a critical hit.
weapon | attack weapon |
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual double DOL.GS.GameLiving.AttackDamage | ( | InventoryItem | weapon | ) | [virtual] |
Returns the Damage this Living does on an attack.
weapon | the weapon used for attack |
Reimplemented in DOL.GS.GameDragon, and DOL.GS.GamePlayer.
virtual eDamageType DOL.GS.GameLiving.AttackDamageType | ( | InventoryItem | weapon | ) | [virtual] |
Returns the damage type of the current attack.
weapon | attack weapon |
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePet, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.AttackSpeed | ( | params InventoryItem[] | weapon | ) | [virtual] |
Gets the current attackspeed of this living in milliseconds.
weapon | attack weapons |
Reimplemented in DOL.GS.GamePet, DOL.GS.GamePlayer, and DOL.GS.Keeps.GameKeepGuard.
Calculate how fast this living can cast a given spell.
spell |
Reimplemented in DOL.GS.GamePlayer.
virtual eAttackResult DOL.GS.GameLiving.CalculateEnemyAttackResult | ( | AttackData | ad, |
InventoryItem | weapon | ||
) | [virtual] |
Returns the result of an enemy attack, yes this means WE decide if an enemy hits us or not :-)
ad | AttackData |
weapon | the weapon used for attack |
virtual int DOL.GS.GameLiving.CalculateLeftHandSwingCount | ( | ) | [virtual] |
Calculates how many times left hand swings.
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePet, DOL.GS.GamePlayer, and DOL.GS.NecromancerPet.
virtual bool DOL.GS.GameLiving.CanCastInCombat | ( | Spell | spell | ) | [virtual] |
Can this living cast the given spell while in combat?
spell |
Reimplemented in DOL.GS.GamePlayer, and DOL.GS.NecromancerPet.
void DOL.GS.GameLiving.CancelAllConcentrationEffects | ( | ) |
Cancels all concentration effects by this living and on this living.
void DOL.GS.GameLiving.CancelAllConcentrationEffects | ( | bool | leaveSelf | ) |
Cancels all concentration effects by this living and on this living.
Cast a specific spell from given spell line.
spell | spell to cast |
line | Spell line of the spell (for bonus calculations) |
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePlayer, and DOL.GS.NecromancerPet.
virtual bool DOL.GS.GameLiving.ChanceSpellInterrupt | ( | GameLiving | attacker | ) | [virtual] |
Does an attacker interrupt this livings cast?
attacker |
virtual void DOL.GS.GameLiving.ChangeBaseStat | ( | eStat | stat, |
short | amount | ||
) | [virtual] |
changes a base stat value
stat | |
amount |
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.ChangeEndurance | ( | GameObject | changeSource, |
eEnduranceChangeType | enduranceChangeType, | ||
int | changeAmount | ||
) | [virtual] |
Changes the endurance.
changeSource | the source that inited the changes |
enduranceChangeType | the change type |
changeAmount | the change amount |
virtual int DOL.GS.GameLiving.ChangeHealth | ( | GameObject | changeSource, |
eHealthChangeType | healthChangeType, | ||
int | changeAmount | ||
) | [virtual] |
Changes the health.
changeSource | the source that inited the changes |
healthChangeType | the change type |
changeAmount | the change amount |
virtual int DOL.GS.GameLiving.ChangeMana | ( | GameObject | changeSource, |
eManaChangeType | manaChangeType, | ||
int | changeAmount | ||
) | [virtual] |
Changes the mana.
changeSource | the source that inited the changes |
manaChangeType | the change type |
changeAmount | the change amount |
virtual eCheckRangeAttackStateResult DOL.GS.GameLiving.CheckRangeAttackState | ( | GameObject | target | ) | [protected, virtual] |
Check the range attack state and decides what to do Called inside the AttackTimerCallback.
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.CheckWeaponMagicalEffect | ( | AttackData | ad, |
InventoryItem | weapon | ||
) | [virtual] |
Check if we can make a proc on a weapon go off. Weapon Procs.
ad | |
weapon |
virtual AttackAction DOL.GS.GameLiving.CreateAttackAction | ( | ) | [protected, virtual] |
Creates an attack action for this living.
virtual GameEffectList DOL.GS.GameLiving.CreateEffectsList | ( | ) | [protected, virtual] |
Creates new effects list for this living.
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.DealDamage | ( | AttackData | ad | ) | [virtual] |
This method is called whenever this living is dealing damage to some object.
ad | AttackData |
virtual void DOL.GS.GameLiving.Die | ( | GameObject | killer | ) | [virtual] |
Called when this living dies.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GameDoor, DOL.GS.GameNPC, DOL.GS.GamePet, DOL.GS.GamePlayer, DOL.GS.GameSiegeWeapon, DOL.GS.Keeps.GameKeepComponent, DOL.GS.Keeps.GameKeepDoor, DOL.GS.Keeps.GameKeepGuard, DOL.GS.Keeps.GuardLord, DOL.GS.ArrektosProtector, DOL.GS.BaseProtector, DOL.GS.GameDecoy, DOL.GS.GameFont, and DOL.GS.GameStorm.
virtual void DOL.GS.GameLiving.DisableSkill | ( | Skill | skill, |
int | duration | ||
) | [virtual] |
Grey out some skills on client for specified duration.
skill | the skill to disable |
duration | duration of disable in milliseconds |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.DisableTurning | ( | bool | add | ) | [virtual] |
virtual void DOL.GS.GameLiving.Disease | ( | bool | add | ) | [virtual] |
Sets disease state.
add | true if disease counter should be increased |
virtual void DOL.GS.GameLiving.Emote | ( | eEmote | emote | ) | [virtual] |
Makes this living do an emote-animation.
emote | the emote animation to show |
virtual int DOL.GS.GameLiving.EnduranceRegenerationTimerCallback | ( | RegionTimer | selfRegenerationTimer | ) | [protected, virtual] |
Callback for the endurance regenerationTimer.
selfRegenerationTimer | timer calling this function |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.EnemyHealed | ( | GameLiving | enemy, |
GameObject | healSource, | ||
eHealthChangeType | changeType, | ||
int | healAmount | ||
) | [virtual] |
Called when an enemy of ours is healed during combat.
enemy | the enemy |
healSource | the healer |
changeType | the healtype |
healAmount | the healamount |
Reimplemented in DOL.GS.GameDragon.
virtual void DOL.GS.GameLiving.EnemyKilled | ( | GameLiving | enemy | ) | [virtual] |
Called when an enemy of this living is killed.
enemy | enemy killed |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.GainBountyPoints | ( | long | amount | ) | [virtual] |
virtual void DOL.GS.GameLiving.GainExperience | ( | eXPSource | xpSource, |
long | expTotal, | ||
long | expCampBonus, | ||
long | expGroupBonus, | ||
long | expOutpostBonus, | ||
bool | sendMessage, | ||
bool | allowMultiply, | ||
bool | notify | ||
) | [virtual] |
Called when the living is gaining experience.
