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

This class represents a player inside the game. More...

Inheritance diagram for DOL.GS.GamePlayer:
DOL.GS.GameLiving DOL.GS.GameObject DOL.GS.Point3D DOL.GS.Point2D DOL.GS.IPoint3D DOL.GS.IPoint2D DOL.GS.IPoint2D

List of all members.

Classes

class  ControlledHorse
class  InvulnerabilityTimer
 The timer to call invulnerability expired callbacks. More...
class  PrayAction
 The timed pray action. More...
class  UncoverStealthAction
 Uncovers the player if a mob is too close. More...

Public Types

enum  eReleaseType {
  Normal, City, Duel, Bind,
  RvR, House
}
 The current after-death player release type. More...
enum  eSize { Short = 0x800, Average = 0x1000, Tall = 0x1800 }
enum  waterBreath { Normal = 0, Holding = 1, Drowning = 2 }

Public Member Functions

void SendDoorUpdate (IDoor door, bool forceUpdate=false)
 Send a door state to this client.
void SwitchUpdateArrays ()
 Switches the update arrays.
int InCombatTimerExpired (RegionTimer timer)
void OnLinkdeath ()
virtual void CleanupOnDisconnect ()
 Stop all timers, events and remove player from everywhere (group/guild/chat)
virtual bool Quit (bool forced)
 This function saves the character and sends a message to all others that the player has quit the game!
void UpdatePlayerStatus ()
 Updates Health, Mana, Sitting, Endurance, Concentration and Alive status to client.
virtual void Bind (bool forced)
 Binds this player to the current location.
void StopReleaseTimer ()
 Stops release timer and closes timer window.
virtual void Release (eReleaseType releaseCommand, bool forced)
 Releases this player after death ... subtracts xp etc etc...
virtual void Pray ()
 Prays on a gravestone for XP!
void PrayTimerStop ()
 Stop praying; used when player changes target.
virtual void OnRevive (DOLEvent e, object sender, EventArgs args)
 Called when player revive.
override void ChangeBaseStat (eStat stat, short val)
 Change a stat value (delegate to PlayerCharacter)
virtual void CreateStatistics ()
 Create played statistics for this player.
virtual IList< string > FormatStatistics ()
 Formats this players statistics.
override void StartHealthRegeneration ()
 Starts the health regeneration. Overriden. No lazy timers for GamePlayers.
override void StartPowerRegeneration ()
 Starts the power regeneration. Overriden. No lazy timers for GamePlayers.
override void StartEnduranceRegeneration ()
 Starts the endurance regeneration. Overriden. No lazy timers for GamePlayers.
override void StopHealthRegeneration ()
 Stop the health regeneration. Overriden. No lazy timers for GamePlayers.
override void StopPowerRegeneration ()
 Stop the power regeneration. Overriden. No lazy timers for GamePlayers.
override void StopEnduranceRegeneration ()
 Stop the endurance regeneration. Overriden. No lazy timers for GamePlayers.
virtual int CalculateMaxHealth (int level, int constitution)
 Calculates the maximum health for a specific playerlevel and constitution.
virtual int CalculateMaxMana (int level, int manaStat)
 Calculate max mana for this player based on level and mana stat level.
virtual bool SetCharacterClass (int id)
 Set the character class to a specific one.
byte GetFaceAttribute (eCharFacePart part)
 Get the character face attribute you want.
virtual void AddSpecialization (Specialization skill)
 give player a new Specialization
virtual bool RemoveSpecialization (string specKeyName)
 Removes the existing specialization from the player.
virtual bool RemoveSpellLine (string lineKeyName)
 Removes the existing specialization from the player.
virtual void Reset ()
 Reset this player to level 1, respec all skills, remove all spec points, and reset stats.
virtual int RespecAll ()
virtual int RespecDOL ()
virtual int RespecSingle (Specialization specLine)
virtual int RespecRealm ()
virtual void SendTrainerWindow ()
 Send this players trainer window.
virtual IList GetSpecList ()
 returns a list with all specializations in the order they were added be careful when iterating this list, it has to be synced via SyncRoot before any foreach loop because its a reference to the player internal list of specs that can change at any time
virtual IList GetNonTrainableSkillList ()
 returns a list with all non trainable skills without styles in the order they were added be careful when iterating this list, it has to be synced via SyncRoot before any foreach loop because its a reference to the player internal list of skills that can change at any time
virtual Specialization GetSpecialization (string keyName)
 Retrieves a specific specialization by key name.
virtual Specialization GetSpecializationByName (string name, bool caseSensitive)
 Retrives a specific specialization by name.
override void AddAbility (Ability ability, bool sendUpdates)
 Adds a new Ability to the player.
override bool RemoveAbility (string abilityKeyName)
 Remove an ability from this living.
virtual void RemoveAllSkills ()
virtual void RemoveAllSpecs ()
virtual void RemoveAllSpellLines ()
virtual void RemoveAllStyles ()
virtual bool HasSpecialization (string keyName)
 Asks for existance of specific specialization.
override int CalculateLeftHandSwingCount ()
 Calculates how many times left hand swings.
override int GetBaseSpecLevel (string keyName)
 returns the level of a specialization if 0 is returned, the spec is non existent on player
override 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 player
virtual void AddSpellLine (SpellLine line)
 Adds a spell line to the player.
virtual List< SpellLineGetSpellLines ()
 return a list of spell lines in the order they were added iterate only with locking SyncRoot on the list!
virtual SpellLine GetSpellLine (string keyname)
 find a spell line on player and return them
virtual IList GetStyleList ()
 Gets a list of available styles This creates a copy.
virtual List< StyleGetChampionStyleList ()
 Get a list of Champion styles for this player.
virtual int GetSpellCount ()
 Return the count of all spells the player can use This is for hybrid classes only.
virtual bool IsAdvancedSpellLine (SpellLine line)
 Is this a Champion or ML SpellLine.
virtual Dictionary< string,
KeyValuePair< Spell, SpellLine > > 
GetUsableSpells (List< SpellLine > spellLines, bool update)
 Return a list of spells usable for all spell lines provided. This is used for hybrid classes. This list should return the highest level spell of each spell type (or spell group, if provided)
virtual void RefreshSpecDependantSkills (bool sendMessages)
 updates the list of available styles
virtual void UpdateSpellLineLevels (bool sendMessages)
 updates the levels of all spell lines specialized spell lines depend from spec levels base lines depend from player level
void OnSkillTrained (Specialization skill)
 Called by trainer when specialization points were added to a skill.
virtual string RealmRankTitles (eRealm Realm, int Gender)
 Returns a realm rank title by the given players realm and players gender.
override void GainRealmPoints (long amount)
 Called when this player gains realm points.
void GainRealmPoints (long amount, bool modify)
 Called when this living gains realm points.
void GainRealmPoints (long amount, bool modify, bool sendMessage)
 Called when this player gains realm points.
virtual void GainRealmPoints (long amount, bool modify, bool sendMessage, bool notify)
 Called when this player gains realm points.
bool RemoveBountyPoints (long amount)
 Called when this living buy something with realm points.
bool RemoveBountyPoints (long amount, string str)
 Called when this living buy something with realm points.
virtual bool RemoveBountyPoints (long amount, string str, eChatType type, eChatLoc loc)
 Called when this living buy something with realm points.
override void GainBountyPoints (long amount)
 Player gains bounty points.
void GainBountyPoints (long amount, bool modify)
 Player gains bounty points.
void GainBountyPoints (long amount, bool modify, bool sendMessage)
 Called when player gains bounty points.
virtual void GainBountyPoints (long amount, bool modify, bool sendMessage, bool notify)
 Called when player gains bounty points.
virtual long GetExperienceNeededForLevel (int level)
 How much experience is needed for a given level?
void GainExperience (eXPSource xpSource, long expTotal, long expCampBonus, long expGroupBonus, long expOutpostBonus, bool sendMessage)
 Called whenever this player gains experience.
void GainExperience (eXPSource xpSource, long expTotal, long expCampBonus, long expGroupBonus, long expOutpostBonus, bool sendMessage, bool allowMultiply)
 Called whenever this player gains experience.
override void GainExperience (eXPSource xpSource, long expTotal, long expCampBonus, long expGroupBonus, long expOutpostBonus, bool sendMessage, bool allowMultiply, bool notify)
 Called whenever this player gains experience.
override byte GetDisplayLevel (GamePlayer player)
 What level is displayed to another player.
virtual void OnLevelUp (int previouslevel)
 Called when this player levels.
virtual void OnLevelSecondStage ()
 Called when this player reaches second stage of the current level.
virtual int GetAutoTrainPoints (Specialization spec, int Mode)
 Calculate the Autotrain points.
override void SwitchWeapon (eActiveWeaponSlot slot)
 Switches the active weapon to another one.
override void StartAttack (GameObject attackTarget)
 Starts a melee attack with this player.
override void StopAttack (bool forced)
 Stops all attacks this player is making.
virtual void SwitchQuiver (eActiveQuiverSlot slot, bool forced)
 Switches the active quiver slot to another one.
virtual void ExecuteWeaponStyle (Style style)
 Try and execute a weapon style.
override int GetMeleeCriticalDamage (AttackData ad, InventoryItem weapon)
 Calculates melee critical damage of this player.
override 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.
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 eArmorSlot CalculateArmorHitLocation (AttackData ad)
 Calc Armor hit location when player is hit by enemy.
override int WeaponSpecLevel (InventoryItem weapon)
 determines current weaponspeclevel
virtual String GetWeaponSpec (InventoryItem weapon)
int WeaponBaseSpecLevel (InventoryItem weapon)
 determines current weaponspeclevel
override double GetWeaponSkill (InventoryItem weapon)
 Gets the weaponskill of weapon.
override int GetWeaponStat (InventoryItem weapon)
 calculates weapon stat
override double GetArmorAF (eArmorSlot slot)
 calculate item armor factor influenced by quality, con and duration
override double GetArmorAbsorb (eArmorSlot slot)
 Calculates armor absorb level.
override double WeaponDamage (InventoryItem weapon)
 Gets the weapondamage of currently used weapon Used to display weapon damage in stats, 16.5dps = 1650.
override double UnstyledDamageCap (InventoryItem weapon)
 Max. Damage possible without style.
override bool CanCastInCombat (Spell spell)
 Can this player cast the given spell while in combat?
override int AttackCriticalChance (InventoryItem weapon)
 The chance for a critical hit.
override eDamageType AttackDamageType (InventoryItem weapon)
 Returns the damage type of the current attack.
override int AttackSpeed (params InventoryItem[] weapons)
 Gets the current attackspeed of this living in milliseconds.
override double AttackDamage (InventoryItem weapon)
 Gets the attack damage.
override void Die (GameObject killer)
 Called when the player dies.
override void EnemyKilled (GameLiving enemy)
 Called when an enemy of this living is killed.
override int GetDamageResist (eProperty property)
 Easy method to get the resist of a certain damage type Good for when we add RAs.
void DuelStart (GamePlayer duelTarget)
 Starts the duel.
void DuelStop ()
 Stops the duel if it is running.
override void DisableSkill (Skill skill, int duration)
 Grey out some skills on client for specified duration.
virtual void UpdateDisabledSkills ()
 Updates all disabled skills to player.
virtual void ResetDisabledSkills ()
 Reset all disabled skills to player.
void ClearSpellQueue ()
 Clears the spell queue when a player is interrupted.
override void OnAfterSpellCastSequence (ISpellHandler handler)
 Callback after spell execution finished and next spell can be processed.
override void CastSpell (Spell spell, SpellLine line)
 Cast a specific spell from given spell line.
void CastSpell (SpellCastingAbilityHandler ab)
override int CalculateCastingTime (SpellLine line, Spell spell)
 Calculate how fast this player can cast a given spell.
virtual bool ReceiveTradeItem (GamePlayer source, InventoryItem item)
 Called when this player receives a trade item.
virtual bool ReceiveTradeMoney (GamePlayer source, long money)
 Called when the player receives trade money.
virtual long GetCurrentMoney ()
 Gets the money value this player owns.
virtual void AddMoney (long money)
 Adds money to this player.
virtual void AddMoney (long money, string messageFormat)
 Adds money to this player.
virtual void AddMoney (long money, string messageFormat, eChatType ct, eChatLoc cl)
 Adds money to this player.
virtual bool RemoveMoney (long money)
 Removes money from the player.
virtual bool RemoveMoney (long money, string messageFormat)
 Removes money from the player.
virtual bool RemoveMoney (long money, string messageFormat, eChatType ct, eChatLoc cl)
 Removes money from the player.
virtual void UseSlot (eInventorySlot slot, eUseType type)
 Called when the player uses an inventory in a slot eg. by clicking on the icon in the qickbar dragged from a slot.
virtual void UseSlot (int slot, int type)
bool ApplyPoison (InventoryItem poisonPotion, InventoryItem toItem)
 Apply poison to weapon.
bool IsIgnoring (GameLiving source)
delegate bool SendReceiveHandler (GamePlayer source, GamePlayer receiver, string str)
 Delegate to be called when this player receives a text by someone sending something.
delegate bool SendHandler (GamePlayer source, GamePlayer receiver, string str)
 Delegate to be called when this player is about to send a text.
void ClearOnSend ()
 Clears all send event handlers.
void ClearOnSendReceive ()
 Clears all OnSendReceive event handlers.
virtual bool PrivateMessageReceive (GamePlayer source, string str)
 This function is called when the Player receives a sent text.
virtual bool SendPrivateMessage (GamePlayer target, string str)
 Sends a text to a target.
override bool SayReceive (GameLiving source, string str)
 This function is called when the Player receives a Say text!
override bool Say (string str)
 Call this function to make the player say something.
override bool YellReceive (GameLiving source, string str)
 This function is called when the player hears a yell.
override bool Yell (string str)
 Call this function to make the player yell something.
override bool WhisperReceive (GameLiving source, string str)
 This function is called when the player hears a whisper from some living.
override bool Whisper (GameObject target, string str)
 Call this function to make the player whisper to someone.
delegate bool MountSteedHandler (GamePlayer rider, GameNPC steed, bool forced)
 Delegate callback to be called when the player tries to mount a steed.
void ClearMountSteedHandlers ()
 Clears all MountSteed handlers.
virtual bool MountSteed (GameNPC steed, bool forced)
 Mounts the player onto a steed.
delegate bool DismountSteedHandler (GamePlayer rider, GameLiving steed, bool forced)
 Delegate callback to be called whenever the player tries to dismount from a steed.
void ClearDismountSteedHandlers ()
 Clears all DismountSteed handlers.
virtual bool DismountSteed (bool forced)
 Dismounts the player from it's steed.
void SwitchSeat (int slot)
override bool AddToWorld ()
 Called to create an player in the world and send the other players around this player an update.
override bool RemoveFromWorld ()
 Called to remove the item from the world. Also removes the player visibly from all other players around this one.
override void Delete ()
 Marks this player as deleted.
override bool MoveTo (ushort regionID, int x, int y, int z, ushort heading)
 This function moves a player to a specific region and specific coordinates.
virtual void RefreshWorld ()
 Refresh all objects around the player.
virtual bool MoveToBind ()
void ModifyFriend (string friendName, bool remove)
 Modifies the friend list of this player.
void ModifyIgnoreList (string Name, bool remove)
 Modifies the friend list of this player.
void Diving (waterBreath state)
virtual bool Sprint (bool state)
 Change sprint state of this player.
virtual void OnPlayerMove ()
virtual void Sit (bool sit)
 Sits/Stands the player.
override void SetGroundTarget (int groundX, int groundY, int groundZ)
 Sets the Living's ground-target Coordinates inside the current Region.
virtual void UpdateEquipmentAppearance ()
 Updates the appearance of the equipment this player is using.
void UpdateEncumberance ()
 Updates Encumberance and its effects.
string ItemBonusName (int BonusType)
 Get the bonus names.
virtual void RefreshItemBonuses ()
override bool ReceiveItem (GameLiving source, InventoryItem item)
 Receive an item from another living.
virtual bool DropItem (eInventorySlot slot_pos)
 Called to drop an Item from the Inventory to the floor.
virtual bool DropItem (eInventorySlot slot_pos, out WorldInventoryItem droppedItem)
 Called to drop an item from the Inventory to the floor and return the GameInventoryItem that is created on the floor.
virtual WorldInventoryItem CreateItemOnTheGround (InventoryItem item)
 called to make an item on the ground with owner is player
virtual bool PickupObject (GameObject floorObject, bool checkRange)
 Called when the player picks up an item from the ground.
bool CanSeeObject (GamePlayer player, GameObject obj)
 Checks to see if an object is viewable from the players perspective.
virtual void LoadSpellLines ()
virtual bool VerifySpecPoints ()
 Verify this player has the correct number of spec points for the players level.
override void LoadFromDatabase (DataObject obj)
 Loads this player from a character table slot.
override void SaveIntoDatabase ()
 Save the player into the database.
override string GetPronoun (int form, bool firstLetterUppercase)
 Pronoun of this player in case you need to refer it in 3rd person http://webster.commnet.edu/grammar/cases.htm.
string GetPronoun (GameClient Client, int form, bool capitalize)
string GetName (GamePlayer target)
override IList GetExamineMessages (GamePlayer player)
 Adds messages to ArrayList which are sent when object is targeted.
virtual void Stealth (bool goStealth)
 Set player's stealth state.
void UncoverLOSHandler (GamePlayer player, ushort response, ushort targetOID)
 This handler is called by the unstealth check of mobs.
virtual bool CanDetect (GamePlayer enemy)
 Checks whether this player can detect stealthed enemy.
virtual void LoadQuests ()
 Load all the ongoing or completed quests for this player.
void AddFinishedQuest (AbstractQuest quest)
 Add a quest to the players finished list.
bool AddQuest (AbstractQuest quest)
 Adds a quest to the players questlist Can be used by both scripted quests and data quests.
bool RemoveEncounterCredit (Type questType)
 Remove credit for this type of encounter. Used for scripted quests.
int HasFinishedQuest (Type questType)
 Checks if a player has done a specific quest type This is used for scripted quests.
AbstractQuest IsDoingQuest (AbstractQuest quest)
 Checks if this player is currently doing the specified quest Can be used by scripted and data quests.
AbstractQuest IsDoingQuest (Type questType)
 Checks if this player is currently doing the specified quest type This is used for scripted quests.
override void Notify (DOLEvent e, object sender, EventArgs args)
 Handle event notifications.
override void Notify (DOLEvent e, object sender)
override void Notify (DOLEvent e)
override void Notify (DOLEvent e, EventArgs args)
virtual int GetCraftingSkillValue (eCraftingSkill skill)
 Get the specified player crafting skill value.
virtual bool GainCraftingSkill (eCraftingSkill skill, int count)
 Increase the specified player crafting skill.
virtual bool AddCraftingSkill (eCraftingSkill skill, int startValue)
 Add a new crafting skill to the player.
virtual void CraftItem (ushort itemID)
 This function is called each time a player tries to make a item.
virtual void SalvageItem (InventoryItem item)
 This function is called each time a player try to salvage a item.
virtual void RepairItem (InventoryItem item)
 This function is called each time a player try to repair a item.
void LeaveHouse ()
 Jumps the player out of the house he is in.
bool OpenTrade (GamePlayer tradePartner)
 Opens the trade between two players.
bool OpenSelfCraft (InventoryItem item)
 Opens the trade window for myself (combine, repair)
override void SetControlledBrain (IControlledBrain controlledBrain)
 Sets the controlled object for this player.
virtual void CommandNpcAttack ()
 Commands controlled object to attack.
virtual void CommandNpcRelease ()
 Releases controlled object.
virtual void CommandNpcFollow ()
 Commands controlled object to follow.
virtual void CommandNpcStay ()
 Commands controlled object to stay where it is.
virtual void CommandNpcComeHere ()
 Commands controlled object to go to players location.
virtual void CommandNpcGoTarget ()
 Commands controlled object to go to target.
virtual void CommandNpcPassive ()
 Changes controlled object state to passive.
virtual void CommandNpcAgressive ()
 Changes controlled object state to aggressive.
virtual void CommandNpcDefensive ()
 Changes controlled object state to defensive.
virtual void Shade (bool state)
 Changes shade state of the player.
void SalvageSiegeWeapon (GameSiegeWeapon siegeWeapon)
delegate void InvulnerabilityExpiredCallback (GamePlayer player)
 The delegate for invulnerability expire callbacks.
virtual bool StartInvulnerabilityTimer (int duration, InvulnerabilityExpiredCallback callback)
 Starts the Invulnerability Timer.
virtual bool AddTitle (IPlayerTitle title)
 Adds the title to player.
virtual bool RemoveTitle (IPlayerTitle title)
 Removes the title from player.
virtual void UpdateCurrentTitle ()
 Updates player's current title to him and everyone around.
virtual SpellLine GetChampionSpellLine ()
 Get or create the Champion spell line for this player.
virtual long GetChampionExperienceForLevel (int level)
 Returns the xp that are needed for the specified level.
void GainChampionExperience (long experience)
virtual void GainChampionExperience (long experience, eXPSource source)
 The process that gains exp.
virtual void RespecChampionSkills ()
 Reset all Champion skills for this player.
virtual void RemoveChampionLevels ()
 Remove all Champion levels and XP from this character.
virtual void ChampionLevelUp ()
 Holds what happens when your champion level goes up;.
virtual bool HasChampionSpell (int spellid)
 Checks if player has this champion spell.
virtual bool CanTrainChampionSpell (int idline, int skillindex, int index)
 Can this player train this a champion spell (meets the prerequisites)
virtual long GetXPForML (byte ml)
 Get the amount of XP needed for a ML.
virtual byte GetStepCountForML (byte ml)
 Get the number of steps required for a ML.
virtual byte GetCountMLStepsCompleted (byte ml)
 Get the number of steps completed for a ML.
virtual bool HasFinishedMLStep (int mlLevel, int step)
 Check ML step completition. Arbiter checks this to see if player is eligible to advance to the next Master Level.
virtual void SetFinishedMLStep (int mlLevel, int step, bool setFinished=true)
 Sets an ML step to finished or clears it.
virtual long GetMLExperienceForLevel (int level)
 Returns the xp that are needed for the specified level.
virtual string GetMLStepDescription (byte ml, int step)
 Get the Masterlevel window text for a ML and Step.
bool CanReceiveArtifact (string artifactID)
 Checks if the player's class has at least one version of the artifact specified available to them.
override string ToString ()
 Returns the string representation of the GamePlayer.
 GamePlayer (GameClient client, DOLCharacters dbChar)
 Creates a new player.
virtual bool DelveItem< T > (T item, List< string > delveInfo)
 Player is delving an item.
virtual void DelveWeaponStyle (IList< string > delveInfo, Style style)
 Delve a weapon style for this player.
virtual void GetBonuses (List< string > info)
 Get a list of bonuses that effect this player.
double GetEvadeChance ()
double GetBlockChance ()
double GetParryChance ()

