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Dawn of Light - Class documentation 2900
This is the Dawn of Light project
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This class represents a player inside the game. More...
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< SpellLine > | GetSpellLines () |
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< Style > | GetChampionStyleList () |
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< SpellLine > | m_spellLines = new List<SpellLine>() |
Holds the Spell lines the player can use. | |
readonly Dictionary< int, Style > | m_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< AbstractQuest > | m_questList = new List<AbstractQuest>() |
Holds all the quests currently active on this player. | |
List< AbstractQuest > | m_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< AbstractQuest > | QuestList [get] |
Gets the questlist of this player. | |
List< AbstractQuest > | QuestListFinished [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. |
This class represents a player inside the game.
The current after-death player release type.
DOL.GS.GamePlayer.GamePlayer | ( | GameClient | client, |
DOLCharacters | dbChar | ||
) |
Creates a new player.
client | The GameClient for this player |
dbChar | The character for this player |
override void DOL.GS.GamePlayer.AddAbility | ( | Ability | ability, |
bool | sendUpdates | ||
) | [virtual] |
Adds a new Ability to the player.
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.
skill | |
startValue |
void DOL.GS.GamePlayer.AddFinishedQuest | ( | AbstractQuest | quest | ) |
Add a quest to the players finished list.
quest |
virtual void DOL.GS.GamePlayer.AddMoney | ( | long | money | ) | [virtual] |
Adds money to this player.
money | money to add |
virtual void DOL.GS.GamePlayer.AddMoney | ( | long | money, |
string | messageFormat | ||
) | [virtual] |
Adds money to this player.
money | money to add |
messageFormat | null 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.
money | money to add |
messageFormat | null if no message or "text {0} text" |
ct | message chat type |
cl | message 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.
quest | The quest to add |
virtual void DOL.GS.GamePlayer.AddSpecialization | ( | Specialization | skill | ) | [virtual] |
give player a new Specialization
skill |
virtual void DOL.GS.GamePlayer.AddSpellLine | ( | SpellLine | line | ) | [virtual] |
Adds a spell line to the player.
line |
virtual bool DOL.GS.GamePlayer.AddTitle | ( | IPlayerTitle | title | ) | [virtual] |
Adds the title to player.
title | The title to add. |
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.
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.
line |
bool DOL.GS.GamePlayer.ApplyPoison | ( | InventoryItem | poisonPotion, |
InventoryItem | toItem | ||
) |
Apply poison to weapon.
poisonPotion | |
toItem |
override int DOL.GS.GamePlayer.AttackCriticalChance | ( | InventoryItem | weapon | ) | [virtual] |
The chance for a critical hit.
weapon | attack weapon |
Reimplemented from DOL.GS.GameLiving.
override double DOL.GS.GamePlayer.AttackDamage | ( | InventoryItem | weapon | ) | [virtual] |
Gets the attack damage.
weapon | the weapon used for attack |
Reimplemented from DOL.GS.GameLiving.
override eDamageType DOL.GS.GamePlayer.AttackDamageType | ( | InventoryItem | weapon | ) | [virtual] |
Returns the damage type of the current attack.
weapon | attack 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.
weapons | attack weapons |
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GamePlayer.Bind | ( | bool | forced | ) | [virtual] |
Binds this player to the current location.
forced | if true, can bind anywhere |
virtual eArmorSlot DOL.GS.GamePlayer.CalculateArmorHitLocation | ( | AttackData | ad | ) | [virtual] |
Calc Armor hit location when player is hit by enemy.
attackdata(ad) changed
Calculate how fast this player can cast a given spell.
spell |
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.
level | The level of the player |
constitution | The constitution of the player |
virtual int DOL.GS.GamePlayer.CalculateMaxMana | ( | int | level, |
int | manaStat | ||
) | [virtual] |
Calculate max mana for this player based on level and mana stat level.
level | |
manaStat |
virtual int DOL.GS.GamePlayer.CalculateRealmLevelFromRPs | ( | long | realmPoints | ) | [protected, virtual] |
Calculates realm level from realm points. SLOW.
realmPoints | amount of realm points |
virtual long DOL.GS.GamePlayer.CalculateRPsFromRealmLevel | ( | int | realmLevel | ) | [protected, virtual] |
Calculates amount of RealmPoints needed for special realm level.
realmLevel | realm level |
override bool DOL.GS.GamePlayer.CanCastInCombat | ( | Spell | spell | ) | [virtual] |
Can this player cast the given spell while in combat?
