Dawn of Light - Class documentation 2900
This is the Dawn of Light project
DOL.GS.GameLiving Class Reference

This class holds all information that each living object in the world uses. More...

Inheritance diagram for DOL.GS.GameLiving:
DOL.GS.GameObject DOL.GS.Point3D DOL.GS.Point2D DOL.GS.IPoint3D DOL.GS.IPoint2D DOL.GS.IPoint2D DOL.GS.GameDoor DOL.GS.GameNPC DOL.GS.GamePlayer DOL.GS.Keeps.GameKeepComponent DOL.GS.Keeps.GameKeepDoor DOL.GS.Keeps.GameRelicDoor DOL.GS.BaseProtector DOL.GS.Blacksmith DOL.GS.CLWeaponNPC DOL.GS.CraftNPC DOL.GS.EmblemNPC DOL.GS.Enchanter DOL.GS.FaceCustomiser DOL.GS.GameConsignmentMerchant DOL.GS.GameDecoy DOL.GS.GameDragon DOL.GS.GameGuard DOL.GS.GameHastener DOL.GS.GameHealer DOL.GS.GameMerchant DOL.GS.GameMovingObject DOL.GS.GamePet DOL.GS.GameTaxi DOL.GS.GameTeleporter DOL.GS.GameTrainer DOL.GS.GameTrainingDummy DOL.GS.GameVaultKeeper DOL.GS.GuildRegistrar DOL.GS.Keeps.FrontiersPortalStone.TeleporterEffect DOL.GS.Keeps.GameKeepGuard DOL.GS.KingNPC DOL.GS.MarketExplorer DOL.GS.NameRegistrar DOL.GS.Recharger DOL.GS.Researcher DOL.GS.RoyalTreasuryClerk DOL.GS.TaskMaster DOL.GS.ThroneRoomTeleporter

List of all members.

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< SpellHarmfulSpells [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.

Detailed Description

This class holds all information that each living object in the world uses.


Member Enumeration Documentation

Holds the possible activeQuiverSlot values.

Enumerator:
None 

No quiver slot active.

First 

First quiver slot.

Second 

Second quiver slot.

Third 

Third quiver slot.

Fourth 

Fourth quiver slot.

Holds the possible activeWeaponSlot values.

Enumerator:
Standard 

Weapon slot righthand.

TwoHanded 

Weaponslot twohanded.

Distance 

Weaponslot distance.

The result of an attack.

Enumerator:
Any 

No specific attack.

HitUnstyled 

The attack was a hit.

HitStyle 

The attack was a hit.

NotAllowed_ServerRules 

Attack was denied by server rules.

NoTarget 

No target for the attack.

TargetDead 

Target is already dead.

OutOfRange 

Target is out of range.

Missed 

Attack missed.

Evaded 

The attack was evaded.

Blocked 

The attack was blocked.

Parried 

The attack was parried.

NoValidTarget 

The target is invalid.

TargetNotVisible 

The target is not visible.

Fumbled 

The attack was fumbled.

Bodyguarded 

The attack was Bodyguarded.

Phaseshift 

The attack was Phaseshiftet.

Grappled 

The attack was Grappled.

The possible results for prechecks for range attacks.

Enumerator:
Hold 

Hold the shot/throw.

Fire 

Fire the shot/throw.

Stop 

Stop the attack.

Holds all the ways this living can be healed.

Enumerator:
Unknown 

Enduracen was changed by unknown.

Regenerate 

Endurance was changed by Regenerate.

Spell 

Enduracen was changed by spell.

Potion 

Enduracen was changed by potion.

Holds all the ways this living can be healed.

Enumerator:
Unknown 

The health was changed by something unknown.

Regenerate 

Regeneration changed the health.

Spell 

A spell changed the health.

Potion 

A potion changed the health.

Holds all the ways this living can be healed.

Enumerator:
Unknown 

Unknown mana change.

Regenerate 

Mana was changed by regenerate.

Spell 

Mana was changed by spell.

Potion 

Mana was changed by potion.

The possible states for a ranged attack.

Enumerator:
None 

No ranged attack active.

Aim 

Ranged attack in aim-state.

