_ai (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_chanceSkills (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_disabledSkills (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_event (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
_fusionSkill (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isDisarmed (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isInvul (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isJailMob (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | |
_isMarked (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isMoving (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_isTeleporting (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_itemActiveSkill (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
_knownList (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_lair (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | |
_log (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | protectedstatic |
_minionList (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | |
_minionMaintainTask (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | protected |
_move (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_rAniTask (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | protected |
_showSummonAnimation (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_skillCast (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_skillCast2 (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_skills (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_startLoc (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_stat (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_status (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_title (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
_zoneValidateCounter (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
abortAttack() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
abortCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
absorbSoul() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
addAbsorber(L2PcInstance attacker, int crystalId) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
addAttackerToAttackByList(L2Character player) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addChanceEffect(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addChanceSkill(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addDamage(L2Character attacker, int damage) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
addDamage(L2Character attacker, int damage, L2Skill skill) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
addDamageHate(L2Character attacker, int damage, int aggro) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
addDamageHate(L2Character attacker, int damage, int aggro, L2Skill skill) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
addEffect(L2Effect newEffect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addExpAndSp(long addToExp, int addToSp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addNotifyQuestOfDeath(QuestState qs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addSkill(L2Skill newSkill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addStatFunc(Func f) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addStatFuncs(Func[] funcs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addStatFuncs(Iterable< Func > funcs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
addTimeStamp(int skill, int reuse) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
BOSS_INTERACTION_DISTANCE (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | static |
breakAttack() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
breakCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastFullInfo() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastFullInfoImpl() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
broadcastPacket(L2GameServerPacket mov) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastPacket(L2GameServerPacket mov, int radiusInKnownlist) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastStatusUpdate() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
broadcastStatusUpdateImpl() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calcHeading(int x_dest, int y_dest) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calcHeading(Location dest) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calcStat(Stats stat, double init, L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calculateOverhitExp(long normalExp) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
calculateReuseTime(L2Character target, L2Weapon weapon) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
calculateRewards(L2Character lastAttacker) | com.premium.game.model.actor.L2Attackable | inlineprotected |
calculateTimeBetweenAttacks(L2Character target, L2Weapon weapon) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
callMinions(boolean turnBackToStartLocation) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
callMinionsToAssist(L2Character attacker) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
callSkill(L2Skill skill, L2Character... targets) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
canAbortCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
canInteract(L2PcInstance player) (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inline |
canReduceHp(double damage, L2Character attacker) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
canReturnToSpawnPoint() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
canTarget(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inlineprotected |
charIsGM() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
checkAndEquipArrows() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
clearAggroList() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
clearDamageContributors() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
containsTarget(L2Character player) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
copyAggroList() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
currentZones() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
decayMe() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
deleteMe() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
deleteSpawnedMinions() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
destroyItem(String process, int objectId, int count, L2Object reference, boolean sendMessage) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
destroyItemByItemId(String process, int itemId, int count, L2Object reference, boolean sendMessage) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableAllSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableCoreAI(boolean val) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
disableSkill(int skillId, long delay) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doAttack(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
doCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doDie(L2Character killer) | com.premium.game.model.L2Boss | inline |
doEventDrop(L2Character lastAttacker) | com.premium.game.model.actor.L2Attackable | inline |
doItemDrop(L2Character mainDamageDealer) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
doItemDrop(L2NpcTemplate npcTemplate, L2Character mainDamageDealer) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
doRevive() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doRevive(double revivePower) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
doSimultaneousCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
dropItem(L2PcInstance lastAttacker, int itemId, int itemCount) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
dropItem(L2PcInstance mainDamageDealer, RewardItem item) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
EMPTY_ARRAY (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | static |
enableAllSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
enableSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
endDecayTask() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
finishMovement() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
firstSpawn() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
forceIsCasting(int newSkillCastEndTick) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
get2MostHated() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getAbnormalEffect() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAccuracy() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getActingPlayer(L2Object obj) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inlinestatic |
getActingPlayer() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getActingSummon(L2Object obj) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inlinestatic |
getActingSummon() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getActiveWeapon() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getActiveWeaponInstance() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getActiveWeaponItem() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getAggroList() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getAggroListRP() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getAggroRange() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getAI() | com.premium.game.model.actor.L2Attackable | inline |
getAIAccessor() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAllEffects() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAllSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getArmourExpertisePenalty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackByList() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackEndTime() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackingBodyPart() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getAttackingChar() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getBowReuse(double reuse) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getBuffCount() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getBusyMessage() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getCalculators() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCastle() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getChanceSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCharacter() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getColHeight() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCollisionHeight() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getCollisionRadius() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getColRadius() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCommandChannelTimer() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getCON() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCriticalDmg(L2Character target, double init) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCriticalHit(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentCp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentHp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentHpPercents() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentMp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getCurrentMpPercents() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDamageContributors() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getDanceCount(boolean