expTotal | total amount of xp to gain |
expCampBonus | camp bonus to display |
expGroupBonus | group bonus to display |
expOutpostBonus | outpost bonux to display |
sendMessage | should exp gain message be sent |
allowMultiply | should the xp amount be multiplied |
Reimplemented in DOL.GS.GamePlayer.
void DOL.GS.GameLiving.GainExperience | ( | eXPSource | xpSource, |
long | exp | ||
) |
Called when the living is gaining experience.
exp | base amount of xp to gain |
void DOL.GS.GameLiving.GainExperience | ( | eXPSource | xpSource, |
long | exp, | ||
bool | allowMultiply | ||
) |
Called when the living is gaining experience.
exp | base amount of xp to gain |
allowMultiply | Do we allow the xp to be multiplied |
virtual void DOL.GS.GameLiving.GainRealmPoints | ( | long | amount | ) | [virtual] |
Called when this living gains realm points.
amount | amount of realm points gained |
Reimplemented in DOL.GS.GamePlayer.
Ability DOL.GS.GameLiving.GetAbility | ( | string | abilityKey | ) |
returns ability of living or null if non existent
abilityKey |
Ability DOL.GS.GameLiving.GetAbility | ( | Type | abilityType | ) |
returns ability of living or null if no existant
abilityType |
int DOL.GS.GameLiving.GetAbilityLevel | ( | string | keyName | ) |
returns the level of ability if 0 is returned, the ability is non existent on living
keyName |
IList DOL.GS.GameLiving.GetAllAbilities | ( | ) |
returns all abilities in a copied list
virtual ICollection DOL.GS.GameLiving.GetAllDisabledSkills | ( | ) | [virtual] |
Gets a copy of all disabled skills.
virtual double DOL.GS.GameLiving.GetArmorAbsorb | ( | eArmorSlot | slot | ) | [virtual] |
Calculates armor absorb level.
slot |
Reimplemented in DOL.GS.GameDragon, DOL.GS.GamePlayer, and DOL.GS.Keeps.GameKeepGuard.
virtual double DOL.GS.GameLiving.GetArmorAF | ( | eArmorSlot | slot | ) | [virtual] |
calculate item armor factor influenced by quality, con and duration
slot |
Reimplemented in DOL.GS.GameDragon, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.GetBaseSpecLevel | ( | string | keyName | ) | [virtual] |
returns the level of a specialization if 0 is returned, the spec is non existent on living
keyName |
Reimplemented in DOL.GS.GamePlayer.
int DOL.GS.GameLiving.GetBaseStat | ( | eStat | stat | ) |
get a unmodified char stat value
stat |
virtual int DOL.GS.GameLiving.GetDamageResist | ( | eProperty | property | ) | [virtual] |
Get the resistance to damage by resist type.
property | one of the Resist_XXX properties |
Reimplemented in DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.GetDamageResist | ( | eDamageType | damageType | ) | [virtual] |
Gets the Damage Resist for a damage type.
damageType |
virtual long DOL.GS.GameLiving.GetExperienceValueForLevel | ( | int | level | ) | [virtual] |
Calculates the experience value of this living for special levels.
level |
virtual int DOL.GS.GameLiving.GetMeleeCriticalDamage | ( | AttackData | attackData, |
InventoryItem | weapon | ||
) | [virtual] |
Calculates melee critical damage of this living.
ad | The attack data. |
weapon | The weapon used. |
Reimplemented in DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.GetModified | ( | eProperty | property | ) | [virtual] |
retrieve a property value of that living this value is modified/capped and ready to use
property |
Reimplemented in DOL.GS.NecromancerPet.
virtual int DOL.GS.GameLiving.GetModifiedFromBuffs | ( | eProperty | property | ) | [virtual] |
Retrieve a property value of this living's buff bonuses only; caps and cap increases apply.
property |
virtual int DOL.GS.GameLiving.GetModifiedFromItems | ( | eProperty | property | ) | [virtual] |
Retrieve a property value of this living's item bonuses only; caps and cap increases apply.
property |
virtual int DOL.GS.GameLiving.GetModifiedSpecLevel | ( | string | keyName | ) | [virtual] |
returns the level of a specialization + bonuses from RR and Items if 0 is returned, the spec is non existent on the living
keyName |
Reimplemented in DOL.GS.GamePet, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.GetResist | ( | eDamageType | damageType | ) | [virtual] |
gets the resistance value by damage types
damageType | the damag etype |
Reimplemented in DOL.GS.GameDragon.
virtual eProperty DOL.GS.GameLiving.GetResistTypeForDamage | ( | eDamageType | damageType | ) | [virtual] |
gets the resistance value by damage type, refer to eDamageType for constants
damageType |
virtual int DOL.GS.GameLiving.GetSkillDisabledDuration | ( | Skill | skill | ) | [virtual] |
Gets the time left for disabling this skill in milliseconds.
skill |
virtual Style DOL.GS.GameLiving.GetStyleToUse | ( | ) | [protected, virtual] |
Decides which style living will use in this moment.
Reimplemented in DOL.GS.GamePet, and DOL.GS.GamePlayer.
virtual double DOL.GS.GameLiving.GetWeaponSkill | ( | InventoryItem | weapon | ) | [virtual] |
Gets the weaponskill of weapon.
Reimplemented in DOL.GS.GamePet, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.GetWeaponStat | ( | InventoryItem | weapon | ) | [virtual] |
virtual bool DOL.GS.GameLiving.HasAbility | ( | string | keyName | ) | [virtual] |
Asks for existence of specific ability.
keyName | KeyName of ability |
virtual bool DOL.GS.GameLiving.HasAbilityToUseItem | ( | ItemTemplate | item | ) | [virtual] |
Checks if living has ability to use items of this type.
item |
override bool DOL.GS.GameLiving.HasEffect | ( | Spell | spell | ) | [virtual] |
Returns true if the living has the spell effect, else false.
spell |
Reimplemented from DOL.GS.GameObject.
override bool DOL.GS.GameLiving.HasEffect | ( | Type | effectType | ) | [virtual] |
Checks if the target has a type of effect.
target | |
spell |
Reimplemented from DOL.GS.GameObject.
virtual int DOL.GS.GameLiving.HealthRegenerationTimerCallback | ( | RegionTimer | callingTimer | ) | [protected, virtual] |
Timer callback for the hp regeneration.
callingTimer | timer calling this function |
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.InitControlledBrainArray | ( | int | num | ) | [virtual] |
Initializes the ControlledNpcs for the GameLiving class.
num | Number of places to allocate. If negative, sets to null. |
virtual void DOL.GS.GameLiving.InterruptRangedAttack | ( | ) | [protected, virtual] |
Interrupts a ranged attack.
virtual bool DOL.GS.GameLiving.IsObjectGreyCon | ( | GameObject | obj | ) | [virtual] |
Checks whether object is grey con to this living.