Fire 

Player wants to fire the shot/throw NOW!

AimFire 

Ranged attack will fire when ready.

AimFireReload 

Ranged attack will fire and reload when ready.

ReadyToFire 

Ranged attack is ready to be fired.

The type of range attack.

Enumerator:
Normal 

A normal ranged attack.

Critical 

A critical shot is attempted.

Long 

A longshot is attempted.

Volley 

A volley shot is attempted.

SureShot 

A sure shot is attempted.

RapidFire 

A rapid shot is attempted.


Constructor & Destructor Documentation

DOL.GS.GameLiving.GameLiving ( )

Constructor to create a new GameLiving.


Member Function Documentation

virtual void DOL.GS.GameLiving.AddAbility ( Ability  ability) [virtual]

Add a new ability to a living.

Parameters:
ability
virtual void DOL.GS.GameLiving.AddAbility ( Ability  ability,
bool  sendUpdates 
) [virtual]

Add or update an ability for this living.

Parameters:
ability
sendUpdates

Reimplemented in DOL.GS.GamePlayer.

virtual void DOL.GS.GameLiving.AddAttacker ( GameObject  attacker) [virtual]

Adds an attacker to the attackerlist.

Parameters:
attackerthe attacker to add
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.

Parameters:
xpGainerthe xp gaining object
damageAmountthe 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.

Parameters:
weaponattack 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.

Parameters:
weaponthe weapon used for attack
Returns:

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.

Parameters:
weaponattack 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.

Parameters:
weaponattack weapons
Returns:
effective speed of the attack. average if more than one weapon.

Reimplemented in DOL.GS.GamePet, DOL.GS.GamePlayer, and DOL.GS.Keeps.GameKeepGuard.

virtual int DOL.GS.GameLiving.CalculateCastingTime ( SpellLine  line,
Spell  spell 
) [virtual]

Calculate how fast this living can cast a given spell.

Parameters:
spell
Returns:

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 :-)

Parameters:
adAttackData
weaponthe weapon used for attack
Returns:
the result of the attack
virtual int DOL.GS.GameLiving.CalculateLeftHandSwingCount ( ) [virtual]

Calculates how many times left hand swings.

Returns:

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?

Parameters:
spell
Returns:

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.

virtual void DOL.GS.GameLiving.CastSpell ( Spell  spell,
SpellLine  line 
) [virtual]

Cast a specific spell from given spell line.

Parameters:
spellspell to cast
lineSpell 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?

Parameters:
attacker
Returns:
virtual void DOL.GS.GameLiving.ChangeBaseStat ( eStat  stat,
short  amount 
) [virtual]

changes a base stat value

Parameters:
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.

Parameters:
changeSourcethe source that inited the changes
enduranceChangeTypethe change type
changeAmountthe change amount
Returns:
the amount really changed
virtual int DOL.GS.GameLiving.ChangeHealth ( GameObject  changeSource,
eHealthChangeType  healthChangeType,
int  changeAmount 
) [virtual]

Changes the health.

Parameters:
changeSourcethe source that inited the changes
healthChangeTypethe change type
changeAmountthe change amount
Returns:
the amount really changed
virtual int DOL.GS.GameLiving.ChangeMana ( GameObject  changeSource,
eManaChangeType  manaChangeType,
int  changeAmount 
) [virtual]

Changes the mana.

Parameters:
changeSourcethe source that inited the changes
manaChangeTypethe change type
changeAmountthe change amount
Returns:
the amount really changed
virtual eCheckRangeAttackStateResult DOL.GS.GameLiving.CheckRangeAttackState ( GameObject  target) [protected, virtual]

Check the range attack state and decides what to do Called inside the AttackTimerCallback.

Returns:

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.

Parameters:
ad
weapon
virtual AttackAction DOL.GS.GameLiving.CreateAttackAction ( ) [protected, virtual]

Creates an attack action for this living.

Returns:
virtual GameEffectList DOL.GS.GameLiving.CreateEffectsList ( ) [protected, virtual]

Creates new effects list for this living.

Returns:
New effects list instance

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.

