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Dawn of Light - Class documentation 2900
This is the Dawn of Light project
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This class is the baseclass for all Non Player Characters like Monsters, Merchants, Guards, Steeds ... More...
Classes | |
class | ArriveAtTargetAction |
Delayed action that fires an event when an NPC arrives at its target. More... | |
class | RestoreHeadingAction |
Restores the NPC heading after some time. More... | |
class | SpellAction |
The spell action of this living. More... | |
class | WaypointDelayAction |
Delays movement to the next waypoint. More... | |
Public Types | |
enum | eFormationType { Line, Triangle, Protect } |
Used for that formation type if a GameNPC has a formation. More... | |
enum | eFlags { GHOST = 0x01, STEALTH = 0x02, DONTSHOWNAME = 0x04, CANTTARGET = 0x08, PEACE = 0x10, FLYING = 0x20, TORCH = 0x40, STATUE = 0x80, SWIMMING = 0x100 } |
Various flags for this npc. More... | |
enum | eAmbientTrigger { spawning, dieing, aggroing, fighting, roaming, killing, moving, interact } |
The possible triggers for GameNPC ambient actions. More... | |
Public Member Functions | |
virtual void | AutoSetStats () |
override void | ChangeBaseStat (eStat stat, short val) |
Change a stat value (delegate to GameNPC) | |
virtual void | TurnTo (int tx, int ty) |
Turns the npc towards a specific spot. | |
virtual void | TurnTo (int tx, int ty, bool sendUpdate) |
Turns the npc towards a specific spot optionally sends update to client. | |
virtual void | TurnTo (ushort heading) |
Turns the npc towards a specific heading. | |
virtual void | TurnTo (ushort heading, bool sendUpdate) |
Turns the npc towards a specific heading optionally sends update to client. | |
virtual void | TurnTo (GameObject target) |
Turns the NPC towards a specific gameObject which can be anything ... a player, item, mob, npc ... | |
virtual void | TurnTo (GameObject target, bool sendUpdate) |
Turns the NPC towards a specific gameObject which can be anything ... a player, item, mob, npc ... optionally sends update to client. | |
virtual void | TurnTo (GameObject target, int duration) |
Turns the NPC towards a specific gameObject which can be anything ... a player, item, mob, npc ... and turn back after specified duration. | |
virtual void | CancelWalkToTimer () |
virtual void | WalkTo (int targetX, int targetY, int targetZ, short speed) |
Walk to a certain spot at a given speed. | |
virtual void | WalkTo (IPoint3D target, short speed) |
Walk to a certain spot at a given speed. | |
virtual void | WalkToSpawn () |
Walk to the spawn point. | |
virtual void | CancelWalkToSpawn () |
Walk to the spawn point. | |
virtual void | WalkToSpawn (short speed) |
Walk to the spawn point with specified speed. | |
virtual void | Walk (short speed) |
This function is used to start the mob walking. It will walk in the heading direction until the StopMovement function is called. | |
virtual void | StopMoving () |
Stops the movement of the mob. | |
virtual void | StopMovingAt (IPoint3D target) |
Stops the movement of the mob and forcibly moves it to the given target position. | |
virtual void | Follow (GameObject target, int minDistance, int maxDistance) |
Follow given object. | |
virtual void | StopFollowing () |
Stop following. | |
virtual void | FollowTargetInRange () |
Will be called if follow mode is active and we reached the follow target. | |
override void | DisableTurning (bool add) |
Disables the turning for this living. | |
void | MoveOnPath (short speed) |
let the npc travel on its path | |
void | StopMovingOnPath () |
Stop moving on path. | |
virtual void | LoadEquipmentTemplateFromDatabase (string equipmentTemplateID) |
Loads the equipment template of this npc. | |
override void | LoadFromDatabase (DataObject obj) |
Load a npc from the npc template. | |
override void | DeleteFromDatabase () |
Deletes the mob from the database. | |
override void | SaveIntoDatabase () |
Saves a mob into the db if it exists, it is updated, else it creates a new object in the DB. | |
virtual void | LoadTemplate (INpcTemplate template) |
Load a NPC template onto this NPC. | |
override void | SwitchWeapon (eActiveWeaponSlot slot) |
Switches the active weapon to another one. | |
void | UpdateNPCEquipmentAppearance () |
Updates the items on a character. | |
void | AddQuestToGive (Type questType) |
Adds a scripted quest type to the npc questlist. | |
bool | RemoveQuestToGive (Type questType) |
removes a scripted quest from this npc | |
int | CanGiveQuest (Type questType, GamePlayer player) |
Check if the npc can give the specified quest to a player Used for scripted quests. | |
eQuestIndicator | SetQuestIndicator (Type questType, GamePlayer player) |
Return the proper indicator for quest TODO: check when finish indicator is set when you have done the NPC quest when you are at the last step. | |
virtual bool | ShowQuestIndicator (GamePlayer player) |
Should the NPC show a quest indicator, this can be overriden for custom handling Checks both scripted and data quests. | |
bool | CanGiveOneQuest (GamePlayer player) |
Check if the npc can give one quest to a player Checks both scripted and data quests. | |
bool | GiveQuest (Type questType, GamePlayer player, int startStep) |
Give a quest a to specific player used for scripted quests. | |
virtual bool | RiderMount (GamePlayer rider, bool forced) |
This function is called when a rider mounts this npc Since only players can ride NPC's you should use the GamePlayer.MountSteed function instead to make sure all callbacks are called correctly. | |
virtual bool | RiderMount (GamePlayer rider, bool forced, int slot) |
This function is called when a rider mounts this npc Since only players can ride NPC's you should use the GamePlayer.MountSteed function instead to make sure all callbacks are called correctly. | |
virtual bool | RiderDismount (bool forced, GamePlayer player) |
Called to dismount a rider from this npc. Since only players can ride NPC's you should use the GamePlayer.MountSteed function instead to make sure all callbacks are called correctly. | |
int | GetFreeArrayLocation () |
Get a free array location on the NPC. | |
int | RiderArrayLocation (GamePlayer player) |
Get the riders array location. | |
int | RiderSlot (GamePlayer player) |
Get the riders slot on the npc. | |
virtual void | BroadcastUpdate () |
Broadcasts the npc to all players around. | |
void | NPCUpdatedCallback () |
callback that npc was updated to the world so it must be visible to at least one player | |
override bool | AddToWorld () |
Adds the npc to the world. | |
override bool | RemoveFromWorld () |
Removes the npc from the world. | |
virtual bool | MoveInRegion (ushort regionID, int x, int y, int z, ushort heading, bool forceMove) |
Move an NPC within the same region without removing from world. | |
override void | Delete () |
Marks this object as deleted! | |
virtual ABrain | SetOwnBrain (ABrain brain) |
Sets the NPC own brain. | |
virtual void | AddBrain (ABrain newBrain) |
Adds a temporary brain to Npc, last added brain is active. | |
virtual bool | RemoveBrain (ABrain removeBrain) |
Removes a temporary brain from Npc. | |
virtual string | GetAggroLevelString (GamePlayer player, bool firstLetterUppercase) |
How friendly this NPC is to player. | |
override string | GetPronoun (int form, bool capitalize) |
Gets the proper pronoun including capitalization. | |
override IList | GetExamineMessages (GamePlayer player) |
Adds messages to ArrayList which are sent when object is targeted. | |
override bool | Interact (GamePlayer player) |
This function is called from the ObjectInteractRequestHandler. | |
override bool | WhisperReceive (GameLiving source, string text) |
ToDo. | |
virtual void | SayTo (GamePlayer target, string message, bool announce=true) |