obj |
Reimplemented in DOL.GS.GamePet.
static bool DOL.GS.GameLiving.IsObjectGreyCon | ( | GameObject | source, |
GameObject | target | ||
) | [static] |
Checks whether target is grey con to source.
source | |
target |
static bool DOL.GS.GameLiving.LoadCalculators | ( | ) | [static] |
Load the property calculations.
virtual AttackData DOL.GS.GameLiving.MakeAttack | ( | GameObject | target, |
InventoryItem | weapon, | ||
Style | style, | ||
double | effectiveness, | ||
int | interruptDuration, | ||
bool | dualWield | ||
) | [protected, virtual] |
This method is called to make an attack, it is called from the attacktimer and should not be called manually.
target | the target that is attacked |
weapon | the weapon used for attack |
style | the style used for attack |
effectiveness | damage effectiveness (0..1) |
interruptDuration | the interrupt duration |
dualWield | indicates if both weapons are used for attack |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.ModifyAttack | ( | AttackData | attackData | ) | [virtual] |
Modify the attack done to this living. This method offers us a chance to modify the attack data prior to the living taking damage.
attackData | The attack data for this attack |
Reimplemented in DOL.GS.NecromancerPet, DOL.GS.Keeps.GameKeepComponent, and DOL.GS.Keeps.GameKeepDoor.
override bool DOL.GS.GameLiving.MoveTo | ( | ushort | regionID, |
int | x, | ||
int | y, | ||
int | z, | ||
ushort | heading | ||
) | [virtual] |
Moves the item from one spot to another spot, possible even over region boundaries.
regionID | new regionid |
x | new x |
y | new y |
z | new z |
heading | new heading |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GamePlayer.
override void DOL.GS.GameLiving.Notify | ( | DOLEvent | e, |
object | sender, | ||
EventArgs | args | ||
) | [virtual] |
Handle event notifications.
e | |
sender | |
args |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.OnAfterSpellCastSequence | ( | ISpellHandler | handler | ) | [virtual] |
Callback after spell casting is complete and next spell can be processed.
handler |
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePet, DOL.GS.GamePlayer, and DOL.GS.NecromancerPet.
virtual void DOL.GS.GameLiving.OnAttackedByEnemy | ( | AttackData | ad | ) | [virtual] |
This method is called at the end of the attack sequence to notify objects if they have been attacked/hit by an attack.
ad | information about the attack |
Reimplemented in DOL.GS.GamePlayer, DOL.GS.GameTrainingDummy, DOL.GS.TheurgistPet, DOL.GS.Keeps.GameKeepGuard, DOL.GS.ZoarkatPet, DOL.GS.TraitorDaggerPet, and DOL.GS.IllusionBladePet.
virtual bool DOL.GS.GameLiving.OnInterruptTick | ( | GameLiving | attacker, |
AttackData.eAttackType | attackType | ||
) | [protected, virtual] |
Does needed interrupt checks and interrupts this living.
attacker | the attacker that is interrupting |
attackType | the attack type |
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.OnPetSummoned | ( | GamePet | pet | ) | [virtual] |
A new pet has been summoned, do we do anything?
pet |
virtual void DOL.GS.GameLiving.OnTargetDeadOrNoTarget | ( | ) | [virtual] |
Our target is dead or we don't have a target.
virtual int DOL.GS.GameLiving.PowerRegenerationTimerCallback | ( | RegionTimer | selfRegenerationTimer | ) | [protected, virtual] |
Callback for the power regenerationTimer.
selfRegenerationTimer | timer calling this function |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.PropertiesChanged | ( | ) | [virtual] |
has to be called after properties were changed and updates are needed TODO: not sure about property change detection, has to be reviewed
virtual void DOL.GS.GameLiving.RangedAttackFinished | ( | ) | [virtual] |
When a ranged attack is finished this is called in order to check LOS for next attack.
Reimplemented in DOL.GS.GameNPC.
override bool DOL.GS.GameLiving.ReceiveItem | ( | GameLiving | source, |
InventoryItem | item | ||
) | [virtual] |
Called when the living is about to get an item from someone else.
source | Source from where to get the item |
item | Item to get |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.ArtifactCreditMerchant, DOL.GS.ArtifactScholar, DOL.GS.Scholar, DOL.GS.Blacksmith, DOL.GS.GameConsignmentMerchant, DOL.GS.EmblemNPC, DOL.GS.Enchanter, DOL.GS.GameBoatStableMaster, DOL.GS.CLWeaponNPC, DOL.GS.GameStableMaster, DOL.GS.GameTrainer, DOL.GS.GameHousingHastener, DOL.GS.Recharger, DOL.GS.GamePlayer, and DOL.GS.Trainer.FriarTrainer.
override bool DOL.GS.GameLiving.ReceiveMoney | ( | GameLiving | source, |
long | money | ||
) | [virtual] |
Called when the living is about to get money from someone else.
source | Source from where to get the money |
money | array of money to get |
Reimplemented from DOL.GS.GameObject.
virtual bool DOL.GS.GameLiving.RemoveAbility | ( | string | abilityKeyName | ) | [virtual] |
Remove an ability from this living.
abilityKeyName |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.RemoveAttacker | ( | GameObject | attacker | ) | [virtual] |
Removes an attacker from the list.
attacker | the attacker to remove |
override bool DOL.GS.GameLiving.RemoveFromWorld | ( | ) | [virtual] |
Removes the item from the world.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePlayer, DOL.GS.GameSiegeWeapon, and DOL.GS.Keeps.GameKeepGuard.
virtual bool DOL.GS.GameLiving.Say | ( | string | str | ) | [virtual] |
Broadcasts a message to all living beings around this object.
str | string to broadcast (without any "xxx says:" in front!!!) |
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.SayReceive | ( | GameLiving | source, |
string | str | ||
) | [virtual] |
This function is called when this object receives a Say.
source | Source of say |
str | Text that was spoken |
Reimplemented in DOL.GS.GamePlayer, DOL.GS.NecromancerPet, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GameRelicDoor.
virtual void DOL.GS.GameLiving.SendAttackingCombatMessages | ( | AttackData | ad | ) | [protected, virtual] |
Sends the proper combat messages depending on our attack data.
ad | result of the attack |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.SetControlledBrain | ( | IControlledBrain | controlledBrain | ) | [virtual] |
Sets the controlled object for this player.
controlledNpc |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.SetGroundTarget | ( | int | groundX, |
int | groundY, | ||
int | groundZ | ||
) | [virtual] |
Sets the Living's ground-target Coordinates inside the current Region.
