L2JPREMIUM  5M
com.premium.game.model.L2Guard Member List

This is the complete list of members for com.premium.game.model.L2Guard, including all inherited members.

_ai (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_chanceSkills (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_disabledSkills (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_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.L2Characterprotected
_isDisarmed (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_isInvul (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_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.L2Characterprotected
_isMoving (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_isTeleporting (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_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.L2Characterprotected
_log (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableprotectedstatic
_move (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_rAniTask (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcprotected
_showSummonAnimation (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_skillCast (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_skillCast2 (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_skills (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_startLoc (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_stat (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_status (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_title (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
_zoneValidateCounter (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
abortAttack() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
abortCast() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
absorbSoul() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
addAbsorber(L2PcInstance attacker, int crystalId) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
addAttackerToAttackByList(L2Character player) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addChanceEffect(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addChanceSkill(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addDamage(L2Character attacker, int damage) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
addDamage(L2Character attacker, int damage, L2Skill skill) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
addDamageHate(L2Character attacker, int damage, int aggro) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
addDamageHate(L2Character attacker, int damage, int aggro, L2Skill skill) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
addEffect(L2Effect newEffect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addExpAndSp(long addToExp, int addToSp) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addNotifyQuestOfDeath(QuestState qs) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addSkill(L2Skill newSkill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addStatFunc(Func f) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addStatFuncs(Func[] funcs) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addStatFuncs(Iterable< Func > funcs) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
addTimeStamp(int skill, int reuse) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
breakAttack() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
breakCast() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
broadcastFullInfo() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
broadcastFullInfoImpl() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
broadcastPacket(L2GameServerPacket mov) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
broadcastPacket(L2GameServerPacket mov, int radiusInKnownlist) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
broadcastStatusUpdate() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
broadcastStatusUpdateImpl() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
calcHeading(int x_dest, int y_dest) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
calcHeading(Location dest) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
calcStat(Stats stat, double init, L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
calculateOverhitExp(long normalExp) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
calculateReuseTime(L2Character target, L2Weapon weapon) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
calculateRewards(L2Character lastAttacker)com.premium.game.model.actor.L2Attackableinlineprotected
calculateTimeBetweenAttacks(L2Character target, L2Weapon weapon) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
callSkill(L2Skill skill, L2Character... targets) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
canAbortCast() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
canInteract(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
canReduceHp(double damage, L2Character attacker) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
canReturnToSpawnPoint() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
canTarget(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinlineprotected
charIsGM() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
checkAndEquipArrows() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
clearAggroList() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
clearDamageContributors() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
containsTarget(L2Character player) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
copyAggroList() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
currentZones() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
decayMe() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
deleteMe() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
destroyItem(String process, int objectId, int count, L2Object reference, boolean sendMessage) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
destroyItemByItemId(String process, int itemId, int count, L2Object reference, boolean sendMessage) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
disableAllSkills() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
disableCoreAI(boolean val) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
disableSkill(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
disableSkill(int skillId, long delay) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
doAttack(L2Character target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
doCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
doDie(L2Character killer)com.premium.game.model.actor.L2Attackableinline
doEventDrop(L2Character lastAttacker)com.premium.game.model.actor.L2Attackableinline
doItemDrop(L2Character mainDamageDealer) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
doItemDrop(L2NpcTemplate npcTemplate, L2Character mainDamageDealer) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
doRevive() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
doRevive(double revivePower) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
doSimultaneousCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
dropItem(L2PcInstance lastAttacker, int itemId, int itemCount) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
dropItem(L2PcInstance mainDamageDealer, RewardItem item) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
EMPTY_ARRAY (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectstatic
enableAllSkills() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
enableSkill(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
endDecayTask() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
finishMovement() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
firstSpawn() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
forceIsCasting(int newSkillCastEndTick) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
get2MostHated() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getAbnormalEffect() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAccuracy() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getActingPlayer(L2Object obj) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinlinestatic
getActingPlayer() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getActingSummon(L2Object obj) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinlinestatic
getActingSummon() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getActiveWeapon() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getActiveWeaponInstance() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getActiveWeaponItem() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getAggroList() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getAggroListRP() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getAggroRange() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getAI()com.premium.game.model.actor.L2Attackableinline