Format "say" message and send it to target in popup window. | |
virtual void | SayTo (GamePlayer target, eChatLoc loc, string message, bool announce=true) |
Format "say" message and send it to target. | |
override void | StartAttack (GameObject target) |
Starts a melee attack on a target. | |
void | NPCStartAttackCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
We only attack if we have LOS. | |
virtual void | ContinueStartAttack (GameObject target) |
override void | RangedAttackFinished () |
When a ranged attack is finished this is called in order to check LOS for next attack. | |
void | NPCStopRangedAttackCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
If we don't have LOS we stop attack. | |
override void | Die (GameObject killer) |
Called when this living dies. | |
override eDamageType | AttackDamageType (InventoryItem weapon) |
Returns the damage type of the current attack. | |
override int | CalculateLeftHandSwingCount () |
Calculates how many times left hand swings. | |
void | SwitchToMelee (GameObject target) |
Method to switch the npc to Melee attacks. | |
void | SwitchToRanged (GameObject target) |
Method to switch the guard to Ranged attacks. | |
virtual void | StartRespawn () |
Starts the Respawn Timer. | |
override int | AttackCriticalChance (InventoryItem weapon) |
The chance for a critical hit. | |
virtual void | HoldAttack () |
Stop attacking and following, but stay in attack mode (e.g. in order to cast a spell instead). | |
virtual void | ContinueAttack (GameObject target) |
Continue a previously started attack. | |
override void | StopAttack () |
Stops all attack actions, including following target. | |
virtual void | DropLoot (GameObject killer) |
This method is called to drop loot after this mob dies. | |
override void | EnemyHealed (GameLiving enemy, GameObject healSource, GameLiving.eHealthChangeType changeType, int healAmount) |
The enemy is healed, so we add to the xp gainers list. | |
override void | OnAfterSpellCastSequence (ISpellHandler handler) |
Callback after spell execution finished and next spell can be processed. | |
virtual void | CastSpell (Spell spell, SpellLine line, bool checkLOS) |
Cast a spell, with optional LOS check. | |
override void | CastSpell (Spell spell, SpellLine line) |
Cast a spell with LOS check to a player. | |
void | StartSpellAttackCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
override void | Notify (DOLEvent e, object sender, EventArgs args) |
Handle event notifications. | |
void | FireAmbientSentence (eAmbientTrigger trigger, GameLiving living=null) |
Handle triggers for ambient sentences. | |
virtual bool | AddControlledNpc (IControlledBrain controlledNpc) |
Adds a pet to the current array of pets. | |
virtual bool | RemoveControlledNpc (IControlledBrain controlledNpc) |
Removes the brain from. | |
virtual bool | IsFriend (GameNPC npc) |
Whether this NPC is a friend or not. | |
GameNPC | Copy () |
GameNPC | Copy (GameNPC copyTarget) |
Create a copy of the GameNPC. | |
GameNPC () | |
Constructs a NPC. | |
GameNPC (INpcTemplate template) | |
create npc from template | |
Public Attributes | |
const int | CONST_WALKTOTOLERANCE = 25 |
Constant for determining if already at a point. | |
GamePlayer[] | Riders |
Holds the rider of this NPC as weak reference. | |
IList< MobXAmbientBehaviour > | ambientTexts |
The ambient texts. | |
const string | CHARMED_TICK_PROP = "CharmedTick" |
The property that holds charmed tick if any. | |
const int | CHARMED_NOEXP_TIMEOUT = 60000 |
The duration of no exp after charmed, in game ticks. | |
const string | Last_LOS_Target_Property = "last_LOS_checkTarget" |
const string | Last_LOS_Tick_Property = "last_LOS_checkTick" |
Protected Member Functions | |
override void | UpdateTickSpeed () |
Updates the tick speed for this living. | |
virtual int | FollowTimerCallback (RegionTimer callingTimer) |
Keep following a specific object at a max distance. | |
void | OnArriveAtWaypoint (DOLEvent e, object n, EventArgs args) |
decides what to do on reached waypoint in path | |
AbstractQuest | HasQuest (Type questType) |
Checks if this npc already has a specified quest used for scripted quests. | |
virtual void | BuildAmbientTexts () |
Fill the ambient text list for this NPC. | |
override bool | OnInterruptTick (GameLiving attacker, AttackData.eAttackType attackType) |
If npcs cant move, they cant be interupted from range attack. | |
virtual int | RespawnTimerCallback (RegionTimer respawnTimer) |
The callback that will respawn this mob. | |
override int | HealthRegenerationTimerCallback (RegionTimer selfRegenerationTimer) |
Callback timer for health regeneration. | |
virtual void | BroadcastLoot (ArrayList dropMessages) |
Broadcast loot to the raid. | |
Protected Attributes | |
byte | m_size |
Holds the size of the NPC. | |
eFlags | m_flags |
Holds various flags of this npc. | |
Point3D | m_spawnPoint |
Spawn point. | |
ushort | m_spawnHeading |
Spawn Heading. | |
string | m_packageID |
package ID defined form this NPC | |
volatile uint | m_lastUpdateTickCount = uint.MinValue |
The last time this NPC sent the 0x09 update packet. | |
volatile uint | m_lastVisibleToPlayerTick = uint.MinValue |
The last time this NPC was actually updated to at least one player. | |
PathPoint | m_currentWayPoint = null |
Stores the currentwaypoint that npc has to wander to. | |
short | m_pathingNormalSpeed |
Stores the speed for traveling on path. | |
int | m_maxdistance |
int | m_roamingRange |
int | m_tetherRange |
ArriveAtTargetAction | m_arriveAtTargetAction |
Timer to be set if an OnArriveAtTarget handler is set before calling the WalkTo function. | |
WeakReference | m_followTarget |
Timer to be set if an OnCloseToTarget handler is set before calling the WalkTo function. | |
int | m_followMaxDist |
Max range to keep following. | |
int | m_followMinDist |
Min range to keep to the target. | |
RegionTimer | m_followTimer |
Timer with purpose of follow updating. | |
const int | MINHEALTHPERCENTFORRANGEDATTACK = 70 |
At what health percent will npc give up range attack and rush the attacker. | |
const string | RESTORE_HEADING_ACTION_PROP = "NpcRestoreHeadingAction" |
The property used to store the NPC heading restore action. | |
bool | m_isReturningHome = false |
bool | m_IsMovingOnPath = false |
Stores if npc moving on path. | |
string | m_equipmentTemplateID |
Equipment templateID. | |
readonly ArrayList | m_questListToGive = new ArrayList() |
Holds all the quests this npc can give to players. | |
GameNPC | m_teleporterIndicator = null |
ABrain | m_ownBrain |
Holds the own NPC brain. | |
GameObject | m_targetLOSObject = null |
eDamageType | m_meleeDamageType = eDamageType.Slash |
Stores the melee damage type of this NPC. | |
byte | m_evadeChance |
Stores the NPC evade chance. | |
byte | m_blockChance |
Stores the NPC block chance. | |
byte | m_parryChance |
Stores the NPC parry chance. | |
byte | m_leftHandSwingChance |
Stores the NPC left hand swing chance. | |
int | m_respawnInterval |
The time to wait before each mob respawn. | |
RegionTimer | m_respawnTimer |
A timer that will respawn this mob. | |
readonly object | m_respawnTimerLock = new object() |
The sync object for respawn timer modifications. | |
Static Protected Attributes | |
static readonly string | FOLLOW_TARGET_IN_RANGE = "FollowTargetInRange" |
Property entry on follow timer, wether the follow target is in range. | |
static readonly int | MIN_ALLOWED_FOLLOW_DISTANCE = 100 |
Minimum allowed attacker follow distance to avoid issues with client / server resolution (herky jerky motion) | |
static readonly int | MIN_ALLOWED_PET_FOLLOW_DISTANCE = 90 |
Minimum allowed pet follow distance. | |
Properties | |
byte | FormationSpacing [get, set] |
The Minions's x-offset from it's commander. | |
eFormationType | Formation [get, set] |
How the minions line up with the commander. | |
byte | Size [get, set] |