Reimplemented in DOL.GS.GamePlayer.
void DOL.GS.GameLiving.SetTickSpeed | ( | double | dx, |
double | dy, | ||
double | dz | ||
) | [protected] |
Set the tick speed, that is the distance covered in one tick.
dx | |
dy | |
dz |
void DOL.GS.GameLiving.SetTickSpeed | ( | double | dx, |
double | dy, | ||
double | dz, | ||
int | speed | ||
) | [protected] |
Set the tick speed, that is the distance covered in one tick.
dx | |
dy | |
dz | |
speed |
virtual void DOL.GS.GameLiving.ShowAttackAnimation | ( | AttackData | ad, |
InventoryItem | weapon | ||
) | [virtual] |
Called to display an attack animation of this living.
ad | Infos about the attack |
weapon | The weapon used for attack |
virtual void DOL.GS.GameLiving.StartAttack | ( | GameObject | attackTarget | ) | [virtual] |
Starts a melee or ranged attack on a given target.
attackTarget | The object to attack. |
Reimplemented in DOL.GS.TurretPet, DOL.GS.GameGuard, DOL.GS.GameNPC, DOL.GS.GamePlayer, DOL.GS.Keeps.GameKeepGuard, and DOL.GS.ArrektosProtector.
virtual void DOL.GS.GameLiving.StartEnduranceRegeneration | ( | ) | [virtual] |
Starts the endurance regeneration.
Reimplemented in DOL.GS.GameMovingObject, DOL.GS.GamePlayer, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GameRelicDoor.
virtual void DOL.GS.GameLiving.StartHealthRegeneration | ( | ) | [virtual] |
Starts the health regeneration.
Reimplemented in DOL.GS.GamePlayer, DOL.GS.GameSiegeWeapon, DOL.GS.Keeps.GameKeepComponent, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GameRelicDoor.
virtual void DOL.GS.GameLiving.StartInterruptTimer | ( | int | duration, |
AttackData.eAttackType | attackType, | ||
GameLiving | attacker | ||
) | [virtual] |
Starts the interrupt timer on this living.
duration | |
attackType | |
attacker |
virtual void DOL.GS.GameLiving.StartInterruptTimer | ( | AttackData | attack, |
int | duration | ||
) | [virtual] |
Starts the interrupt timer on this living.
attack | |
duration |
Reimplemented in DOL.GS.TurretPet.
virtual void DOL.GS.GameLiving.StartPowerRegeneration | ( | ) | [virtual] |
Starts the power regeneration.
Reimplemented in DOL.GS.GameMovingObject, DOL.GS.GamePlayer, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GameRelicDoor.
virtual void DOL.GS.GameLiving.StartWeaponMagicalEffect | ( | InventoryItem | weapon, |
AttackData | ad, | ||
SpellLine | spellLine, | ||
int | spellID, | ||
bool | ignoreLevel | ||
) | [protected, virtual] |
Make a proc or poison on the weapon go off. Will assume spell is in GlobalSpellsLines.Item_Effects even if it's not and use the weapons LevelRequirement Item_Effects must be used here because various spell handlers recognize this line to alter variance and other spell parameters.
virtual void DOL.GS.GameLiving.StopAttack | ( | ) | [virtual] |
Stops all attacks this GameLiving is currently making.
Reimplemented in DOL.GS.GameNPC.
virtual void DOL.GS.GameLiving.StopAttack | ( | bool | forced | ) | [virtual] |
Stop all attackes this GameLiving is currently making.
forced | Is this a forced stop or is the client suggesting we stop? |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.StopCurrentSpellcast | ( | ) | [virtual] |
Immediately stops currently casting spell.
virtual void DOL.GS.GameLiving.StopEnduranceRegeneration | ( | ) | [virtual] |
Stop the endurance regeneration.
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.StopHealthRegeneration | ( | ) | [virtual] |
Stop the health regeneration.
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.StopPowerRegeneration | ( | ) | [virtual] |
Stop the power regeneration.
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.SwitchWeapon | ( | eActiveWeaponSlot | slot | ) | [virtual] |
Switches the active weapon to another one.
slot | the new eActiveWeaponSlot |
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
override void DOL.GS.GameLiving.TakeDamage | ( | GameObject | source, |
eDamageType | damageType, | ||
int | damageAmount, | ||
int | criticalAmount | ||
) | [virtual] |
This method is called whenever this living should take damage from some source.
source | the damage source |
damageType | the damage type |
damageAmount | the amount of damage |
criticalAmount | the amount of critical damage |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GameDoor, DOL.GS.GameMovingObject, DOL.GS.GamePlayer, DOL.GS.GameSiegeWeapon, DOL.GS.Keeps.GameKeepComponent, DOL.GS.Keeps.GameKeepDoor, DOL.GS.Keeps.GameRelicDoor, DOL.GS.Keeps.GuardLord, DOL.GS.GameFont, DOL.GS.GameMine, and DOL.GS.GameStorm.
virtual double DOL.GS.GameLiving.UnstyledDamageCap | ( | InventoryItem | weapon | ) | [virtual] |
Max. Damage possible without style.
weapon | attack weapon |
Reimplemented in DOL.GS.GamePlayer.
virtual void DOL.GS.GameLiving.UpdateTickSpeed | ( | ) | [protected, virtual] |
Updates tick speed for this living.
Reimplemented in DOL.GS.GameNPC.
virtual double DOL.GS.GameLiving.WeaponDamage | ( | InventoryItem | weapon | ) | [virtual] |
Gets the weapondamage of currently used weapon.
weapon | the weapon used for attack |
Reimplemented in DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.WeaponSpecLevel | ( | InventoryItem | weapon | ) | [virtual] |
determines the spec level for current AttackWeapon
Reimplemented in DOL.GS.GamePet, and DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.Whisper | ( | GameObject | target, |
string | str | ||
) | [virtual] |
Sends a whisper to a target.
target | The target of the whisper |
str | text to whisper (without any "xxx whispers:" in front!!!) |
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.WhisperReceive | ( | GameLiving | source, |
string | str | ||
) | [virtual] |
This function is called when the Living receives a whispered text.