Parameters:
adAttackData
virtual void DOL.GS.GameLiving.DisableSkill ( Skill  skill,
int  duration 
) [virtual]

Grey out some skills on client for specified duration.

Parameters:
skillthe skill to disable
durationduration of disable in milliseconds

Reimplemented in DOL.GS.GamePlayer.

virtual void DOL.GS.GameLiving.DisableTurning ( bool  add) [virtual]

Disables the turning for this living.

Parameters:
add

Reimplemented in DOL.GS.GameNPC.

virtual void DOL.GS.GameLiving.Disease ( bool  add) [virtual]

Sets disease state.

Parameters:
addtrue if disease counter should be increased
virtual void DOL.GS.GameLiving.Emote ( eEmote  emote) [virtual]

Makes this living do an emote-animation.

Parameters:
emotethe emote animation to show
virtual int DOL.GS.GameLiving.EnduranceRegenerationTimerCallback ( RegionTimer  selfRegenerationTimer) [protected, virtual]

Callback for the endurance regenerationTimer.

Parameters:
selfRegenerationTimertimer 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.

Parameters:
enemythe enemy
healSourcethe healer
changeTypethe healtype
healAmountthe healamount

Reimplemented in DOL.GS.GameDragon.

virtual void DOL.GS.GameLiving.EnemyKilled ( GameLiving  enemy) [virtual]

Called when an enemy of this living is killed.

Parameters:
enemyenemy killed

Reimplemented in DOL.GS.GamePlayer.

virtual void DOL.GS.GameLiving.GainBountyPoints ( long  amount) [virtual]

Called when this living gains bounty points.

Parameters:
amount

Reimplemented in DOL.GS.GamePlayer.

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.

Parameters:
expTotaltotal amount of xp to gain
expCampBonuscamp bonus to display
expGroupBonusgroup bonus to display
expOutpostBonusoutpost bonux to display
sendMessageshould exp gain message be sent
allowMultiplyshould 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.

Parameters:
expbase amount of xp to gain
void DOL.GS.GameLiving.GainExperience ( eXPSource  xpSource,
long  exp,
bool  allowMultiply 
)

Called when the living is gaining experience.

Parameters:
expbase amount of xp to gain
allowMultiplyDo we allow the xp to be multiplied
virtual void DOL.GS.GameLiving.GainRealmPoints ( long  amount) [virtual]

Called when this living gains realm points.

Parameters:
amountamount 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

Parameters:
abilityKey
Returns:
Ability DOL.GS.GameLiving.GetAbility ( Type  abilityType)

returns ability of living or null if no existant

Parameters:
abilityType
Returns:
int DOL.GS.GameLiving.GetAbilityLevel ( string  keyName)

returns the level of ability if 0 is returned, the ability is non existent on living

Parameters:
keyName
Returns:
IList DOL.GS.GameLiving.GetAllAbilities ( )

returns all abilities in a copied list

Returns:
virtual ICollection DOL.GS.GameLiving.GetAllDisabledSkills ( ) [virtual]

Gets a copy of all disabled skills.

Returns:
virtual double DOL.GS.GameLiving.GetArmorAbsorb ( eArmorSlot  slot) [virtual]

Calculates armor absorb level.

Parameters:
slot
Returns:

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

Parameters:
slot
Returns:

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

Parameters:
keyName
Returns:

Reimplemented in DOL.GS.GamePlayer.

int DOL.GS.GameLiving.GetBaseStat ( eStat  stat)

get a unmodified char stat value

Parameters:
stat
Returns:
virtual int DOL.GS.GameLiving.GetDamageResist ( eProperty  property) [virtual]

Get the resistance to damage by resist type.

Parameters:
propertyone of the Resist_XXX properties
Returns:
the resist value

Reimplemented in DOL.GS.GamePlayer.

virtual int DOL.GS.GameLiving.GetDamageResist ( eDamageType  damageType) [virtual]

Gets the Damage Resist for a damage type.

Parameters:
damageType
Returns:
virtual long DOL.GS.GameLiving.GetExperienceValueForLevel ( int  level) [virtual]

Calculates the experience value of this living for special levels.