getAIAccessor() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAllEffects() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAllSkills() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getArmourExpertisePenalty() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAttackByList() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAttackEndTime() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAttackingBodyPart() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getAttackingChar() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getBowReuse(double reuse) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getBuffCount() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getBusyMessage() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getCalculators() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCastle() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getChanceSkills() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCharacter() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getColHeight() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCollisionHeight() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getCollisionRadius() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getColRadius() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCommandChannelTimer() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getCON() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCriticalDmg(L2Character target, double init) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCriticalHit(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCurrentCp() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCurrentHp() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCurrentHpPercents() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCurrentMp() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getCurrentMpPercents() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDamageContributors() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getDanceCount(boolean dances, boolean songs) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDEX() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDistance(int x, int y) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDistance(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDistanceSq(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDistanceSq(L2Object object) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getDistanceToForgetObject(L2Object object) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getDistanceToWatchObject(L2Object object) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getEvasionRate(L2Character target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getExpReward() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getFactionId() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getFactionRange() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getFirstCommandChannelAttacked() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getFirstEffect(int index) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getFirstEffect(L2EffectType tp) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getFirstEffect(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getFort() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getFusionSkill() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getHating(L2Character target) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getHeading() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getHeadingTo(L2Character target, boolean toChar) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getHealLimit() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getHtmlPath(int npcId, int val) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getInfoPacket() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getINT() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getInventory() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getInventoryLimit() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getIsInTown() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getIsSpoiledBy() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getKnownList() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getKnownSkill(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getL2ClassShortName() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getLastCriticalDmg() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getLastHealAmount() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getLastKnowUpdate() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getLastSimultaneousSkillCast() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getLeftHandItem() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getLevel() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getLevelMod() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getListeners() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getLoc() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getMagicalAttackRange(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMAtk(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMAtkSpd() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMAtkSps(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMaxBuffCount() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMaxCp() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMaxHp() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMaxMp() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMCriticalHit(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMDef(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMEN() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getMostHated() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getMustRewardExpSP() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getName() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getNotAgro() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getNotFaction() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getNotifyQuestOfDeath() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getNpc() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getNpcId() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getOverhitAttacker() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getOverhitDamage() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getParty() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPAtk(L2Character target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPAtkSpd() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPDef(L2Character target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPet() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPhysicalAttackRange() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPlanDistanceSq(int x, int y) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPlanDistanceSq(L2Object object) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getPlayable() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getPlayer() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getPoly() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getPosition() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getPrimaryKey() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getPvpFlagLasts() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getRandomDamage(L2Character target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getRangeToTarget(L2Object par) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getRightHandItem() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getRunSpeed() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getSecondaryWeaponInstance() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getSecondaryWeaponItem() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getSeeder() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getSeedType() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
getShldDef() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getSkillLevel(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getSkills() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getSpawn() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getSpReward() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getStat() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getStatus() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getSTR() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getTarget() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getTargetId() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getTeam() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getTemplate() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
getTitle() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getWalkSpeed() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getWeaponExpertisePenalty() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getWIT() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getWorldRegion() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getX() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getXdestination() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getY() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getYdestination() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getZ() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
getZdestination() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getZone(String type) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
getZones() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
giveBlessingSupport(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
hasAI() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
hasRandomAnimation()com.premium.game.model.actor.L2Attackableinline