Static Public Member Functions

static string RACENAMES (GameClient client, int Race, int Gender)
 Returns localized race names.
static void Unstealth (DOLEvent ev, object sender, EventArgs args)

Public Attributes

const string LAST_BIND_TICK = "LastBindTick"
 Property that holds tick when the player bind last time.
const string RELEASING_PROPERTY = "releasing"
 The property name that is set when releasing to another region.
const string DEATH_EXP_LOSS_PROPERTY = "death_exp_loss"
 Property that saves experience lost on last death.
const string DEATH_CONSTITUTION_LOSS_PROPERTY = "death_con_loss"
 Property that saves condition lost on last death.
Object lockSpellLinesList = new Object()
 Object to use when locking the SpellLines list.
Object lockStyleList = new Object()
 Used to lock the style list.
const int RANGE_ATTACK_ENDURANCE = 5
 Endurance used for normal range attack.
const int CRITICAL_SHOT_ENDURANCE = 10
 Endurance used for critical shot.
const string LAST_CHARGED_ITEM_USE_TICK = "LastChargedItemUsedTick"
 Property that holds tick when charged item was used last time.
const string ITEM_USE_DELAY = "ItemUseDelay"
const string NEXT_POTION_AVAIL_TIME = "LastPotionItemUsedTick"
const string NEXT_SPELL_AVAIL_TIME_BECAUSE_USE_POTION = "SpellAvailableTime"
const string DEBUG_MODE_PROPERTY = "Player.DebugMode"
 The property to save debug mode on region change.
const string MAX_LAST_Z = "max_last_z"
 Property that saves last maximum Z value.
const int PLAYER_BASE_SPEED = 191
 The base speed of the player.
long m_areaUpdateTick = 0
CustomDialogResponse m_customDialogCallback
 Holds the delegates that calls.
const string STEALTH_CHANGE_TICK = "StealthChangeTick"
 Property that holds tick when stealth state was changed last time.
Object CraftingLock = new Object()
const int CL_MAX_LEVEL = 10
 The maximum champion level a player can reach.
const int ML_MAX_LEVEL = 10
 The maximum ML level a player can reach.

Static Public Attributes

static readonly string AFK_MESSAGE = "afk_message"
 Property for the optional away from keyboard message.
static readonly string QUICK_CAST_CHANGE_TICK = "quick_cast_change_tick"
 Property for the optional away from keyboard message.
static readonly string LAST_USED_ITEM_SPELL = "last_used_item_spell"
 Last spell cast from a used item.
static readonly long[] REALMPOINTS_FOR_LEVEL
 Holds realm points needed for special realm level.
static readonly int[] prcRestore
static readonly long[] CLXPLevel
 A table that holds the required XP/Level.

Protected Member Functions

virtual int QuitTimerCallback (RegionTimer callingTimer)
 Timer callback for quit.
int LinkdeathTimerCallback (RegionTimer callingTimer)
 Callback method, called when the player went linkdead and now he is allowed to be disconnected.
void ResetInCombatTimer ()
virtual int ReleaseTimerCallback (RegionTimer callingTimer)
 callback every second to control realtime release
override int HealthRegenerationTimerCallback (RegionTimer callingTimer)
 Override HealthRegenTimer because if we are not connected anymore we DON'T regenerate health, even if we are not garbage collected yet!
override int PowerRegenerationTimerCallback (RegionTimer selfRegenerationTimer)
 Override PowerRegenTimer because if we are not connected anymore we DON'T regenerate mana, even if we are not garbage collected yet!
override int EnduranceRegenerationTimerCallback (RegionTimer selfRegenerationTimer)
 Override EnduranceRegenTimer because if we are not connected anymore we DON'T regenerate endurance, even if we are not garbage collected yet!
virtual bool RemoveSpellLine (SpellLine line)
 Removes the existing spellline from the player, the line instance should be called with GamePlayer.GetSpellLine ONLY and NEVER SkillBase.GetSpellLine!!!!!
virtual int RespecAllLines ()
virtual int RespecSingleLine (Specialization specLine)
 Respec single line.
virtual bool AllowMultipleSpellVersions (SpellLine line)
 Should we allow multiple versions of each spell type in this spell line Used for hybrid classes.
override GameEffectList CreateEffectsList ()
 Creates new effects list for this living.
virtual long CalculateRPsFromRealmLevel (int realmLevel)
 Calculates amount of RealmPoints needed for special realm level.
virtual int CalculateRealmLevelFromRPs (long realmPoints)
 Calculates realm level from realm points. SLOW.
override Style GetStyleToUse ()
 Decides which style living will use in this moment.
virtual void RangeAttackHandler (DOLEvent e, object sender, EventArgs arguments)
 Removes ammo and endurance on range attack.
virtual bool CheckRangedAmmoCompatibilityWithActiveWeapon ()
 Check the selected range ammo and decides if it's compatible with select weapon.
override
eCheckRangeAttackStateResult 
CheckRangeAttackState (GameObject target)
 Check the range attack state and decides what to do Called inside the AttackTimerCallback.
override void SendAttackingCombatMessages (AttackData ad)
 Send the messages to the GamePlayer.
override AttackData MakeAttack (GameObject target, InventoryItem weapon, Style style, double effectiveness, int interruptDuration, bool dualWield)
 Called whenever a single attack strike is made.
virtual void TryReactiveEffect (InventoryItem reactiveItem, GameLiving target)
 Launch any reactive effect on an item.
override bool OnInterruptTick (GameLiving attacker, AttackData.eAttackType attackType)
 Does needed interrupt checks and interrupts if needed.
virtual void UseItemCharge (InventoryItem useItem, int type)
 Use a charged ability on an item.
virtual bool UseMagicalItem (InventoryItem item, int type)
 Use a magical item's spell.
int DrowningTimerCallback (RegionTimer callingTimer)
int HoldingBreathTimerCallback (RegionTimer callingTimer)
int LavaBurnTimerCallback (RegionTimer callingTimer)
virtual void OnItemEquipped (DOLEvent e, object sender, EventArgs arguments)
 Adds magical bonuses whenever item was equipped.
virtual void OnItemUnequipped (DOLEvent e, object sender, EventArgs arguments)
 Removes magical bonuses whenever item was unequipped.
virtual void OnItemBonusChanged (DOLEvent e, object sender, EventArgs args)
 Handles a bonus change on an item.
virtual void SaveSkillsToCharacter ()
 Saves the player's skills.
virtual void LoadSkillsFromCharacter ()
 Loads the Skills from the Character Called after the default skills / level have been set!
virtual bool HasPlayerReachedNewCraftingTitle (int skillLevel)
void SaveCraftingSkills ()
 This function saves all player crafting skill in the db.
void LoadCraftingSkills ()
 This function load all player crafting skill from the db.
virtual ShadeEffect CreateShadeEffect ()
 Create a shade effect for this player.
void StopWhistleTimers ()
int WhistleMountTimerCallback (RegionTimer callingTimer)
virtual int WraithForm (RegionTimer timer)
void WraithFormTime ()
virtual void LoadChampionSpells (Hashtable disabledSpells)
 Load champion spells of this player.
virtual void CreateInventory ()
 Create this players inventory.
virtual string ItemBonusDescription (int iBonus, int iBonusType)

Protected Attributes

readonly GameClient m_client
 This is our gameclient!
DOLCharacters m_dbCharacter
 This holds the character this player is based on! (renamed and private, cause if derive is needed overwrite PlayerCharacter)
string m_guildId
 The guild id this character belong to.
bool SpecPointsOk = true
 Char spec points checked on load.
bool m_enteredGame
 Has this player entered the game, will be true after the first time the char enters the world.
readonly BitArray[] m_objectUpdates
 Holds the objects that need update.
byte m_lastUpdateArray
 Holds the index into the last update array.
int m_lastWorldUpdate
 Holds the tickcount when the objects around this player were checked the last time for new npcs. Will be done every 250ms in WorldMgr.
Dictionary< int, eDoorState > m_doorUpdateList = null
ushort m_doorUpdateRegionID
bool m_targetInView
 true if the targetObject is visible
bool m_groundtargetInView
 Holds the ground target visibility flag.
bool m_isInBG
 Player is in BG ?
DateTime m_previousLoginDate = DateTime.MinValue
bool m_canFly
 if player uses debug before (to prevent hack client fly mode for players using debug and then turning it off)
RegionTimer m_quitTimer
 quit timer
int m_deathTick
 tick when player is died
bool m_automaticRelease = false
 choosed the player to release as soon as possible?
RegionTimer m_releaseTimer
 The release timer for this player.
const int RELEASE_MINIMUM_WAIT = 10
 minimum time to wait before release is possible in seconds
const int RELEASE_TIME = 900
 max time before auto release in seconds
eReleaseType m_releaseType = eReleaseType.Normal
 The current release type.
PrayAction m_prayAction
 The timer that will be started when the player wants to pray.
const ushort PRAY_DELAY = 5000
 The delay to wait until xp is regained, in milliseconds.
const string GRAVESTONE_PROPERTY = "gravestone"
 Property that saves the gravestone in the pray timer.
IPlayerStatistics m_statistics = null
ICharacterClass m_characterClass
 Players class.
byte[] m_customFaceAttributes = new byte[(int)eCharFacePart._Last + 1]
 Hold all player face custom attibutes.
readonly Hashtable m_specialization = new Hashtable()
 Holds the player specializable skills and style lines (KeyName -> Specialization)
readonly ArrayList m_specList = new ArrayList()
 Holds the players specs again but ordered.
readonly List< SpellLinem_spellLines = new List<SpellLine>()
 Holds the Spell lines the player can use.
readonly Dictionary< int, Stylem_styles = new Dictionary<int, Style>()
 Holds all styles of the player.
readonly int[] m_statBonus = new int[8]
 Holds all non trainable skills in determined order without styles.
readonly int[] m_statBonusPercent = new int[8]
 Temporary Stats Boni in percent.
Dictionary< string,
KeyValuePair< Spell, SpellLine > > 
m_usableSpells = null
 A list of all usable spells for this player. This list is maintained as long as the player is active with new spells always added to the end of the list. This is used for all hybrid classes Structure of this list: uniquekey-Spell-SpellLine.
double m_playereffectiveness = 1.0
 effectiveness of the player (resurrection illness) Effectiveness is used in physical/magic damage (exept dot), in weapon skill and max concentration formula
bool m_cancelStyle
 Holds the cancel style flag.
WeakReference m_rangeAttackAmmo
 Holds the arrows for next range attack.
WeakReference m_rangeAttackTarget
 Holds the target for next range attack.
long m_lastDeathRealmPoints
 Stores the amount of realm points gained by other players on last death.
GamePlayer m_duelTarget
 The duel target of this player.
long m_disabledCastingTimeout = 0
 The time someone can not cast.
Spell m_nextSpell
 The next spell.
SpellLine m_nextSpellLine
 The next spell line.
GameLiving m_nextSpellTarget
 The next spell target.
object m_spellQueueAccessMonitor = new object()
 A lock for the spellqueue.
WeakReference m_steed
 Holds the GameLiving that is the steed of this player as weakreference.
bool m_lookingForGroup
 true if this player is looking for a group
bool m_autoSplitLoot = true
 true if this player want to receive loot with autosplit between members of group
bool m_climbing
bool m_swimming
long m_beginDrowningTick
waterBreath m_currentWaterBreathState
RegionTimer m_drowningTimer
RegionTimer m_holdBreathTimer
RegionTimer m_lavaBurningTimer
bool m_diving
 The diving state of this player.
bool m_canBreathUnderwater
bool m_sitting
 The sitting state of this player.
SprintEffect m_sprintEffect = null
 The sprint effect of this player.
bool m_strafing
 The strafe state of this player.
readonly GameLocation[] m_lastUniqueLocations
 Holds unique locations array.
bool m_overencumbered = true
 The Encumberance state of this player.
StealthEffect m_stealthEffect = null
 Holds the stealth effect.
const string UNCOVER_STEALTH_ACTION_PROP = "UncoverStealthAction"
 The temp property that stores the uncover stealth action.
List< AbstractQuestm_questList = new List<AbstractQuest>()
 Holds all the quests currently active on this player.
List< AbstractQuestm_questListFinished = new List<AbstractQuest>()
 Holds all already finished quests off this player.
RegionTimer m_questActionTimer = null
Dictionary< eCraftingSkill, int > m_craftingSkills = new Dictionary<eCraftingSkill, int>()
 Store all player crafting skill and their value (eCraftingSkill => Value)
eCraftingSkill m_craftingPrimarySkill = 0
 Store the player primary crafting skill.
bool m_isEligibleToGiveMeritPoints = true
bool m_canGenerateNews = true
ITradeWindow m_tradeWindow
 Holds the trade window object.
ShadeEffect m_ShadeEffect = null
InvulnerabilityTimer m_invulnerabilityTimer
 Holds the invulnerability timer.
long m_invulnerabilityTick
 Holds the invulnerability expiration tick.
readonly ArrayList m_titles = new ArrayList()
 Holds all players titles.
IPlayerTitle m_currentTitle = PlayerTitleMgr.ClearTitle
 Holds current selected title.
RegionTimer m_whistleMountTimer
ControlledHorse m_controlledHorse
bool m_isOnHorse
GuildBanner m_guildBanner = null
bool m_InWraithForm = false
RegionTimer WraithTimer
MinotaurRelic m_minoRelic = null