spell |
Reimplemented from DOL.GS.GameLiving.
virtual bool DOL.GS.GamePlayer.CanDetect | ( | GamePlayer | enemy | ) | [virtual] |
Checks whether this player can detect stealthed enemy.
enemy |
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.
artifactID |
bool DOL.GS.GamePlayer.CanSeeObject | ( | GamePlayer | player, |
GameObject | obj | ||
) |
Checks to see if an object is viewable from the players perspective.
player | The Player that can see |
obj | The Object to be seen |
virtual bool DOL.GS.GamePlayer.CanTrainChampionSpell | ( | int | idline, |
int | skillindex, | ||
int | index | ||
) | [virtual] |
Can this player train this a champion spell (meets the prerequisites)
Cast a specific spell from given spell line.
spell | spell to cast |
line | Spell 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)
stat | The stat to change |
val | The 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.
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.
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.
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
item | the item to create on the ground |
virtual ShadeEffect DOL.GS.GamePlayer.CreateShadeEffect | ( | ) | [protected, virtual] |
Create a shade effect for this player.
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 > | ( | T | item, |
List< string > | delveInfo | ||
) | [virtual] |
Player is delving an item.
item | |
delveInfo |
virtual void DOL.GS.GamePlayer.DelveWeaponStyle | ( | IList< string > | delveInfo, |
Style | style | ||
) | [virtual] |
Delve a weapon style for this player.
delveInfo | |
style |
override void DOL.GS.GamePlayer.Die | ( | GameObject | killer | ) | [virtual] |
override void DOL.GS.GamePlayer.DisableSkill | ( | Skill | skill, |
int | duration | ||
) | [virtual] |
Grey out some skills on client for specified duration.
skill | the skill to disable |
duration | duration of disable in milliseconds |
Reimplemented from DOL.GS.GameLiving.
virtual bool DOL.GS.GamePlayer.DismountSteed | ( | bool | forced | ) | [virtual] |
Dismounts the player from it's steed.
forced | true if the dismounting should not be prevented by handlers |
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.
slot_pos | SlotPosition to drop |
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.
slot_pos | SlotPosition to drop |
droppedItem | out GameItem that was created |
void DOL.GS.GamePlayer.DuelStart | ( | GamePlayer | duelTarget | ) |
Starts the duel.
duelTarget | The 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!
selfRegenerationTimer | the timer |
Reimplemented from DOL.GS.GameLiving.
override void DOL.GS.GamePlayer.EnemyKilled | ( | GameLiving | enemy | ) | [virtual] |
Called when an enemy of this living is killed.
enemy | enemy killed |
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GamePlayer.ExecuteWeaponStyle | ( | Style | style | ) | [virtual] |
Try and execute a weapon style.
style |
virtual IList<string> DOL.GS.GamePlayer.FormatStatistics | ( | ) | [virtual] |
Formats this players statistics.
void DOL.GS.GamePlayer.GainBountyPoints | ( | long | amount, |
bool | modify | ||
) |
Player gains bounty points.
amount | The 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.
amount | The amount of bounty points gained |
multiply | Should this amount be multiplied by the BP Rate |
sendMessage | Wether to send a message like "You have gained N bountypoints" |
override void DOL.GS.GamePlayer.GainBountyPoints | ( | long | amount | ) | [virtual] |
Player gains bounty points.
amount | The 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.
amount | |
modify | |
sendMessage |
virtual void DOL.GS.GamePlayer.GainChampionExperience | ( | long | experience, |
eXPSource | source | ||
) | [virtual] |
The process that gains exp.
experience | Amount of Experience |
virtual bool DOL.GS.GamePlayer.GainCraftingSkill | ( | eCraftingSkill | skill, |
int | count | ||
) | [virtual] |
Increase the specified player crafting skill.
skill | Crafting skill to increase |
count | How much increase or decrase |
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.
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.
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.
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.
amount | The 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.
amount | The amount of realm points gained |
void DOL.GS.GamePlayer.GainRealmPoints | ( | long | amount, |
bool | modify, | ||
bool | sendMessage | ||
) |
Called when this player gains realm points.