dances, boolean songs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDEX() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistance(int x, int y) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistance(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistanceSq(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistanceSq(L2Object object) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getDistanceToForgetObject(L2Object object) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getDistanceToWatchObject(L2Object object) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getEvasionRate(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getExpReward() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getFactionId() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getFactionRange() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getFirstCommandChannelAttacked() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getFirstEffect(int index) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFirstEffect(L2EffectType tp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFirstEffect(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getFort() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getFusionSkill() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHating(L2Character target) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getHeading() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHeadingTo(L2Character target, boolean toChar) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHealLimit() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getHtmlPath(int npcId, int val) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getInfoPacket() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getINT() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getInventory() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getInventoryLimit() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getIsInTown() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getIsSpoiledBy() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getKillable() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
getKnownList() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
getKnownSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getL2ClassShortName() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getLastCriticalDmg() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLastHealAmount() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLastKnowUpdate() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLastSimultaneousSkillCast() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLeftHandItem() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getLevel() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getLevelMod() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getListeners() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getLoc() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getMagicalAttackRange(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaintenanceInterval() (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inlineprotected |
getMAtk(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMAtkSpd() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMAtkSps(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxBuffCount() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxCp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxHp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMaxMp() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMCriticalHit(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMDef(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMEN() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getMostHated() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getMustRewardExpSP() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getName() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getNotAgro() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getNotFaction() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getNotifyQuestOfDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getNpc() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getNpcId() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getOverhitAttacker() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getOverhitDamage() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getParty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPAtk(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPAtkSpd() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPDef(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPet() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPhysicalAttackRange() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPlanDistanceSq(int x, int y) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPlanDistanceSq(L2Object object) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getPlayable() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPlayer() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPoly() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPosition() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPrimaryKey() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getPvpFlagLasts() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getQuestDropable() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
getRaidStatus() (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inline |
getRandomDamage(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getRangeToTarget(L2Object par) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getRightHandItem() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getRunSpeed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSecondaryWeaponInstance() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getSecondaryWeaponItem() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getSeeder() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getSeedType() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
getShldDef() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSkillLevel(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getSpawn() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getSpawnedMinions() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
getSpReward() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getStat() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getStatus() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getSTR() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTarget() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTargetId() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTeam() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTemplate() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
getTitle() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getTotalSpawnedMinionsGroups() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
getTotalSpawnedMinionsInstances() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
getWalkSpeed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWeaponExpertisePenalty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWIT() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getWorldRegion() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getX() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getXdestination() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getY() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getYdestination() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getZ() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
getZdestination() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getZone(String type) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
getZones() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
giveBlessingSupport(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
hasAI() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
hasMinions() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
hasRandomAnimation() | com.premium.game.model.L2Boss | inline |
hasSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
HEADINGS_IN_PI (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | static |
healFull() (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inline |
initCharStatusUpdateValues() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
insertObjectIdAndShowChatWindow(L2PcInstance player, String content) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
INTERACTION_DISTANCE (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | static |
isAbsorbed() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
isAfraid() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAggressive() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
isAlikeDead() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAllow(EffectTemplate effect, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAllSkillsDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena1x1() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena2x2() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena4x4() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArena9x9() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArenaAttack() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isArenaProtection() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAttackable() | com.premium.game.model.actor.L2Attackable | inline |
isAttackAborted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAttackingDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAttackingNow() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isAutoAttackable(L2Character attacker) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
isBehind(L2Object target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBehindTarget() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBetrayed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBlessedByNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBoss() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isBusy() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isCastingNow() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCastingSimultaneouslyNow() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isChampion() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCharacter() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isConfused() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isCoreAIDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isDead() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isDecayed() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isDisarmed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFacing(L2Object target, int maxAngle) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFakeDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFalling(boolean falling, int fallHeight) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFallsdown() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isFlying() | com.premium.game.model.actor.L2Character | inline |