Static Protected Attributes

static readonly int[] m_numRespecsCanBuyOnLevel
static readonly int[] m_respecCost

Properties

bool IsJumping [get, set]
 Is this player being 'jumped' to a new location?
override bool CanTradeAnyItem [get]
 Can this living accept any item regardless of tradable or droppable?
override bool TargetInView [get, set]
 Gets or sets the targetObject's visibility.
override bool GroundTargetInView [get, set]
 Gets or sets the GroundTargetObject's visibility.
bool isInBG [get, set]
byte WarMapPage [get, set]
BitArray CurrentUpdateArray [get]
 Returns the Object update array that was used the last time.
BitArray NewUpdateArray [get]
 Returns the Object update array that will be used next time.
GameClient Client [get]
 Returns the GameClient of this Player.
IPacketLib Out [get]
 Returns the PacketSender for this player.
DOLCharacters DBCharacter [get]
 The character the player is based on.
bool EnteredGame [get, set]
 Has this player entered the game for the first time after logging on (not Zoning!)
DateTime PreviousLoginDate [get, set]
 What was the last time this player logged in?
bool IsAnonymous [get, set]
 Gets or sets the anonymous flag for this player (delegate to property in PlayerCharacter)
override bool IsAttackable [get]
 Whether or not the player can be attacked.
virtual bool IsPvP [get]
 Is this player PvP enabled.
virtual bool CanUseCrossRealmItems [get]
 Can this player use cross realm items.
bool NoHelp [get, set]
 Gets or sets the no help flag for this player.
bool ShowGuildLogins [get, set]
 Gets or sets the show guild logins flag for this player.
bool GainXP [get, set]
 Gets or sets the gain XP flag for this player (delegate to property in PlayerCharacter)
bool GainRP [get, set]
 Gets or sets the gain RP flag for this player (delegate to property in PlayerCharacter)
bool RPFlag [get, set]
 Gets or sets the roleplay flag for this player (delegate to property in PlayerCharacter)
string GuildNote [get, set]
 gets or sets the guildnote for this player (delegate to property in PlayerCharacter)
bool Autoloot [get, set]
 Gets or sets the autoloot flag for this player (delegate to property in PlayerCharacter)
bool Advisor [get, set]
 Gets or sets the advisor flag for this player (delegate to property in PlayerCharacter)
bool CanUseSlashLevel [get]
bool CanFly [get, set]
virtual int QuitTime [get, set]
 Gets the amount of time the player must wait before quit, in seconds.
override long LastAttackedByEnemyTickPvE [set]
 gets/sets gametick when this living was last time attacked by an enemy in pve
override long LastAttackTickPvE [set]
 gets/sets gametick when this living has attacked its target in pve
int LastWorldUpdate [get, set]
 The last time we did update the world around us.
bool StatsAnonFlag [get, set]
 Gets or sets the stats anon flag for the command /statsanon (delegate to property in PlayerCharacter)
eReleaseType ReleaseType [get]
 Gets the player's current release type.
virtual bool IsPraying [get]
 Gets the praying-state of this living.
virtual string LastName [get, set]
 The lastname of this player (delegate to PlayerCharacter)
override string GuildName [get, set]
 Gets or sets the guildname of this player (delegate to PlayerCharacter)
override string Name [get, set]
 Gets or sets the name of the player (delegate to PlayerCharacter)
virtual string PrefixName [get]
 The prefix for RR 12/13 players.
override ushort Model [get, set]
 Sets or gets the model of the player. If the player is active in the world, the modelchange will be visible (delegate to PlayerCharacter)
override eGender Gender [get, set]
 Male or Female (from DBCharacter) Note: DB Gender is 0=male, 1=female while enum is 0=neutral, 1=male, 2=female.
eSize Size [get, set]
virtual byte FreeLevelState [get]
 Holds if the player can gain a FreeLevel.
int TotalConstitutionLostAtDeath [get, set]
 Gets/sets the player efficacy percent (delegate to PlayerCharacter)
int Constitution [get]
 Gets player's constitution.
int Dexterity [get]
 Gets player's dexterity.
int Strength [get]
 Gets player's strength.
int Quickness [get]
 Gets player's quickness.
int Intelligence [get]
 Gets player's intelligence.
int Piety [get]
 Gets player's piety.
int Empathy [get]
 Gets player's empathy.
int Charisma [get]
 Gets player's charisma.
virtual IPlayerStatistics Statistics [get]
 Get the statistics for this player.
override int Health [get, set]
 Gets/sets the object health.
override int MaxHealth [get]
 Gets/sets the object max health.
override byte HealthPercentGroupWindow [get]
 Health as it should display in the group window.
override int Mana [get, set]
 Gets/sets the object mana.
override int MaxMana [get]
 Gets/sets the object max mana.
override int Endurance [get, set]
 Gets/sets the object endurance.
override int MaxEndurance [get, set]
 Gets/sets the objects maximum endurance.
override int Concentration [get]
 Gets the concentration left.
override int MaxConcentration [get]
 Gets the maximum concentration for this player.
virtual string RaceName [get]
 Gets/sets the player's race name.
override short Race [get, set]
 Gets or sets this player's race id (delegate to PlayerCharacter)
ICharacterClass CharacterClass [get]
 Gets the player's character class.
virtual int RespecAmountAllSkill [get, set]
 Gets/Sets amount of full skill respecs (delegate to PlayerCharacter)
virtual int RespecAmountSingleSkill [get, set]
 Gets/Sets amount of single-line respecs (delegate to PlayerCharacter)
virtual int RespecAmountRealmSkill [get, set]
 Gets/Sets amount of realm skill respecs (delegate to PlayerCharacter)
virtual int RespecAmountDOL [get, set]
 Gets/Sets amount of DOL respecs (delegate to PlayerCharacter)
virtual bool IsLevelRespecUsed [get, set]
 Gets/Sets level respec usage flag (delegate to PlayerCharacter)
virtual bool CanBuyRespec [get]
 Can this player buy a respec?
virtual int RespecBought [get, set]
 Gets/Sets amount of bought respecs (delegate to PlayerCharacter)
virtual long RespecCost [get]
 How much does this player have to pay for a respec?
virtual int BestArmorLevel [get]
 The best armor level this player can use.
override bool CanUseLefthandedWeapon [get]
 Checks whether Living has ability to use lefthanded weapons.
override double Effectiveness [get, set]
 get / set the player's effectiveness. Effectiveness is used in physical/magic damage (exept dot), in weapon skill and max concentration
virtual long BountyPoints [get, set]
 Gets/sets player bounty points (delegate to PlayerCharacter)
virtual long RealmPoints [get, set]
 Gets/sets player realm points (delegate to PlayerCharacter)
virtual int SkillSpecialtyPoints [get, set]
 Gets/sets player skill specialty points (delegate to PlayerCharacter)
virtual int RealmSpecialtyPoints [get, set]
 Gets/sets player realm specialty points (delegate to PlayerCharacter)
virtual int RealmLevel [get, set]
 Gets/sets player realm rank.
virtual string RealmTitle [get]
 Gets player realm rank name sirru mod 20.11.06.
override int RealmPointsValue [get]
 Realm point value of this player.
override int BountyPointsValue [get]
 Bounty point value of this player.
override long ExperienceValue [get]
 Returns the amount of experience this player is worth.
override long MoneyValue [get]
 Money value of this player.
virtual byte MaxLevel [get]
 What is the maximum level a player can achieve? To alter this in a custom GamePlayer class you must override this method and provide your own XPForLevel array with MaxLevel + 1 entries.
virtual long Experience [get, set]
 Gets or sets the current xp of this player.
virtual long ExperienceForNextLevel [get]
 Returns the xp that are needed for the next level.
virtual long ExperienceForCurrentLevel [get]
 Returns the xp that were needed for the current level.
virtual long ExperienceForCurrentLevelSecondStage [get]
 Returns the xp that is needed for the second stage of current level.
virtual ushort LevelPermill [get]
 Returns how far into the level we have progressed A value between 0 and 1000 (1 bubble = 100)
override byte Level [get, set]
 Gets or sets the level of the player (delegate to PlayerCharacter)
virtual byte BaseLevel [get]
 What is the base, unmodified level of this character.
virtual bool IsLevelSecondStage [get, set]
 Is this player in second stage of current level (delegate to PlayerCharacter)
virtual bool CancelStyle [get, set]
 Gets or Sets the cancel style flag (delegate to PlayerCharacter)
virtual bool SafetyFlag [get, set]
 Gets/Sets safety flag (delegate to PlayerCharacter)
override bool IsCloakHoodUp [get, set]
 Sets/gets the living's cloak hood state (delegate to PlayerCharacter)
override bool IsCloakInvisible [get, set]
 Sets/gets the living's cloak visible state (delegate to PlayerCharacter)
override bool IsHelmInvisible [get, set]
 Sets/gets the living's helm visible state (delegate to PlayerCharacter)
virtual bool SpellQueue [get, set]
 Gets or sets the players SpellQueue option (delegate to PlayerCharacter)
override InventoryItem RangeAttackAmmo [get, set]
 Gets/Sets the item that is used for ranged attack.
override GameObject RangeAttackTarget [get, set]
 Gets/Sets the target for current ranged attack.
override int EffectiveOverallAF [get]
 Gets the effective AF of this living.
virtual int DisplayedWeaponSkill [get]
 Weaponskill thats shown to the player.
override int AttackRange [get, set]
 Returns the AttackRange of this living.
long LastDeathRealmPoints [get, set]
 Gets/sets the amount of realm points gained by other players on last death.
override bool InCombat [get]
 Check this flag to see wether this living is involved in combat.
GamePlayer DuelTarget [get]
 Gets the duel target of this player.
long DisabledCastingTimeout [get, set]
 Time when casting is allowed again (after interrupt from enemy attack)
RegionTimer RealmAbilityCastTimer [get, set]
 Get and set the RA cast timer.
bool IsCastingRealmAbility [get]
 Does the player is casting a realm ability.
GameVault ActiveVault [get, set]
 The currently active house vault.
GameConsignmentMerchant ActiveConMerchant [get, set]
 The currently active Consignment Merchant.
InventoryItem UseItem [get, set]
 The item the player is trying to use.
GameNPC Steed [get, set]
 Holds the Steed of this player.
virtual bool IsRiding [get]
 Returns if the player is riding or not.
Guild Guild [get, set]
 Gets or sets the player's guild.
DBRank GuildRank [get, set]
 Gets or sets the player's guild rank.
string GuildID [get, set]
 Gets or sets the database guildid of this player (delegate to PlayerCharacter)
bool ClassNameFlag [get, set]
 Gets or sets the player's guild flag (delegate to PlayerCharacter)
bool LookingForGroup [get, set]
 Gets or sets the LookingForGroup flag in this player.
bool AutoSplitLoot [get, set]
 Gets/sets the autosplit for loot.
List< string > Friends [get, set]
 Gets or sets the friends of this player (delegate to PlayerCharacter)
ArrayList IgnoreList [get, set]
 Gets or sets the IgnoreList of a Player (delegate to PlayerCharacter)
override IList CurrentAreas [get, set]
 Holds all areas this player is currently within.
long AreaUpdateTick [get, set]
 Gets the tick when the areas should be updated.
override int X [set]
 Gets the current position of this player.
override int Y [set]
 Gets the current position of this player.
override int Z [set]
 Gets the current position of this player.
override short CurrentSpeed [set]
 Gets or sets the current speed of this player.
override Region CurrentRegion [set]
 Gets or sets the region of this player.
Zone LastPositionUpdateZone [get, set]
 Gets or sets the zone after last position update.
int LastPositionUpdateTick [get, set]
 The environment tick count when this players position was last updated.
Point3D LastPositionUpdatePoint [get, set]
 The last recorded position of this player.
int MaxLastZ [get, set]
 Gets or sets the players max Z for fall damage.
override eRealm Realm [get, set]
 Gets or sets the realm of this player.
override ushort Heading [set]
 Gets or sets the heading of this player.
bool IsClimbing [get, set]
 Gets/sets the current climbing state.
virtual bool IsSwimming [get, set]
 Gets/sets the current swimming state.
virtual bool Stuck [get, set]
 Gets/sets the current stuck state.
bool IsDiving [get, set]
 Gets/sets the current diving state.
bool CanBreathUnderWater [get, set]
override bool IsSitting [get, set]
 Gets/sets the current sit state.
override short MaxSpeedBase [get, set]
 Gets or sets the max speed of this player (delegate to PlayerCharacter)
override bool IsMoving [get]
 the moving state of this player
bool IsSprinting [get]
 Gets sprinting flag.
override bool IsStrafing [get, set]
 Gets/sets the current strafing mode.
GameLocation[] LastUniqueLocations [get]
 Gets unique locations array.
virtual int MaxEncumberance [get]
 Gets the total possible Encumberance.
virtual int Encumberance [get]
 Gets the current Encumberance.
bool IsOverencumbered [get, set]
 Gets/Set the players Encumberance state.
long PlayedTime [get]
 Subtracts the current time from the last time the character was saved and adds it in the form of seconds to player.PlayedTime for the /played command.
CustomDialogResponse CustomDialogCallback [get, set]
 Gets/sets the custom dialog callback.
bool IsWireframe [get, set]
override bool IsStealthed [get]
 The stealth state of this player.
AbstractTask Task [get, set]
 Gets the tasklist of this player.
AbstractMission Mission [get, set]
 Gets the personal mission.
virtual string QuestPlayerID [get]
 Get the player ID used for quests. Usually InternalID, provided for customization.
RegionTimer QuestActionTimer [get, set]
List< AbstractQuestQuestList [get]
 Gets the questlist of this player.
List< AbstractQuestQuestListFinished [get]
 Gets the finished quests of this player.
Dictionary< eCraftingSkill, int > CraftingSkills [get]
 Get all player crafting skill and their value.
eCraftingSkill CraftingPrimarySkill [get, set]
 Store the player primary crafting skill.
virtual bool IsEligibleToGiveMeritPoints [get, set]
 Can actions done by this player reward merit points to the players guild?
virtual bool CanGenerateNews [get, set]
 Can this player generate news items?
virtual double CraftingSpeed [get]
 Get the crafting speed multiplier for this player This might be modified by region or equipment.
virtual int CraftingSkillBonus [get]
 Get the crafting skill bonus for this player. This might be modified by region or equipment Values represents a percent; 0 - 100.
RegionTimer CraftTimer [get, set]
 Get and set the craft timer.
bool IsCrafting [get]
 Does the player is crafting.
virtual string CraftTitle [get]
 Get the craft title string of the player.
BitArray HousingUpdateArray [get, set]
 Returns the Housing Update Array.
ITradeWindow TradeWindow [get, set]
 Gets or sets the player trade windows.
ShadeEffect ShadeEffect [get, set]
 The shade effect of this player.
bool IsShade [get]
 Gets flag indication whether player is in shade mode.
ushort CreationModel [get]
 The model ID used on character creation.
ushort ShadeModel [get]
 The model ID used for shade morphs.
GameSiegeWeapon SiegeWeapon [get, set]
virtual bool IsInvulnerableToAttack [get]
 True if player is invulnerable to any attack.
virtual IList Titles [get]
 Gets all player's titles.
virtual IPlayerTitle CurrentTitle [get, set]
 Gets/sets currently selected/active player title.
virtual int KillsAlbionPlayers [get, set]
 Gets or sets the count of albion players killed. (delegate to PlayerCharacter)
virtual int KillsMidgardPlayers [get, set]
 Gets or sets the count of midgard players killed. (delegate to PlayerCharacter)
virtual int KillsHiberniaPlayers [get, set]
 Gets or sets the count of hibernia players killed. (delegate to PlayerCharacter)
virtual int KillsAlbionDeathBlows [get, set]
 Gets or sets the count of death blows on albion players. (delegate to PlayerCharacter)
virtual int KillsMidgardDeathBlows [get, set]
 Gets or sets the count of death blows on midgard players. (delegate to PlayerCharacter)
virtual int KillsHiberniaDeathBlows [get, set]
 Gets or sets the count of death blows on hibernia players. (delegate to PlayerCharacter)
virtual int KillsAlbionSolo [get, set]
 Gets or sets the count of killed solo albion players. (delegate to PlayerCharacter)
virtual int KillsMidgardSolo [get, set]
 Gets or sets the count of killed solo midgard players. (delegate to PlayerCharacter)
virtual int KillsHiberniaSolo [get, set]
 Gets or sets the count of killed solo hibernia players. (delegate to PlayerCharacter)
virtual int CapturedKeeps [get, set]
 Gets or sets the count of captured keeps. (delegate to PlayerCharacter)
virtual int CapturedTowers [get, set]
 Gets or sets the count of captured towers. (delegate to PlayerCharacter)
virtual int CapturedRelics [get, set]
 Gets or sets the count of captured relics. (delegate to PlayerCharacter)
virtual int KillsDragon [get, set]
 Gets or sets the count of dragons killed. (delegate to PlayerCharacter)
virtual int DeathsPvP [get, set]
 Gets or sets the pvp deaths (delegate to PlayerCharacter)
virtual int KillsLegion [get, set]
 Gets or sets the count of killed Legions. (delegate to PlayerCharacter)
virtual int KillsEpicBoss [get, set]
 Gets or sets the count of killed Epic Boss. (delegate to PlayerCharacter)
bool HasHorse [get]
bool IsSummoningMount [get]
virtual bool IsOnHorse [get, set]
ControlledHorse ActiveHorse [get]
GuildBanner GuildBanner [get, set]
 Gets/Sets the visibility of the carryable RvrGuildBanner. Wont work if the player has no guild.
bool InWraithForm [get, set]
virtual string ChampionSpellLineName [get]
virtual string CLTitle [get]
 Get the CL title string of the player.
virtual bool Champion [get, set]
 Is Champion level activated.
virtual int ChampionLevel [get, set]
 Champion level.
virtual int ChampionMaxLevel [get]
 Max champion level for the player.
virtual long ChampionExperience [get, set]
 Champion Experience.
virtual int ChampionSpecialtyPoints [get, set]
 Champion Available speciality points.
virtual string ChampionSpells [get, set]
 Serialised Champion spells.
virtual ushort ChampionLevelPermill [get]
 Returns how far into the champion level we have progressed A value between 0 and 1000 (1 bubble = 100)
virtual long ChampionExperienceForNextLevel [get]
 Returns the xp that are needed for the next level.
virtual long ChampionExperienceForCurrentLevel [get]
 Returns the xp that were needed for the current level.
virtual int RespecAmountChampionSkill [get, set]
 Gets/Sets amount of champion skills respecs (delegate to PlayerCharacter)
virtual bool MLGranted [get, set]
 True if player has started Master Levels.
virtual byte MLLine [get, set]
 What ML line has this character chosen.
virtual int MLLevel [get, set]
 Gets and sets the last ML the player has completed. MLLevel is advanced once all steps are completed.
virtual long MLExperience [get, set]
 Gets and sets ML Experience for the current ML level.
virtual string MLTitle [get]
 Get the ML title string of the player.
MinotaurRelic MinotaurRelic [get, set]
 sets or sets the Minotaur Relic of this Player
GamePlayer Bodyguard [get]
 This player's bodyguard (ML ability) or null, if there is none.