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.
amount | The amount of realm points gained |
modify | Should we apply the rp modifer |
sendMessage | Wether to send a message like "You have gained N realmpoints" |
notify |
override double DOL.GS.GamePlayer.GetArmorAbsorb | ( | eArmorSlot | slot | ) | [virtual] |
override double DOL.GS.GamePlayer.GetArmorAF | ( | eArmorSlot | slot | ) | [virtual] |
calculate item armor factor influenced by quality, con and duration
slot |
Reimplemented from DOL.GS.GameLiving.
virtual int DOL.GS.GamePlayer.GetAutoTrainPoints | ( | Specialization | spec, |
int | Mode | ||
) | [virtual] |
Calculate the Autotrain points.
spec | Specialization |
mode | various 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
keyName |
Reimplemented from DOL.GS.GameLiving.
virtual void DOL.GS.GamePlayer.GetBonuses | ( | List< string > | info | ) | [virtual] |
Get a list of bonuses that effect this player.
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.
virtual List<Style> DOL.GS.GamePlayer.GetChampionStyleList | ( | ) | [virtual] |
Get a list of Champion styles for this player.
virtual byte DOL.GS.GamePlayer.GetCountMLStepsCompleted | ( | byte | ml | ) | [virtual] |
Get the number of steps completed for a ML.
ml |
virtual int DOL.GS.GamePlayer.GetCraftingSkillValue | ( | eCraftingSkill | skill | ) | [virtual] |
Get the specified player crafting skill value.
skill | The crafting skill to get value |
virtual long DOL.GS.GamePlayer.GetCurrentMoney | ( | ) | [virtual] |
Gets the money value this player owns.
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.
property |
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.
player | GamePlayer that is examining this object |
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.
part | face part |
override int DOL.GS.GamePlayer.GetMeleeCriticalDamage | ( | AttackData | ad, |
InventoryItem | weapon | ||
) | [virtual] |
Calculates melee critical damage of this player.
ad | The attack data |
weapon | The weapon used |
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.
ml | |
step |
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
keyName |
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
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.
firstLetterUppercase | |
form | 0=Subjective, 1=Possessive, 2=Objective |
Reimplemented from DOL.GS.GameObject.
virtual Specialization DOL.GS.GamePlayer.GetSpecialization | ( | string | keyName | ) | [virtual] |
Retrieves a specific specialization by key name.
keyName | the key name |
virtual Specialization DOL.GS.GamePlayer.GetSpecializationByName | ( | string | name, |
bool | caseSensitive | ||
) | [virtual] |
Retrives a specific specialization by name.
name | the name of the specialization line |
caseSensitive | false for case-insensitive compare |
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
virtual int DOL.GS.GamePlayer.GetSpellCount | ( | ) | [virtual] |
Return the count of all spells the player can use This is for hybrid classes only.
virtual SpellLine DOL.GS.GamePlayer.GetSpellLine | ( | string | keyname | ) | [virtual] |
find a spell line on player and return them
keyname |
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!
virtual byte DOL.GS.GamePlayer.GetStepCountForML | ( | byte | ml | ) | [virtual] |
Get the number of steps required for a ML.
ml |
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.
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)
spelllines | list of spellLines |
override double DOL.GS.GamePlayer.GetWeaponSkill | ( | InventoryItem | weapon | ) | [virtual] |
override int DOL.GS.GamePlayer.GetWeaponStat | ( | InventoryItem | weapon | ) | [virtual] |
virtual long DOL.GS.GamePlayer.GetXPForML | ( | byte | ml | ) | [virtual] |
Get the amount of XP needed for a ML.
ml |
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.
questType | The quest type |
virtual bool DOL.GS.GamePlayer.HasSpecialization | ( | string | keyName | ) | [virtual] |
Asks for existance of specific specialization.
keyName |
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!
callingTimer | the timer |
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] |
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.
questType | The quest type |
AbstractQuest DOL.GS.GamePlayer.IsDoingQuest | ( | Type | questType | ) |
Checks if this player is currently doing the specified quest type This is used for scripted quests.
questType | The quest type |
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.
callingTimer | the timer |
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.
obj | DOLCharacter |
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.
target | |
weapon | |
style | |
effectiveness | |
interruptDuration | |
dualWield |
Reimplemented from DOL.GS.GameLiving.
void DOL.GS.GamePlayer.ModifyFriend | ( | string | friendName, |
bool | remove | ||
) |
Modifies the friend list of this player.
friendName | the friend name |
remove | true to remove this friend, false to add it |
void DOL.GS.GamePlayer.ModifyIgnoreList | ( | string | Name, |
bool | remove | ||
) |
Modifies the friend list of this player.