source | GameLiving that was whispering |
str | string that was whispered |
Reimplemented in DOL.GS.Arbiter, DOL.GS.ArtifactScholar, DOL.GS.Scholar, DOL.GS.CommanderPet, DOL.GS.CraftNPC, DOL.GS.FaceCustomiser, DOL.GS.KingNPC, DOL.GS.CLWeaponNPC, DOL.GS.GameTrainer, DOL.GS.GuildRegistrar, DOL.GS.GameHastener, DOL.GS.RoyalTreasuryClerk, DOL.GS.TaskMaster, DOL.GS.SimpleTeleporter, DOL.GS.ThroneRoomTeleporter, DOL.GS.GameNPC, DOL.GS.GamePlayer, DOL.GS.GameTeleporter, DOL.GS.NecromancerPet, DOL.GS.Keeps.GameKeepDoor, DOL.GS.Keeps.GameRelicDoor, DOL.GS.Keeps.GuardLord, DOL.GS.Keeps.MissionMaster, DOL.GS.Trainer.AcolyteTrainer, DOL.GS.Trainer.AlbionMaulerTrainer, DOL.GS.Trainer.AlbionRogueTrainer, DOL.GS.Trainer.ArmsmanTrainer, DOL.GS.Trainer.CabalistTrainer, DOL.GS.Trainer.ClericTrainer, DOL.GS.Trainer.DiscipleTrainer, DOL.GS.Trainer.ElementalistTrainer, DOL.GS.Trainer.FighterTrainer, DOL.GS.Trainer.FriarTrainer, DOL.GS.Trainer.HereticTrainer, DOL.GS.Trainer.InfiltratorTrainer, DOL.GS.Trainer.MageTrainer, DOL.GS.Trainer.MercenaryTrainer, DOL.GS.Trainer.MinstrelTrainer, DOL.GS.Trainer.NecromancerTrainer, DOL.GS.Trainer.PaladinTrainer, DOL.GS.Trainer.ReaverTrainer, DOL.GS.Trainer.ScoutTrainer, DOL.GS.Trainer.SorcererTrainer, DOL.GS.Trainer.TheurgistTrainer, DOL.GS.Trainer.WizardTrainer, DOL.GS.Trainer.AnimistTrainer, DOL.GS.Trainer.BainsheeTrainer, DOL.GS.Trainer.BardTrainer, DOL.GS.Trainer.BlademasterTrainer, DOL.GS.Trainer.ChampionTrainer, DOL.GS.Trainer.DruidTrainer, DOL.GS.Trainer.EldritchTrainer, DOL.GS.Trainer.EnchanterTrainer, DOL.GS.Trainer.ForesterTrainer, DOL.GS.Trainer.GuardianTrainer, DOL.GS.Trainer.HeroTrainer, DOL.GS.Trainer.HiberniaMaulerTrainer, DOL.GS.Trainer.MagicianTrainer, DOL.GS.Trainer.MentalistTrainer, DOL.GS.Trainer.NaturalistTrainer, DOL.GS.Trainer.NightshadeTrainer, DOL.GS.Trainer.RangerTrainer, DOL.GS.Trainer.StalkerTrainer, DOL.GS.Trainer.ValewalkerTrainer, DOL.GS.Trainer.VampiirTrainer, DOL.GS.Trainer.WardenTrainer, DOL.GS.Trainer.BerserkerTrainer, DOL.GS.Trainer.BonedancerTrainer, DOL.GS.Trainer.HealerTrainer, DOL.GS.Trainer.HunterTrainer, DOL.GS.Trainer.MidgardMaulerTrainer, DOL.GS.Trainer.MidgardRogueTrainer, DOL.GS.Trainer.MysticTrainer, DOL.GS.Trainer.RunemasterTrainer, DOL.GS.Trainer.SavageTrainer, DOL.GS.Trainer.SeerTrainer, DOL.GS.Trainer.ShadowbladeTrainer, DOL.GS.Trainer.ShamanTrainer, DOL.GS.Trainer.SkaldTrainer, DOL.GS.Trainer.SpiritmasterTrainer, DOL.GS.Trainer.ThaneTrainer, DOL.GS.Trainer.ValkyrieTrainer, DOL.GS.Trainer.VikingTrainer, DOL.GS.Trainer.WarlockTrainer, and DOL.GS.Trainer.WarriorTrainer.
virtual bool DOL.GS.GameLiving.Yell | ( | string | str | ) | [virtual] |
Broadcasts a message to all living beings around this object.
str | string to broadcast (without any "xxx yells:" in front!!!) |
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.YellReceive | ( | GameLiving | source, |
string | str | ||
) | [virtual] |
This function is called when the living receives a yell.
source | GameLiving that was yelling |
str | string that was yelled |
Reimplemented in DOL.GS.GamePlayer.
const string DOL.GS.GameLiving.LAST_ATTACK_DATA = "LastAttackData" |
Holds the AttackData object of last attack.
const string DOL.GS.GameLiving.LAST_ATTACK_DATA_LH = "LastAttackDataLH" |
Holds the AttackData object of the last left-hand attack.
const string DOL.GS.GameLiving.LAST_ENEMY_ATTACK_RESULT = "LastEnemyAttackResult" |
Holds the property for the result the last enemy.
readonly Dictionary<string, Ability> DOL.GS.GameLiving.m_abilities = new Dictionary<string, Ability>() [protected] |
Holds all abilities of the living (KeyName -> Ability)
IPropertyIndexer DOL.GS.GameLiving.m_abilityBonus = new PropertyIndexer() [protected] |
Array for property boni for abilities.
Holds the quiverslot to be used.
Holds the weaponslot to be used.
AttackAction DOL.GS.GameLiving.m_attackAction [protected] |
AttackAction used for making an attack every weapon speed intervals.
readonly ArrayList DOL.GS.GameLiving.m_attackers [protected] |
The objects currently attacking this living To be more exact, the objects that are in combat and have this living as target.
IPropertyIndexer DOL.GS.GameLiving.m_buff1Bonus = new PropertyIndexer() [protected] |
Array for buff boni.
IPropertyIndexer DOL.GS.GameLiving.m_buff2Bonus = new PropertyIndexer() [protected] |
Array for second buff boni.
IPropertyIndexer DOL.GS.GameLiving.m_buff4Bonus = new PropertyIndexer() [protected] |
Array for forth buff boni.
IMultiplicativeProperties DOL.GS.GameLiving.m_buffMult1Bonus = new MultiplicativePropertiesHybrid() [protected] |
Array for first multiplicative buff boni.
readonly short [] DOL.GS.GameLiving.m_charStat = new short[8] [protected] |
base values for char stats
IControlledBrain [] DOL.GS.GameLiving.m_controlledBrain = null [protected] |
Holds the controlled object.
short DOL.GS.GameLiving.m_currentSpeed [protected] |
The current speed of this living.
readonly eProperty [] DOL.GS.GameLiving.m_damageTypeToResistBonusConversion [static, protected] |
new eProperty[] {
eProperty.Resist_Natural,
eProperty.Resist_Crush,
eProperty.Resist_Slash,
eProperty.Resist_Thrust,
0, 0, 0, 0, 0, 0,
eProperty.Resist_Body,
eProperty.Resist_Cold,
eProperty.Resist_Energy,
eProperty.Resist_Heat,
eProperty.Resist_Matter,
eProperty.Resist_Spirit
}
this field is just for convinience and speed purposes converts the damage types to resist fields
IPropertyIndexer DOL.GS.GameLiving.m_debuffBonus = new PropertyIndexer() [protected] |
Array for third buff boni.
readonly Hashtable DOL.GS.GameLiving.m_disabledSkills = new Hashtable() [protected] |
Table of skills currently disabled skill => disabletimeout (ticks) or 0 when endless.
sbyte DOL.GS.GameLiving.m_diseasedCount [protected] |
Holds disease counter.
readonly GameEffectList DOL.GS.GameLiving.m_effects [protected] |
currently applied effects
int DOL.GS.GameLiving.m_endurance [protected] |
Amount of endurance.
const ushort DOL.GS.GameLiving.m_enduranceRegenerationPeriod = 1000 [protected] |
The default frequency of regenerating endurance in milliseconds.