Events

SendHandler OnSend
 Event that is fired when the Player is about to send a text.
SendReceiveHandler OnSendReceive
 Event that is fired when the Player receives a Send text.
MountSteedHandler OnMountSteed
 Event will be fired whenever the player tries to mount a steed.
DismountSteedHandler OnDismountSteed
 Event will be fired whenever the player tries to dismount from a steed.

Detailed Description

This class represents a player inside the game.


Member Enumeration Documentation

The current after-death player release type.

Enumerator:
Normal 

Normal release to the bind point using /release command and 10sec delay after death.

City 

Release to the players home city.

Duel 

Release to the current location.

Bind 

Release to your bind point.

RvR 

Release in a battleground or the frontiers.

House 

Release to players house.


Constructor & Destructor Documentation

DOL.GS.GamePlayer.GamePlayer ( GameClient  client,
DOLCharacters  dbChar 
)

Creates a new player.

Parameters:
clientThe GameClient for this player
dbCharThe character for this player

Member Function Documentation

override void DOL.GS.GamePlayer.AddAbility ( Ability  ability,
bool  sendUpdates 
) [virtual]

Adds a new Ability to the player.

Parameters:
ability
sendUpdates

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.AddCraftingSkill ( eCraftingSkill  skill,
int  startValue 
) [virtual]

Add a new crafting skill to the player.

Parameters:
skill
startValue
Returns:
void DOL.GS.GamePlayer.AddFinishedQuest ( AbstractQuest  quest)

Add a quest to the players finished list.

Parameters:
quest
virtual void DOL.GS.GamePlayer.AddMoney ( long  money) [virtual]

Adds money to this player.

Parameters:
moneymoney to add
virtual void DOL.GS.GamePlayer.AddMoney ( long  money,
string  messageFormat 
) [virtual]

Adds money to this player.

Parameters:
moneymoney to add
messageFormatnull if no message or "text {0} text"
virtual void DOL.GS.GamePlayer.AddMoney ( long  money,
string  messageFormat,
eChatType  ct,
eChatLoc  cl 
) [virtual]

Adds money to this player.

Parameters:
moneymoney to add
messageFormatnull if no message or "text {0} text"
ctmessage chat type
clmessage chat location
bool DOL.GS.GamePlayer.AddQuest ( AbstractQuest  quest)

Adds a quest to the players questlist Can be used by both scripted quests and data quests.

Parameters:
questThe quest to add
Returns:
true if added, false if player is already doing the quest!
virtual void DOL.GS.GamePlayer.AddSpecialization ( Specialization  skill) [virtual]

give player a new Specialization

Parameters:
skill
virtual void DOL.GS.GamePlayer.AddSpellLine ( SpellLine  line) [virtual]

Adds a spell line to the player.

Parameters:
line
virtual bool DOL.GS.GamePlayer.AddTitle ( IPlayerTitle  title) [virtual]

Adds the title to player.

Parameters:
titleThe title to add.
Returns:
true if added.
override bool DOL.GS.GamePlayer.AddToWorld ( ) [virtual]

Called to create an player in the world and send the other players around this player an update.

Returns:
true if created, false if creation failed

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.AllowMultipleSpellVersions ( SpellLine  line) [protected, virtual]

Should we allow multiple versions of each spell type in this spell line Used for hybrid classes.

Parameters:
line
Returns:
bool DOL.GS.GamePlayer.ApplyPoison ( InventoryItem  poisonPotion,
InventoryItem  toItem 
)

Apply poison to weapon.

Parameters:
poisonPotion
toItem
Returns:
true if applied
override int DOL.GS.GamePlayer.AttackCriticalChance ( InventoryItem  weapon) [virtual]

The chance for a critical hit.

Parameters:
weaponattack weapon

Reimplemented from DOL.GS.GameLiving.

override double DOL.GS.GamePlayer.AttackDamage ( InventoryItem  weapon) [virtual]

Gets the attack damage.

Parameters:
weaponthe weapon used for attack
Returns:
the weapon damage

Reimplemented from DOL.GS.GameLiving.

override eDamageType DOL.GS.GamePlayer.AttackDamageType ( InventoryItem  weapon) [virtual]

Returns the damage type of the current attack.

Parameters:
weaponattack weapon

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.AttackSpeed ( params InventoryItem[]  weapons) [virtual]

Gets the current attackspeed of this living in milliseconds.

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

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.Bind ( bool  forced) [virtual]

Binds this player to the current location.

Parameters:
forcedif true, can bind anywhere
virtual eArmorSlot DOL.GS.GamePlayer.CalculateArmorHitLocation ( AttackData  ad) [virtual]

Calc Armor hit location when player is hit by enemy.

Returns:
slotnumber where enemy hits

attackdata(ad) changed

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

Calculate how fast this player can cast a given spell.

Parameters:
spell
Returns:

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.CalculateLeftHandSwingCount ( ) [virtual]

Calculates how many times left hand swings.

Reimplemented from DOL.GS.GameLiving.

virtual int DOL.GS.GamePlayer.CalculateMaxHealth ( int  level,
int  constitution 
) [virtual]

Calculates the maximum health for a specific playerlevel and constitution.

Parameters:
levelThe level of the player
constitutionThe constitution of the player
Returns:
virtual int DOL.GS.GamePlayer.CalculateMaxMana ( int  level,
int  manaStat 
) [virtual]

Calculate max mana for this player based on level and mana stat level.

Parameters:
level
manaStat
Returns:
virtual int DOL.GS.GamePlayer.CalculateRealmLevelFromRPs ( long  realmPoints) [protected, virtual]

Calculates realm level from realm points. SLOW.

Parameters:
realmPointsamount of realm points
Returns:
realm level: RR5L3 = 43, RR1L2 = 2
virtual long DOL.GS.GamePlayer.CalculateRPsFromRealmLevel ( int  realmLevel) [protected, virtual]

Calculates amount of RealmPoints needed for special realm level.

Parameters:
realmLevelrealm level
Returns:
amount of realm points
override bool DOL.GS.GamePlayer.CanCastInCombat ( Spell  spell) [virtual]

Can this player cast the given spell while in combat?

Parameters:
spell
Returns:

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.CanDetect ( GamePlayer  enemy) [virtual]

Checks whether this player can detect stealthed enemy.

Parameters:
enemy
Returns:
true if enemy can be detected
bool DOL.GS.GamePlayer.CanReceiveArtifact ( string  artifactID)

Checks if the player's class has at least one version of the artifact specified available to them.

Parameters:
artifactID
Returns:
True when at least one version exists, false when no versions are available.
bool DOL.GS.GamePlayer.CanSeeObject ( GamePlayer  player,
GameObject  obj 
)

Checks to see if an object is viewable from the players perspective.

Parameters:
playerThe Player that can see
objThe Object to be seen
Returns:
True/False
virtual bool DOL.GS.GamePlayer.CanTrainChampionSpell ( int  idline,
int  skillindex,
int  index 
) [virtual]

Can this player train this a champion spell (meets the prerequisites)

override void DOL.GS.GamePlayer.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 from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.ChampionLevelUp ( ) [virtual]

Holds what happens when your champion level goes up;.

override void DOL.GS.GamePlayer.ChangeBaseStat ( eStat  stat,
short  val 
) [virtual]

Change a stat value (delegate to PlayerCharacter)

Parameters:
statThe stat to change
valThe new value

Reimplemented from DOL.GS.GameLiving.

override eCheckRangeAttackStateResult DOL.GS.GamePlayer.CheckRangeAttackState ( GameObject  target) [protected, virtual]

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

Returns:

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.CheckRangedAmmoCompatibilityWithActiveWeapon ( ) [protected, virtual]

Check the selected range ammo and decides if it's compatible with select weapon.

Returns:
True if compatible, false if not
virtual void DOL.GS.GamePlayer.CleanupOnDisconnect ( ) [virtual]

Stop all timers, events and remove player from everywhere (group/guild/chat)

void DOL.GS.GamePlayer.ClearDismountSteedHandlers ( )

Clears all DismountSteed handlers.

void DOL.GS.GamePlayer.ClearMountSteedHandlers ( )

Clears all MountSteed handlers.

void DOL.GS.GamePlayer.ClearOnSend ( )

Clears all send event handlers.

void DOL.GS.GamePlayer.ClearOnSendReceive ( )

Clears all OnSendReceive event handlers.

void DOL.GS.GamePlayer.ClearSpellQueue ( )

Clears the spell queue when a player is interrupted.

virtual void DOL.GS.GamePlayer.CommandNpcAgressive ( ) [virtual]

Changes controlled object state to aggressive.

virtual void DOL.GS.GamePlayer.CommandNpcAttack ( ) [virtual]

Commands controlled object to attack.

virtual void DOL.GS.GamePlayer.CommandNpcComeHere ( ) [virtual]

Commands controlled object to go to players location.

virtual void DOL.GS.GamePlayer.CommandNpcDefensive ( ) [virtual]

Changes controlled object state to defensive.

virtual void DOL.GS.GamePlayer.CommandNpcFollow ( ) [virtual]

Commands controlled object to follow.

virtual void DOL.GS.GamePlayer.CommandNpcGoTarget ( ) [virtual]

Commands controlled object to go to target.

virtual void DOL.GS.GamePlayer.CommandNpcPassive ( ) [virtual]

Changes controlled object state to passive.

virtual void DOL.GS.GamePlayer.CommandNpcRelease ( ) [virtual]

Releases controlled object.

virtual void DOL.GS.GamePlayer.CommandNpcStay ( ) [virtual]

Commands controlled object to stay where it is.

virtual void DOL.GS.GamePlayer.CraftItem ( ushort  itemID) [virtual]

This function is called each time a player tries to make a item.

override GameEffectList DOL.GS.GamePlayer.CreateEffectsList ( ) [protected, virtual]

Creates new effects list for this living.

Returns:
New effects list instance

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.CreateInventory ( ) [protected, virtual]

Create this players inventory.

virtual WorldInventoryItem DOL.GS.GamePlayer.CreateItemOnTheGround ( InventoryItem  item) [virtual]

called to make an item on the ground with owner is player

Parameters:
itemthe item to create on the ground
Returns:
the GameInventoryItem on the ground
virtual ShadeEffect DOL.GS.GamePlayer.CreateShadeEffect ( ) [protected, virtual]

Create a shade effect for this player.

Returns:
virtual void DOL.GS.GamePlayer.CreateStatistics ( ) [virtual]

Create played statistics for this player.

override void DOL.GS.GamePlayer.Delete ( ) [virtual]

Marks this player as deleted.

Reimplemented from DOL.GS.GameObject.

virtual bool DOL.GS.GamePlayer.DelveItem< T > ( item,
List< string >  delveInfo 
) [virtual]

Player is delving an item.

Parameters:
item
delveInfo
Returns:
false if delve not handled
virtual void DOL.GS.GamePlayer.DelveWeaponStyle ( IList< string >  delveInfo,
Style  style 
) [virtual]

Delve a weapon style for this player.

Parameters:
delveInfo
style
Returns:
override void DOL.GS.GamePlayer.Die ( GameObject  killer) [virtual]

Called when the player dies.

Parameters:
killerthe killer

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.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 from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.DismountSteed ( bool  forced) [virtual]

Dismounts the player from it's steed.

Parameters:
forcedtrue if the dismounting should not be prevented by handlers
Returns:
true if the dismount was successful, false if not
delegate bool DOL.GS.GamePlayer.DismountSteedHandler ( GamePlayer  rider,
GameLiving  steed,
bool  forced 
)

Delegate callback to be called whenever the player tries to dismount from a steed.

virtual bool DOL.GS.GamePlayer.DropItem ( eInventorySlot  slot_pos) [virtual]

Called to drop an Item from the Inventory to the floor.

Parameters:
slot_posSlotPosition to drop
Returns:
true if dropped
virtual bool DOL.GS.GamePlayer.DropItem ( eInventorySlot  slot_pos,
out WorldInventoryItem  droppedItem 
) [virtual]

Called to drop an item from the Inventory to the floor and return the GameInventoryItem that is created on the floor.

Parameters:
slot_posSlotPosition to drop
droppedItemout GameItem that was created
Returns:
true if dropped
void DOL.GS.GamePlayer.DuelStart ( GamePlayer  duelTarget)

Starts the duel.

Parameters:
duelTargetThe duel target
void DOL.GS.GamePlayer.DuelStop ( )

Stops the duel if it is running.

override int DOL.GS.GamePlayer.EnduranceRegenerationTimerCallback ( RegionTimer  selfRegenerationTimer) [protected, virtual]

Override EnduranceRegenTimer because if we are not connected anymore we DON'T regenerate endurance, even if we are not garbage collected yet!

Parameters:
selfRegenerationTimerthe timer
Returns:
the new time

Reimplemented from DOL.GS.GameLiving.

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

Called when an enemy of this living is killed.

Parameters:
enemyenemy killed

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.ExecuteWeaponStyle ( Style  style) [virtual]

Try and execute a weapon style.

Parameters:
style
virtual IList<string> DOL.GS.GamePlayer.FormatStatistics ( ) [virtual]

Formats this players statistics.

Returns:
List of strings.
void DOL.GS.GamePlayer.GainBountyPoints ( long  amount,
bool  modify 
)

Player gains bounty points.

Parameters:
amountThe amount of bounty points
virtual void DOL.GS.GamePlayer.GainBountyPoints ( long  amount,
bool  modify,
bool  sendMessage,
bool  notify 
) [virtual]

Called when player gains bounty points.

