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Dawn of Light - Class documentation 2900
This is the Dawn of Light project
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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... |
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.
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.
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.
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.
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.
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 |