Parameters:
level
Returns:
virtual int DOL.GS.GameLiving.GetMeleeCriticalDamage ( AttackData  attackData,
InventoryItem  weapon 
) [virtual]

Calculates melee critical damage of this living.

Parameters:
adThe attack data.
weaponThe weapon used.
Returns:
The amount of critical damage.

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

Parameters:
property
Returns:

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.

Parameters:
property
Returns:
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.

Parameters:
property
Returns:
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

Parameters:
keyName
Returns:

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

Parameters:
damageTypethe damag etype
Returns:
the resist value

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

Parameters:
damageType
Returns:
virtual int DOL.GS.GameLiving.GetSkillDisabledDuration ( Skill  skill) [virtual]

Gets the time left for disabling this skill in milliseconds.

Parameters:
skill
Returns:
milliseconds left for disable
virtual Style DOL.GS.GameLiving.GetStyleToUse ( ) [protected, virtual]

Decides which style living will use in this moment.

Returns:
Style to use or null if none

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]

calculates weapon stat

Parameters:
weapon
Returns:

Reimplemented in DOL.GS.GamePlayer.

virtual bool DOL.GS.GameLiving.HasAbility ( string  keyName) [virtual]

Asks for existence of specific ability.

Parameters:
keyNameKeyName of ability
Returns:
Does living have this ability
virtual bool DOL.GS.GameLiving.HasAbilityToUseItem ( ItemTemplate  item) [virtual]

Checks if living has ability to use items of this type.

Parameters:
item
Returns:
true if living has ability to use item
override bool DOL.GS.GameLiving.HasEffect ( Spell  spell) [virtual]

Returns true if the living has the spell effect, else false.

Parameters:
spell
Returns:

Reimplemented from DOL.GS.GameObject.

override bool DOL.GS.GameLiving.HasEffect ( Type  effectType) [virtual]

Checks if the target has a type of effect.

Parameters:
target
spell
Returns:

Reimplemented from DOL.GS.GameObject.

virtual int DOL.GS.GameLiving.HealthRegenerationTimerCallback ( RegionTimer  callingTimer) [protected, virtual]

Timer callback for the hp regeneration.

Parameters:
callingTimertimer 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.

Parameters:
numNumber 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.

Parameters:
obj
Returns:

Reimplemented in DOL.GS.GamePet.

static bool DOL.GS.GameLiving.IsObjectGreyCon ( GameObject  source,
GameObject  target 
) [static]

Checks whether target is grey con to source.

Parameters:
source
target
Returns:
static bool DOL.GS.GameLiving.LoadCalculators ( ) [static]

Load the property calculations.

Returns:
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.

Parameters:
targetthe target that is attacked
weaponthe weapon used for attack
stylethe style used for attack
effectivenessdamage effectiveness (0..1)
interruptDurationthe interrupt duration
dualWieldindicates if both weapons are used for attack
Returns:
the object where we collect and modifiy all parameters about the 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.

Parameters:
attackDataThe 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.

Parameters:
regionIDnew regionid
xnew x
ynew y
znew z
headingnew heading
Returns:
true if moved

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.

Parameters:
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.

Parameters:
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.

Parameters:
adinformation 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.

Parameters:
attackerthe attacker that is interrupting
attackTypethe attack type
Returns:
true if interrupted successfully

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?

Parameters:
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.

Parameters:
selfRegenerationTimertimer 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.

Parameters:
sourceSource from where to get the item
itemItem to get
Returns:
true if the item was successfully received

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.

Parameters:
sourceSource from where to get the money
moneyarray of money to get
Returns:
true if the money was successfully received

Reimplemented from DOL.GS.GameObject.

virtual bool DOL.GS.GameLiving.RemoveAbility ( string  abilityKeyName) [virtual]

Remove an ability from this living.

Parameters:
abilityKeyName
Returns:

Reimplemented in DOL.GS.GamePlayer.

virtual void DOL.GS.GameLiving.RemoveAttacker ( GameObject  attacker) [virtual]

Removes an attacker from the list.

Parameters:
attackerthe 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.

Parameters:
strstring to broadcast (without any "xxx says:" in front!!!)
Returns:
true if text was said successfully

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.

