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Dawn of Light - Class documentation 2900
This is the Dawn of Light project
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Keep guard is gamemob with just different brain and load from other DB table. More...
Public Member Functions | |
| override double | GetArmorAbsorb (eArmorSlot slot) |
| Calculates armor absorb level. | |
| override int | AttackSpeed (params InventoryItem[] weapon) |
| Here we set the speeds we want our guards to have, this affects weapon damage. | |
| override void | StartAttack (GameObject attackTarget) |
| Override for StartAttack which chooses Ranged or Melee attack. | |
| void | GuardStartAttackCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
| We only attack if we have LOS. | |
| void | GuardStopAttackCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
| If we don't have LOS we stop attack. | |
| void | GuardStartSpellHealCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
| void | GuardStartSpellNukeCheckLOS (GamePlayer player, ushort response, ushort targetOID) |
| override bool | IsObjectInFront (GameObject target, double viewangle, bool rangeCheck=true) |
| Because of Spell issues, we will always return this true. | |
| override void | OnAttackedByEnemy (AttackData ad) |
| Static archers attack with melee the closest if being engaged in melee. | |
| override void | Die (GameObject killer) |
| When guards Die and it isnt a keep reset (this killer) we call GuardSpam function. | |
| int | GetEnemyCountInArea () |
| Gets the count of enemies in the Area. | |
| override bool | AddToWorld () |
| When we add a guard to the world, we also attach an AttackFinished handler We use this to check LOS and range issues for our ranged guards. | |
| override bool | RemoveFromWorld () |
| When we remove from world, we remove our special handler. | |
| void | StopRespawn () |
| Method to stop a guards respawn. | |
| override IList | GetExamineMessages (GamePlayer player) |
| Gets the messages when you click on a guard. | |
| override string | GetPronoun (int form, bool firstLetterUppercase) |
| Gets the pronoun for the guards gender. | |
| override void | LoadFromDatabase (DataObject mobobject) |
| Load the guard from the database. | |
| void | DeleteObject () |
| override void | Delete () |
| Marks this object as deleted! | |
| override void | DeleteFromDatabase () |
| Deletes the mob from the database. | |
| void | LoadFromPosition (DBKeepPosition pos, GameKeepComponent component) |
| Load the guard from a position. | |
| void | MoveToPosition (DBKeepPosition position) |
| Move a guard to a position. | |
| void | ChangeGuild () |
| Change guild of guard (emblem on equipment) when keep is claimed. | |
| override void | WalkTo (int tx, int ty, int tz, short speed) |
| Adding special handling for walking to a point for patrol guards to be in a formation. | |
| override void | WalkToSpawn () |
| Walk to the spawn point, always max speed for keep guards, or continue patrol. | |
Static Public Member Functions | |
| static void | AttackFinished (DOLEvent e, object sender, EventArgs arguments) |
| We need an event after an attack is finished so we know when players are unreachable by archery. | |
| static void | GuardSpam (GameKeepGuard guard) |
| Sends message to guild for guard death with enemy count in area. | |
Protected Member Functions | |
| override int | RespawnTimerCallback (RegionTimer respawnTimer) |
| When guards respawn we refresh them, if a patrol guard respawns we call a special function to update leadership. | |
Properties | |
| Patrol | PatrolGroup [get, set] |
| string | TemplateID [get, set] |
| GameKeepComponent | Component [get, set] |
| DBKeepPosition | Position [get, set] |
| GameKeepHookPoint | HookPoint [get, set] |
| eRealm | ModelRealm [get, set] |
| bool | IsTowerGuard [get] |
| bool | IsPortalKeepGuard [get] |
| override byte | Level [get, set] |
| We do this because if we set level when a guard is waiting to respawn, the guard will never respawn because the guard is given full health and is then considered alive. | |
| override int | Mana [get] |
| Guards always have Mana to cast spells. | |
| override int | MaxHealth [get] |
| override int | AttackRange [get, set] |
| When moving guards have difficulty attacking players, so we double there attack range) | |
| virtual int | AttackRangeDistance [get] |
| The distance attack range. | |
| bool | CanUseRanged [get] |
| Method to see if the Guard has been left alone long enough to use Ranged attacks. | |
| bool | BeenAttackedRecently [get] |
| Has the NPC been attacked recently.. currently 10 seconds. | |
Keep guard is gamemob with just different brain and load from other DB table.
| override bool DOL.GS.Keeps.GameKeepGuard.AddToWorld | ( | ) | [virtual] |
When we add a guard to the world, we also attach an AttackFinished handler We use this to check LOS and range issues for our ranged guards.