friendName | the friend name |
remove | true 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.
steed | the steed to mount |
forced | true if the mounting can not be prevented by handlers |
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.
regionID | RegionID to move to |
x | X target coordinate |
y | Y target coordinate |
z | Z target coordinate (0 to put player on floor) |
heading | Target heading |
Reimplemented from DOL.GS.GameLiving.
override void DOL.GS.GamePlayer.Notify | ( | DOLEvent | e, |
object | sender, | ||
EventArgs | args | ||
) | [virtual] |
override void DOL.GS.GamePlayer.OnAfterSpellCastSequence | ( | ISpellHandler | handler | ) | [virtual] |
Callback after spell execution finished and next spell can be processed.
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.
ad | information 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.
attacker | the attacker that is interrupting |
attackType | The attack type |
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.
e | |
sender | |
args |
virtual void DOL.GS.GamePlayer.OnItemEquipped | ( | DOLEvent | e, |
object | sender, | ||
EventArgs | arguments | ||
) | [protected, virtual] |
Adds magical bonuses whenever item was equipped.
e | |
sender | inventory |
arguments |
virtual void DOL.GS.GamePlayer.OnItemUnequipped | ( | DOLEvent | e, |
object | sender, | ||
EventArgs | arguments | ||
) | [protected, virtual] |
Removes magical bonuses whenever item was unequipped.
e | |
sender | inventory |
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.
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.
skill |
bool DOL.GS.GamePlayer.OpenSelfCraft | ( | InventoryItem | item | ) |
Opens the trade window for myself (combine, repair)
item | The item to spell craft |
bool DOL.GS.GamePlayer.OpenTrade | ( | GamePlayer | tradePartner | ) |
Opens the trade between two players.
tradePartner | GamePlayer to trade with |
virtual bool DOL.GS.GamePlayer.PickupObject | ( | GameObject | floorObject, |
bool | checkRange | ||
) | [virtual] |
Called when the player picks up an item from the ground.
floorObject | |
checkRange |
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!
selfRegenerationTimer | the timer |
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.
source | GamePlayer that was sending |
str | string that was sent |
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!
forced | true if Quit can not be prevented! |
virtual int DOL.GS.GamePlayer.QuitTimerCallback | ( | RegionTimer | callingTimer | ) | [protected, virtual] |
Timer callback for quit.
callingTimer | the calling timer |
static string DOL.GS.GamePlayer.RACENAMES | ( | GameClient | client, |
int | Race, | ||
int | Gender | ||
) | [static] |
Returns localized race names.
client | |
Race | |
Gender |
virtual void DOL.GS.GamePlayer.RangeAttackHandler | ( | DOLEvent | e, |
object | sender, | ||
EventArgs | arguments | ||
) | [protected, virtual] |
Removes ammo and endurance on range attack.
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.
Realm | |
Gender |
override bool DOL.GS.GamePlayer.ReceiveItem | ( | GameLiving | source, |
InventoryItem | item | ||
) | [virtual] |
Receive an item from another living.
source | |
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.
source | the source of the item |
item | the item |
virtual bool DOL.GS.GamePlayer.ReceiveTradeMoney | ( | GamePlayer | source, |
long | money | ||
) | [virtual] |
Called when the player receives trade money.
source | the source |
money | the money value |
virtual void DOL.GS.GamePlayer.RefreshSpecDependantSkills | ( | bool | sendMessages | ) | [virtual] |
updates the list of available styles
sendMessages | sends "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...
releaseCommand | The type of release used for this player |
forced | if true, will release even if not dead |
virtual int DOL.GS.GamePlayer.ReleaseTimerCallback | ( | RegionTimer | callingTimer | ) | [protected, virtual] |
callback every second to control realtime release
callingTimer |
override bool DOL.GS.GamePlayer.RemoveAbility | ( | string | abilityKeyName | ) | [virtual] |
Remove an ability from this living.
abilityKeyName |
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.
amount | The amount of realm points loosed |
loc | The chat location |
str | The message |
type | The chat type |
bool DOL.GS.GamePlayer.RemoveBountyPoints | ( | long | amount, |
string | str | ||
) |
Called when this living buy something with realm points.
amount | |
str |
bool DOL.GS.GamePlayer.RemoveBountyPoints | ( | long | amount | ) |
Called when this living buy something with realm points.
amount | The 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.
questType |
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.