isGrandBoss() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isImmobileUntilAttacked() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isImmobilized() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInActiveRegion() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInArenaEvent() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInCombat() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInFrontOf(L2Character target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInFrontOfTarget() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInFunEvent() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isInParty() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsidePeaceZone(L2Object attacker, L2Object target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlinestatic |
isInsidePeaceZone(L2PcInstance attacker, L2Object target) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlinestatic |
isInsidePeaceZone(L2PcInstance attacker) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideRadius(int x, int y, int radius, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideRadius(int x, int y, int z, int radius, boolean checkZ, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideRadius(L2Object object, int radius, boolean checkZ, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideZone(byte zone) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInsideZone(String zoneType) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInvul() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInWater() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isInWorld() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isItem() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isLethalImmune() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isLuckByNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isMagicBottle() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isMob() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
isMovementDisabled() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isMoving() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isNpc() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isOnGeodataPath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isOutOfControl() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isOverhit() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
isOverloaded() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isParalyzed() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPendingRevive() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPetrified() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPhysicalAttackMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPhysicalMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isPlayable() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isPlayer() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
isPreventedFromReceivingBuffs() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRaid() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRaidBoss() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRaidMinion() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isReturningToSpawnPoint() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
isRiding() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRooted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isRunning() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSeeded() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
isShowSummonAnimation() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSkillDisabled(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSleeping() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSpoil() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isStunned() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isSweepActive() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
isTeleporting() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isUndead() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isUsingDualWeapon() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
isUsingShot(boolean physical) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
isVisible() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
L2Attackable(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
L2Boss(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inline |
L2Character(int objectId, L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
L2MonsterInstance(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
L2Npc(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
L2Object(int objectId) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inlineprotected |
lastPosition (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | |
listeners (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
makeCPRecovery(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
makeStatusUpdate(int... paramVarArgs) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
makeSupportMagic(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
manageMinions() (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inlineprotected |
moveToLocation(int x, int y, int z, int offset) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
moveToNextRoutePoint() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
mustFallDownOnDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
needHpUpdate(int barPixels) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
noTarget() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
notifyMinionDied(L2MinionInstance minion) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
notifyMinionSpawned(L2MinionInstance minion) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
onAction(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
onActionShift(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
onBypassFeedback(L2PcInstance player, String command) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
onDecay() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
onEffectFinished(L2Character effected, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onExitChanceEffect() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onForcedAttack(L2PcInstance player) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onHitTimer(L2Character target, int damage, boolean crit, boolean miss, boolean soulshot, byte shld) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
onMagicFinalizer(L2Skill skill, L2Object target, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onMagicHitTimer(L2Character[] targets, L2Skill skill, int coolTime, boolean instant, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onMagicLaunchedTimer(L2Character[] targets, L2Skill skill, int coolTime, boolean instant, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
onRandomAnimation(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
onSpawn() (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
onTeleported() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
overhitEnabled(boolean status) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
player (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | protected |
rechargeAutoSoulShot(boolean physical, boolean magic) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
reduceArrowCount(boolean bolts) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
reduceCurrentHp(double damage, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill) (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inline |
reduceCurrentHp(double i, L2Character attacker) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, boolean awake) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, boolean awake, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHp(double i, L2Character attacker, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentHpByDamOverTime(double i, L2Character attacker, boolean awake, int period) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentMp(double i) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceCurrentMpByDamOverTime(double i, int period) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reduceHate(L2Character target, int amount) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
refreshSkills() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
removeChanceEffect(int id) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeChanceSkill(int id) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeEffect(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeNotifyQuestOfDeath(QuestState st) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(int skillId, boolean cancelEffect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeSkill(L2Skill skill, boolean cancelEffect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeStatsOwner(FuncOwner owner) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
removeTimeStamp(int skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
reset() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
resetAbsorbList() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
returnHome() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
revalidateZone(boolean force) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
scheduleDespawn(long delay) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
seeSpell(L2PcInstance caster, L2Object target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendAvoidMessage(L2Character attacker) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendMessage(String message) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendNpcDrop(L2PcInstance player, int npcId, int page) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inlinestatic |
sendPacket(L2GameServerPacket gsp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
sendPacket(SystemMessageId sm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setAI(L2CharacterAI newAI) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena1x1(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena2x2(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena4x4(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArena9x9(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArenaAttack(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setArenaProtection(boolean comm) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setAttackingBodypart() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setAttackingChar(L2Character player) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setBusy(boolean isBusy) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setBusyMessage(String message) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setCanReturnToSpawnPoint(boolean value) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
setChampion(boolean champ) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setCollisionHeight(int height) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setCollisionRadius(int radius) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setCommandChannelTimer(CommandChannelTimer commandChannelTimer) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inlineprotected |
