_accessor (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_actor (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_attackTarget (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_clientAutoAttacking (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_clientMoving (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_clientMovingToPawnOffset (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_intention (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_intentionArg0 (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_intentionArg1 (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protected |
_log (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | protectedstatic |
AbstractAI(L2Character.AIAccessor accessor) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
AI_ATTACK_GROUP (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | static |
AI_CAST (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | static |
AI_FOLLOW (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | static |
AI_FORCEATTACK (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | static |
AI_IDLE (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | static |
AI_NORMAL (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | static |
autoAttackCondition(L2Character target) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
canMoveTo(Location loc) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
checkTargetLost(L2Object target) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
checkTargetLostOrDead(L2Character target) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
clientActionFailed() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
clientNotifyDead() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
clientStartAutoAttack() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
clientStopAutoAttack() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
clientStopMoving(L2CharPosition pos) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
clientStoppedMoving() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
describeStateToPlayer(L2PcInstance player) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
follow(L2Character target) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
followTarget() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
forceAttack(L2Character target) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
forceAttackGroup(MobGroup group) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
getActor() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getAlternateAI() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
getAttackTarget() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getCastTarget() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getFollowTarget() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
getIntention() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getIntentionArg0() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getIntentionArg1() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getNextAction() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
getNextIntention() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inline |
getTarget() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
isAutoAttacking() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
isNotMoving() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
isThinking() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
L2AttackableAI(L2Character.AIAccessor accessor) (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inline |
L2CharacterAI(L2Character.AIAccessor accessor) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inline |
L2ControllableMobAI(AIAccessor accessor) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
maybeMoveToPawn(L2Object target, int offset) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
maybeMoveToPosition(Point3D worldPosition, int offset) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
move(int x, int y, int z) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
moveTo(int x, int y, int z) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
moveTo(int x, int y, int z, int offset) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
moveToInABoat(L2CharPosition destination, L2CharPosition origin) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
moveToPawn(L2Object pawn, int offset) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
notifyEvent(CtrlEvent evt) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
notifyEvent(CtrlEvent evt, Object arg0) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
notifyEvent(CtrlEvent evt, Object arg0, Object arg1) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
onEvtAggression(L2Character target, int aggro) (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inlineprotected |
onEvtArrived() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtArrivedBlocked(L2CharPosition blocked_at_pos) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtArrivedRevalidate() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtAttacked(L2Character attacker) (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inlineprotected |
onEvtCancel() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtConfused(L2Character attacker) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtDead() (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inlineprotected |
onEvtFakeDeath() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtFinishCasting() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtForgetObject(L2Object object) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtMuted(L2Character attacker) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtParalyzed(L2Character attacker) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtReadyToAct() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtRooted(L2Character attacker) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtSleeping(L2Character attacker) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtStunned(L2Character attacker) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onEvtThink() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
onEvtUserCmd(Object arg0, Object arg1) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionActive() (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inlineprotected |
onIntentionAttack(L2Character target) (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inlineprotected |
onIntentionCast(L2Skill skill, L2Object target) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionFollow(L2Character target) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionIdle() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionInteract(L2Object object) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionMoveTo(L2CharPosition pos) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionMoveToInABoat(L2CharPosition destination, L2CharPosition origin) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionPickUp(L2Object object) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
onIntentionRest() (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
run() (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inline |
setAlternateAI(int _alternateai) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
setAttackTarget(L2Character target) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
setAutoAttacking(boolean isAutoAttacking) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
setCastTarget(L2Character target) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
setGlobalAggro(int value) (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inline |
setIntention(CtrlIntention intention) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
setIntention(CtrlIntention intention, Object arg0) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
setIntention(CtrlIntention intention, Object arg0, Object arg1) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
setNextAction(NextAction nextAction) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
setNotMoving(boolean isNotMoving) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
setTarget(L2Object target) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
setThinking(boolean isThinking) (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
startAITask() (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inline |
startFollow(L2Character target) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
startFollow(L2Character target, int range) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
stop() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inline |
stopAITask() (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inline |
stopFollow() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
thinkActive() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
thinkAttack() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
thinkAttackGroup() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
thinkCast() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
thinkFollow() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
thinkForceAttack() (defined in com.premium.game.ai.L2ControllableMobAI) | com.premium.game.ai.L2ControllableMobAI | inlineprotected |
thinkIdle() (defined in com.premium.game.ai.L2AttackableAI) | com.premium.game.ai.L2AttackableAI | inlineprotected |