RegionTimer DOL.GS.GameLiving.m_enduRegenerationTimer [protected] |
GameTimer used for restoring endurance.
Point3D DOL.GS.GameLiving.m_groundTarget [protected] |
Holds the Living's Coordinate inside the current Region.
Group DOL.GS.GameLiving.m_group [protected] |
Holds the group of this living.
byte DOL.GS.GameLiving.m_groupIndex [protected] |
Holds the index of this living inside of the group.
const ushort DOL.GS.GameLiving.m_healthRegenerationPeriod = 3000 [protected] |
The default frequency of regenerating health in milliseconds.
GameTimer used for restoring hp.
IGameInventory DOL.GS.GameLiving.m_inventory [protected] |
Represent the inventory of all living.
bool DOL.GS.GameLiving.m_isCloakHoodUp [protected] |
Holds the living's cloak hood state.
bool DOL.GS.GameLiving.m_IsCloakInvisible = false [protected] |
Holds the living's cloak hood state.
bool DOL.GS.GameLiving.m_IsHelmInvisible = false [protected] |
Holds the living's helm visible state.
IPropertyIndexer DOL.GS.GameLiving.m_itemBonus = new PropertyIndexer() [protected] |
Array for property boni by items.
long DOL.GS.GameLiving.m_lastAttackedByEnemyTickPvE [protected] |
last attacked by enemy tick in pve
long DOL.GS.GameLiving.m_lastAttackedByEnemyTickPvP [protected] |
last attacked by enemy tick in pve
long DOL.GS.GameLiving.m_lastAttackTickPvE [protected] |
last attack tick for pve
long DOL.GS.GameLiving.m_lastAttackTickPvP [protected] |
last attack tick for pvp
int DOL.GS.GameLiving.m_mana [protected] |
Amount of mana.
int DOL.GS.GameLiving.m_maxEndurance [protected] |
Maximum value that can be in m_endurance.
short DOL.GS.GameLiving.m_maxSpeedBase [protected] |
The base maximum speed of this living.
bool DOL.GS.GameLiving.m_mezzed [protected] |
say if player is mezzed or not
Style DOL.GS.GameLiving.m_nextCombatBackupStyle [protected] |
Holds the backup style for the style that the living should use next.
Style DOL.GS.GameLiving.m_nextCombatStyle [protected] |
Holds the Style that this living should use next.
const ushort DOL.GS.GameLiving.m_powerRegenerationPeriod = 3000 [protected] |
The default frequency of regenerating power in milliseconds.
GameTimer used for restoring mana.
The state of the ranged attack.
The gtype of the ranged attack.
readonly object DOL.GS.GameLiving.m_regenTimerLock = new object() [protected] |
The lock object for lazy regen timers initialization.
ISpellHandler DOL.GS.GameLiving.m_runningSpellHandler [protected] |
Holds the currently running spell handler.
readonly ArrayList DOL.GS.GameLiving.m_skillList = new ArrayList() [protected] |
Holds a list of skills for this living (used by GamePlayer)
bool DOL.GS.GameLiving.m_stunned [protected] |
say if player is stunned or not
readonly WeakReference DOL.GS.GameLiving.m_targetObjectWeakReference [protected] |
The targetobject of this living This is a weak reference to a GameObject, which means that the gameobject can be cleaned up even when this living has a reference on it ...
sbyte DOL.GS.GameLiving.m_turningDisabledCount [protected] |
Holds the turning disabled counter.
byte DOL.GS.GameLiving.m_visibleActiveWeaponSlots = 0xFF [protected] |
Holds visible active weapon slots.
readonly HybridDictionary DOL.GS.GameLiving.m_xpGainers [protected] |
List of objects that will gain XP after this living dies consists of GameObject -> damage(float) Damage in float because it might contain small amounts.
readonly int [] DOL.GS.GameLiving.NoXPForLevel [static] |
Holds the level of target at which no exp is given.
readonly string [] DOL.GS.GameLiving.STAT_NAMES [static] |
new string[]{"Unknown Stat","Strength", "Dexterity", "Constitution", "Quickness", "Intelligence", "Piety", "Empathy", "Charisma"}
The name of the states.
readonly long [] DOL.GS.GameLiving.XPForLiving [static] |
Holds pre calculated experience values of the living for special levels.
virtual IPropertyIndexer DOL.GS.GameLiving.AbilityBonus [get] |
Ability bonus property.
virtual eActiveQuiverSlot DOL.GS.GameLiving.ActiveQuiverSlot [get, set] |
Gets/Sets the current active quiver slot of this living.
virtual eActiveWeaponSlot DOL.GS.GameLiving.ActiveWeaponSlot [get] |
Returns the current active weapon slot of this living.
virtual IList DOL.GS.GameLiving.Attackers [get] |
Returns the list of attackers.
virtual int DOL.GS.GameLiving.AttackRange [get, set] |
Returns the AttackRange of this living.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GamePlayer, DOL.GS.GameSiegeRam, DOL.GS.Keeps.GameKeepComponent, and DOL.GS.Keeps.GameKeepGuard.
virtual bool DOL.GS.GameLiving.AttackState [get, set] |
Gets the attack-state of this living.
virtual InventoryItem DOL.GS.GameLiving.AttackWeapon [get] |
Returns the weapon used to attack, null=natural.
IPropertyIndexer DOL.GS.GameLiving.BaseBuffBonusCategory [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element.
virtual int DOL.GS.GameLiving.BaseInterruptChance [get] |
Base chance this living can be interrupted.
virtual int DOL.GS.GameLiving.BountyPointsValue [get] |
Bounty point value of this living.
Reimplemented in DOL.GS.GamePlayer, and DOL.GS.Keeps.GuardLord.
IPropertyIndexer DOL.GS.GameLiving.BuffBonusCategory4 [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element.
IMultiplicativeProperties DOL.GS.GameLiving.BuffBonusMultCategory1 [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element.
virtual bool DOL.GS.GameLiving.CanCastHarmfulSpells [get] |
Whether or not the living can cast a harmful spell at the moment.
Reimplemented in DOL.GS.GameNPC.
virtual bool DOL.GS.GameLiving.CanTradeAnyItem [get] |
Can this living accept any item regardless of tradable or droppable?
Reimplemented in DOL.GS.Researcher, DOL.GS.Blacksmith, DOL.GS.EmblemNPC, DOL.GS.Recharger, and DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.CanUseLefthandedWeapon [get, set] |
Checks whether Living has ability to use lefthanded weapons.