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.
money | money value to subtract |
messageFormat | null if no message or "text {0} text" |
ct | message chat type |
cl | message chat location |
virtual bool DOL.GS.GamePlayer.RemoveMoney | ( | long | money, |
string | messageFormat | ||
) | [virtual] |
Removes money from the player.
money | money value to subtract |
messageFormat | null if no message or "text {0} text" |
virtual bool DOL.GS.GamePlayer.RemoveMoney | ( | long | money | ) | [virtual] |
Removes money from the player.
money | money value to subtract |
virtual bool DOL.GS.GamePlayer.RemoveSpecialization | ( | string | specKeyName | ) | [virtual] |
Removes the existing specialization from the player.
specKeyName | The spec keyname to remove |
virtual bool DOL.GS.GamePlayer.RemoveSpellLine | ( | string | lineKeyName | ) | [virtual] |
Removes the existing specialization from the player.
lineKeyName | The spell line keyname to remove |
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!!!!!
line | The spell line to remove |
virtual bool DOL.GS.GamePlayer.RemoveTitle | ( | IPlayerTitle | title | ) | [virtual] |
Removes the title from player.
title | The title to remove. |
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.
specLine | spec line being respec'd |
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.
str | string to say |
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!
source | The source living saying something |
str | the text that was said |
Reimplemented from DOL.GS.GameLiving.
override void DOL.GS.GamePlayer.SendAttackingCombatMessages | ( | AttackData | ad | ) | [protected, virtual] |
void DOL.GS.GamePlayer.SendDoorUpdate | ( | IDoor | door, |
bool | forceUpdate = false |
||
) |
Send a door state to this client.
door | the door |
forceUpdate | force 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.
target | The target of the send |
str | string to send (without any "xxx sends:" in front!!!) |
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.
id | id of the character class |
override void DOL.GS.GamePlayer.SetControlledBrain | ( | IControlledBrain | controlledBrain | ) | [virtual] |
Sets the controlled object for this player.
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.
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.
state | The new state. |
virtual void DOL.GS.GamePlayer.Sit | ( | bool | sit | ) | [virtual] |
Sits/Stands the player.
sit | True if sitting, otherwise false |
virtual bool DOL.GS.GamePlayer.Sprint | ( | bool | state | ) | [virtual] |
Change sprint state of this player.
state | new state |
override void DOL.GS.GamePlayer.StartAttack | ( | GameObject | attackTarget | ) | [virtual] |
Starts a melee attack with this player.
attackTarget | the 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.
duration | The invulnerability duration in milliseconds |
callback | The callback for when invulnerability expires; not guaranteed to be called if overwriten by another 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.
goStealth | true is stealthing, false if unstealthing |
override void DOL.GS.GamePlayer.StopAttack | ( | bool | forced | ) | [virtual] |
Stops all attacks this player is making.
forced | Is 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.
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.
slot | the 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.
source | the damage source |
damageType | the damage type |
damageAmount | the amount of damage |
criticalAmount | the amount of critical damage |
Reimplemented from DOL.GS.GameLiving.
override string DOL.GS.GamePlayer.ToString | ( | ) |
virtual void DOL.GS.GamePlayer.TryReactiveEffect | ( | InventoryItem | reactiveItem, |
GameLiving | target | ||
) | [protected, virtual] |
Launch any reactive effect on an item.
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.
weapon | attack 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
sendMessages | sends "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.
useItem | |
type | 1 == use1, 2 == use2 |
virtual bool DOL.GS.GamePlayer.UseMagicalItem | ( | InventoryItem | item, |
int | type | ||
) | [protected, virtual] |
Use a magical item's spell.
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.
slot | inventory slot used |
type | type 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.
weapon | the 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.
target | GameLiving to whisper to |
str | string to whisper |
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.
source | Source that was living |
str | string that was whispered |
Reimplemented from DOL.GS.GameLiving.
override bool DOL.GS.GamePlayer.Yell | ( | string | str | ) | [virtual] |
Call this function to make the player yell something.
str | string to yell |
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.
source | the source living yelling |
str | string that was yelled |
Reimplemented from DOL.GS.GameLiving.
readonly string DOL.GS.GamePlayer.AFK_MESSAGE = "afk_message" [static] |
Property for the optional away from keyboard message.
const int DOL.GS.GamePlayer.CL_MAX_LEVEL = 10 |
The maximum champion level a player can reach.
readonly long [] DOL.GS.GamePlayer.CLXPLevel [static] |
{ 0, 32000, 64000, 96000, 128000, 160000, 192000, 224000, 256000, 288000, 320000, }
A table that holds the required XP/Level.
const int DOL.GS.GamePlayer.CRITICAL_SHOT_ENDURANCE = 10 |
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
bool DOL.GS.GamePlayer.m_cancelStyle [protected] |
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)
ICharacterClass DOL.GS.GamePlayer.m_characterClass [protected] |
Players class.