Parameters:
amountThe amount of bounty points gained
multiplyShould this amount be multiplied by the BP Rate
sendMessageWether to send a message like "You have gained N bountypoints"
override void DOL.GS.GamePlayer.GainBountyPoints ( long  amount) [virtual]

Player gains bounty points.

Parameters:
amountThe amount of bounty points

Reimplemented from DOL.GS.GameLiving.

void DOL.GS.GamePlayer.GainBountyPoints ( long  amount,
bool  modify,
bool  sendMessage 
)

Called when player gains bounty points.

Parameters:
amount
modify
sendMessage
virtual void DOL.GS.GamePlayer.GainChampionExperience ( long  experience,
eXPSource  source 
) [virtual]

The process that gains exp.

Parameters:
experienceAmount of Experience
virtual bool DOL.GS.GamePlayer.GainCraftingSkill ( eCraftingSkill  skill,
int  count 
) [virtual]

Increase the specified player crafting skill.

Parameters:
skillCrafting skill to increase
countHow much increase or decrase
Returns:
true if the skill is valid and -1 if not
void DOL.GS.GamePlayer.GainExperience ( eXPSource  xpSource,
long  expTotal,
long  expCampBonus,
long  expGroupBonus,
long  expOutpostBonus,
bool  sendMessage,
bool  allowMultiply 
)

Called whenever this player gains experience.

Parameters:
expTotal
expCampBonus
expGroupBonus
expOutpostBonus
sendMessage
allowMultiply
void DOL.GS.GamePlayer.GainExperience ( eXPSource  xpSource,
long  expTotal,
long  expCampBonus,
long  expGroupBonus,
long  expOutpostBonus,
bool  sendMessage 
)

Called whenever this player gains experience.

Parameters:
expTotal
expCampBonus
expGroupBonus
expOutpostBonus
sendMessage
override void DOL.GS.GamePlayer.GainExperience ( eXPSource  xpSource,
long  expTotal,
long  expCampBonus,
long  expGroupBonus,
long  expOutpostBonus,
bool  sendMessage,
bool  allowMultiply,
bool  notify 
) [virtual]

Called whenever this player gains experience.

Parameters:
expTotal
expCampBonus
expGroupBonus
expOutpostBonus
sendMessage
allowMultiply
notify

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.GainRealmPoints ( long  amount) [virtual]

Called when this player gains realm points.

Parameters:
amountThe amount of realm points gained

Reimplemented from DOL.GS.GameLiving.

void DOL.GS.GamePlayer.GainRealmPoints ( long  amount,
bool  modify 
)

Called when this living gains realm points.

Parameters:
amountThe amount of realm points gained
void DOL.GS.GamePlayer.GainRealmPoints ( long  amount,
bool  modify,
bool  sendMessage 
)

Called when this player gains realm points.

Parameters:
amount
modify
sendMessage
virtual void DOL.GS.GamePlayer.GainRealmPoints ( long  amount,
bool  modify,
bool  sendMessage,
bool  notify 
) [virtual]

Called when this player gains realm points.

Parameters:
amountThe amount of realm points gained
modifyShould we apply the rp modifer
sendMessageWether to send a message like "You have gained N realmpoints"
notify
override double DOL.GS.GamePlayer.GetArmorAbsorb ( eArmorSlot  slot) [virtual]

Calculates armor absorb level.

Parameters:
slot
Returns:

Reimplemented from DOL.GS.GameLiving.

override double DOL.GS.GamePlayer.GetArmorAF ( eArmorSlot  slot) [virtual]

calculate item armor factor influenced by quality, con and duration

Parameters:
slot
Returns:

Reimplemented from DOL.GS.GameLiving.

virtual int DOL.GS.GamePlayer.GetAutoTrainPoints ( Specialization  spec,
int  Mode 
) [virtual]

Calculate the Autotrain points.

Parameters:
specSpecialization
modevarious AT related calculations (amount of points, level of AT...)
override int DOL.GS.GamePlayer.GetBaseSpecLevel ( string  keyName) [virtual]

returns the level of a specialization if 0 is returned, the spec is non existent on player

Parameters:
keyName
Returns:

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.GetBonuses ( List< string >  info) [virtual]

Get a list of bonuses that effect this player.

Parameters:
info
virtual long DOL.GS.GamePlayer.GetChampionExperienceForLevel ( int  level) [virtual]

Returns the xp that are needed for the specified level.

virtual SpellLine DOL.GS.GamePlayer.GetChampionSpellLine ( ) [virtual]

Get or create the Champion spell line for this player.

Returns:
virtual List<Style> DOL.GS.GamePlayer.GetChampionStyleList ( ) [virtual]

Get a list of Champion styles for this player.

Returns:
virtual byte DOL.GS.GamePlayer.GetCountMLStepsCompleted ( byte  ml) [virtual]

Get the number of steps completed for a ML.

Parameters:
ml
Returns:
virtual int DOL.GS.GamePlayer.GetCraftingSkillValue ( eCraftingSkill  skill) [virtual]

Get the specified player crafting skill value.

Parameters:
skillThe crafting skill to get value
Returns:
the level in the specified crafting if valid and -1 if not
virtual long DOL.GS.GamePlayer.GetCurrentMoney ( ) [virtual]

Gets the money value this player owns.

Returns:
override int DOL.GS.GamePlayer.GetDamageResist ( eProperty  property) [virtual]

Easy method to get the resist of a certain damage type Good for when we add RAs.

Parameters:
property
Returns:

Reimplemented from DOL.GS.GameLiving.

override byte DOL.GS.GamePlayer.GetDisplayLevel ( GamePlayer  player) [virtual]

What level is displayed to another player.

Reimplemented from DOL.GS.GameObject.

override IList DOL.GS.GamePlayer.GetExamineMessages ( GamePlayer  player) [virtual]

Adds messages to ArrayList which are sent when object is targeted.

Parameters:
playerGamePlayer that is examining this object
Returns:
list with string messages

Reimplemented from DOL.GS.GameObject.

virtual long DOL.GS.GamePlayer.GetExperienceNeededForLevel ( int  level) [virtual]

How much experience is needed for a given level?

byte DOL.GS.GamePlayer.GetFaceAttribute ( eCharFacePart  part)

Get the character face attribute you want.

Parameters:
partface part
Returns:
attribute
override int DOL.GS.GamePlayer.GetMeleeCriticalDamage ( AttackData  ad,
InventoryItem  weapon 
) [virtual]

Calculates melee critical damage of this player.

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

Reimplemented from DOL.GS.GameLiving.

virtual long DOL.GS.GamePlayer.GetMLExperienceForLevel ( int  level) [virtual]

Returns the xp that are needed for the specified level.

virtual string DOL.GS.GamePlayer.GetMLStepDescription ( byte  ml,
int  step 
) [virtual]

Get the Masterlevel window text for a ML and Step.

Parameters:
ml
step
Returns:
override int DOL.GS.GamePlayer.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 player

Parameters:
keyName
Returns:

Reimplemented from DOL.GS.GameLiving.

virtual IList DOL.GS.GamePlayer.GetNonTrainableSkillList ( ) [virtual]

returns a list with all non trainable skills without styles in the order they were added be careful when iterating this list, it has to be synced via SyncRoot before any foreach loop because its a reference to the player internal list of skills that can change at any time

Returns:
list of Skill's
override string DOL.GS.GamePlayer.GetPronoun ( int  form,
bool  firstLetterUppercase 
) [virtual]

Pronoun of this player in case you need to refer it in 3rd person http://webster.commnet.edu/grammar/cases.htm.

Parameters:
firstLetterUppercase
form0=Subjective, 1=Possessive, 2=Objective
Returns:
pronoun of this object

Reimplemented from DOL.GS.GameObject.

virtual Specialization DOL.GS.GamePlayer.GetSpecialization ( string  keyName) [virtual]

Retrieves a specific specialization by key name.

Parameters:
keyNamethe key name
Returns:
the found specialization or null
virtual Specialization DOL.GS.GamePlayer.GetSpecializationByName ( string  name,
bool  caseSensitive 
) [virtual]

Retrives a specific specialization by name.

Parameters:
namethe name of the specialization line
caseSensitivefalse for case-insensitive compare
Returns:
found specialization or null
virtual IList DOL.GS.GamePlayer.GetSpecList ( ) [virtual]

returns a list with all specializations in the order they were added be careful when iterating this list, it has to be synced via SyncRoot before any foreach loop because its a reference to the player internal list of specs that can change at any time

Returns:
list of Spec's
virtual int DOL.GS.GamePlayer.GetSpellCount ( ) [virtual]

Return the count of all spells the player can use This is for hybrid classes only.

Returns:
virtual SpellLine DOL.GS.GamePlayer.GetSpellLine ( string  keyname) [virtual]

find a spell line on player and return them

Parameters:
keyname
Returns:
virtual List<SpellLine> DOL.GS.GamePlayer.GetSpellLines ( ) [virtual]

return a list of spell lines in the order they were added iterate only with locking SyncRoot on the list!

Returns:
virtual byte DOL.GS.GamePlayer.GetStepCountForML ( byte  ml) [virtual]

Get the number of steps required for a ML.

Parameters:
ml
Returns:
virtual IList DOL.GS.GamePlayer.GetStyleList ( ) [virtual]

Gets a list of available styles This creates a copy.

override Style DOL.GS.GamePlayer.GetStyleToUse ( ) [protected, virtual]

Decides which style living will use in this moment.

Returns:
Style to use or null if none

Reimplemented from DOL.GS.GameLiving.

virtual Dictionary<string, KeyValuePair<Spell, SpellLine> > DOL.GS.GamePlayer.GetUsableSpells ( List< SpellLine spellLines,
bool  update 
) [virtual]

Return a list of spells usable for all spell lines provided. This is used for hybrid classes. This list should return the highest level spell of each spell type (or spell group, if provided)

Parameters:
spelllineslist of spellLines
Returns:
list of Spells
override double DOL.GS.GamePlayer.GetWeaponSkill ( InventoryItem  weapon) [virtual]

Gets the weaponskill of weapon.

Parameters:
weapon

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.GetWeaponStat ( InventoryItem  weapon) [virtual]

calculates weapon stat

Parameters:
weapon
Returns:

Reimplemented from DOL.GS.GameLiving.

virtual long DOL.GS.GamePlayer.GetXPForML ( byte  ml) [virtual]

Get the amount of XP needed for a ML.

Parameters:
ml
Returns:
virtual bool DOL.GS.GamePlayer.HasChampionSpell ( int  spellid) [virtual]

Checks if player has this champion spell.

virtual bool DOL.GS.GamePlayer.HasFinishedMLStep ( int  mlLevel,
int  step 
) [virtual]

Check ML step completition. Arbiter checks this to see if player is eligible to advance to the next Master Level.

int DOL.GS.GamePlayer.HasFinishedQuest ( Type  questType)

Checks if a player has done a specific quest type This is used for scripted quests.

Parameters:
questTypeThe quest type
Returns:
the number of times the player did this quest
virtual bool DOL.GS.GamePlayer.HasSpecialization ( string  keyName) [virtual]

Asks for existance of specific specialization.

Parameters:
keyName
Returns:
override int DOL.GS.GamePlayer.HealthRegenerationTimerCallback ( RegionTimer  callingTimer) [protected, virtual]

Override HealthRegenTimer because if we are not connected anymore we DON'T regenerate health, even if we are not garbage collected yet!

Parameters:
callingTimerthe timer
Returns:
the new time

Reimplemented from DOL.GS.GameLiving.

delegate void DOL.GS.GamePlayer.InvulnerabilityExpiredCallback ( GamePlayer  player)

The delegate for invulnerability expire callbacks.

virtual bool DOL.GS.GamePlayer.IsAdvancedSpellLine ( SpellLine  line) [virtual]

Is this a Champion or ML SpellLine.

Parameters:
line
Returns:
AbstractQuest DOL.GS.GamePlayer.IsDoingQuest ( AbstractQuest  quest)

Checks if this player is currently doing the specified quest Can be used by scripted and data quests.

Parameters:
questTypeThe quest type
Returns:
the quest if player is doing the quest or null if not
AbstractQuest DOL.GS.GamePlayer.IsDoingQuest ( Type  questType)

Checks if this player is currently doing the specified quest type This is used for scripted quests.

Parameters:
questTypeThe quest type
Returns:
the quest if player is doing the quest or null if not
string DOL.GS.GamePlayer.ItemBonusName ( int  BonusType)

Get the bonus names.

void DOL.GS.GamePlayer.LeaveHouse ( )

Jumps the player out of the house he is in.

int DOL.GS.GamePlayer.LinkdeathTimerCallback ( RegionTimer  callingTimer) [protected]

Callback method, called when the player went linkdead and now he is allowed to be disconnected.

Parameters:
callingTimerthe timer
Returns:
0
virtual void DOL.GS.GamePlayer.LoadChampionSpells ( Hashtable  disabledSpells) [protected, virtual]

Load champion spells of this player.

void DOL.GS.GamePlayer.LoadCraftingSkills ( ) [protected]

This function load all player crafting skill from the db.

override void DOL.GS.GamePlayer.LoadFromDatabase ( DataObject  obj) [virtual]

Loads this player from a character table slot.

Parameters:
objDOLCharacter

Reimplemented from DOL.GS.GameObject.

virtual void DOL.GS.GamePlayer.LoadQuests ( ) [virtual]

Load all the ongoing or completed quests for this player.

virtual void DOL.GS.GamePlayer.LoadSkillsFromCharacter ( ) [protected, virtual]

Loads the Skills from the Character Called after the default skills / level have been set!

override AttackData DOL.GS.GamePlayer.MakeAttack ( GameObject  target,
InventoryItem  weapon,
Style  style,
double  effectiveness,
int  interruptDuration,
bool  dualWield 
) [protected, virtual]

Called whenever a single attack strike is made.

Parameters:
target
weapon
style
effectiveness
interruptDuration
dualWield
Returns:

Reimplemented from DOL.GS.GameLiving.

void DOL.GS.GamePlayer.ModifyFriend ( string  friendName,
bool  remove 
)

Modifies the friend list of this player.

Parameters:
friendNamethe friend name
removetrue to remove this friend, false to add it
void DOL.GS.GamePlayer.ModifyIgnoreList ( string  Name,
bool  remove 
)

Modifies the friend list of this player.

Parameters:
friendNamethe friend name
removetrue to remove this friend, false to add it
virtual bool DOL.GS.GamePlayer.MountSteed ( GameNPC  steed,
bool  forced 
) [virtual]

Mounts the player onto a steed.

Parameters:
steedthe steed to mount
forcedtrue if the mounting can not be prevented by handlers
Returns:
true if mounted successfully or false if not
delegate bool DOL.GS.GamePlayer.MountSteedHandler ( GamePlayer  rider,
GameNPC  steed,
bool  forced 
)

Delegate callback to be called when the player tries to mount a steed.

override bool DOL.GS.GamePlayer.MoveTo ( ushort  regionID,
int  x,
int  y,
int  z,
ushort  heading 
) [virtual]

This function moves a player to a specific region and specific coordinates.

Parameters:
regionIDRegionID to move to
xX target coordinate
yY target coordinate
zZ target coordinate (0 to put player on floor)
headingTarget heading
Returns:
true if move succeeded, false if failed

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.Notify ( DOLEvent  e,
object  sender,
EventArgs  args 
) [virtual]

Handle event notifications.

Parameters:
e
sender
args

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.OnAfterSpellCastSequence ( ISpellHandler  handler) [virtual]

Callback after spell execution finished and next spell can be processed.

Parameters:
handler

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.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 from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.OnInterruptTick ( GameLiving  attacker,
AttackData.eAttackType  attackType 
) [protected, virtual]

Does needed interrupt checks and interrupts if needed.

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

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.OnItemBonusChanged ( DOLEvent  e,
object  sender,
EventArgs  args 
) [protected, virtual]

Handles a bonus change on an item.

Parameters:
e
sender
args
virtual void DOL.GS.GamePlayer.OnItemEquipped ( DOLEvent  e,
object  sender,
EventArgs  arguments 
) [protected, virtual]

Adds magical bonuses whenever item was equipped.

Parameters:
e
senderinventory
arguments
virtual void DOL.GS.GamePlayer.OnItemUnequipped ( DOLEvent  e,
object  sender,
EventArgs  arguments 
) [protected, virtual]

Removes magical bonuses whenever item was unequipped.

Parameters:
e
senderinventory
arguments
virtual void DOL.GS.GamePlayer.OnLevelSecondStage ( ) [virtual]

Called when this player reaches second stage of the current level.

virtual void DOL.GS.GamePlayer.OnLevelUp ( int  previouslevel) [virtual]

Called when this player levels.

Parameters:
previouslevel
virtual void DOL.GS.GamePlayer.OnRevive ( DOLEvent  e,
object  sender,
EventArgs  args 
) [virtual]

Called when player revive.

void DOL.GS.GamePlayer.OnSkillTrained ( Specialization  skill)

Called by trainer when specialization points were added to a skill.

Parameters:
skill
bool DOL.GS.GamePlayer.OpenSelfCraft ( InventoryItem  item)

Opens the trade window for myself (combine, repair)

Parameters:
itemThe item to spell craft
Returns:
true if trade has started
bool DOL.GS.GamePlayer.OpenTrade ( GamePlayer  tradePartner)

Opens the trade between two players.

