Dawn of Light - Class documentation 2900
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DOL.GS.MinotaurRelic Class Reference
Inheritance diagram for DOL.GS.MinotaurRelic:
DOL.GS.GameStaticItem DOL.GS.GameObject DOL.GS.Point3D DOL.GS.Point2D DOL.GS.IPoint3D DOL.GS.IPoint2D DOL.GS.IPoint2D

List of all members.

Public Member Functions

 MinotaurRelic (DBMinotaurRelic obj)
override void LoadFromDatabase (DataObject obj)
 Loads the GameRelic from Database.
override void SaveIntoDatabase ()
 Saves the current MinotaurRelic to the database.
override bool Interact (GamePlayer player)
 This function is called from the ObjectInteractRequestHandler.
virtual void PlayerLoosesRelic (GamePlayer player, bool stop)
 Is called whenever the CurrentCarrier is supposed to loose the relic.
virtual void RelicDispose ()
 Called when the Relic has reached 0 XP and drops.
virtual void ManualRespawn ()
override bool AddToWorld ()
 Called to create an item in the world.
override string ToString ()
 Returns the string representation of the GameObject.

Public Attributes

RegionTimer respawntimer = null
IList< GamePlayerPlayerlist = new List<GamePlayer>()

Protected Member Functions

virtual void PlayerTakesRelic (GamePlayer player)
 Called when a Players picks up a Relic.
void ApplyRelicEffect ()
void StopRelicEffect ()
void XPTimerCallBack (object state)
 Called when the Timer is reached.
override int RespawnTimerCallback (RegionTimer respawnTimer)
 Called when the Respawntimer is reached.
virtual void Update (GameLiving living)
 Updates the Relic on the Warmap and such.
virtual void SetHandlers (GamePlayer player, bool start)
 Called to set the Events to the Carrier.
void RealmPointGain (DOLEvent e, object sender, EventArgs args)
void PlayerAbsence (DOLEvent e, object sender, EventArgs args)

Protected Attributes

int m_spawny
int m_spawnx
int m_spawnz
int m_spawnheading
int m_spawnregion
int m_relicSpellID
Spell m_relicSpell
string m_relicTarget
double m_xp
GamePlayer m_owner
int m_effect
int m_relicID
ISpellHandler m_spellHandler
GameSpellEffect m_gameSpellEffect
string m_protectorClassType
bool m_spawnLocked

Properties

GamePlayer Owner [get, set]
 gets or sets the current Owner of this Relic
int RelicID [get, set]
string ProtectorClassType [get, set]
bool SpawnLocked [get, set]
double XP [get, set]
 gets or sets the current XP of this Relic
Spell RelicSpell [get, set]
 Get the RelicType.
int RelicSpellID [get, set]
 Get the RelicType.
string RelicTarget [get, set]
 Get the RelicTarget.
int SpawnX [get, set]
int SpawnY [get, set]
int SpawnZ [get, set]
int SpawnHeading [get, set]
int SpawnRegion [get, set]
int Effect [get, set]

Member Function Documentation

override bool DOL.GS.MinotaurRelic.AddToWorld ( ) [virtual]

Called to create an item in the world.

Returns:
true when created

Reimplemented from DOL.GS.GameStaticItem.

override bool DOL.GS.MinotaurRelic.Interact ( GamePlayer  player) [virtual]

This function is called from the ObjectInteractRequestHandler.

Parameters:
playerGamePlayer that interacts with this object
Returns:
false if interaction is prevented

Reimplemented from DOL.GS.GameObject.

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

Loads the GameRelic from Database.

Parameters:
objThe DBRelic-object for this relic

Reimplemented from DOL.GS.GameStaticItem.

virtual void DOL.GS.MinotaurRelic.PlayerLoosesRelic ( GamePlayer  player,
bool  stop 
) [virtual]

Is called whenever the CurrentCarrier is supposed to loose the relic.

Parameters:
playerthe player who loses the relic
stopTrue when we should stop the XP timer
virtual void DOL.GS.MinotaurRelic.PlayerTakesRelic ( GamePlayer  player) [protected, virtual]

Called when a Players picks up a Relic.

Parameters:
player
virtual void DOL.GS.MinotaurRelic.RelicDispose ( ) [virtual]

Called when the Relic has reached 0 XP and drops.

override int DOL.GS.MinotaurRelic.RespawnTimerCallback ( RegionTimer  respawnTimer) [protected, virtual]

Called when the Respawntimer is reached.

Parameters:
respawnTimer
Returns:

Reimplemented from DOL.GS.GameStaticItem.

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

Saves the current MinotaurRelic to the database.

Reimplemented from DOL.GS.GameStaticItem.

virtual void DOL.GS.MinotaurRelic.SetHandlers ( GamePlayer  player,
bool  start 
) [protected, virtual]

Called to set the Events to the Carrier.

Parameters:
player
start
override string DOL.GS.MinotaurRelic.ToString ( )

Returns the string representation of the GameObject.

Returns:

Reimplemented from DOL.GS.GameObject.

virtual void DOL.GS.MinotaurRelic.Update ( GameLiving  living) [protected, virtual]

Updates the Relic on the Warmap and such.

Parameters:
living
void DOL.GS.MinotaurRelic.XPTimerCallBack ( object  state) [protected]

Called when the Timer is reached.

Parameters:
state
Returns:

Property Documentation

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

gets or sets the current Owner of this Relic

Spell DOL.GS.MinotaurRelic.RelicSpell [get, set]

Get the RelicType.

int DOL.GS.MinotaurRelic.RelicSpellID [get, set]

Get the RelicType.

string DOL.GS.MinotaurRelic.RelicTarget [get, set]

Get the RelicTarget.

double DOL.GS.MinotaurRelic.XP [get, set]

gets or sets the current XP of this Relic


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