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.
CustomDialogResponse DOL.GS.GamePlayer.m_customDialogCallback |
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)
int DOL.GS.GamePlayer.m_deathTick [protected] |
tick when player is died
long DOL.GS.GamePlayer.m_disabledCastingTimeout = 0 [protected] |
The time someone can not cast.
bool DOL.GS.GamePlayer.m_diving [protected] |
The diving state of this player.
GamePlayer DOL.GS.GamePlayer.m_duelTarget [protected] |
The duel target of this player.
bool DOL.GS.GamePlayer.m_enteredGame [protected] |
Has this player entered the game, will be true after the first time the char enters the world.
bool DOL.GS.GamePlayer.m_groundtargetInView [protected] |
Holds the ground target visibility flag.
string DOL.GS.GamePlayer.m_guildId [protected] |
The guild id this character belong to.
long DOL.GS.GamePlayer.m_invulnerabilityTick [protected] |
Holds the invulnerability expiration tick.
Holds the invulnerability timer.
bool DOL.GS.GamePlayer.m_isInBG [protected] |
Player is in BG ?
long DOL.GS.GamePlayer.m_lastDeathRealmPoints [protected] |
Stores the amount of realm points gained by other players on last death.
readonly GameLocation [] DOL.GS.GamePlayer.m_lastUniqueLocations [protected] |
Holds unique locations array.
byte DOL.GS.GamePlayer.m_lastUpdateArray [protected] |
Holds the index into the last update array.
int DOL.GS.GamePlayer.m_lastWorldUpdate [protected] |
Holds the tickcount when the objects around this player were checked the last time for new npcs. Will be done every 250ms in WorldMgr.
bool DOL.GS.GamePlayer.m_lookingForGroup [protected] |
true if this player is looking for a group
Spell DOL.GS.GamePlayer.m_nextSpell [protected] |
The next spell.
SpellLine DOL.GS.GamePlayer.m_nextSpellLine [protected] |
The next spell line.
GameLiving DOL.GS.GamePlayer.m_nextSpellTarget [protected] |
The next spell target.
readonly int [] DOL.GS.GamePlayer.m_numRespecsCanBuyOnLevel [static, protected] |
{ 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
PrayAction DOL.GS.GamePlayer.m_prayAction [protected] |
The timer that will be started when the player wants to pray.
List<AbstractQuest> DOL.GS.GamePlayer.m_questList = new List<AbstractQuest>() [protected] |
Holds all the quests currently active on this player.
List<AbstractQuest> DOL.GS.GamePlayer.m_questListFinished = new List<AbstractQuest>() [protected] |
Holds all already finished quests off this player.
RegionTimer DOL.GS.GamePlayer.m_quitTimer [protected] |
quit timer
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.
RegionTimer DOL.GS.GamePlayer.m_releaseTimer [protected] |
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.
SprintEffect DOL.GS.GamePlayer.m_sprintEffect = null [protected] |
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.
StealthEffect DOL.GS.GamePlayer.m_stealthEffect = null [protected] |
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.
bool DOL.GS.GamePlayer.m_targetInView [protected] |
true if the targetObject is visible
readonly ArrayList DOL.GS.GamePlayer.m_titles = new ArrayList() [protected] |
Holds all players titles.
ITradeWindow DOL.GS.GamePlayer.m_tradeWindow [protected] |
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.
const int DOL.GS.GamePlayer.ML_MAX_LEVEL = 10 |
The maximum ML level a player can reach.
const int DOL.GS.GamePlayer.PLAYER_BASE_SPEED = 191 |
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.
const int DOL.GS.GamePlayer.RANGE_ATTACK_ENDURANCE = 5 |
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.
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.
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.
Reimplemented from DOL.GS.GameLiving.
override GameObject DOL.GS.GamePlayer.RangeAttackTarget [get, set, protected] |
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.
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.