Gets or sets the size of the npc. | |
override ushort | Model [get, set] |
Gets or sets the model of this npc. | |
override ushort | Heading [get, set] |
Gets or sets the heading of this NPC. | |
override byte | Level [get, set] |
Gets or sets the level of this NPC. | |
override int | EffectiveLevel [get] |
Gets or Sets the effective level of the Object. | |
override eRealm | Realm [get, set] |
Gets or sets the Realm of this NPC. | |
override string | Name [get, set] |
Gets or sets the name of this npc. | |
override string | GuildName [get, set] |
Gets or sets the guild name. | |
Faction | Faction [get, set] |
Gets the Faction of the NPC. | |
ArrayList | LinkedFactions [get, set] |
The linked factions for this NPC. | |
bool | IsConfused [get, set] |
Is this NPC currently confused. | |
ushort | BodyType [get, set] |
The NPC's body type. | |
ushort | HouseNumber [get, set] |
The NPC's current house. | |
virtual short | Constitution [get, set] |
Gets NPC's constitution. | |
virtual short | Dexterity [get, set] |
Gets NPC's dexterity. | |
virtual short | Strength [get, set] |
Gets NPC's strength. | |
virtual short | Quickness [get, set] |
Gets NPC's quickness. | |
virtual short | Intelligence [get, set] |
Gets NPC's intelligence. | |
virtual short | Piety [get, set] |
Gets NPC's piety. | |
virtual short | Empathy [get, set] |
Gets NPC's empathy. | |
virtual short | Charisma [get, set] |
Gets NPC's charisma. | |
string | PackageID [get, set] |
virtual eFlags | Flags [get, set] |
Gets or Sets the flags of this npc. | |
override bool | IsUnderwater [get] |
Checks if object is underwater. | |
virtual bool | IsVisibleToPlayers [get] |
Shows wether any player sees that mob we dont need to calculate things like AI if mob is in no way visible to at least one player. | |
virtual Point3D | SpawnPoint [get, set] |
Gets or sets the spawnposition of this npc. | |
virtual int | SpawnX [get, set] |
Gets or sets the spawnposition of this npc. | |
virtual int | SpawnY [get, set] |
Gets or sets the spawnposition of this npc. | |
virtual int | SpawnZ [get, set] |
Gets or sets the spawnposition of this npc. | |
virtual ushort | SpawnHeading [get, set] |
Gets or sets the spawnheading of this npc. | |
override short | CurrentSpeed [set] |
Gets or sets the current speed of the npc. | |
short | PathingNormalSpeed [get, set] |
Gets sets the speed for traveling on path. | |
override int | X [get] |
Gets the current X of this living. Don't modify this property to try to change position of the mob while active. Use the MoveTo function instead. | |
override int | Y [get] |
Gets the current Y of this NPC. Don't modify this property to try to change position of the mob while active. Use the MoveTo function instead. | |
override int | Z [get] |
Gets the current Z of this NPC. Don't modify this property to try to change position of the mob while active. Use the MoveTo function instead. | |
override bool | IsStealthed [get] |
The stealth state of this NPC. | |
int | MaxDistance [get, set] |
The Mob's max distance from its spawn before return automatically if MaxDistance > 0 ... the amount is the normal value if MaxDistance = 0 ... no maxdistance check if MaxDistance less than 0 ... the amount is calculated in procent of the value and the aggrorange (in StandardMobBrain) | |
int | RoamingRange [get, set] |
radius for roaming | |
int | TetherRange [get, set] |
The mob's tether range; if mob is pulled farther than this distance it will return to its spawn point. if TetherRange > 0 ... the amount is the normal value if TetherRange less or equal 0 ... no tether check. | |
bool | IsOutOfTetherRange [get] |
True, if NPC is out of tether range, false otherwise; if no tether range is specified, this will always return false. | |
string | PathID [get, set] |
virtual IPoint3D | TargetPosition [get, set] |
The target position. | |
override GameObject | TargetObject [get, set] |
The target object. | |
bool | IsAtTargetPosition [get] |
True if the mob is at its target position, else false. | |
uint | LastUpdateTickCount [get] |
Gets the last time this mob was updated. | |
uint | LastVisibleToPlayersTickCount [get] |
Gets the last this this NPC was actually update to at least one player. | |
GameObject | CurrentFollowTarget [get] |
Gets the NPC current follow target. | |
PathPoint | CurrentWayPoint [get, set] |
Gets sets the currentwaypoint that npc has to wander to. | |
bool | IsReturningHome [get, set] |
Is the NPC returning home, if so, we don't want it to think. | |
bool | IsReturningToSpawnPoint [get, set] |
Whether or not the NPC is on its way back to the spawn point. [Aredhel: I decided to add this property in order not to mess with SMB and IsReturningHome. Also, to prevent outside classes from interfering the setter is now protected.]. | |
bool | IsMovingOnPath [get] |
Gets if npc moving on path. | |
NpcTemplate | NPCTemplate [get, set] |
The NPC's template. | |
bool | LoadedFromScript [get, set] |
string | EquipmentTemplateID [get, set] |
The equipment template id of this npc. | |
IList | QuestListToGive [get] |
Gets the questlist of this player. | |
virtual bool | ShowTeleporterIndicator [get] |
Should this NPC have an associated teleporter indicator. | |
virtual int | MAX_PASSENGERS [get] |
The maximum passengers the NPC can take. | |
virtual int | REQUIRED_PASSENGERS [get] |
The minimum number of passengers required to move. | |
virtual int | SLOT_OFFSET [get] |
The slot offset for this NPC. | |
GamePlayer[] | CurrentRiders [get] |
Gets a list of the current riders. | |
override Region | CurrentRegion [get, set] |
Gets or Sets the current Region of the Object. | |
object | BrainSync [get] |
Gets the brain sync object. | |
ABrain | Brain [get] |
Gets the current brain of this NPC. | |
override int | Health [get, set] |
Gets/sets the object health. | |
override int | Mana [get] |
npcs can always have mana to cast | |
override int | MaxMana [get] |
The Max Mana for this NPC. | |
override int | Concentration [get] |
The Concentration for this NPC. | |
virtual bool | IsWorthReward [get, set] |
Tests if this MOB should give XP and loot based on the XPGainers. | |
virtual eDamageType | MeleeDamageType [get, set] |
Gets or sets the melee damage type of this NPC. | |
virtual byte | EvadeChance [get, set] |
Gets or sets the NPC evade chance. | |
virtual byte | BlockChance [get, set] |
Gets or sets the NPC block chance. | |
virtual byte | ParryChance [get, set] |
Gets or sets the NPC parry chance. | |
byte | LeftHandSwingChance [get, set] |
Gets or sets the NPC left hand swing chance. | |
override bool | CanUseLefthandedWeapon [get] |
Checks whether Living has ability to use lefthanded weapons. | |
virtual int | RespawnInterval [get, set] |
The Respawn Interval of this mob in milliseconds. | |
override bool | IsAlive [get] |
True if NPC is alive, else false. | |
bool | IsRespawning [get] |
True, if the mob is respawning, else false. | |
override bool | CanCastHarmfulSpells [get] |
Whether or not the NPC can cast harmful spells at the moment. | |
override IList< Spell > | HarmfulSpells [get] |
IList | Spells [get, set] |
property of spell array of NPC | |
IList | Styles [get, set] |
The Styles for this NPC. | |
Dictionary< string, Ability > | Abilities [get] |
The Abilities for this NPC. | |
SpellAction | SpellTimer [get, set] |
The timer that controls an npc's spell casting. | |
override IControlledBrain | ControlledBrain [get] |
Gets the controlled object of this NPC. | |
IControlledBrain[] | ControlledNpcList [get] |
Gets the controlled array of this NPC. | |
virtual bool | IsAvailable [get] |
Whether this NPC is available to add on a fight. | |
virtual bool | IsAggressive [get] |
Whether this NPC is aggressive. | |
override eGender | Gender [get, set] |
Gender of this NPC. |
This class is the baseclass for all Non Player Characters like Monsters, Merchants, Guards, Steeds ...