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePet, DOL.GS.GamePlayer, and DOL.GS.NecromancerPet.
virtual double DOL.GS.GameLiving.CastingSpeedReductionCap [get] |
Minimum reduction possible to spell casting speed (CastTime * CastingSpeedCap)
virtual double DOL.GS.GameLiving.ChanceToBeMissed [get] |
Chance to be missed by an attack.
virtual double DOL.GS.GameLiving.ChanceToFumble [get] |
Chance to fumble an attack.
virtual int DOL.GS.GameLiving.Concentration [get] |
Gets/sets the object concentration.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
ConcentrationList DOL.GS.GameLiving.ConcentrationEffects [get] |
Gets the concentration effects list.
virtual byte DOL.GS.GameLiving.ConcentrationPercent [get] |
Gets the concentration in percent of maximum.
virtual IControlledBrain DOL.GS.GameLiving.ControlledBrain [get, set] |
Get or set the ControlledBrain. Set always uses m_controlledBrain[0].
Reimplemented in DOL.GS.GameNPC.
virtual short DOL.GS.GameLiving.CurrentSpeed [get, set] |
Gets or sets the current speed of this living.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
ISpellHandler DOL.GS.GameLiving.CurrentSpellHandler [get, set] |
active spellhandler (casting phase) or null
IPropertyIndexer DOL.GS.GameLiving.DebuffCategory [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element.
virtual double DOL.GS.GameLiving.DexterityCastTimeReduction [get] |
The casting time reduction based on dexterity bonus. http://daoc.nisrv.com/modules.php?name=DD_DMG_Calculator Q: Would you please give more detail as to how dex affects a caster? For instance, I understand that when I have my dex maxed I will cast 25% faster. How does this work incrementally? And will a lurikeen be able to cast faster in the end than another race? A: From a dex of 50 to a dex of 250, the formula lets you cast 1% faster for each ten points. From a dex of 250 to the maximum possible (which as you know depends on your starting total), your speed increases 1% for every twenty points.
long DOL.GS.GameLiving.DisarmedTime [get, set] |
How long is this living disarmed for?
override int DOL.GS.GameLiving.EffectiveLevel [get] |
Gets or Sets the effective level of the Object.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameNPC.
virtual double DOL.GS.GameLiving.Effectiveness [get, set] |
Multiplier for melee and magic.
Reimplemented in DOL.GS.GamePet, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.EffectiveOverallAF [get] |
Gets the effective AF of this living.
Reimplemented in DOL.GS.GamePlayer.
GameEffectList DOL.GS.GameLiving.EffectList [get] |
gets a list of active effects
virtual int DOL.GS.GameLiving.Endurance [get, set] |
Gets/sets the object endurance.
Reimplemented in DOL.GS.GamePlayer.
virtual byte DOL.GS.GameLiving.EndurancePercent [get] |
Gets the endurance in percent of maximum.
virtual ushort DOL.GS.GameLiving.EnduranceRegenerationPeriod [get, protected] |
Interval for endurance regeneration tics.
virtual double DOL.GS.GameLiving.ExceedXPCapAmount [get] |
How much over the XP cap can this living reward. 1.0 = none 2.0 = twice cap etc.
Reimplemented in DOL.GS.Keeps.GuardLord.
virtual long DOL.GS.GameLiving.ExperienceValue [get] |
Returns the amount of experience this living is worth.
Reimplemented in DOL.GS.GamePlayer, DOL.GS.Keeps.GameKeepComponent, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GuardLord.
virtual bool DOL.GS.GameLiving.FixedSpeed [get, set] |
Does this NPC have a fixed speed, unchanged by any modifiers?
virtual Point3D DOL.GS.GameLiving.GroundTarget [get] |
Gets the Living's ground-target Coordinate inside the current Region.
virtual bool DOL.GS.GameLiving.GroundTargetInView [get, set] |
Gets or sets the GroundTargetObject's visibility.
Reimplemented in DOL.GS.GamePlayer.
Group DOL.GS.GameLiving.Group [get, set] |
Gets or sets the living's group.
byte DOL.GS.GameLiving.GroupIndex [get, set] |
Gets or sets the index of this living inside of the group.
override ushort DOL.GS.GameLiving.Heading [get, set] |
Gets the current direction the Object is facing.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
override int DOL.GS.GameLiving.Health [get, set] |
Gets/sets the object health.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameDoor, DOL.GS.GameNPC, DOL.GS.GamePlayer, DOL.GS.GameTrainingDummy, DOL.GS.NecromancerPet, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GameRelicDoor.
virtual ushort DOL.GS.GameLiving.HealthRegenerationPeriod [get, protected] |
Interval for health regeneration tics.
virtual bool DOL.GS.GameLiving.InCombat [get] |
Check this flag to see if this living is involved in combat.
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.InCombatPvE [get] |
checks if the living is involved in pve combat
virtual bool DOL.GS.GameLiving.InCombatPvP [get] |
checks if the living is involved in pvp combat
IGameInventory DOL.GS.GameLiving.Inventory [get, set] |
Get/Set inventory.
virtual bool DOL.GS.GameLiving.IsAlive [get] |
returns if this living is alive
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GameTrainingDummy.
override bool DOL.GS.GameLiving.IsAttackable [get] |
Whether or not the living can be attacked.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.IsAttacking [get] |
Whether the living is actually attacking something.
virtual bool DOL.GS.GameLiving.IsBeingInterrupted [get] |
Yields true if interrupt action is running on this living.
virtual bool DOL.GS.GameLiving.IsCloakHoodUp [get, set] |
Sets/gets the living's cloak hood state.
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.IsCloakInvisible [get, set] |
Sets/gets the living's cloak visible state.
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.IsCrowdControlled [get] |
Whether this living is crowd controlled.
bool DOL.GS.GameLiving.IsDisarmed [get] |
Is the living disarmed.
virtual bool DOL.GS.GameLiving.IsDiseased [get] |
Gets diseased state.
virtual bool DOL.GS.GameLiving.IsHelmInvisible [get, set] |
Sets/gets the living's cloak hood state.
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.IsIncapacitated [get] |
Whether this living can actually do anything.
virtual bool DOL.GS.GameLiving.IsLowHealth [get] |
True if living is low on health, else false.
bool DOL.GS.GameLiving.IsMezzed [get, set] |
Gets the mesmerized flag of this living.
virtual bool DOL.GS.GameLiving.IsMoving [get] |
True if the living is moving, else false.
Reimplemented in DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.IsMuted [get, set] |
returns if this living is muted
bool DOL.GS.GameLiving.IsSilenced [get] |
Has this living been silenced?
virtual bool DOL.GS.GameLiving.IsSilent [get, set] |
Can this living say anything?
virtual bool DOL.GS.GameLiving.IsStealthed [get] |
The stealth state of this living.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual bool DOL.GS.GameLiving.IsStrafing [get, set] |
Gets the current strafing mode.
