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| L2BaiumAngelAI (AIAccessor accessor) |
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| L2AttackableAI (L2Character.AIAccessor accessor) |
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void | run () |
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void | setGlobalAggro (int value) |
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void | startAITask () |
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void | stopAITask () |
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| L2CharacterAI (L2Character.AIAccessor accessor) |
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IntentionCommand | getNextIntention () |
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void | clientStartAutoAttack () |
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void | clientStopAutoAttack () |
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void | describeStateToPlayer (L2PcInstance player) |
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synchronized final void | followTarget () |
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L2Character | getActor () |
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L2Character | getAttackTarget () |
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L2Character | getCastTarget () |
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CtrlIntention | getIntention () |
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Object | getIntentionArg0 () |
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Object | getIntentionArg1 () |
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NextAction | getNextAction () |
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boolean | isAutoAttacking () |
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final void | notifyEvent (CtrlEvent evt) |
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final void | notifyEvent (CtrlEvent evt, Object arg0) |
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final void | notifyEvent (CtrlEvent evt, Object arg0, Object arg1) |
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void | setAutoAttacking (boolean isAutoAttacking) |
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final void | setIntention (CtrlIntention intention) |
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final void | setIntention (CtrlIntention intention, Object arg0) |
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final void | setIntention (CtrlIntention intention, Object arg0, Object arg1) |
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void | setNextAction (NextAction nextAction) |
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final synchronized void | startFollow (L2Character target) |
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final synchronized void | startFollow (L2Character target, int range) |
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final synchronized void | stopFollow () |
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void | thinkActive () |
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void | thinkIdle () |
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boolean | autoAttackCondition (L2Character target) |
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void | onEvtAggression (L2Character target, int aggro) |
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void | onEvtAttacked (L2Character attacker) |
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void | onEvtDead () |
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void | onEvtThink () |
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void | onIntentionActive () |
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void | onIntentionAttack (L2Character target) |
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void | thinkAttack () |
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boolean | checkTargetLost (L2Object target) |
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boolean | checkTargetLostOrDead (L2Character target) |
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boolean | maybeMoveToPawn (L2Object target, int offset) |
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boolean | maybeMoveToPosition (Point3D worldPosition, int offset) |
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void | onEvtArrived () |
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void | onEvtArrivedBlocked (L2CharPosition blocked_at_pos) |
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void | onEvtArrivedRevalidate () |
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void | onEvtCancel () |
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void | onEvtConfused (L2Character attacker) |
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void | onEvtFakeDeath () |
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void | onEvtFinishCasting () |
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void | onEvtForgetObject (L2Object object) |
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void | onEvtMuted (L2Character attacker) |
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void | onEvtParalyzed (L2Character attacker) |
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void | onEvtReadyToAct () |
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void | onEvtRooted (L2Character attacker) |
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void | onEvtSleeping (L2Character attacker) |
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void | onEvtStunned (L2Character attacker) |
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void | onEvtUserCmd (Object arg0, Object arg1) |
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void | onIntentionCast (L2Skill skill, L2Object target) |
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void | onIntentionFollow (L2Character target) |
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void | onIntentionIdle () |
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void | onIntentionInteract (L2Object object) |
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void | onIntentionMoveTo (L2CharPosition pos) |
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void | onIntentionMoveToInABoat (L2CharPosition destination, L2CharPosition origin) |
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void | onIntentionPickUp (L2Object object) |
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void | onIntentionRest () |
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| AbstractAI (L2Character.AIAccessor accessor) |
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boolean | canMoveTo (Location loc) |
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void | clientActionFailed () |
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void | clientNotifyDead () |
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void | clientStopMoving (L2CharPosition pos) |
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void | clientStoppedMoving () |
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L2Character | getFollowTarget () |
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L2Object | getTarget () |
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void | moveTo (int x, int y, int z) |
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void | moveTo (int x, int y, int z, int offset) |
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void | moveToInABoat (L2CharPosition destination, L2CharPosition origin) |
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void | moveToPawn (L2Object pawn, int offset) |
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synchronized void | setAttackTarget (L2Character target) |
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synchronized void | setCastTarget (L2Character target) |
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synchronized void | setTarget (L2Object target) |
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