hasSkill(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
HEADINGS_IN_PI (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterstatic
initCharStatusUpdateValues() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
insertObjectIdAndShowChatWindow(L2PcInstance player, String content) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
INTERACTION_DISTANCE (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcstatic
isAbsorbed() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
isAfraid() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAggressive() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isAlikeDead() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAllow(EffectTemplate effect, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAllSkillsDisabled() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isArena1x1() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isArena2x2() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isArena4x4() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isArena9x9() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isArenaAttack() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isArenaProtection() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAttackable()com.premium.game.model.actor.L2Attackableinline
isAttackAborted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAttackingDisabled() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAttackingNow() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isAutoAttackable(L2Character attacker) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isBehind(L2Object target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isBehindTarget() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isBetrayed() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isBlessedByNoblesse() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isBoss() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isBusy() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isCastingNow() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isCastingSimultaneouslyNow() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isChampion() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isCharacter() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isConfused() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isCoreAIDisabled() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isDead() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isDecayed() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isDisarmed() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isFacing(L2Object target, int maxAngle) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isFakeDeath() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isFalling(boolean falling, int fallHeight) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isFallsdown() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isFlying()com.premium.game.model.actor.L2Characterinline
isGrandBoss() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isImmobileUntilAttacked() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isImmobilized() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInActiveRegion() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInArenaEvent() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInCombat() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInFrontOf(L2Character target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInFrontOfTarget() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInFunEvent() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isInParty() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInsidePeaceZone(L2Object attacker, L2Object target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlinestatic
isInsidePeaceZone(L2PcInstance attacker, L2Object target) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlinestatic
isInsidePeaceZone(L2PcInstance attacker) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInsideRadius(int x, int y, int radius, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
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.L2Characterinline
isInsideRadius(L2Object object, int radius, boolean checkZ, boolean strictCheck) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInsideZone(byte zone) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInsideZone(String zoneType) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInvul() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInWater() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isInWorld() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isItem() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isLethalImmune() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isLuckByNoblesse() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isMagicBottle() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isMob() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
isMovementDisabled() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isMoving() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isMuted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isNpc() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isOnGeodataPath() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isOutOfControl() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isOverhit() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
isOverloaded() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isParalyzed() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isPendingRevive() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isPetrified() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isPhysicalAttackMuted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isPhysicalMuted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isPlayable() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isPlayer() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
isPreventedFromReceivingBuffs() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isRaid() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isRaidBoss() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isRaidMinion() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isReturningToSpawnPoint() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
isRiding() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isRooted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isRunning() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isSeeded() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
isShowSummonAnimation() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isSkillDisabled(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isSleeping() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isSpoil() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isStunned() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isSweepActive() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
isTeleporting() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isUndead() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isUsingDualWeapon() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
isUsingShot(boolean physical) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
isVisible() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
L2Attackable(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
L2Character(int objectId, L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
L2Guard(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.L2Guard)com.premium.game.model.L2Guardinline
L2Npc(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
L2Object(int objectId) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinlineprotected
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.L2Characterprotected
makeCPRecovery(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
makeStatusUpdate(int... paramVarArgs) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
makeSupportMagic(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
moveToLocation(int x, int y, int z, int offset) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
moveToNextRoutePoint() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
mustFallDownOnDeath() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
needHpUpdate(int barPixels) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
noTarget() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
onAction(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
onActionShift(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
onBypassFeedback(L2PcInstance player, String command) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
onDecay() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
onEffectFinished(L2Character effected, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
onExitChanceEffect() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
onForcedAttack(L2PcInstance player) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
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.L2Characterinlineprotected
onMagicFinalizer(L2Skill skill, L2Object target, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
onMagicHitTimer(L2Character[] targets, L2Skill skill, int coolTime, boolean instant, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