Reimplemented in DOL.GS.GamePlayer.
bool DOL.GS.GameLiving.IsStunned [get, set] |
Gets the stunned flag of this living.
bool DOL.GS.GameLiving.IsTurningDisabled [get] |
Gets/Sets wether the player can turn the character.
virtual IPropertyIndexer DOL.GS.GameLiving.ItemBonus [get] |
Property Item Bonus field.
virtual long DOL.GS.GameLiving.LastAttackedByEnemyTick [get] |
last attacked by enemy tick in either pvp or pve
virtual long DOL.GS.GameLiving.LastAttackedByEnemyTickPvE [get, set] |
gets/sets gametick when this living was last time attacked by an enemy in pve
Reimplemented in DOL.GS.GamePlayer.
virtual long DOL.GS.GameLiving.LastAttackedByEnemyTickPvP [get, set] |
gets/sets gametick when this living was last time attacked by an enemy in pvp
virtual long DOL.GS.GameLiving.LastAttackTick [get] |
last attack tick in either pve or pvp
virtual long DOL.GS.GameLiving.LastAttackTickPvE [get, set] |
gets/sets gametick when this living has attacked its target in pve
Reimplemented in DOL.GS.GamePlayer.
virtual long DOL.GS.GameLiving.LastAttackTickPvP [get, set] |
gets/sets gametick when this living has attacked its target in pvp
long DOL.GS.GameLiving.LastCombatTickPvE [get] |
gets the last attack or attackedbyenemy tick in pve
long DOL.GS.GameLiving.LastCombatTickPvP [get] |
gets the last attack or attackedbyenemy tick in pvp
override byte DOL.GS.GameLiving.Level [get, set] |
Gets or Sets the current level of the Object.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameNPC, DOL.GS.GamePlayer, DOL.GS.Keeps.GameKeepComponent, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GameKeepGuard.
virtual int DOL.GS.GameLiving.MaxConcentration [get] |
Gets/sets the object maxconcentration.
Reimplemented in DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.MaxEndurance [get, set] |
Gets or sets the maximum endurance of this living.
Reimplemented in DOL.GS.GamePlayer.
virtual short DOL.GS.GameLiving.MaxSpeed [get] |
Gets the maxspeed of this living.
Reimplemented in DOL.GS.BDSubPet, DOL.GS.GameTaxiBoat, and DOL.GS.GameSiegeRam.
virtual short DOL.GS.GameLiving.MaxSpeedBase [get, set] |
Gets or sets the base max speed of this living.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GameBoat, and DOL.GS.GamePlayer.
virtual int DOL.GS.GameLiving.MinimumCastingSpeed [get] |
Minimum casting speed allowed, in ticks (milliseconds)
virtual float DOL.GS.GameLiving.MinMeleeCriticalDamage [get, protected] |
Minimum melee critical damage as a percentage of the raw damage.
virtual long DOL.GS.GameLiving.MoneyValue [get] |
Money value of this living.
Reimplemented in DOL.GS.GamePlayer, and DOL.GS.Keeps.GuardLord.
int DOL.GS.GameLiving.MovementElapsedTicks [get, protected] |
Elapsed ticks since movement started.
int DOL.GS.GameLiving.MovementStartTick [get, set] |
The tick at which the movement started.
Style DOL.GS.GameLiving.NextCombatBackupStyle [get, set] |
Gets or Sets the next combat backup style to use.
Style DOL.GS.GameLiving.NextCombatStyle [get, set] |
Gets or Sets the next combat style to use.
byte DOL.GS.GameLiving.PetCount [get, set] |
Gets the pet count for this living.
virtual ushort DOL.GS.GameLiving.PowerRegenerationPeriod [get, protected] |
Interval for power regeneration tics.
virtual InventoryItem DOL.GS.GameLiving.RangeAttackAmmo [get, set, protected] |
Gets/Sets the item that is used for ranged attack.
Reimplemented in DOL.GS.GamePlayer.
virtual GameObject DOL.GS.GameLiving.RangeAttackTarget [get, set, protected] |
eRangedAttackState DOL.GS.GameLiving.RangedAttackState [get, set] |
Gets or Sets the state of a ranged attack.
eRangedAttackType DOL.GS.GameLiving.RangedAttackType [get, set] |
Gets or Sets the type of a ranged attack.
virtual int DOL.GS.GameLiving.RealmPointsValue [get] |
Realm point value of this living.
Reimplemented in DOL.GS.GamePlayer, DOL.GS.Keeps.GameKeepComponent, DOL.GS.Keeps.GameKeepDoor, and DOL.GS.Keeps.GuardLord.
long DOL.GS.GameLiving.SilencedTime [get, set] |
How long is this living silenced for?
IPropertyIndexer DOL.GS.GameLiving.SpecBuffBonusCategory [get] |
Property Buff bonus category what it means depends from the PropertyCalculator for a property element.
virtual int DOL.GS.GameLiving.SpellCriticalChance [get, set] |
Returns the chance for a critical hit with a spell.
Reimplemented in DOL.GS.GamePet.
virtual int DOL.GS.GameLiving.SpellInterruptDuration [get] |
How long does an interrupt last?
virtual int DOL.GS.GameLiving.SpellInterruptRecastAgain [get] |
Additional interrupt time if interrupted again.
virtual int DOL.GS.GameLiving.SpellInterruptRecastTime [get] |
The amount of time the caster has to wait before being able to cast again.
virtual int DOL.GS.GameLiving.SwingTimeLeft [get] |
Gets the swing time left.
virtual bool DOL.GS.GameLiving.TargetInView [get, set] |
Gets/sets the targetObject's visibility.
Reimplemented in DOL.GS.GamePlayer.
virtual GameObject DOL.GS.GameLiving.TargetObject [get, set] |
Gets or sets the target of this living.
Reimplemented in DOL.GS.GameNPC.
PropertyCollection DOL.GS.GameLiving.TempProperties [get] |
use it to store temporary properties on this living beware to use unique keys so they do not interfere
double DOL.GS.GameLiving.TickSpeedX [get, set] |
The tick speed in X direction.
double DOL.GS.GameLiving.TickSpeedY [get, set] |
The tick speed in Y direction.
double DOL.GS.GameLiving.TickSpeedZ [get, set] |
The tick speed in Z direction.
byte DOL.GS.GameLiving.VisibleActiveWeaponSlots [get, set] |
Gets visible active weapon slots.
override int DOL.GS.GameLiving.X [get, set] |
The current X position of this living.
Reimplemented from DOL.GS.Point2D.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
virtual HybridDictionary DOL.GS.GameLiving.XPGainers [get] |
Gets a hashtable holding gameobject->float key-value pairs that will define how much XP these objects get when this n.
override int DOL.GS.GameLiving.Y [get, set] |
The current Y position of this living.
Reimplemented from DOL.GS.Point2D.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.
override int DOL.GS.GameLiving.Z [get, set] |
The current Z position of this living.
Reimplemented from DOL.GS.Point3D.
Reimplemented in DOL.GS.GameNPC, and DOL.GS.GamePlayer.