The possible triggers for GameNPC ambient actions.
Various flags for this npc.
Used for that formation type if a GameNPC has a formation.
DOL.GS.GameNPC.GameNPC | ( | ) |
Constructs a NPC.
DOL.GS.GameNPC.GameNPC | ( | INpcTemplate | template | ) |
create npc from template
template | template of generator |
virtual void DOL.GS.GameNPC.AddBrain | ( | ABrain | newBrain | ) | [virtual] |
Adds a temporary brain to Npc, last added brain is active.
newBrain |
virtual bool DOL.GS.GameNPC.AddControlledNpc | ( | IControlledBrain | controlledNpc | ) | [virtual] |
Adds a pet to the current array of pets.
controlledNpc | The brain to add to the list |
Reimplemented in DOL.GS.CommanderPet.
void DOL.GS.GameNPC.AddQuestToGive | ( | Type | questType | ) |
Adds a scripted quest type to the npc questlist.
questType | The quest type to add |
override bool DOL.GS.GameNPC.AddToWorld | ( | ) | [virtual] |
Adds the npc to the world.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.Researcher, DOL.GS.GameConsignmentMerchant, DOL.GS.GameTrainer, DOL.GS.AlbionSITeleporter, DOL.GS.AlbionTeleporter, DOL.GS.GameBoat, 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.
override int DOL.GS.GameNPC.AttackCriticalChance | ( | InventoryItem | weapon | ) | [virtual] |
The chance for a critical hit.
Reimplemented from DOL.GS.GameLiving.
override eDamageType DOL.GS.GameNPC.AttackDamageType | ( | InventoryItem | weapon | ) | [virtual] |
Returns the damage type of the current attack.
weapon | attack weapon |
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GamePet.
virtual void DOL.GS.GameNPC.BroadcastLoot | ( | ArrayList | dropMessages | ) | [protected, virtual] |
Broadcast loot to the raid.
dropMessages | List of drop messages to broadcast. |
virtual void DOL.GS.GameNPC.BroadcastUpdate | ( | ) | [virtual] |
Broadcasts the npc to all players around.
virtual void DOL.GS.GameNPC.BuildAmbientTexts | ( | ) | [protected, virtual] |
Fill the ambient text list for this NPC.
Reimplemented in DOL.GS.TurretPet, DOL.GS.GamePet, and DOL.GS.TheurgistPet.
override int DOL.GS.GameNPC.CalculateLeftHandSwingCount | ( | ) | [virtual] |
Calculates how many times left hand swings.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GamePet, and DOL.GS.NecromancerPet.
virtual void DOL.GS.GameNPC.CancelWalkToSpawn | ( | ) | [virtual] |
Walk to the spawn point.
bool DOL.GS.GameNPC.CanGiveOneQuest | ( | GamePlayer | player | ) |
Check if the npc can give one quest to a player Checks both scripted and data quests.
player | The player to check |
int DOL.GS.GameNPC.CanGiveQuest | ( | Type | questType, |
GamePlayer | player | ||
) |
Check if the npc can give the specified quest to a player Used for scripted quests.
questType | The type of the quest |
player | The player who search a quest |
Cast a spell, with optional LOS check.
spell | |
line | |
checkLOS |
Cast a spell with LOS check to a player.
spell | |
line |
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.NecromancerPet.
override void DOL.GS.GameNPC.ChangeBaseStat | ( | eStat | stat, |
short | val | ||
) | [virtual] |
Change a stat value (delegate to GameNPC)
stat | The stat to change |
val | The new value |
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GameNPC.ContinueAttack | ( | GameObject | target | ) | [virtual] |
Continue a previously started attack.
override void DOL.GS.GameNPC.Delete | ( | ) | [virtual] |
Marks this object as deleted!
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.Keeps.GameKeepGuard.
override void DOL.GS.GameNPC.DeleteFromDatabase | ( | ) | [virtual] |
Deletes the mob from the database.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameMerchant, and DOL.GS.Keeps.GameKeepGuard.
override void DOL.GS.GameNPC.Die | ( | GameObject | killer | ) | [virtual] |
Called when this living dies.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GamePet, DOL.GS.GameSiegeWeapon, DOL.GS.Keeps.GameKeepGuard, DOL.GS.Keeps.GuardLord, DOL.GS.ArrektosProtector, DOL.GS.BaseProtector, DOL.GS.GameDecoy, DOL.GS.GameFont, and DOL.GS.GameStorm.
override void DOL.GS.GameNPC.DisableTurning | ( | bool | add | ) | [virtual] |
virtual void DOL.GS.GameNPC.DropLoot | ( | GameObject | killer | ) | [virtual] |
This method is called to drop loot after this mob dies.
killer | The killer |
Reimplemented in DOL.GS.GameGuard.
override void DOL.GS.GameNPC.EnemyHealed | ( | GameLiving | enemy, |
GameObject | healSource, | ||
GameLiving.eHealthChangeType | changeType, | ||
int | healAmount | ||
) |
The enemy is healed, so we add to the xp gainers list.
enemy | |
healSource | |
changeType | |
healAmount |
void DOL.GS.GameNPC.FireAmbientSentence | ( | eAmbientTrigger | trigger, |
GameLiving | living = null |
||
) |
Handle triggers for ambient sentences.
action | The trigger action |
npc | The NPC to handle the trigger for |
virtual void DOL.GS.GameNPC.Follow | ( | GameObject | target, |
int | minDistance, | ||
int | maxDistance | ||
) | [virtual] |
Follow given object.
target | Target to follow |
minDistance | Min distance to keep to the target |
maxDistance | Max distance to keep following |
virtual void DOL.GS.GameNPC.FollowTargetInRange | ( | ) | [virtual] |
Will be called if follow mode is active and we reached the follow target.
virtual int DOL.GS.GameNPC.FollowTimerCallback | ( | RegionTimer | callingTimer | ) | [protected, virtual] |
Keep following a specific object at a max distance.
virtual string DOL.GS.GameNPC.GetAggroLevelString | ( | GamePlayer | player, |
bool | firstLetterUppercase | ||
) | [virtual] |
How friendly this NPC is to player.
player | GamePlayer that is examining this object |
firstLetterUppercase |
Reimplemented in DOL.GS.Researcher.
override IList DOL.GS.GameNPC.GetExamineMessages | ( | GamePlayer | player | ) | [virtual] |
Adds messages to ArrayList which are sent when object is targeted.
player | GamePlayer that is examining this object |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.Researcher, DOL.GS.Blacksmith, DOL.GS.Enchanter, DOL.GS.GameTrainer, DOL.GS.GameHastener, DOL.GS.GameHealer, DOL.GS.GameHousingHastener, DOL.GS.NameRegistrar, DOL.GS.Recharger, DOL.GS.GameVaultKeeper, DOL.GS.GameGuard, DOL.GS.GameMerchant, DOL.GS.Keeps.GameKeepGuard, and DOL.GS.Keeps.FrontierHastener.
int DOL.GS.GameNPC.GetFreeArrayLocation | ( | ) |
Get a free array location on the NPC.
override string DOL.GS.GameNPC.GetPronoun | ( | int | form, |
bool | capitalize | ||
) | [virtual] |
Gets the proper pronoun including capitalization.
form | 1=his; 2=him; 3=he |
capitalize |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.Keeps.GameKeepGuard.
bool DOL.GS.GameNPC.GiveQuest | ( | Type | questType, |
GamePlayer | player, | ||
int | startStep | ||
) |
Give a quest a to specific player used for scripted quests.
questType | The quest type |
player | The player that gets the quest |
startStep | The starting quest step |
AbstractQuest DOL.GS.GameNPC.HasQuest | ( | Type | questType | ) | [protected] |
Checks if this npc already has a specified quest used for scripted quests.