Parameters:
tradePartnerGamePlayer to trade with
Returns:
true if trade has started
virtual bool DOL.GS.GamePlayer.PickupObject ( GameObject  floorObject,
bool  checkRange 
) [virtual]

Called when the player picks up an item from the ground.

Parameters:
floorObject
checkRange
Returns:
override int DOL.GS.GamePlayer.PowerRegenerationTimerCallback ( RegionTimer  selfRegenerationTimer) [protected, virtual]

Override PowerRegenTimer because if we are not connected anymore we DON'T regenerate mana, even if we are not garbage collected yet!

Parameters:
selfRegenerationTimerthe timer
Returns:
the new time

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.Pray ( ) [virtual]

Prays on a gravestone for XP!

void DOL.GS.GamePlayer.PrayTimerStop ( )

Stop praying; used when player changes target.

virtual bool DOL.GS.GamePlayer.PrivateMessageReceive ( GamePlayer  source,
string  str 
) [virtual]

This function is called when the Player receives a sent text.

Parameters:
sourceGamePlayer that was sending
strstring that was sent
Returns:
true if the string was received successfully, false if it was not received
virtual bool DOL.GS.GamePlayer.Quit ( bool  forced) [virtual]

This function saves the character and sends a message to all others that the player has quit the game!

Parameters:
forcedtrue if Quit can not be prevented!
virtual int DOL.GS.GamePlayer.QuitTimerCallback ( RegionTimer  callingTimer) [protected, virtual]

Timer callback for quit.

Parameters:
callingTimerthe calling timer
Returns:
the new intervall
static string DOL.GS.GamePlayer.RACENAMES ( GameClient  client,
int  Race,
int  Gender 
) [static]

Returns localized race names.

Parameters:
client
Race
Gender
Returns:
virtual void DOL.GS.GamePlayer.RangeAttackHandler ( DOLEvent  e,
object  sender,
EventArgs  arguments 
) [protected, virtual]

Removes ammo and endurance on range attack.

Parameters:
e
sender
arguments
virtual string DOL.GS.GamePlayer.RealmRankTitles ( eRealm  Realm,
int  Gender 
) [virtual]

Returns a realm rank title by the given players realm and players gender.

Parameters:
Realm
Gender
Returns:
override bool DOL.GS.GamePlayer.ReceiveItem ( GameLiving  source,
InventoryItem  item 
) [virtual]

Receive an item from another living.

Parameters:
source
item
Returns:
true if player took the item

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.ReceiveTradeItem ( GamePlayer  source,
InventoryItem  item 
) [virtual]

Called when this player receives a trade item.

Parameters:
sourcethe source of the item
itemthe item
Returns:
true to accept, false to deny the item
virtual bool DOL.GS.GamePlayer.ReceiveTradeMoney ( GamePlayer  source,
long  money 
) [virtual]

Called when the player receives trade money.

Parameters:
sourcethe source
moneythe money value
Returns:
true to accept, false to deny
virtual void DOL.GS.GamePlayer.RefreshSpecDependantSkills ( bool  sendMessages) [virtual]

updates the list of available styles

Parameters:
sendMessagessends "you learn" messages if true
virtual void DOL.GS.GamePlayer.RefreshWorld ( ) [virtual]

Refresh all objects around the player.

virtual void DOL.GS.GamePlayer.Release ( eReleaseType  releaseCommand,
bool  forced 
) [virtual]

Releases this player after death ... subtracts xp etc etc...

Parameters:
releaseCommandThe type of release used for this player
forcedif true, will release even if not dead
virtual int DOL.GS.GamePlayer.ReleaseTimerCallback ( RegionTimer  callingTimer) [protected, virtual]

callback every second to control realtime release

Parameters:
callingTimer
Returns:
override bool DOL.GS.GamePlayer.RemoveAbility ( string  abilityKeyName) [virtual]

Remove an ability from this living.

Parameters:
abilityKeyName
Returns:

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.RemoveBountyPoints ( long  amount,
string  str,
eChatType  type,
eChatLoc  loc 
) [virtual]

Called when this living buy something with realm points.

Parameters:
amountThe amount of realm points loosed
locThe chat location
strThe message
typeThe chat type
bool DOL.GS.GamePlayer.RemoveBountyPoints ( long  amount,
string  str 
)

Called when this living buy something with realm points.

Parameters:
amount
str
Returns:
bool DOL.GS.GamePlayer.RemoveBountyPoints ( long  amount)

Called when this living buy something with realm points.

Parameters:
amountThe amount of realm points loosed
virtual void DOL.GS.GamePlayer.RemoveChampionLevels ( ) [virtual]

Remove all Champion levels and XP from this character.

bool DOL.GS.GamePlayer.RemoveEncounterCredit ( Type  questType)

Remove credit for this type of encounter. Used for scripted quests.

Parameters:
questType
Returns:
override bool DOL.GS.GamePlayer.RemoveFromWorld ( ) [virtual]

Called to remove the item from the world. Also removes the player visibly from all other players around this one.

Returns:
true if removed, false if removing failed

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.RemoveMoney ( long  money,
string  messageFormat,
eChatType  ct,
eChatLoc  cl 
) [virtual]

Removes money from the player.

Parameters:
moneymoney value to subtract
messageFormatnull if no message or "text {0} text"
ctmessage chat type
clmessage chat location
Returns:
true if successfull, false if player doesn't have enough money
virtual bool DOL.GS.GamePlayer.RemoveMoney ( long  money,
string  messageFormat 
) [virtual]

Removes money from the player.

Parameters:
moneymoney value to subtract
messageFormatnull if no message or "text {0} text"
Returns:
true if successfull, false if player doesn't have enough money
virtual bool DOL.GS.GamePlayer.RemoveMoney ( long  money) [virtual]

Removes money from the player.

Parameters:
moneymoney value to subtract
Returns:
true if successfull, false if player doesn't have enough money
virtual bool DOL.GS.GamePlayer.RemoveSpecialization ( string  specKeyName) [virtual]

Removes the existing specialization from the player.

Parameters:
specKeyNameThe spec keyname to remove
Returns:
true if removed
virtual bool DOL.GS.GamePlayer.RemoveSpellLine ( string  lineKeyName) [virtual]

Removes the existing specialization from the player.

Parameters:
lineKeyNameThe spell line keyname to remove
Returns:
true if removed
virtual bool DOL.GS.GamePlayer.RemoveSpellLine ( SpellLine  line) [protected, virtual]

Removes the existing spellline from the player, the line instance should be called with GamePlayer.GetSpellLine ONLY and NEVER SkillBase.GetSpellLine!!!!!

Parameters:
lineThe spell line to remove
Returns:
true if removed
virtual bool DOL.GS.GamePlayer.RemoveTitle ( IPlayerTitle  title) [virtual]

Removes the title from player.

Parameters:
titleThe title to remove.
Returns:
true if removed.
virtual void DOL.GS.GamePlayer.RepairItem ( InventoryItem  item) [virtual]

This function is called each time a player try to repair a item.

virtual void DOL.GS.GamePlayer.Reset ( ) [virtual]

Reset this player to level 1, respec all skills, remove all spec points, and reset stats.

virtual void DOL.GS.GamePlayer.ResetDisabledSkills ( ) [virtual]

Reset all disabled skills to player.

virtual void DOL.GS.GamePlayer.RespecChampionSkills ( ) [virtual]

Reset all Champion skills for this player.

virtual int DOL.GS.GamePlayer.RespecSingleLine ( Specialization  specLine) [protected, virtual]

Respec single line.

Parameters:
specLinespec line being respec'd
Returns:
Amount of points spent in that line
virtual void DOL.GS.GamePlayer.SalvageItem ( InventoryItem  item) [virtual]

This function is called each time a player try to salvage a item.

void DOL.GS.GamePlayer.SaveCraftingSkills ( ) [protected]

This function saves all player crafting skill in the db.

override void DOL.GS.GamePlayer.SaveIntoDatabase ( ) [virtual]

Save the player into the database.

Reimplemented from DOL.GS.GameObject.

virtual void DOL.GS.GamePlayer.SaveSkillsToCharacter ( ) [protected, virtual]

Saves the player's skills.

override bool DOL.GS.GamePlayer.Say ( string  str) [virtual]

Call this function to make the player say something.

Parameters:
strstring to say
Returns:
true if said successfully

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.SayReceive ( GameLiving  source,
string  str 
) [virtual]

This function is called when the Player receives a Say text!

Parameters:
sourceThe source living saying something
strthe text that was said
Returns:
true if received successfully

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.SendAttackingCombatMessages ( AttackData  ad) [protected, virtual]

Send the messages to the GamePlayer.

Parameters:
ad

Reimplemented from DOL.GS.GameLiving.

void DOL.GS.GamePlayer.SendDoorUpdate ( IDoor  door,
bool  forceUpdate = false 
)

Send a door state to this client.

Parameters:
doorthe door
forceUpdateforce a send of the door state regardless of status
delegate bool DOL.GS.GamePlayer.SendHandler ( GamePlayer  source,
GamePlayer  receiver,
string  str 
)

Delegate to be called when this player is about to send a text.

virtual bool DOL.GS.GamePlayer.SendPrivateMessage ( GamePlayer  target,
string  str 
) [virtual]

Sends a text to a target.

Parameters:
targetThe target of the send
strstring to send (without any "xxx sends:" in front!!!)
Returns:
true if text was sent successfully
delegate bool DOL.GS.GamePlayer.SendReceiveHandler ( GamePlayer  source,
GamePlayer  receiver,
string  str 
)

Delegate to be called when this player receives a text by someone sending something.

virtual void DOL.GS.GamePlayer.SendTrainerWindow ( ) [virtual]

Send this players trainer window.

virtual bool DOL.GS.GamePlayer.SetCharacterClass ( int  id) [virtual]

Set the character class to a specific one.

Parameters:
idid of the character class
Returns:
success
override void DOL.GS.GamePlayer.SetControlledBrain ( IControlledBrain  controlledBrain) [virtual]

Sets the controlled object for this player.

Parameters:
controlledNpc

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.SetFinishedMLStep ( int  mlLevel,
int  step,
bool  setFinished = true 
) [virtual]

Sets an ML step to finished or clears it.

Parameters:
mlLevel
step
setFinished(optional) false will remove the finished entry for this step
override void DOL.GS.GamePlayer.SetGroundTarget ( int  groundX,
int  groundY,
int  groundZ 
) [virtual]

Sets the Living's ground-target Coordinates inside the current Region.

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.Shade ( bool  state) [virtual]

Changes shade state of the player.

Parameters:
stateThe new state.
virtual void DOL.GS.GamePlayer.Sit ( bool  sit) [virtual]

Sits/Stands the player.

Parameters:
sitTrue if sitting, otherwise false
virtual bool DOL.GS.GamePlayer.Sprint ( bool  state) [virtual]

Change sprint state of this player.

Parameters:
statenew state
Returns:
sprint state after command
override void DOL.GS.GamePlayer.StartAttack ( GameObject  attackTarget) [virtual]

Starts a melee attack with this player.

Parameters:
attackTargetthe target to attack

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.StartEnduranceRegeneration ( ) [virtual]

Starts the endurance regeneration. Overriden. No lazy timers for GamePlayers.

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.StartHealthRegeneration ( ) [virtual]

Starts the health regeneration. Overriden. No lazy timers for GamePlayers.

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.StartInvulnerabilityTimer ( int  duration,
InvulnerabilityExpiredCallback  callback 
) [virtual]

Starts the Invulnerability Timer.

Parameters:
durationThe invulnerability duration in milliseconds
callbackThe callback for when invulnerability expires; not guaranteed to be called if overwriten by another invulnerability
Returns:
true if invulnerability was set (smaller than old invulnerability)
override void DOL.GS.GamePlayer.StartPowerRegeneration ( ) [virtual]

Starts the power regeneration. Overriden. No lazy timers for GamePlayers.

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.Stealth ( bool  goStealth) [virtual]

Set player's stealth state.

Parameters:
goStealthtrue is stealthing, false if unstealthing
override void DOL.GS.GamePlayer.StopAttack ( bool  forced) [virtual]

Stops all attacks this player is making.

Parameters:
forcedIs this a forced stop or is the client suggesting we stop?

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.StopEnduranceRegeneration ( ) [virtual]

Stop the endurance regeneration. Overriden. No lazy timers for GamePlayers.

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.StopHealthRegeneration ( ) [virtual]

Stop the health regeneration. Overriden. No lazy timers for GamePlayers.

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.StopPowerRegeneration ( ) [virtual]

Stop the power regeneration. Overriden. No lazy timers for GamePlayers.

Reimplemented from DOL.GS.GameLiving.

void DOL.GS.GamePlayer.StopReleaseTimer ( )

Stops release timer and closes timer window.

virtual void DOL.GS.GamePlayer.SwitchQuiver ( eActiveQuiverSlot  slot,
bool  forced 
) [virtual]

Switches the active quiver slot to another one.

Parameters:
slot
forced
void DOL.GS.GamePlayer.SwitchUpdateArrays ( )

Switches the update arrays.

override void DOL.GS.GamePlayer.SwitchWeapon ( eActiveWeaponSlot  slot) [virtual]

Switches the active weapon to another one.

Parameters:
slotthe new eActiveWeaponSlot

Reimplemented from DOL.GS.GameLiving.

override void DOL.GS.GamePlayer.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.GameLiving.

override string DOL.GS.GamePlayer.ToString ( )

Returns the string representation of the GamePlayer.

Returns:

Reimplemented from DOL.GS.GameObject.

virtual void DOL.GS.GamePlayer.TryReactiveEffect ( InventoryItem  reactiveItem,
GameLiving  target 
) [protected, virtual]

Launch any reactive effect on an item.

Parameters:
reactiveItem
target
void DOL.GS.GamePlayer.UncoverLOSHandler ( GamePlayer  player,
ushort  response,
ushort  targetOID 
)

This handler is called by the unstealth check of mobs.

override double DOL.GS.GamePlayer.UnstyledDamageCap ( InventoryItem  weapon) [virtual]

Max. Damage possible without style.

Parameters:
weaponattack weapon

Reimplemented from DOL.GS.GameLiving.

virtual void DOL.GS.GamePlayer.UpdateCurrentTitle ( ) [virtual]

Updates player's current title to him and everyone around.

virtual void DOL.GS.GamePlayer.UpdateDisabledSkills ( ) [virtual]

Updates all disabled skills to player.

void DOL.GS.GamePlayer.UpdateEncumberance ( )

Updates Encumberance and its effects.

virtual void DOL.GS.GamePlayer.UpdateEquipmentAppearance ( ) [virtual]

Updates the appearance of the equipment this player is using.

void DOL.GS.GamePlayer.UpdatePlayerStatus ( )

Updates Health, Mana, Sitting, Endurance, Concentration and Alive status to client.

virtual void DOL.GS.GamePlayer.UpdateSpellLineLevels ( bool  sendMessages) [virtual]

updates the levels of all spell lines specialized spell lines depend from spec levels base lines depend from player level

Parameters:
sendMessagessends "You gain power" messages if true
virtual void DOL.GS.GamePlayer.UseItemCharge ( InventoryItem  useItem,
int  type 
) [protected, virtual]

Use a charged ability on an item.

Parameters:
useItem
type1 == use1, 2 == use2
virtual bool DOL.GS.GamePlayer.UseMagicalItem ( InventoryItem  item,
int  type 
) [protected, virtual]

Use a magical item's spell.

Parameters:
item
type
virtual void DOL.GS.GamePlayer.UseSlot ( eInventorySlot  slot,
eUseType  type 
) [virtual]

Called when the player uses an inventory in a slot eg. by clicking on the icon in the qickbar dragged from a slot.

Parameters:
slotinventory slot used
typetype of slot use (0=simple click on icon, 1=use, 2=/use2)
virtual bool DOL.GS.GamePlayer.VerifySpecPoints ( ) [virtual]

Verify this player has the correct number of spec points for the players level.

int DOL.GS.GamePlayer.WeaponBaseSpecLevel ( InventoryItem  weapon)

determines current weaponspeclevel

override double DOL.GS.GamePlayer.WeaponDamage ( InventoryItem  weapon) [virtual]

Gets the weapondamage of currently used weapon Used to display weapon damage in stats, 16.5dps = 1650.

Parameters:
weaponthe weapon used for attack

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.WeaponSpecLevel ( InventoryItem  weapon) [virtual]

determines current weaponspeclevel

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.Whisper ( GameObject  target,
string  str 
) [virtual]

Call this function to make the player whisper to someone.

Parameters:
targetGameLiving to whisper to
strstring to whisper
Returns:
true if whispered successfully

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.WhisperReceive ( GameLiving  source,
string  str 
) [virtual]

This function is called when the player hears a whisper from some living.

Parameters:
sourceSource that was living
strstring that was whispered
Returns:
true if whisper was received successfully

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.Yell ( string  str) [virtual]

Call this function to make the player yell something.

Parameters:
strstring to yell
Returns:
true if yelled successfully

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.YellReceive ( GameLiving  source,
string  str 
) [virtual]

This function is called when the player hears a yell.

Parameters:
sourcethe source living yelling
strstring that was yelled
Returns:
true if received successfully

Reimplemented from DOL.GS.GameLiving.