Parameters:
sourceSource of say
strText that was spoken
Returns:
true if the text should be processed further, false if it should be discarded

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.

Parameters:
adresult of the attack

Reimplemented in DOL.GS.GamePlayer.

virtual void DOL.GS.GameLiving.SetControlledBrain ( IControlledBrain  controlledBrain) [virtual]

Sets the controlled object for this player.

Parameters:
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.

Parameters:
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.

Parameters:
dx
dy
dz
speed
virtual void DOL.GS.GameLiving.ShowAttackAnimation ( AttackData  ad,
InventoryItem  weapon 
) [virtual]

Called to display an attack animation of this living.

Parameters:
adInfos about the attack
weaponThe weapon used for attack
virtual void DOL.GS.GameLiving.StartAttack ( GameObject  attackTarget) [virtual]

Starts a melee or ranged attack on a given target.

Parameters:
attackTargetThe 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]
virtual void DOL.GS.GameLiving.StartInterruptTimer ( int  duration,
AttackData.eAttackType  attackType,
GameLiving  attacker 
) [virtual]

Starts the interrupt timer on this living.

Parameters:
duration
attackType
attacker
virtual void DOL.GS.GameLiving.StartInterruptTimer ( AttackData  attack,
int  duration 
) [virtual]

Starts the interrupt timer on this living.

Parameters:
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.

Parameters:
forcedIs 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.

Parameters:
slotthe 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.

Parameters:
sourcethe damage source
damageTypethe damage type
damageAmountthe amount of damage
criticalAmountthe 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.

Parameters:
weaponattack weapon
Returns:

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.

Parameters:
weaponthe 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.

Parameters:
targetThe target of the whisper
strtext to whisper (without any "xxx whispers:" in front!!!)
Returns:
true if text was whispered successfully

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.

Parameters:
sourceGameLiving that was whispering
strstring that was whispered
Returns:
true if the string should be processed further, false if it should be discarded

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.

Parameters:
strstring to broadcast (without any "xxx yells:" in front!!!)
Returns:
true if text was yelled successfully

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.

Parameters:
sourceGameLiving that was yelling
strstring that was yelled
Returns:
true if the string should be processed further, false if it should be discarded

Reimplemented in DOL.GS.GamePlayer.


Member Data Documentation

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)

Array for property boni for abilities.

Holds the quiverslot to be used.

Holds the weaponslot to be used.

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.

Array for buff boni.

Array for second buff boni.

Array for forth buff boni.

Array for first multiplicative buff boni.

readonly short [] DOL.GS.GameLiving.m_charStat = new short[8] [protected]

base values for char stats

Holds the controlled object.

The current speed of this living.

readonly eProperty [] DOL.GS.GameLiving.m_damageTypeToResistBonusConversion [static, protected]
Initial value:
 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

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.

Holds disease counter.

currently applied effects

Amount of endurance.

const ushort DOL.GS.GameLiving.m_enduranceRegenerationPeriod = 1000 [protected]

The default frequency of regenerating endurance in milliseconds.

GameTimer used for restoring endurance.

Holds the Living's Coordinate inside the current Region.

Holds the group of this living.

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.

Represent the inventory of all living.

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.

Array for property boni by items.

last attacked by enemy tick in pve

last attacked by enemy tick in pve

last attack tick for pve

last attack tick for pvp

int DOL.GS.GameLiving.m_mana [protected]

Amount of mana.

Maximum value that can be in m_endurance.

The base maximum speed of this living.

bool DOL.GS.GameLiving.m_mezzed [protected]

say if player is mezzed or not

Holds the backup style for the style that the living should use next.

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.

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.

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 ...

Holds the turning disabled counter.

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]
Initial value:
 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.


Property Documentation

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]
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

Returns:
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]
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.

Returns:
Item that will be used for range/accuracy/damage modifications

Reimplemented in DOL.GS.GamePlayer.

virtual GameObject DOL.GS.GameLiving.RangeAttackTarget [get, set, protected]

Gets/Sets the target for current ranged attack.

Returns:

Reimplemented in DOL.GS.GamePlayer.

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.


The documentation for this class was generated from the following file:
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