questType | The quest type |
override int DOL.GS.GameNPC.HealthRegenerationTimerCallback | ( | RegionTimer | selfRegenerationTimer | ) | [protected, virtual] |
Callback timer for health regeneration.
selfRegenerationTimer | the regeneration timer |
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GameNPC.HoldAttack | ( | ) | [virtual] |
Stop attacking and following, but stay in attack mode (e.g. in order to cast a spell instead).
override bool DOL.GS.GameNPC.Interact | ( | GamePlayer | player | ) | [virtual] |
This function is called from the ObjectInteractRequestHandler.
player | GamePlayer that interacts with this object |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.Arbiter, DOL.GS.ArtifactCreditMerchant, DOL.GS.ArtifactScholar, DOL.GS.Researcher, DOL.GS.Scholar, DOL.GS.AncientBoundDjinn, DOL.GS.SummonedDjinn, DOL.GS.Blacksmith, DOL.GS.GameConsignmentMerchant, DOL.GS.CraftNPC, DOL.GS.EmblemNPC, DOL.GS.Enchanter, DOL.GS.FaceCustomiser, DOL.GS.KingNPC, DOL.GS.GameTrainer, DOL.GS.GuildRegistrar, DOL.GS.GameHastener, DOL.GS.GameHealer, DOL.GS.MarketExplorer, DOL.GS.NameRegistrar, DOL.GS.Recharger, DOL.GS.RoyalTreasuryClerk, DOL.GS.TaskMaster, DOL.GS.AlbionSITeleporter, DOL.GS.AlbionTeleporter, DOL.GS.HiberniaSITeleporter, DOL.GS.HiberniaTeleporter, DOL.GS.MidgardSITeleporter, DOL.GS.MidgardTeleporter, DOL.GS.SimpleTeleporter, DOL.GS.ThroneRoomTeleporter, DOL.GS.GameVaultKeeper, DOL.GS.GameBoat, DOL.GS.GameMerchant, DOL.GS.GameItemCurrencyMerchant, DOL.GS.GameSiegeWeapon, DOL.GS.GameTeleporter, DOL.GS.GameTrainingDummy, DOL.GS.Keeps.FrontierHastener, 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.GameNPC.IsFriend | ( | GameNPC | npc | ) | [virtual] |
Whether this NPC is a friend or not.
npc | The NPC that is checked against. |
virtual void DOL.GS.GameNPC.LoadEquipmentTemplateFromDatabase | ( | string | equipmentTemplateID | ) | [virtual] |
Loads the equipment template of this npc.
equipmentTemplateID | The template id |
override void DOL.GS.GameNPC.LoadFromDatabase | ( | DataObject | obj | ) | [virtual] |
Load a npc from the npc template.
obj | template to load from |
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GameBoat, DOL.GS.GameMerchant, DOL.GS.GameSiegeWeapon, and DOL.GS.Keeps.GameKeepGuard.
virtual void DOL.GS.GameNPC.LoadTemplate | ( | INpcTemplate | template | ) | [virtual] |
virtual bool DOL.GS.GameNPC.MoveInRegion | ( | ushort | regionID, |
int | x, | ||
int | y, | ||
int | z, | ||
ushort | heading, | ||
bool | forceMove | ||
) | [virtual] |
Move an NPC within the same region without removing from world.
regionID | |
x | |
y | |
z | |
heading | |
forceMove | Move regardless of combat check |
void DOL.GS.GameNPC.MoveOnPath | ( | short | speed | ) |
let the npc travel on its path
speed | Speed on path |
override void DOL.GS.GameNPC.Notify | ( | DOLEvent | e, |
object | sender, | ||
EventArgs | args | ||
) | [virtual] |
Handle event notifications.
e | The event |
sender | The sender |
args | The arguements |
Reimplemented from DOL.GS.GameLiving.
void DOL.GS.GameNPC.NPCStartAttackCheckLOS | ( | GamePlayer | player, |
ushort | response, | ||
ushort | targetOID | ||
) |
We only attack if we have LOS.
player | |
response | |
targetOID |
void DOL.GS.GameNPC.NPCStopRangedAttackCheckLOS | ( | GamePlayer | player, |
ushort | response, | ||
ushort | targetOID | ||
) |
If we don't have LOS we stop attack.
player | |
response | |
targetOID |
void DOL.GS.GameNPC.NPCUpdatedCallback | ( | ) |
callback that npc was updated to the world so it must be visible to at least one player
override void DOL.GS.GameNPC.OnAfterSpellCastSequence | ( | ISpellHandler | handler | ) | [virtual] |
Callback after spell execution finished and next spell can be processed.
handler |
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GamePet, and DOL.GS.NecromancerPet.
void DOL.GS.GameNPC.OnArriveAtWaypoint | ( | DOLEvent | e, |
object | n, | ||
EventArgs | args | ||
) | [protected] |
decides what to do on reached waypoint in path
e | |
n | |
args |
override bool DOL.GS.GameNPC.OnInterruptTick | ( | GameLiving | attacker, |
AttackData.eAttackType | attackType | ||
) | [protected, virtual] |
If npcs cant move, they cant be interupted from range attack.
attacker | |
attackType |
Reimplemented from DOL.GS.GameLiving.
override void DOL.GS.GameNPC.RangedAttackFinished | ( | ) | [virtual] |
When a ranged attack is finished this is called in order to check LOS for next attack.
Reimplemented from DOL.GS.GameLiving.
virtual bool DOL.GS.GameNPC.RemoveBrain | ( | ABrain | removeBrain | ) | [virtual] |
Removes a temporary brain from Npc.
removeBrain | The brain to remove |
virtual bool DOL.GS.GameNPC.RemoveControlledNpc | ( | IControlledBrain | controlledNpc | ) | [virtual] |
Removes the brain from.
controlledNpc | The brain to find and remove |
Reimplemented in DOL.GS.CommanderPet.
override bool DOL.GS.GameNPC.RemoveFromWorld | ( | ) | [virtual] |
Removes the npc from the world.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GameSiegeWeapon, and DOL.GS.Keeps.GameKeepGuard.
bool DOL.GS.GameNPC.RemoveQuestToGive | ( | Type | questType | ) |
removes a scripted quest from this npc
questType | The questType to remove |
virtual int DOL.GS.GameNPC.RespawnTimerCallback | ( | RegionTimer | respawnTimer | ) | [protected, virtual] |
The callback that will respawn this mob.
respawnTimer | the timer calling this callback |
Reimplemented in DOL.GS.Keeps.GameKeepGuard.
int DOL.GS.GameNPC.RiderArrayLocation | ( | GamePlayer | player | ) |
Get the riders array location.
player | the player to get location of |
virtual bool DOL.GS.GameNPC.RiderDismount | ( | bool | forced, |
GamePlayer | player | ||
) | [virtual] |
Called to dismount a rider from this npc. Since only players can ride NPC's you should use the GamePlayer.MountSteed function instead to make sure all callbacks are called correctly.
forced | if true, the dismounting can't be prevented by handlers |
player | the player that is dismounting |
Reimplemented in DOL.GS.GameBoat, and DOL.GS.GameSiegeRam.
virtual bool DOL.GS.GameNPC.RiderMount | ( | GamePlayer | rider, |
bool | forced | ||
) | [virtual] |
This function is called when a rider mounts this npc Since only players can ride NPC's you should use the GamePlayer.MountSteed function instead to make sure all callbacks are called correctly.
rider | GamePlayer that is the rider |
forced | if true, mounting can't be prevented by handlers |
Reimplemented in DOL.GS.GameBoat, and DOL.GS.GameSiegeRam.
virtual bool DOL.GS.GameNPC.RiderMount | ( | GamePlayer | rider, |
bool | forced, | ||
int | slot | ||
) | [virtual] |
This function is called when a rider mounts this npc Since only players can ride NPC's you should use the GamePlayer.MountSteed function instead to make sure all callbacks are called correctly.