Member Data Documentation

readonly string DOL.GS.GamePlayer.AFK_MESSAGE = "afk_message" [static]

Property for the optional away from keyboard message.

The maximum champion level a player can reach.

readonly long [] DOL.GS.GamePlayer.CLXPLevel [static]
Initial value:
                {
                        0, 
                        32000, 
                        64000, 
                        96000, 
                        128000, 
                        160000, 
                        192000, 
                        224000, 
                        256000, 
                        288000, 
                        320000, 
                }

A table that holds the required XP/Level.

Endurance used for critical shot.

const string DOL.GS.GamePlayer.DEATH_CONSTITUTION_LOSS_PROPERTY = "death_con_loss"

Property that saves condition lost on last death.

const string DOL.GS.GamePlayer.DEATH_EXP_LOSS_PROPERTY = "death_exp_loss"

Property that saves experience lost on last death.

const string DOL.GS.GamePlayer.DEBUG_MODE_PROPERTY = "Player.DebugMode"

The property to save debug mode on region change.

const string DOL.GS.GamePlayer.GRAVESTONE_PROPERTY = "gravestone" [protected]

Property that saves the gravestone in the pray timer.

const string DOL.GS.GamePlayer.LAST_BIND_TICK = "LastBindTick"

Property that holds tick when the player bind last time.

const string DOL.GS.GamePlayer.LAST_CHARGED_ITEM_USE_TICK = "LastChargedItemUsedTick"

Property that holds tick when charged item was used last time.

readonly string DOL.GS.GamePlayer.LAST_USED_ITEM_SPELL = "last_used_item_spell" [static]

Last spell cast from a used item.

Object DOL.GS.GamePlayer.lockSpellLinesList = new Object()

Object to use when locking the SpellLines list.

Object DOL.GS.GamePlayer.lockStyleList = new Object()

Used to lock the style list.

bool DOL.GS.GamePlayer.m_automaticRelease = false [protected]

choosed the player to release as soon as possible?

bool DOL.GS.GamePlayer.m_autoSplitLoot = true [protected]

true if this player want to receive loot with autosplit between members of group

Holds the cancel style flag.

bool DOL.GS.GamePlayer.m_canFly [protected]

if player uses debug before (to prevent hack client fly mode for players using debug and then turning it off)

readonly GameClient DOL.GS.GamePlayer.m_client [protected]

This is our gameclient!

eCraftingSkill DOL.GS.GamePlayer.m_craftingPrimarySkill = 0 [protected]

Store the player primary crafting skill.

Dictionary<eCraftingSkill, int> DOL.GS.GamePlayer.m_craftingSkills = new Dictionary<eCraftingSkill, int>() [protected]

Store all player crafting skill and their value (eCraftingSkill => Value)

IPlayerTitle DOL.GS.GamePlayer.m_currentTitle = PlayerTitleMgr.ClearTitle [protected]

Holds current selected title.

Holds the delegates that calls.

byte [] DOL.GS.GamePlayer.m_customFaceAttributes = new byte[(int)eCharFacePart._Last + 1] [protected]

Hold all player face custom attibutes.

DOLCharacters DOL.GS.GamePlayer.m_dbCharacter [protected]

This holds the character this player is based on! (renamed and private, cause if derive is needed overwrite PlayerCharacter)

tick when player is died

The time someone can not cast.

bool DOL.GS.GamePlayer.m_diving [protected]

The diving state of this player.

The duel target of this player.

Has this player entered the game, will be true after the first time the char enters the world.

Holds the ground target visibility flag.

string DOL.GS.GamePlayer.m_guildId [protected]

The guild id this character belong to.

Holds the invulnerability expiration tick.

Holds the invulnerability timer.

bool DOL.GS.GamePlayer.m_isInBG [protected]

Player is in BG ?

Stores the amount of realm points gained by other players on last death.

Holds unique locations array.

Holds the index into the last update array.

Holds the tickcount when the objects around this player were checked the last time for new npcs. Will be done every 250ms in WorldMgr.

true if this player is looking for a group

The next spell.

The next spell line.

The next spell target.

readonly int [] DOL.GS.GamePlayer.m_numRespecsCanBuyOnLevel [static, protected]
Initial value:
                {
                        1,1,1,1,1, 
                        2,2,2,2,2,2,2, 
                        3,3,3,3, 
                        4,4,4,4,4,4, 
                        5,5,5,5,5, 
                        6,6,6,6,6,6, 
                        7,7,7,7,7, 
                        8,8,8,8,8,8, 
                        9,9,9,9,9, 
                        10 
                }
readonly BitArray [] DOL.GS.GamePlayer.m_objectUpdates [protected]

Holds the objects that need update.

bool DOL.GS.GamePlayer.m_overencumbered = true [protected]

The Encumberance state of this player.

double DOL.GS.GamePlayer.m_playereffectiveness = 1.0 [protected]

effectiveness of the player (resurrection illness) Effectiveness is used in physical/magic damage (exept dot), in weapon skill and max concentration formula

The timer that will be started when the player wants to pray.

Holds all the quests currently active on this player.

Holds all already finished quests off this player.

WeakReference DOL.GS.GamePlayer.m_rangeAttackAmmo [protected]

Holds the arrows for next range attack.

WeakReference DOL.GS.GamePlayer.m_rangeAttackTarget [protected]

Holds the target for next range attack.

The release timer for this player.

eReleaseType DOL.GS.GamePlayer.m_releaseType = eReleaseType.Normal [protected]

The current release type.

bool DOL.GS.GamePlayer.m_sitting [protected]

The sitting state of this player.

readonly Hashtable DOL.GS.GamePlayer.m_specialization = new Hashtable() [protected]

Holds the player specializable skills and style lines (KeyName -> Specialization)

readonly ArrayList DOL.GS.GamePlayer.m_specList = new ArrayList() [protected]

Holds the players specs again but ordered.

readonly List<SpellLine> DOL.GS.GamePlayer.m_spellLines = new List<SpellLine>() [protected]

Holds the Spell lines the player can use.

object DOL.GS.GamePlayer.m_spellQueueAccessMonitor = new object() [protected]

A lock for the spellqueue.

The sprint effect of this player.

readonly int [] DOL.GS.GamePlayer.m_statBonus = new int[8] [protected]

Holds all non trainable skills in determined order without styles.

Temporary Stats Boni

readonly int [] DOL.GS.GamePlayer.m_statBonusPercent = new int[8] [protected]

Temporary Stats Boni in percent.

Holds the stealth effect.

WeakReference DOL.GS.GamePlayer.m_steed [protected]

Holds the GameLiving that is the steed of this player as weakreference.

bool DOL.GS.GamePlayer.m_strafing [protected]

The strafe state of this player.

readonly Dictionary<int, Style> DOL.GS.GamePlayer.m_styles = new Dictionary<int, Style>() [protected]

Holds all styles of the player.

true if the targetObject is visible

readonly ArrayList DOL.GS.GamePlayer.m_titles = new ArrayList() [protected]

Holds all players titles.

Holds the trade window object.

Dictionary<string, KeyValuePair<Spell, SpellLine> > DOL.GS.GamePlayer.m_usableSpells = null [protected]

A list of all usable spells for this player. This list is maintained as long as the player is active with new spells always added to the end of the list. This is used for all hybrid classes Structure of this list: uniquekey-Spell-SpellLine.

const string DOL.GS.GamePlayer.MAX_LAST_Z = "max_last_z"

Property that saves last maximum Z value.

The maximum ML level a player can reach.

The base speed of the player.

const ushort DOL.GS.GamePlayer.PRAY_DELAY = 5000 [protected]

The delay to wait until xp is regained, in milliseconds.

readonly string DOL.GS.GamePlayer.QUICK_CAST_CHANGE_TICK = "quick_cast_change_tick" [static]

Property for the optional away from keyboard message.

Endurance used for normal range attack.

readonly long [] DOL.GS.GamePlayer.REALMPOINTS_FOR_LEVEL [static]

Holds realm points needed for special realm level.

const int DOL.GS.GamePlayer.RELEASE_MINIMUM_WAIT = 10 [protected]

minimum time to wait before release is possible in seconds

const int DOL.GS.GamePlayer.RELEASE_TIME = 900 [protected]

max time before auto release in seconds

const string DOL.GS.GamePlayer.RELEASING_PROPERTY = "releasing"

The property name that is set when releasing to another region.

bool DOL.GS.GamePlayer.SpecPointsOk = true [protected]

Char spec points checked on load.

const string DOL.GS.GamePlayer.STEALTH_CHANGE_TICK = "StealthChangeTick"

Property that holds tick when stealth state was changed last time.

const string DOL.GS.GamePlayer.UNCOVER_STEALTH_ACTION_PROP = "UncoverStealthAction" [protected]

The temp property that stores the uncover stealth action.


Property Documentation

GameConsignmentMerchant DOL.GS.GamePlayer.ActiveConMerchant [get, set]

The currently active Consignment Merchant.

GameVault DOL.GS.GamePlayer.ActiveVault [get, set]

The currently active house vault.

bool DOL.GS.GamePlayer.Advisor [get, set]

Gets or sets the advisor flag for this player (delegate to property in PlayerCharacter)

long DOL.GS.GamePlayer.AreaUpdateTick [get, set]

Gets the tick when the areas should be updated.

override int DOL.GS.GamePlayer.AttackRange [get, set]

Returns the AttackRange of this living.

Reimplemented from DOL.GS.GameLiving.

bool DOL.GS.GamePlayer.Autoloot [get, set]

Gets or sets the autoloot flag for this player (delegate to property in PlayerCharacter)

bool DOL.GS.GamePlayer.AutoSplitLoot [get, set]

Gets/sets the autosplit for loot.

virtual byte DOL.GS.GamePlayer.BaseLevel [get]

What is the base, unmodified level of this character.

virtual int DOL.GS.GamePlayer.BestArmorLevel [get]

The best armor level this player can use.

GamePlayer DOL.GS.GamePlayer.Bodyguard [get]

This player's bodyguard (ML ability) or null, if there is none.

virtual long DOL.GS.GamePlayer.BountyPoints [get, set]

Gets/sets player bounty points (delegate to PlayerCharacter)

override int DOL.GS.GamePlayer.BountyPointsValue [get]

Bounty point value of this player.

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.CanBuyRespec [get]

Can this player buy a respec?

virtual bool DOL.GS.GamePlayer.CancelStyle [get, set]

Gets or Sets the cancel style flag (delegate to PlayerCharacter)

virtual bool DOL.GS.GamePlayer.CanGenerateNews [get, set]

Can this player generate news items?

override bool DOL.GS.GamePlayer.CanTradeAnyItem [get]

Can this living accept any item regardless of tradable or droppable?

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.CanUseCrossRealmItems [get]

Can this player use cross realm items.

override bool DOL.GS.GamePlayer.CanUseLefthandedWeapon [get]

Checks whether Living has ability to use lefthanded weapons.

Reimplemented from DOL.GS.GameLiving.

virtual int DOL.GS.GamePlayer.CapturedKeeps [get, set]

Gets or sets the count of captured keeps. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.CapturedRelics [get, set]

Gets or sets the count of captured relics. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.CapturedTowers [get, set]

Gets or sets the count of captured towers. (delegate to PlayerCharacter)

virtual bool DOL.GS.GamePlayer.Champion [get, set]

Is Champion level activated.

virtual long DOL.GS.GamePlayer.ChampionExperience [get, set]

Champion Experience.

virtual long DOL.GS.GamePlayer.ChampionExperienceForCurrentLevel [get]

Returns the xp that were needed for the current level.

virtual long DOL.GS.GamePlayer.ChampionExperienceForNextLevel [get]

Returns the xp that are needed for the next level.

virtual int DOL.GS.GamePlayer.ChampionLevel [get, set]

Champion level.

virtual ushort DOL.GS.GamePlayer.ChampionLevelPermill [get]

Returns how far into the champion level we have progressed A value between 0 and 1000 (1 bubble = 100)

virtual int DOL.GS.GamePlayer.ChampionMaxLevel [get]

Max champion level for the player.

virtual int DOL.GS.GamePlayer.ChampionSpecialtyPoints [get, set]

Champion Available speciality points.

virtual string DOL.GS.GamePlayer.ChampionSpells [get, set]

Serialised Champion spells.

ICharacterClass DOL.GS.GamePlayer.CharacterClass [get]

Gets the player's character class.

int DOL.GS.GamePlayer.Charisma [get]

Gets player's charisma.

bool DOL.GS.GamePlayer.ClassNameFlag [get, set]

Gets or sets the player's guild flag (delegate to PlayerCharacter)

GameClient DOL.GS.GamePlayer.Client [get]

Returns the GameClient of this Player.

virtual string DOL.GS.GamePlayer.CLTitle [get]

Get the CL title string of the player.

override int DOL.GS.GamePlayer.Concentration [get]

Gets the concentration left.

Reimplemented from DOL.GS.GameLiving.

int DOL.GS.GamePlayer.Constitution [get]

Gets player's constitution.

eCraftingSkill DOL.GS.GamePlayer.CraftingPrimarySkill [get, set]

Store the player primary crafting skill.

virtual int DOL.GS.GamePlayer.CraftingSkillBonus [get]

Get the crafting skill bonus for this player. This might be modified by region or equipment Values represents a percent; 0 - 100.

Dictionary<eCraftingSkill, int> DOL.GS.GamePlayer.CraftingSkills [get]

Get all player crafting skill and their value.

virtual double DOL.GS.GamePlayer.CraftingSpeed [get]

Get the crafting speed multiplier for this player This might be modified by region or equipment.

RegionTimer DOL.GS.GamePlayer.CraftTimer [get, set]

Get and set the craft timer.

virtual string DOL.GS.GamePlayer.CraftTitle [get]

Get the craft title string of the player.

ushort DOL.GS.GamePlayer.CreationModel [get]

The model ID used on character creation.

override IList DOL.GS.GamePlayer.CurrentAreas [get, set]

Holds all areas this player is currently within.

Reimplemented from DOL.GS.GameObject.

override Region DOL.GS.GamePlayer.CurrentRegion [set]

Gets or sets the region of this player.

Reimplemented from DOL.GS.GameObject.

override short DOL.GS.GamePlayer.CurrentSpeed [set]

Gets or sets the current speed of this player.

Reimplemented from DOL.GS.GameLiving.

virtual IPlayerTitle DOL.GS.GamePlayer.CurrentTitle [get, set]

Gets/sets currently selected/active player title.

BitArray DOL.GS.GamePlayer.CurrentUpdateArray [get]

Returns the Object update array that was used the last time.

CustomDialogResponse DOL.GS.GamePlayer.CustomDialogCallback [get, set]

Gets/sets the custom dialog callback.

DOLCharacters DOL.GS.GamePlayer.DBCharacter [get]

The character the player is based on.

virtual int DOL.GS.GamePlayer.DeathsPvP [get, set]

Gets or sets the pvp deaths (delegate to PlayerCharacter)

int DOL.GS.GamePlayer.Dexterity [get]

Gets player's dexterity.

long DOL.GS.GamePlayer.DisabledCastingTimeout [get, set]

Time when casting is allowed again (after interrupt from enemy attack)

virtual int DOL.GS.GamePlayer.DisplayedWeaponSkill [get]

Weaponskill thats shown to the player.

GamePlayer DOL.GS.GamePlayer.DuelTarget [get]

Gets the duel target of this player.

override double DOL.GS.GamePlayer.Effectiveness [get, set]

get / set the player's effectiveness. Effectiveness is used in physical/magic damage (exept dot), in weapon skill and max concentration

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.EffectiveOverallAF [get]

Gets the effective AF of this living.

Reimplemented from DOL.GS.GameLiving.

int DOL.GS.GamePlayer.Empathy [get]

Gets player's empathy.

virtual int DOL.GS.GamePlayer.Encumberance [get]

Gets the current Encumberance.

override int DOL.GS.GamePlayer.Endurance [get, set]

Gets/sets the object endurance.

Reimplemented from DOL.GS.GameLiving.

bool DOL.GS.GamePlayer.EnteredGame [get, set]

Has this player entered the game for the first time after logging on (not Zoning!)

virtual long DOL.GS.GamePlayer.Experience [get, set]

Gets or sets the current xp of this player.

virtual long DOL.GS.GamePlayer.ExperienceForCurrentLevel [get]

Returns the xp that were needed for the current level.

virtual long DOL.GS.GamePlayer.ExperienceForCurrentLevelSecondStage [get]

Returns the xp that is needed for the second stage of current level.

virtual long DOL.GS.GamePlayer.ExperienceForNextLevel [get]

Returns the xp that are needed for the next level.

override long DOL.GS.GamePlayer.ExperienceValue [get]

Returns the amount of experience this player is worth.

Reimplemented from DOL.GS.GameLiving.

virtual byte DOL.GS.GamePlayer.FreeLevelState [get]

Holds if the player can gain a FreeLevel.

List<string> DOL.GS.GamePlayer.Friends [get, set]

Gets or sets the friends of this player (delegate to PlayerCharacter)

bool DOL.GS.GamePlayer.GainRP [get, set]

Gets or sets the gain RP flag for this player (delegate to property in PlayerCharacter)

bool DOL.GS.GamePlayer.GainXP [get, set]

Gets or sets the gain XP flag for this player (delegate to property in PlayerCharacter)

override eGender DOL.GS.GamePlayer.Gender [get, set]

Male or Female (from DBCharacter) Note: DB Gender is 0=male, 1=female while enum is 0=neutral, 1=male, 2=female.