setCriticalDmg(boolean par) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setCurrentHp(double newHp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setCurrentHpMp(double newHp, double newMp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setDecayed(boolean decayed) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setFirstCommandChannelAttacked(L2CommandChannel firstCommandChannelAttacked) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
setFusionSkill(FusionSkill fb) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setHeading(int heading) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setHealLimit(int power) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setInArenaEvent(boolean val) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setInsideZone(L2Zone zone, byte zoneType, boolean state) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsAfraid(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsBetrayed(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsBlessedByNoblesse(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsBoss(boolean b) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsCastingNow(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsCastingSimultaneouslyNow(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsConfused(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsDead(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsDisarmed(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsFakeDeath(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsFallsdown(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsFlying(final boolean mode) | com.premium.game.model.actor.L2Character | inline |
setIsGrandBoss(boolean b) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsImmobileUntilAttacked(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsImmobilized(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsInvul(boolean b) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsLuckByNoblesse(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsMuted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsOverloaded(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsParalyzed(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPendingRevive(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPetrified(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPhysicalAttackMuted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsPhysicalMuted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRaid(boolean isRaid) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRaidMinion(boolean val) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setisReturningToSpawnPoint(boolean value) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
setIsRooted(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsRunning(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsSleeping(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsSpoiledBy(int value) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setIsStunned(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setIsTeleporting(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setKillable(boolean b) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
setKnowAsUpdated(long time) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setKnownList(CharKnownList value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setLastHealAmount(int hp) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setLastSimultaneousSkillCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setLHandId(int newWeaponId) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setLRHandId(int newLWeaponId, int newRWeaponId) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setMagicBottle(boolean result) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setMustRewardExpSp(boolean value) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
setName(String name) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
setNotAgro(boolean par) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setNotFaction(boolean par) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setOverhitValues(L2Character attacker, double damage) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
setPreventedFromReceivingBuffs(boolean value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setPvpFlagLasts(long time) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setQuestDropable(boolean b) (defined in com.premium.game.model.actor.instance.L2MonsterInstance) | com.premium.game.model.actor.instance.L2MonsterInstance | inline |
setRaidStatus(BossSpawnManager.StatusEnum status) (defined in com.premium.game.model.L2Boss) | com.premium.game.model.L2Boss | inline |
setRHandId(int newWeaponId) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setRunning() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setSeeded() | com.premium.game.model.actor.L2Attackable | inline |
setSeeded(boolean seeded) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
setSeeded(int id, int seederLvl) | com.premium.game.model.actor.L2Attackable | inline |
setSeeded(int id, L2PcInstance seeder) | com.premium.game.model.actor.L2Attackable | inline |
setShowSummonAnimation(boolean showSummonAnimation) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setSkillCast(Future<?> newSkillCast) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setSpawn(L2Spawn spawn) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setSpoil(boolean isSpoil) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
setTarget(L2Object object) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setTeam(int team) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setTemplate(L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inlineprotected |
setTitle(String value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setWalking() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
setXYZ(int x, int y, int z) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
showChatWindow(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
showChatWindow(L2PcInstance player, int val) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
showChatWindow(L2PcInstance player, String filename) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
showLotoWindow(L2PcInstance player, int val) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
showQuestChooseWindow(L2PcInstance player, Quest[] quests) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
showQuestWindow(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
showQuestWindow(L2PcInstance player, String questId) (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
spawnMe() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
spawnMe(int x, int y, int z) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
spawnMe(int x, int y, int z, boolean firstspawn) (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
startAbnormalEffect(AbnormalEffect mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startAbnormalEffect(int mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startBetray() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startConfused() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startFakeDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startFear() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startFusionSkill(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startImmobileUntilAttacked() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startLuckNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startParalyze() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startPhysicalAttackMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startPhysicalMuted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startPvPFlag() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startRandomAnimationTimer() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
startRooted() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startSleeping() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
startStunning() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAbnormalEffect(AbnormalEffect mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAbnormalEffect(int mask) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAllEffects() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopAllEffectsExceptThoseThatLastThroughDeath() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopBetray() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopConfused(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopEffects(L2EffectType type) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopFakeDeath(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopFear(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopHating(L2Character target) (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
stopImmobileUntilAttacked(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopLuckNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMove() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMove(L2CharPosition pos) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMove(L2CharPosition pos, boolean updateKnownObjects) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopNoblesse() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopParalyze(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopPhysicalAttackMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopPhysicalMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopPvPFlag() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopRooting(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopSkillEffects(int skillId) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopSleeping(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
stopStunning(L2Effect effect) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
takeHarvest() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
takeSweep() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | inline |
teleToLocation(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(int x, int y, int z, boolean allowRandomOffset) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(Location loc, boolean allowRandomOffset) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
teleToLocation(TeleportWhereType teleportWhere) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
toggleVisible() (defined in com.premium.game.model.L2Object) | com.premium.game.model.L2Object | inline |
toString() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
updateAbnormalEffect() (defined in com.premium.game.model.actor.L2Npc) | com.premium.game.model.actor.L2Npc | inline |
updateInvisibilityStatus() (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
updatePosition(int gameTicks) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
updatePvPFlag(int value) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
validateMovementHeading(int heading) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
ZoneEnter(L2Zone zone) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
ZoneLeave(L2Zone zone) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |