Dawn of Light - Class documentation 2900
This is the Dawn of Light project
Package DOL.GS.Behaviour

Packages

package  Actions
package  Attributes
package  Requirements
package  Triggers

Classes

class  AbstractAction
 If one trigger and all requirements are fulfilled the corresponding actions of a QuestAction will we executed one after another. Actions can be more or less anything: at the moment there are: GiveItem, TakeItem, Talk, Give Quest, Increase Quest Step, FinishQuest, etc.... More...
class  AbstractRequirement
 Requirements describe what must be true to allow a QuestAction to fire. Level of player, Step of Quest, Class of Player, etc... There are also some variables to add additional parameters. To fire a QuestAction ALL requirements must be fulfilled. More...
class  AbstractTrigger
 A trigger defines the circumstances under which a certain QuestAction is fired. This can be eTriggerAction.Interact, eTriggerAction.GiveItem, eTriggerAction.Attack, etc... Additional there are two variables to add the needed parameters for the triggertype (Item to give for GiveItem, NPC to interact for Interact, etc...). To fire a QuestAction at least one of the added triggers must be fulfilled. More...
class  BaseBehaviour
 BaseQuestParts are the core element of the new questsystem,. More...
class  BehaviourBuilder
class  BehaviourMgr
 Declares the behaviours managed, all behaviourtypes instances must be registered here to be usable. More...
class  Unused
 Helper Class to Flag parameters in the generic Definition as unused. More...
class  BehaviourUtils
interface  IBehaviourAction
 If one trigger and all requirements are fulfilled the corresponding actions of a QuestAction will we executed one after another. Actions can be more or less anything: at the moment there are: GiveItem, TakeItem, Talk, Give Quest, Increase Quest Step, FinishQuest, etc.... More...
interface  IBehaviourRequirement
 Requirements describe what must be true to allow a QuestAction to fire. Level of player, Step of Quest, Class of Player, etc... There are also some variables to add additional parameters. To fire a QuestAction ALL requirements must be fulfilled. More...
interface  IBehaviourTrigger
 A trigger defines the circumstances under which a certain QuestAction is fired. This can be eTriggerAction.Interact, eTriggerAction.GiveItem, eTriggerAction.Attack, etc... Additional there are two variables to add the needed parameters for the triggertype (Item to give for GiveItem, NPC to interact for Interact, etc...). To fire a QuestAction at least one of the added triggers must be fulfilled. More...

Enumerations

enum  eDefaultValueConstants { NPC }
enum  eTextType {
  None = 0x00, Emote = 0x01, Broadcast = 0x02, Dialog = 0x03,
  Read = 0x05, Say = 0x06, Yell = 0x07, SayTo = 0x08
}
 Type of textoutput this one is used for general text messages within questpart. More...
enum  eActionType {
  Animation, Attack, WalkTo, WalkToSpawn,
  MoveTo, CustomDialog, DestroyItem, DropItem,
  FinishQuest, GiveGold, TakeGold, GiveXP,
  GiveItem, TakeItem, GiveQuest, OfferQuest,
  OfferQuestAbort, SetGuildName, SetMonsterPath, SetQuestStep,
  AbortQuest, Message, MonsterSpawn, MonsterUnspawn,
  ReplaceItem, IncQuestStep, Talk, Teleport,
  CustomTimer, Timer, TrainerWindow, Whisper,
  PlaySound
}
 Actiontype defines a list of actiontypes to be used qith questparts. Depending on actiontype P and Q will have special meaning look at documentation of each actiontype for details. More...
enum  eRequirementType {
  None, InventoryItem, Class, Quest,
  Encumbrance, EncumbranceMax, Endurance, EnduranceMax,
  Gender, GroupNumber, GroupLevel, Guild,
  Gold, Health, HealthMax, Level,
  Mana, ManaMax, QuestPending, Race,
  Random, Realm, RealmLevel, RealmPoints,
  Region, EquippedItem, QuestStep, QuestGivable,
  Distance
}
 Requirementtype defines a list of requirements to be used with questparts. Depending on requirmenttype V and N will have special meaning look at documentation of each requirementtype for details. More...
enum  eComparator {
  None = 0, Less = 1, Greater = 2, Equal = 3,
  NotEqual = 4, Not = 5
}
 Comparator enume used within some of the requirement checks. More...
enum  eTriggerType {
  None = 0x00, AcceptQuest = 0x01, EnemyDying = 0x02, DeclineQuest = 0x03,
  ContinueQuest = 0x04, AbortQuest = 0x05, EnterArea = 0x06, LeaveArea = 0x07,
  Interact = 0x08, PlayerKilled = 0x09, EnemyKilled = 0x0A, GiveItem = 0x0B,
  Whisper = 0x0C, Timer = 0x0D, ItemUsed = 0x0F
}
 Triggertype defines a list of available triggers to use within questparts. Depending on triggertype triggerVariable and triggerkeyword will have special meaning look at documentation of each triggertype for details. More...

Enumeration Type Documentation

Actiontype defines a list of actiontypes to be used qith questparts. Depending on actiontype P and Q will have special meaning look at documentation of each actiontype for details.

remarks> Syntax: ... P:eEmote(eEmote.Yes) ... Parameter P must be of Type eEmote and has the default value of "eEmote.Yes" (used if no value is passed). If no default value is defined value must be passed along with action.

Enumerator:
Animation 

ANIM : emote P:eEmote is performed by GameLiving:Q(Player)[NPC's ID:string].

TO let player perform animation Q must be null. Tested

Attack 

ATTA : Player is attacked with aggroamount P:int(Player.Level/2)[string] by monster Q:GameNPC(NPC)[NPC's ID:string].

Tested

WalkTo 

GameNPC Q:GameNPC(NPC)[NPC's ID:string] walks to point P:GameLocation(player)

WalkToSpawn 

GameNPC Q:GameNPC(NPC)[NPC's ID:string] walks to spawnpoint.

MoveTo 

GameLiving Q:GameLiving(NPC)[NPC's ID:string] jumps immediatly to point P:GameLocation(player)

CustomDialog 

Displays a custom dialog with message P:string and CustomDialogresponse Q:CustomDialogResponse To Accept/Abort Quests use OfferQuest/OfferQuestAbort.

Tested

DestroyItem 

DINV : destroys Q:int(1)[string] instances of item P:ItemTemplate[Item's ID_nb:string] in inventory.

DropItem 

DROP : item P:ItemTemplate[Item's ID_nb:string] is dropped on the ground.

FinishQuest 

FQST : quest P:Type[Typename:string](Current Quest) is set as completed for player.

Tested

GiveGold 

GCPR : gives P:long[string] coppers.

TakeGold 

TCPR : takes P:long[string] coppers.

GiveXP 

GEXP : gives P:long[string] experience points.

GiveItem 

GIVE : NPC Q gives item P:ItemTemplate[Item's ID_nb:string] to player if NPC!= null NPC will give item to player, otherwise it appears mysteriously :)

Tested

TakeItem 

NPC takes Q:int[string] instances of item P:ItemTemplate[Item's ID_nb:string] from player default for q## is 1.

Tested

GiveQuest 

QST : Q:GameNPC(NPC) assigns quest P:Type[Typename:string](Current Quest) to player.

Tested

OfferQuest 

Quest P:Type[Typename:string](Current Quest) is offered to player via customdialog with message Q:string ny NPC if player accepts GamePlayerEvent.AcceptQuest is fired, else GamePlayerEvent.RejectQuest.

Tested

OfferQuestAbort 

Quest P:Type[Typename:string](Current Quest) abort is offered to player via customdialog with message Q:string by NPC if player accepts GamePlayerEvent.AbortQuest is fired, else GamePlayerEvent.ContinueQuest.

Tested

SetGuildName 

GUIL : guild of Q:GameLiving(NPC)[NPC's ID:string] is set to P:string (not player's guilds)

SetMonsterPath 

IPTH : monster Q:GameNPC(NPC)[NPC's ID:string] is assigned to path P:PathPoint.

SetQuestStep 

IQST : Quest P:Type[Typename:string](Current Quest) is set to step Q:int[string].

Tested

AbortQuest 

KQST : Aborts quest P:Type[Typename:string](Current Quest)

Tested

Message 

MES : Displays a message P:string of Texttype Q:TextType(Emote)

MonsterSpawn 

MGEN : Monster P:GameLiving[NPC's ID:string] will spawn considering all its requirements.

Tested

MonsterUnspawn 

Monster P:GameLiving[NPC's ID:string] will unspawn considering all its requirements.

Tested

ReplaceItem 

SINV : Item P:ItemTemplate[Item's Id_nb:string] is replaceb by item Q:ItemTemplate[Item's Id_nb:string] in inventory of player.

Tested

IncQuestStep 

SQST : Increments queststep of quest P:Type[TypeName:string](Current Quest)

Tested

Talk 

TALK : Q:GameLiving(NPC) says message P:string locally (local channel)

Tested

Teleport 

TELE : teleports player to destination P:GameLocation with a random distance of Q:int(0)[string].

CustomTimer 

TIMR : regiontimer P:RegionTimer starts to count Q:int[string] milliseconds.

Timer 

TMR# : timer P:string starts to count Q:int[string] milliseconds.

Tested

TrainerWindow 

Display a trainer window.

Whisper 

WHIS : Q:GameLiving(NPC) whispers message P:string to player.

PlaySound 

WHIS: P:ushort(SoundID), Q:eSoundType(SoundType)

Comparator enume used within some of the requirement checks.

Enumerator:
None 

No check is done, will always return true.

Less 

Checks wether given value1 is less than value2.

Greater 

Checks wether given value1 is greater than value2.

Equal 

Checks wether given value1 is equal value2.

NotEqual 

Checks wether given value1 is not equal value2.

Not 

Negotiation of given argument usable with QuestPending, QuestGivable.

Requirementtype defines a list of requirements to be used with questparts. Depending on requirmenttype V and N will have special meaning look at documentation of each requirementtype for details.

remarks> Syntax: ... V:eEmote(eEmote.Yes) ... Parameter V must be of Type eEmote and has the default value of "eEmote.Yes" (used if no value is passed). If no default value is defined value must be passed along with action.

Enumerator:
None 

No Requirement.

Tested

InventoryItem 

AINV : checks inventory for V:int(1)[string] instances of item N:ItemTemplate[Item's Id_nb:string].

Tested

Class 

CLAS : checks for player class N:int[string].

Quest 

CQST : checks for quest N:Type[Typename:string](Current Quest) completed V:int[string] times.

Encumbrance 

ENCU : compares player's encumbrance value with N:int[string].

EncumbranceMax 

MENC : compares player's maximum encumbrance value with N:int[string].

Endurance 

FATG : compares player's fatigue value with N:int[string] using eComparator.

EnduranceMax 

MFAT : compares player's maximum fatigue value with N:int[string] using eComparator.

Gender 

GNDR : compares player's gender with N:int[string] {0=male,1=female}.

GroupNumber 

GRUP : checks if player is grouped. N:int[string] is number of people in group.

GroupLevel 

GPLV : checks if player is grouped. N:int[string] is sum of levels in group.

Guild 

GUIL : compares guildname of N:GameLiving(NPC)[NPC's ID:string] with V:string.

Gold 

Compares players gold with N:long[string] using eComparator.

Health 

HITS : compares player's current hit points with N:int[string] using eComparator.

HealthMax 

HITS : compares player's maximum hit points with N:int[string] using eComparator.

Level 

LEVE : compares player's level with N:int[string] using eComparator.

Mana 

POWR: compares player's current mana value with N:int[string] using eComparator.

ManaMax 

MPOW: compares player's maximum mana value with N:int[string] using eComparator.

QuestPending 

PQST : checks for player's pending quest N:Type[Typename:string](Current Quest)

Tested

Race 

RACE : compares player's race with N:int[string].

Random 

RAND : percent random chance indicated by N:int[string].

Realm 

REAL : compares player's realm with N:int[string].

RealmLevel 

RLEV : compares player's realm level with N:int[string] using eComparator.

RealmPoints 

RPTS : compares player's realm points with N:long[string] using eComparator.

Region 

REGO : compare player's zone with N:int[string] and region with V:int[string].

EquippedItem 

RINV : checks readied/worn items of player for item N:ItemTemplate[Item's Id_nb:string].

QuestStep 

QUES : checks for player's quest N:Type[Typename:string](Current Quest) at step V:int[string] using eComparator.

Tested

QuestGivable 

Checks for quest N:Type[Typename:string](Current Quest) to be givable by NPC to player.

Tested

Distance 

Compares distance V:int[string] between player and given GameObject N:GameLiving[GameLiving's Name:string](NPC) using Comparator.

Tested

Type of textoutput this one is used for general text messages within questpart.

Enumerator:
None 

No output at all.

Emote 

EMOT : display the text localy without monster's name (local channel)

Tested

Broadcast 

BROA : broadcast the text in the entire zone (broadcast channel)

Dialog 

DIAG : display the text in a dialog box with an OK button.

Read 

READ : open a description (bracket) windows saying what is written on the item.

Say 

NPC says something.

Yell 

NPC yells something.

SayTo 

NPC says something to target.

Triggertype defines a list of available triggers to use within questparts. Depending on triggertype triggerVariable and triggerkeyword will have special meaning look at documentation of each triggertype for details.

remarks> Syntax: ... I:eEmote(eEmote.Yes) ... Parameter I must be of Type eEmote and has the default value of "eEmote.Yes" (used if no value is passed). If no default value is defined value must be passed along with trigger.

Enumerator:
None 

No Triggertype at all, needed since triggertype cannot be null when passed as an argument.

AcceptQuest 

AQST : player accepts quest I:Type[Typename:string](Current Quest)

Tested

EnemyDying 

DEAT : Enemy I:GameLiving[GameLiving's Id or Name:string](NPC) died, no matter who/what killed it.

DeclineQuest 

DQST : Player declines quest I:Type[Typename:string](Current Quest)

Tested

ContinueQuest 

Continue quest I:Type[Typename:string](Current Quest) after abort quest offer.

Tested

AbortQuest 

Abort quest I:Type[Typename:string](Current Quest) after abort quest offer.

Tested

EnterArea 

player enters area I:IArea

Tested

LeaveArea 

player leaves area I:IArea

Tested

Interact 

INTE : player right-clicks I:GameLiving[GameLiving's Id or Name:string](NPC)

Tested

PlayerKilled 

KILL : Monster I:GameLiving[GameLiving's Id or Name:string](NPC) kills the quest player.

EnemyKilled 

PKIL : a player (and only a player) kills any monster with the name K:string or a specific monster I:GameLiving[GameLiving's Id or Name:string](NPC) if TriggerKeyword != null triggerkeyword = name of monster else I = monster object.

GiveItem 

TAKE : Player gives item I:ItemTemplate[Item's Id_nb:string] to K:GameLiving[GameLiving's Id or Name:string](NPC)

Tested

Whisper 

WORD : player whispers the word K:string to I:GameLiving[GameLiving's Id or Name:string](NPC)

Tested

Timer 

TMR# : timer with id K:string has finished.

ItemUsed 

USED : Item I:ItemTemplate[Item's Id_nb:string] is used by player.

Tested

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