Reimplemented from DOL.GS.GameNPC.
Reimplemented in DOL.GS.Keeps.GuardCaster, and DOL.GS.Keeps.GuardLord.
| static void DOL.GS.Keeps.GameKeepGuard.AttackFinished | ( | DOLEvent | e, |
| object | sender, | ||
| EventArgs | arguments | ||
| ) | [static] |
We need an event after an attack is finished so we know when players are unreachable by archery.
| e | |
| sender | |
| arguments |
| override int DOL.GS.Keeps.GameKeepGuard.AttackSpeed | ( | params InventoryItem[] | weapon | ) | [virtual] |
Here we set the speeds we want our guards to have, this affects weapon damage.
| weapon |
Reimplemented from DOL.GS.GameLiving.
| void DOL.GS.Keeps.GameKeepGuard.ChangeGuild | ( | ) |
Change guild of guard (emblem on equipment) when keep is claimed.
| override void DOL.GS.Keeps.GameKeepGuard.Delete | ( | ) | [virtual] |
Marks this object as deleted!
Reimplemented from DOL.GS.GameNPC.
| override void DOL.GS.Keeps.GameKeepGuard.DeleteFromDatabase | ( | ) | [virtual] |
Deletes the mob from the database.
Reimplemented from DOL.GS.GameNPC.
| override void DOL.GS.Keeps.GameKeepGuard.Die | ( | GameObject | killer | ) | [virtual] |
When guards Die and it isnt a keep reset (this killer) we call GuardSpam function.
| killer |
Reimplemented from DOL.GS.GameNPC.
Reimplemented in DOL.GS.Keeps.GuardLord.
| override double DOL.GS.Keeps.GameKeepGuard.GetArmorAbsorb | ( | eArmorSlot | slot | ) | [virtual] |
| int DOL.GS.Keeps.GameKeepGuard.GetEnemyCountInArea | ( | ) |
Gets the count of enemies in the Area.
| override IList DOL.GS.Keeps.GameKeepGuard.GetExamineMessages | ( | GamePlayer | player | ) | [virtual] |
Gets the messages when you click on a guard.
| player | The player that has done the clicking |
Reimplemented from DOL.GS.GameNPC.
Reimplemented in DOL.GS.Keeps.FrontierHastener.
| override string DOL.GS.Keeps.GameKeepGuard.GetPronoun | ( | int | form, |
| bool | firstLetterUppercase | ||
| ) | [virtual] |
Gets the pronoun for the guards gender.
| form | Form of the pronoun |
| firstLetterUppercase | Weather or not we want the first letter uppercase |
Reimplemented from DOL.GS.GameNPC.
| static void DOL.GS.Keeps.GameKeepGuard.GuardSpam | ( | GameKeepGuard | guard | ) | [static] |
Sends message to guild for guard death with enemy count in area.
| guard | The guard object |
| void DOL.GS.Keeps.GameKeepGuard.GuardStartAttackCheckLOS | ( | GamePlayer | player, |
| ushort | response, | ||
| ushort | targetOID | ||
| ) |
We only attack if we have LOS.
| player | |
| response | |
| targetOID |
| void DOL.GS.Keeps.GameKeepGuard.GuardStopAttackCheckLOS | ( | GamePlayer | player, |
| ushort | response, | ||
| ushort | targetOID | ||
| ) |
If we don't have LOS we stop attack.
