| _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 |
| 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 |
| followTarget() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |
| getActor() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | 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 |
| L2CharacterAI(L2Character.AIAccessor accessor) (defined in com.premium.game.ai.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inline |
| L2SiegeGuardAI(L2Character.AIAccessor accessor) (defined in com.premium.game.ai.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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 |
| 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.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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.L2CharacterAI) | com.premium.game.ai.L2CharacterAI | inlineprotected |
| onIntentionAttack(L2Character target) (defined in com.premium.game.ai.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | 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 |
| 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 |
| setTarget(L2Object target) (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inlineprotected |
| 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 |
| stopAITask() (defined in com.premium.game.ai.L2SiegeGuardAI) | com.premium.game.ai.L2SiegeGuardAI | inline |
| stopFollow() (defined in com.premium.game.ai.AbstractAI) | com.premium.game.ai.AbstractAI | inline |