rider | GamePlayer that is the rider |
forced | if true, mounting can't be prevented by handlers |
slot | The desired slot to mount |
int DOL.GS.GameNPC.RiderSlot | ( | GamePlayer | player | ) |
Get the riders slot on the npc.
player |
override void DOL.GS.GameNPC.SaveIntoDatabase | ( | ) | [virtual] |
Saves a mob into the db if it exists, it is updated, else it creates a new object in the DB.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameBoat, DOL.GS.GameMerchant, and DOL.GS.BaseProtector.
virtual void DOL.GS.GameNPC.SayTo | ( | GamePlayer | target, |
eChatLoc | loc, | ||
string | message, | ||
bool | announce = true |
||
) | [virtual] |
Format "say" message and send it to target.
target | |
loc | chat location of the message |
message |
virtual void DOL.GS.GameNPC.SayTo | ( | GamePlayer | target, |
string | message, | ||
bool | announce = true |
||
) | [virtual] |
Format "say" message and send it to target in popup window.
target | |
message |
Sets the NPC own brain.
brain | The new brain |
eQuestIndicator DOL.GS.GameNPC.SetQuestIndicator | ( | Type | questType, |
GamePlayer | player | ||
) |
Return the proper indicator for quest TODO: check when finish indicator is set when you have done the NPC quest when you are at the last step.
questType | Type of quest |
player | player requesting the quest |
virtual bool DOL.GS.GameNPC.ShowQuestIndicator | ( | GamePlayer | player | ) | [virtual] |
Should the NPC show a quest indicator, this can be overriden for custom handling Checks both scripted and data quests.
player |
override void DOL.GS.GameNPC.StartAttack | ( | GameObject | target | ) | [virtual] |
Starts a melee attack on a target.
target | The object to attack |
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.TurretPet, DOL.GS.GameGuard, DOL.GS.Keeps.GameKeepGuard, and DOL.GS.ArrektosProtector.
virtual void DOL.GS.GameNPC.StartRespawn | ( | ) | [virtual] |
Starts the Respawn Timer.
override void DOL.GS.GameNPC.StopAttack | ( | ) | [virtual] |
Stops all attack actions, including following target.
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GameNPC.StopFollowing | ( | ) | [virtual] |
Stop following.
virtual void DOL.GS.GameNPC.StopMoving | ( | ) | [virtual] |
Stops the movement of the mob.
virtual void DOL.GS.GameNPC.StopMovingAt | ( | IPoint3D | target | ) | [virtual] |
Stops the movement of the mob and forcibly moves it to the given target position.
void DOL.GS.GameNPC.StopMovingOnPath | ( | ) |
Stop moving on path.
void DOL.GS.GameNPC.SwitchToMelee | ( | GameObject | target | ) |
Method to switch the npc to Melee attacks.
target |
void DOL.GS.GameNPC.SwitchToRanged | ( | GameObject | target | ) |
Method to switch the guard to Ranged attacks.
target |
override void DOL.GS.GameNPC.SwitchWeapon | ( | eActiveWeaponSlot | slot | ) | [virtual] |
Switches the active weapon to another one.
slot | the new eActiveWeaponSlot |
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GameNPC.TurnTo | ( | GameObject | target | ) | [virtual] |
Turns the NPC towards a specific gameObject which can be anything ... a player, item, mob, npc ...
target | GameObject to turn towards |
virtual void DOL.GS.GameNPC.TurnTo | ( | GameObject | target, |
bool | sendUpdate | ||
) | [virtual] |
Turns the NPC towards a specific gameObject which can be anything ... a player, item, mob, npc ... optionally sends update to client.
target | GameObject to turn towards |
virtual void DOL.GS.GameNPC.TurnTo | ( | ushort | heading | ) | [virtual] |
Turns the npc towards a specific heading.
newHeading | the new heading |
virtual void DOL.GS.GameNPC.TurnTo | ( | int | tx, |
int | ty | ||
) | [virtual] |
Turns the npc towards a specific spot.
tx | Target X |
ty | Target Y |
virtual void DOL.GS.GameNPC.TurnTo | ( | GameObject | target, |
int | duration | ||
) | [virtual] |
Turns the NPC towards a specific gameObject which can be anything ... a player, item, mob, npc ... and turn back after specified duration.
target | GameObject to turn towards |
duration | restore heading after this duration |
virtual void DOL.GS.GameNPC.TurnTo | ( | ushort | heading, |
bool | sendUpdate | ||
) | [virtual] |
Turns the npc towards a specific heading optionally sends update to client.
newHeading | the new heading |
virtual void DOL.GS.GameNPC.TurnTo | ( | int | tx, |
int | ty, | ||
bool | sendUpdate | ||
) | [virtual] |
Turns the npc towards a specific spot optionally sends update to client.
tx | Target X |
ty | Target Y |
void DOL.GS.GameNPC.UpdateNPCEquipmentAppearance | ( | ) |
Updates the items on a character.
override void DOL.GS.GameNPC.UpdateTickSpeed | ( | ) | [protected, virtual] |
Updates the tick speed for this living.
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GameNPC.Walk | ( | short | speed | ) | [virtual] |
This function is used to start the mob walking. It will walk in the heading direction until the StopMovement function is called.
speed | walk speed |
virtual void DOL.GS.GameNPC.WalkTo | ( | int | targetX, |
int | targetY, | ||
int | targetZ, | ||
short | speed | ||
) | [virtual] |
Walk to a certain spot at a given speed.
tx | |
ty | |
tz | |
speed |
Reimplemented in DOL.GS.Keeps.GameKeepGuard.
virtual void DOL.GS.GameNPC.WalkTo | ( | IPoint3D | target, |
short | speed | ||
) | [virtual] |
Walk to a certain spot at a given speed.
p | |
speed |
virtual void DOL.GS.GameNPC.WalkToSpawn | ( | ) | [virtual] |
Walk to the spawn point.
Reimplemented in DOL.GS.GameDragon, and DOL.GS.Keeps.GameKeepGuard.
virtual void DOL.GS.GameNPC.WalkToSpawn | ( | short | speed | ) | [virtual] |
Walk to the spawn point with specified speed.
override bool DOL.GS.GameNPC.WhisperReceive | ( | GameLiving | source, |
string | text | ||
) | [virtual] |
ToDo.
source | |
text |
Reimplemented from DOL.GS.GameLiving.
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.GameTeleporter, DOL.GS.NecromancerPet, 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.
IList<MobXAmbientBehaviour> DOL.GS.GameNPC.ambientTexts |
The ambient texts.
const int DOL.GS.GameNPC.CHARMED_NOEXP_TIMEOUT = 60000 |
The duration of no exp after charmed, in game ticks.
const string DOL.GS.GameNPC.CHARMED_TICK_PROP = "CharmedTick" |
The property that holds charmed tick if any.
const int DOL.GS.GameNPC.CONST_WALKTOTOLERANCE = 25 |
Constant for determining if already at a point.
This helps to reduce the turning of an npc while fighting or returning to a spawn Tested - min distance for mob sticking within combat range to player is 25
readonly string DOL.GS.GameNPC.FOLLOW_TARGET_IN_RANGE = "FollowTargetInRange" [static, protected] |
Property entry on follow timer, wether the follow target is in range.
Timer to be set if an OnArriveAtTarget handler is set before calling the WalkTo function.
byte DOL.GS.GameNPC.m_blockChance [protected] |
Stores the NPC block chance.
PathPoint DOL.GS.GameNPC.m_currentWayPoint = null [protected] |
Stores the currentwaypoint that npc has to wander to.
string DOL.GS.GameNPC.m_equipmentTemplateID [protected] |
Equipment templateID.
byte DOL.GS.GameNPC.m_evadeChance [protected] |
Stores the NPC evade chance.
eFlags DOL.GS.GameNPC.m_flags [protected] |
Holds various flags of this npc.
int DOL.GS.GameNPC.m_followMaxDist [protected] |
Max range to keep following.
int DOL.GS.GameNPC.m_followMinDist [protected] |
Min range to keep to the target.