Reimplemented from DOL.GS.GameObject.

override bool DOL.GS.GamePlayer.GroundTargetInView [get, set]

Gets or sets the GroundTargetObject's visibility.

Reimplemented from DOL.GS.GameLiving.

Guild DOL.GS.GamePlayer.Guild [get, set]

Gets or sets the player's guild.

GuildBanner DOL.GS.GamePlayer.GuildBanner [get, set]

Gets/Sets the visibility of the carryable RvrGuildBanner. Wont work if the player has no guild.

string DOL.GS.GamePlayer.GuildID [get, set]

Gets or sets the database guildid of this player (delegate to PlayerCharacter)

override string DOL.GS.GamePlayer.GuildName [get, set]

Gets or sets the guildname of this player (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameObject.

string DOL.GS.GamePlayer.GuildNote [get, set]

gets or sets the guildnote for this player (delegate to property in PlayerCharacter)

DBRank DOL.GS.GamePlayer.GuildRank [get, set]

Gets or sets the player's guild rank.

override ushort DOL.GS.GamePlayer.Heading [set]

Gets or sets the heading of this player.

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.Health [get, set]

Gets/sets the object health.

Reimplemented from DOL.GS.GameLiving.

override byte DOL.GS.GamePlayer.HealthPercentGroupWindow [get]

Health as it should display in the group window.

Reimplemented from DOL.GS.GameObject.

BitArray DOL.GS.GamePlayer.HousingUpdateArray [get, set]

Returns the Housing Update Array.

ArrayList DOL.GS.GamePlayer.IgnoreList [get, set]

Gets or sets the IgnoreList of a Player (delegate to PlayerCharacter)

override bool DOL.GS.GamePlayer.InCombat [get]

Check this flag to see wether this living is involved in combat.

Reimplemented from DOL.GS.GameLiving.

int DOL.GS.GamePlayer.Intelligence [get]

Gets player's intelligence.

bool DOL.GS.GamePlayer.IsAnonymous [get, set]

Gets or sets the anonymous flag for this player (delegate to property in PlayerCharacter)

override bool DOL.GS.GamePlayer.IsAttackable [get]

Whether or not the player can be attacked.

Reimplemented from DOL.GS.GameLiving.

bool DOL.GS.GamePlayer.IsCastingRealmAbility [get]

Does the player is casting a realm ability.

bool DOL.GS.GamePlayer.IsClimbing [get, set]

Gets/sets the current climbing state.

override bool DOL.GS.GamePlayer.IsCloakHoodUp [get, set]

Sets/gets the living's cloak hood state (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.IsCloakInvisible [get, set]

Sets/gets the living's cloak visible state (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameLiving.

bool DOL.GS.GamePlayer.IsCrafting [get]

Does the player is crafting.

bool DOL.GS.GamePlayer.IsDiving [get, set]

Gets/sets the current diving state.

virtual bool DOL.GS.GamePlayer.IsEligibleToGiveMeritPoints [get, set]

Can actions done by this player reward merit points to the players guild?

override bool DOL.GS.GamePlayer.IsHelmInvisible [get, set]

Sets/gets the living's helm visible state (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.IsInvulnerableToAttack [get]

True if player is invulnerable to any attack.

bool DOL.GS.GamePlayer.IsJumping [get, set]

Is this player being 'jumped' to a new location?

virtual bool DOL.GS.GamePlayer.IsLevelRespecUsed [get, set]

Gets/Sets level respec usage flag (delegate to PlayerCharacter)

virtual bool DOL.GS.GamePlayer.IsLevelSecondStage [get, set]

Is this player in second stage of current level (delegate to PlayerCharacter)

override bool DOL.GS.GamePlayer.IsMoving [get]

the moving state of this player

Reimplemented from DOL.GS.GameLiving.

bool DOL.GS.GamePlayer.IsOverencumbered [get, set]

Gets/Set the players Encumberance state.

virtual bool DOL.GS.GamePlayer.IsPraying [get]

Gets the praying-state of this living.

virtual bool DOL.GS.GamePlayer.IsPvP [get]

Is this player PvP enabled.

virtual bool DOL.GS.GamePlayer.IsRiding [get]

Returns if the player is riding or not.

Returns:
true if on a steed, false if not
bool DOL.GS.GamePlayer.IsShade [get]

Gets flag indication whether player is in shade mode.

override bool DOL.GS.GamePlayer.IsSitting [get, set]

Gets/sets the current sit state.

Reimplemented from DOL.GS.GameLiving.

bool DOL.GS.GamePlayer.IsSprinting [get]

Gets sprinting flag.

override bool DOL.GS.GamePlayer.IsStealthed [get]

The stealth state of this player.

Reimplemented from DOL.GS.GameLiving.

override bool DOL.GS.GamePlayer.IsStrafing [get, set]

Gets/sets the current strafing mode.

Reimplemented from DOL.GS.GameLiving.

virtual bool DOL.GS.GamePlayer.IsSwimming [get, set]

Gets/sets the current swimming state.

virtual int DOL.GS.GamePlayer.KillsAlbionDeathBlows [get, set]

Gets or sets the count of death blows on albion players. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsAlbionPlayers [get, set]

Gets or sets the count of albion players killed. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsAlbionSolo [get, set]

Gets or sets the count of killed solo albion players. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsDragon [get, set]

Gets or sets the count of dragons killed. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsEpicBoss [get, set]

Gets or sets the count of killed Epic Boss. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsHiberniaDeathBlows [get, set]

Gets or sets the count of death blows on hibernia players. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsHiberniaPlayers [get, set]

Gets or sets the count of hibernia players killed. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsHiberniaSolo [get, set]

Gets or sets the count of killed solo hibernia players. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsLegion [get, set]

Gets or sets the count of killed Legions. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsMidgardDeathBlows [get, set]

Gets or sets the count of death blows on midgard players. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsMidgardPlayers [get, set]

Gets or sets the count of midgard players killed. (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.KillsMidgardSolo [get, set]

Gets or sets the count of killed solo midgard players. (delegate to PlayerCharacter)

override long DOL.GS.GamePlayer.LastAttackedByEnemyTickPvE [set]

gets/sets gametick when this living was last time attacked by an enemy in pve

Reimplemented from DOL.GS.GameLiving.

override long DOL.GS.GamePlayer.LastAttackTickPvE [set]

gets/sets gametick when this living has attacked its target in pve

Reimplemented from DOL.GS.GameLiving.

long DOL.GS.GamePlayer.LastDeathRealmPoints [get, set]

Gets/sets the amount of realm points gained by other players on last death.

virtual string DOL.GS.GamePlayer.LastName [get, set]

The lastname of this player (delegate to PlayerCharacter)

Point3D DOL.GS.GamePlayer.LastPositionUpdatePoint [get, set]

The last recorded position of this player.

int DOL.GS.GamePlayer.LastPositionUpdateTick [get, set]

The environment tick count when this players position was last updated.

Zone DOL.GS.GamePlayer.LastPositionUpdateZone [get, set]

Gets or sets the zone after last position update.

GameLocation [] DOL.GS.GamePlayer.LastUniqueLocations [get]

Gets unique locations array.

int DOL.GS.GamePlayer.LastWorldUpdate [get, set]

The last time we did update the world around us.

override byte DOL.GS.GamePlayer.Level [get, set]

Gets or sets the level of the player (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameLiving.

virtual ushort DOL.GS.GamePlayer.LevelPermill [get]

Returns how far into the level we have progressed A value between 0 and 1000 (1 bubble = 100)

bool DOL.GS.GamePlayer.LookingForGroup [get, set]

Gets or sets the LookingForGroup flag in this player.

override int DOL.GS.GamePlayer.Mana [get, set]

Gets/sets the object mana.

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.MaxConcentration [get]

Gets the maximum concentration for this player.

Reimplemented from DOL.GS.GameLiving.

virtual int DOL.GS.GamePlayer.MaxEncumberance [get]

Gets the total possible Encumberance.

override int DOL.GS.GamePlayer.MaxEndurance [get, set]

Gets/sets the objects maximum endurance.

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.MaxHealth [get]

Gets/sets the object max health.

Reimplemented from DOL.GS.GameLiving.

int DOL.GS.GamePlayer.MaxLastZ [get, set]

Gets or sets the players max Z for fall damage.

virtual byte DOL.GS.GamePlayer.MaxLevel [get]

What is the maximum level a player can achieve? To alter this in a custom GamePlayer class you must override this method and provide your own XPForLevel array with MaxLevel + 1 entries.

override int DOL.GS.GamePlayer.MaxMana [get]

Gets/sets the object max mana.

Reimplemented from DOL.GS.GameLiving.

override short DOL.GS.GamePlayer.MaxSpeedBase [get, set]

Gets or sets the max speed of this player (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameLiving.

MinotaurRelic DOL.GS.GamePlayer.MinotaurRelic [get, set]

sets or sets the Minotaur Relic of this Player

AbstractMission DOL.GS.GamePlayer.Mission [get, set]

Gets the personal mission.

virtual long DOL.GS.GamePlayer.MLExperience [get, set]

Gets and sets ML Experience for the current ML level.

virtual bool DOL.GS.GamePlayer.MLGranted [get, set]

True if player has started Master Levels.

virtual int DOL.GS.GamePlayer.MLLevel [get, set]

Gets and sets the last ML the player has completed. MLLevel is advanced once all steps are completed.

virtual byte DOL.GS.GamePlayer.MLLine [get, set]

What ML line has this character chosen.

virtual string DOL.GS.GamePlayer.MLTitle [get]

Get the ML title string of the player.

override ushort DOL.GS.GamePlayer.Model [get, set]

Sets or gets the model of the player. If the player is active in the world, the modelchange will be visible (delegate to PlayerCharacter)

The model of a GamePlayer is a 16-bit unsigned integer. The leftmost 3 bits are related to hair color. The next 2 bits are for the size: 01 = short, 10 = average, 11 = tall (00 appears to be average as well) The remaining 11 bits are for the model (see monsters.csv in gamedata.mpk)

Reimplemented from DOL.GS.GameObject.

override long DOL.GS.GamePlayer.MoneyValue [get]

Money value of this player.

Reimplemented from DOL.GS.GameLiving.

override string DOL.GS.GamePlayer.Name [get, set]

Gets or sets the name of the player (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameObject.

BitArray DOL.GS.GamePlayer.NewUpdateArray [get]

Returns the Object update array that will be used next time.

bool DOL.GS.GamePlayer.NoHelp [get, set]

Gets or sets the no help flag for this player.

IPacketLib DOL.GS.GamePlayer.Out [get]

Returns the PacketSender for this player.

int DOL.GS.GamePlayer.Piety [get]

Gets player's piety.

long DOL.GS.GamePlayer.PlayedTime [get]

Subtracts the current time from the last time the character was saved and adds it in the form of seconds to player.PlayedTime for the /played command.

virtual string DOL.GS.GamePlayer.PrefixName [get]

The prefix for RR 12/13 players.

DateTime DOL.GS.GamePlayer.PreviousLoginDate [get, set]

What was the last time this player logged in?

List<AbstractQuest> DOL.GS.GamePlayer.QuestList [get]

Gets the questlist of this player.

List<AbstractQuest> DOL.GS.GamePlayer.QuestListFinished [get]

Gets the finished quests of this player.

virtual string DOL.GS.GamePlayer.QuestPlayerID [get]

Get the player ID used for quests. Usually InternalID, provided for customization.

int DOL.GS.GamePlayer.Quickness [get]

Gets player's quickness.

virtual int DOL.GS.GamePlayer.QuitTime [get, set]

Gets the amount of time the player must wait before quit, in seconds.

override short DOL.GS.GamePlayer.Race [get, set]

Gets or sets this player's race id (delegate to PlayerCharacter)

Reimplemented from DOL.GS.GameLiving.

virtual string DOL.GS.GamePlayer.RaceName [get]

Gets/sets the player's race name.

override InventoryItem DOL.GS.GamePlayer.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 from DOL.GS.GameLiving.

override GameObject DOL.GS.GamePlayer.RangeAttackTarget [get, set, protected]

Gets/Sets the target for current ranged attack.

Returns:

Reimplemented from DOL.GS.GameLiving.

override eRealm DOL.GS.GamePlayer.Realm [get, set]

Gets or sets the realm of this player.

Reimplemented from DOL.GS.GameObject.

RegionTimer DOL.GS.GamePlayer.RealmAbilityCastTimer [get, set]

Get and set the RA cast timer.

virtual int DOL.GS.GamePlayer.RealmLevel [get, set]

Gets/sets player realm rank.

virtual long DOL.GS.GamePlayer.RealmPoints [get, set]

Gets/sets player realm points (delegate to PlayerCharacter)

override int DOL.GS.GamePlayer.RealmPointsValue [get]

Realm point value of this player.

Reimplemented from DOL.GS.GameLiving.

virtual int DOL.GS.GamePlayer.RealmSpecialtyPoints [get, set]

Gets/sets player realm specialty points (delegate to PlayerCharacter)

virtual string DOL.GS.GamePlayer.RealmTitle [get]

Gets player realm rank name sirru mod 20.11.06.

eReleaseType DOL.GS.GamePlayer.ReleaseType [get]

Gets the player's current release type.

virtual int DOL.GS.GamePlayer.RespecAmountAllSkill [get, set]

Gets/Sets amount of full skill respecs (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.RespecAmountChampionSkill [get, set]

Gets/Sets amount of champion skills respecs (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.RespecAmountDOL [get, set]

Gets/Sets amount of DOL respecs (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.RespecAmountRealmSkill [get, set]

Gets/Sets amount of realm skill respecs (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.RespecAmountSingleSkill [get, set]

Gets/Sets amount of single-line respecs (delegate to PlayerCharacter)

virtual int DOL.GS.GamePlayer.RespecBought [get, set]

Gets/Sets amount of bought respecs (delegate to PlayerCharacter)

virtual long DOL.GS.GamePlayer.RespecCost [get]

How much does this player have to pay for a respec?

bool DOL.GS.GamePlayer.RPFlag [get, set]

Gets or sets the roleplay flag for this player (delegate to property in PlayerCharacter)

virtual bool DOL.GS.GamePlayer.SafetyFlag [get, set]

Gets/Sets safety flag (delegate to PlayerCharacter)

ShadeEffect DOL.GS.GamePlayer.ShadeEffect [get, set]

The shade effect of this player.

ushort DOL.GS.GamePlayer.ShadeModel [get]

The model ID used for shade morphs.

bool DOL.GS.GamePlayer.ShowGuildLogins [get, set]

Gets or sets the show guild logins flag for this player.

virtual int DOL.GS.GamePlayer.SkillSpecialtyPoints [get, set]

Gets/sets player skill specialty points (delegate to PlayerCharacter)

virtual bool DOL.GS.GamePlayer.SpellQueue [get, set]

Gets or sets the players SpellQueue option (delegate to PlayerCharacter)

virtual IPlayerStatistics DOL.GS.GamePlayer.Statistics [get]

Get the statistics for this player.

bool DOL.GS.GamePlayer.StatsAnonFlag [get, set]

Gets or sets the stats anon flag for the command /statsanon (delegate to property in PlayerCharacter)

GameNPC DOL.GS.GamePlayer.Steed [get, set]

Holds the Steed of this player.

int DOL.GS.GamePlayer.Strength [get]

Gets player's strength.

virtual bool DOL.GS.GamePlayer.Stuck [get, set]

Gets/sets the current stuck state.

override bool DOL.GS.GamePlayer.TargetInView [get, set]

Gets or sets the targetObject's visibility.

Reimplemented from DOL.GS.GameLiving.

AbstractTask DOL.GS.GamePlayer.Task [get, set]

Gets the tasklist of this player.

virtual IList DOL.GS.GamePlayer.Titles [get]

Gets all player's titles.

int DOL.GS.GamePlayer.TotalConstitutionLostAtDeath [get, set]

Gets/sets the player efficacy percent (delegate to PlayerCharacter)

ITradeWindow DOL.GS.GamePlayer.TradeWindow [get, set]

Gets or sets the player trade windows.

InventoryItem DOL.GS.GamePlayer.UseItem [get, set]

The item the player is trying to use.

override int DOL.GS.GamePlayer.X [set]

Gets the current position of this player.

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.Y [set]

Gets the current position of this player.

Reimplemented from DOL.GS.GameLiving.

override int DOL.GS.GamePlayer.Z [set]

Gets the current position of this player.

Reimplemented from DOL.GS.GameLiving.


Event Documentation

DismountSteedHandler DOL.GS.GamePlayer.OnDismountSteed

Event will be fired whenever the player tries to dismount from a steed.

MountSteedHandler DOL.GS.GamePlayer.OnMountSteed

Event will be fired whenever the player tries to mount a steed.

SendHandler DOL.GS.GamePlayer.OnSend

Event that is fired when the Player is about to send a text.

SendReceiveHandler DOL.GS.GamePlayer.OnSendReceive

Event that is fired when the Player receives a Send text.


The documentation for this class was generated from the following file:
 All Classes Namespaces Functions Variables Enumerations Properties Events