| player | |
| response | |
| targetOID |
| override bool DOL.GS.Keeps.GameKeepGuard.IsObjectInFront | ( | GameObject | target, |
| double | viewangle, | ||
| bool | rangeCheck = true |
||
| ) | [virtual] |
Because of Spell issues, we will always return this true.
| target | |
| viewangle |
Reimplemented from DOL.GS.GameObject.
| override void DOL.GS.Keeps.GameKeepGuard.LoadFromDatabase | ( | DataObject | mobobject | ) | [virtual] |
Load the guard from the database.
| mobobject | The database mobobject |
Reimplemented from DOL.GS.GameNPC.
| void DOL.GS.Keeps.GameKeepGuard.LoadFromPosition | ( | DBKeepPosition | pos, |
| GameKeepComponent | component | ||
| ) |
Load the guard from a position.
| pos | The position for the guard |
| component | The component it is being spawned on |
Implements DOL.GS.Keeps.IKeepItem.
| void DOL.GS.Keeps.GameKeepGuard.MoveToPosition | ( | DBKeepPosition | position | ) |
Move a guard to a position.
| position | The new position for the guard |
Implements DOL.GS.Keeps.IKeepItem.
| override void DOL.GS.Keeps.GameKeepGuard.OnAttackedByEnemy | ( | AttackData | ad | ) | [virtual] |
Static archers attack with melee the closest if being engaged in melee.
| ad |
Reimplemented from DOL.GS.GameLiving.
| override bool DOL.GS.Keeps.GameKeepGuard.RemoveFromWorld | ( | ) | [virtual] |
When we remove from world, we remove our special handler.
Reimplemented from DOL.GS.GameNPC.
| override int DOL.GS.Keeps.GameKeepGuard.RespawnTimerCallback | ( | RegionTimer | respawnTimer | ) | [protected, virtual] |
When guards respawn we refresh them, if a patrol guard respawns we call a special function to update leadership.
| respawnTimer |
Reimplemented from DOL.GS.GameNPC.
| override void DOL.GS.Keeps.GameKeepGuard.StartAttack | ( | GameObject | attackTarget | ) | [virtual] |
Override for StartAttack which chooses Ranged or Melee attack.
| attackTarget |
Reimplemented from DOL.GS.GameNPC.
| void DOL.GS.Keeps.GameKeepGuard.StopRespawn | ( | ) |
Method to stop a guards respawn.
| override void DOL.GS.Keeps.GameKeepGuard.WalkTo | ( | int | tx, |
| int | ty, | ||
| int | tz, | ||
| short | speed | ||
| ) | [virtual] |
Adding special handling for walking to a point for patrol guards to be in a formation.
| tx | |
| ty | |
| tz | |
| speed |
Reimplemented from DOL.GS.GameNPC.
| override void DOL.GS.Keeps.GameKeepGuard.WalkToSpawn | ( | ) | [virtual] |
Walk to the spawn point, always max speed for keep guards, or continue patrol.
Reimplemented from DOL.GS.GameNPC.
override int DOL.GS.Keeps.GameKeepGuard.AttackRange [get, set] |
When moving guards have difficulty attacking players, so we double there attack range)
Reimplemented from DOL.GS.GameLiving.
virtual int DOL.GS.Keeps.GameKeepGuard.AttackRangeDistance [get] |
The distance attack range.
Reimplemented in DOL.GS.Keeps.GuardArcher, and DOL.GS.Keeps.GuardLord.
bool DOL.GS.Keeps.GameKeepGuard.BeenAttackedRecently [get] |
Has the NPC been attacked recently.. currently 10 seconds.
bool DOL.GS.Keeps.GameKeepGuard.CanUseRanged [get] |
Method to see if the Guard has been left alone long enough to use Ranged attacks.
override byte DOL.GS.Keeps.GameKeepGuard.Level [get, set] |
We do this because if we set level when a guard is waiting to respawn, the guard will never respawn because the guard is given full health and is then considered alive.
Reimplemented from DOL.GS.GameNPC.
override int DOL.GS.Keeps.GameKeepGuard.Mana [get] |
Guards always have Mana to cast spells.
Reimplemented from DOL.GS.GameNPC.