WeakReference DOL.GS.GameNPC.m_followTarget [protected] |
Timer to be set if an OnCloseToTarget handler is set before calling the WalkTo function.
Object that this npc is following as weakreference
RegionTimer DOL.GS.GameNPC.m_followTimer [protected] |
Timer with purpose of follow updating.
bool DOL.GS.GameNPC.m_IsMovingOnPath = false [protected] |
Stores if npc moving on path.
volatile uint DOL.GS.GameNPC.m_lastUpdateTickCount = uint.MinValue [protected] |
The last time this NPC sent the 0x09 update packet.
volatile uint DOL.GS.GameNPC.m_lastVisibleToPlayerTick = uint.MinValue [protected] |
The last time this NPC was actually updated to at least one player.
byte DOL.GS.GameNPC.m_leftHandSwingChance [protected] |
Stores the NPC left hand swing chance.
eDamageType DOL.GS.GameNPC.m_meleeDamageType = eDamageType.Slash [protected] |
Stores the melee damage type of this NPC.
ABrain DOL.GS.GameNPC.m_ownBrain [protected] |
Holds the own NPC brain.
string DOL.GS.GameNPC.m_packageID [protected] |
package ID defined form this NPC
byte DOL.GS.GameNPC.m_parryChance [protected] |
Stores the NPC parry chance.
short DOL.GS.GameNPC.m_pathingNormalSpeed [protected] |
Stores the speed for traveling on path.
readonly ArrayList DOL.GS.GameNPC.m_questListToGive = new ArrayList() [protected] |
Holds all the quests this npc can give to players.
int DOL.GS.GameNPC.m_respawnInterval [protected] |
The time to wait before each mob respawn.
RegionTimer DOL.GS.GameNPC.m_respawnTimer [protected] |
A timer that will respawn this mob.
readonly object DOL.GS.GameNPC.m_respawnTimerLock = new object() [protected] |
The sync object for respawn timer modifications.
byte DOL.GS.GameNPC.m_size [protected] |
Holds the size of the NPC.
ushort DOL.GS.GameNPC.m_spawnHeading [protected] |
Spawn Heading.
Point3D DOL.GS.GameNPC.m_spawnPoint [protected] |
Spawn point.
readonly int DOL.GS.GameNPC.MIN_ALLOWED_FOLLOW_DISTANCE = 100 [static, protected] |
Minimum allowed attacker follow distance to avoid issues with client / server resolution (herky jerky motion)
readonly int DOL.GS.GameNPC.MIN_ALLOWED_PET_FOLLOW_DISTANCE = 90 [static, protected] |
Minimum allowed pet follow distance.
const int DOL.GS.GameNPC.MINHEALTHPERCENTFORRANGEDATTACK = 70 [protected] |
At what health percent will npc give up range attack and rush the attacker.
const string DOL.GS.GameNPC.RESTORE_HEADING_ACTION_PROP = "NpcRestoreHeadingAction" [protected] |
The property used to store the NPC heading restore action.
Holds the rider of this NPC as weak reference.
virtual byte DOL.GS.GameNPC.BlockChance [get, set] |
Gets or sets the NPC block chance.
ushort DOL.GS.GameNPC.BodyType [get, set] |
The NPC's body type.
ABrain DOL.GS.GameNPC.Brain [get] |
Gets the current brain of this NPC.
object DOL.GS.GameNPC.BrainSync [get] |
Gets the brain sync object.
override bool DOL.GS.GameNPC.CanCastHarmfulSpells [get] |
Whether or not the NPC can cast harmful spells at the moment.
Reimplemented from DOL.GS.GameLiving.
override bool DOL.GS.GameNPC.CanUseLefthandedWeapon [get] |
Checks whether Living has ability to use lefthanded weapons.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GamePet, and DOL.GS.NecromancerPet.
virtual short DOL.GS.GameNPC.Charisma [get, set] |
Gets NPC's charisma.
override int DOL.GS.GameNPC.Concentration [get] |
The Concentration for this NPC.
Reimplemented from DOL.GS.GameLiving.
virtual short DOL.GS.GameNPC.Constitution [get, set] |
Gets NPC's constitution.
Reimplemented in DOL.GS.GamePet, and DOL.GS.NecromancerPet.
override IControlledBrain DOL.GS.GameNPC.ControlledBrain [get] |
Gets the controlled object of this NPC.
Reimplemented from DOL.GS.GameLiving.
IControlledBrain [] DOL.GS.GameNPC.ControlledNpcList [get] |
Gets the controlled array of this NPC.
GameObject DOL.GS.GameNPC.CurrentFollowTarget [get] |
Gets the NPC current follow target.
override Region DOL.GS.GameNPC.CurrentRegion [get, set] |
Gets or Sets the current Region of the Object.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameSiegeWeapon.
GamePlayer [] DOL.GS.GameNPC.CurrentRiders [get] |
Gets a list of the current riders.
override short DOL.GS.GameNPC.CurrentSpeed [set] |
Gets or sets the current speed of the npc.
Reimplemented from DOL.GS.GameLiving.
PathPoint DOL.GS.GameNPC.CurrentWayPoint [get, set] |
Gets sets the currentwaypoint that npc has to wander to.
virtual short DOL.GS.GameNPC.Dexterity [get, set] |
Gets NPC's dexterity.
Reimplemented in DOL.GS.GamePet, and DOL.GS.NecromancerPet.
override int DOL.GS.GameNPC.EffectiveLevel [get] |
Gets or Sets the effective level of the Object.
Reimplemented from DOL.GS.GameLiving.
virtual short DOL.GS.GameNPC.Empathy [get, set] |
Gets NPC's empathy.
string DOL.GS.GameNPC.EquipmentTemplateID [get, set] |
The equipment template id of this npc.
virtual byte DOL.GS.GameNPC.EvadeChance [get, set] |
Gets or sets the NPC evade chance.
virtual eFlags DOL.GS.GameNPC.Flags [get, set] |
Gets or Sets the flags of this npc.
Reimplemented in DOL.GS.GameHousingHastener, and DOL.GS.Keeps.FrontierHastener.
eFormationType DOL.GS.GameNPC.Formation [get, set] |
How the minions line up with the commander.
byte DOL.GS.GameNPC.FormationSpacing [get, set] |
The Minions's x-offset from it's commander.
override eGender DOL.GS.GameNPC.Gender [get, set] |
Gender of this NPC.
Reimplemented from DOL.GS.GameObject.
override string DOL.GS.GameNPC.GuildName [get, set] |
Gets or sets the guild name.
Reimplemented from DOL.GS.GameObject.
override ushort DOL.GS.GameNPC.Heading [get, set] |
Gets or sets the heading of this NPC.
Reimplemented from DOL.GS.GameLiving.
override int DOL.GS.GameNPC.Health [get, set] |
Gets/sets the object health.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GameTrainingDummy, and DOL.GS.NecromancerPet.
ushort DOL.GS.GameNPC.HouseNumber [get, set] |
The NPC's current house.
virtual short DOL.GS.GameNPC.Intelligence [get, set] |
Gets NPC's intelligence.
virtual bool DOL.GS.GameNPC.IsAggressive [get] |
Whether this NPC is aggressive.
override bool DOL.GS.GameNPC.IsAlive [get] |
True if NPC is alive, else false.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GameTrainingDummy.
bool DOL.GS.GameNPC.IsAtTargetPosition [get] |
True if the mob is at its target position, else false.
virtual bool DOL.GS.GameNPC.IsAvailable [get] |
Whether this NPC is available to add on a fight.
bool DOL.GS.GameNPC.IsConfused [get, set] |
Is this NPC currently confused.
bool DOL.GS.GameNPC.IsMovingOnPath [get] |
Gets if npc moving on path.
bool DOL.GS.GameNPC.IsOutOfTetherRange [get] |
True, if NPC is out of tether range, false otherwise; if no tether range is specified, this will always return false.
bool DOL.GS.GameNPC.IsRespawning [get] |
True, if the mob is respawning, else false.
bool DOL.GS.GameNPC.IsReturningHome [get, set] |
Is the NPC returning home, if so, we don't want it to think.
bool DOL.GS.GameNPC.IsReturningToSpawnPoint [get, set] |
Whether or not the NPC is on its way back to the spawn point. [Aredhel: I decided to add this property in order not to mess with SMB and IsReturningHome. Also, to prevent outside classes from interfering the setter is now protected.].
override bool DOL.GS.GameNPC.IsStealthed [get] |
The stealth state of this NPC.
Reimplemented from DOL.GS.GameLiving.
override bool DOL.GS.GameNPC.IsUnderwater [get] |
Checks if object is underwater.
Reimplemented from DOL.GS.GameObject.
virtual bool DOL.GS.GameNPC.IsVisibleToPlayers [get] |
Shows wether any player sees that mob we dont need to calculate things like AI if mob is in no way visible to at least one player.
virtual bool DOL.GS.GameNPC.IsWorthReward [get, set] |
Tests if this MOB should give XP and loot based on the XPGainers.
Reimplemented in DOL.GS.GameMovingObject.
uint DOL.GS.GameNPC.LastUpdateTickCount [get] |
Gets the last time this mob was updated.
uint DOL.GS.GameNPC.LastVisibleToPlayersTickCount [get] |
Gets the last this this NPC was actually update to at least one player.
byte DOL.GS.GameNPC.LeftHandSwingChance [get, set] |
Gets or sets the NPC left hand swing chance.
override byte DOL.GS.GameNPC.Level [get, set] |
Gets or sets the level of this NPC.
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.Keeps.GameKeepGuard.
ArrayList DOL.GS.GameNPC.LinkedFactions [get, set] |
The linked factions for this NPC.
override int DOL.GS.GameNPC.Mana [get] |
npcs can always have mana to cast
Reimplemented from DOL.GS.GameLiving.
Reimplemented in DOL.GS.GameSiegeWeapon, and DOL.GS.Keeps.GameKeepGuard.
virtual int DOL.GS.GameNPC.MAX_PASSENGERS [get] |
The maximum passengers the NPC can take.
Reimplemented in DOL.GS.GameBoat, DOL.GS.GameTaxi, DOL.GS.GameTaxiBoat, and DOL.GS.GameSiegeRam.
int DOL.GS.GameNPC.MaxDistance [get, set] |
The Mob's max distance from its spawn before return automatically if MaxDistance > 0 ... the amount is the normal value if MaxDistance = 0 ... no maxdistance check if MaxDistance less than 0 ... the amount is calculated in procent of the value and the aggrorange (in StandardMobBrain)
override int DOL.GS.GameNPC.MaxMana [get] |
The Max Mana for this NPC.
Reimplemented from DOL.GS.GameLiving.
virtual eDamageType DOL.GS.GameNPC.MeleeDamageType [get, set] |
Gets or sets the melee damage type of this NPC.
override ushort DOL.GS.GameNPC.Model [get, set] |
Gets or sets the model of this npc.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameBoat, and DOL.GS.GameMovingObject.
override string DOL.GS.GameNPC.Name [get, set] |
Gets or sets the name of this npc.
Reimplemented from DOL.GS.GameObject.
Reimplemented in DOL.GS.GameBoat.
NpcTemplate DOL.GS.GameNPC.NPCTemplate [get, set] |
The NPC's template.
virtual byte DOL.GS.GameNPC.ParryChance [get, set] |
Gets or sets the NPC parry chance.
short DOL.GS.GameNPC.PathingNormalSpeed [get, set] |
Gets sets the speed for traveling on path.
virtual short DOL.GS.GameNPC.Piety [get, set] |
Gets NPC's piety.
IList DOL.GS.GameNPC.QuestListToGive [get] |
Gets the questlist of this player.
virtual short DOL.GS.GameNPC.Quickness [get, set] |
Gets NPC's quickness.
Reimplemented in DOL.GS.GamePet, and DOL.GS.NecromancerPet.
override eRealm DOL.GS.GameNPC.Realm [get, set] |
Gets or sets the Realm of this NPC.
Reimplemented from DOL.GS.GameObject.
virtual int DOL.GS.GameNPC.REQUIRED_PASSENGERS [get] |
The minimum number of passengers required to move.
Reimplemented in DOL.GS.GameBoat.
virtual int DOL.GS.GameNPC.RespawnInterval [get, set] |
The Respawn Interval of this mob in milliseconds.
Reimplemented in DOL.GS.GameDragon, and DOL.GS.BaseProtector.
int DOL.GS.GameNPC.RoamingRange [get, set] |
radius for roaming
virtual bool DOL.GS.GameNPC.ShowTeleporterIndicator [get] |
Should this NPC have an associated teleporter indicator.
Reimplemented in DOL.GS.SimpleTeleporter.
byte DOL.GS.GameNPC.Size [get, set] |
Gets or sets the size of the npc.
Reimplemented in DOL.GS.AncientBoundDjinn, and DOL.GS.PermanentDjinn.
virtual int DOL.GS.GameNPC.SLOT_OFFSET [get] |
The slot offset for this NPC.
Reimplemented in DOL.GS.GameBoat, DOL.GS.GameTaxi, DOL.GS.GameTaxiBoat, and DOL.GS.GameSiegeRam.
virtual ushort DOL.GS.GameNPC.SpawnHeading [get, set] |
Gets or sets the spawnheading of this npc.
virtual Point3D DOL.GS.GameNPC.SpawnPoint [get, set] |
Gets or sets the spawnposition of this npc.
virtual int DOL.GS.GameNPC.SpawnX [get, set] |
Gets or sets the spawnposition of this npc.
virtual int DOL.GS.GameNPC.SpawnY [get, set] |
Gets or sets the spawnposition of this npc.
virtual int DOL.GS.GameNPC.SpawnZ [get, set] |
Gets or sets the spawnposition of this npc.
IList DOL.GS.GameNPC.Spells [get, set] |
property of spell array of NPC
SpellAction DOL.GS.GameNPC.SpellTimer [get, set] |
The timer that controls an npc's spell casting.
virtual short DOL.GS.GameNPC.Strength [get, set] |
Gets NPC's strength.
Reimplemented in DOL.GS.GameDragon, DOL.GS.GamePet, and DOL.GS.NecromancerPet.
IList DOL.GS.GameNPC.Styles [get, set] |
The Styles for this NPC.
override GameObject DOL.GS.GameNPC.TargetObject [get, set] |
The target object.
Reimplemented from DOL.GS.GameLiving.
virtual IPoint3D DOL.GS.GameNPC.TargetPosition [get, set] |
The target position.
int DOL.GS.GameNPC.TetherRange [get, set] |
The mob's tether range; if mob is pulled farther than this distance it will return to its spawn point. if TetherRange > 0 ... the amount is the normal value if TetherRange less or equal 0 ... no tether check.
override int DOL.GS.GameNPC.X [get] |
Gets the current X of this living. Don't modify this property to try to change position of the mob while active. Use the MoveTo function instead.
Reimplemented from DOL.GS.GameLiving.
override int DOL.GS.GameNPC.Y [get] |
Gets the current Y of this NPC. Don't modify this property to try to change position of the mob while active. Use the MoveTo function instead.
Reimplemented from DOL.GS.GameLiving.
override int DOL.GS.GameNPC.Z [get] |
Gets the current Z of this NPC. Don't modify this property to try to change position of the mob while active. Use the MoveTo function instead.
Reimplemented from DOL.GS.GameLiving.