onMagicLaunchedTimer(L2Character[] targets, L2Skill skill, int coolTime, boolean instant, boolean simultaneously) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
onRandomAnimation(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
onSpawn() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
onTeleported() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
overhitEnabled(boolean status) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
player (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterprotected
rechargeAutoSoulShot(boolean physical, boolean magic) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
reduceArrowCount(boolean bolts) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
reduceCurrentHp(double damage, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
reduceCurrentHp(double i, L2Character attacker) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceCurrentHp(double i, L2Character attacker, boolean awake) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceCurrentHp(double i, L2Character attacker, boolean awake, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceCurrentHp(double i, L2Character attacker, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceCurrentHpByDamOverTime(double i, L2Character attacker, boolean awake, int period) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceCurrentMp(double i) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceCurrentMpByDamOverTime(double i, int period) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reduceHate(L2Character target, int amount) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
refreshSkills() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
removeChanceEffect(int id) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeChanceSkill(int id) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeEffect(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeNotifyQuestOfDeath(QuestState st) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeSkill(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeSkill(int skillId, boolean cancelEffect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeSkill(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeSkill(L2Skill skill, boolean cancelEffect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeStatsOwner(FuncOwner owner) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
removeTimeStamp(int skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
reset() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
resetAbsorbList() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
returnHome() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
revalidateZone(boolean force) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
scheduleDespawn(long delay) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
seeSpell(L2PcInstance caster, L2Object target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
sendAvoidMessage(L2Character attacker) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
sendMessage(String message) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
sendNpcDrop(L2PcInstance player, int npcId, int page) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinlinestatic
sendPacket(L2GameServerPacket gsp) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
sendPacket(SystemMessageId sm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setAI(L2CharacterAI newAI) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setArena1x1(boolean comm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setArena2x2(boolean comm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setArena4x4(boolean comm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setArena9x9(boolean comm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setArenaAttack(boolean comm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setArenaProtection(boolean comm) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setAttackingBodypart() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setAttackingChar(L2Character player) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setBusy(boolean isBusy) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setBusyMessage(String message) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setCanReturnToSpawnPoint(boolean value) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
setChampion(boolean champ) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setCollisionHeight(int height) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setCollisionRadius(int radius) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setCommandChannelTimer(CommandChannelTimer commandChannelTimer) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinlineprotected
setCriticalDmg(boolean par) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setCurrentHp(double newHp) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setCurrentHpMp(double newHp, double newMp) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setDecayed(boolean decayed) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setFirstCommandChannelAttacked(L2CommandChannel firstCommandChannelAttacked) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
setFusionSkill(FusionSkill fb) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setHeading(int heading) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setHealLimit(int power) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setInArenaEvent(boolean val) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setInsideZone(L2Zone zone, byte zoneType, boolean state) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsAfraid(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsBetrayed(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsBlessedByNoblesse(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsBoss(boolean b) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsCastingNow(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsCastingSimultaneouslyNow(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsConfused(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsDead(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsDisarmed(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsFakeDeath(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsFallsdown(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsFlying(final boolean mode)com.premium.game.model.actor.L2Characterinline
setIsGrandBoss(boolean b) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsImmobileUntilAttacked(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsImmobilized(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsInvul(boolean b) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsLuckByNoblesse(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsMuted(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsOverloaded(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsParalyzed(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsPendingRevive(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsPetrified(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsPhysicalAttackMuted(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsPhysicalMuted(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsRaid(boolean isRaid) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsRaidMinion(boolean val) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setisReturningToSpawnPoint(boolean value) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
setIsRooted(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsRunning(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsSleeping(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsSpoiledBy(int value) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setIsStunned(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setIsTeleporting(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setKnowAsUpdated(long time) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setKnownList(CharKnownList value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setLastHealAmount(int hp) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setLastSimultaneousSkillCast(L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setLHandId(int newWeaponId) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setLRHandId(int newLWeaponId, int newRWeaponId) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setMagicBottle(boolean result) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setMustRewardExpSp(boolean value) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
setName(String name) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
setNotAgro(boolean par) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setNotFaction(boolean par) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setOverhitValues(L2Character attacker, double damage) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
setPreventedFromReceivingBuffs(boolean value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setPvpFlagLasts(long time) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setRHandId(int newWeaponId) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setRunning() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setSeeded()com.premium.game.model.actor.L2Attackableinline
setSeeded(boolean seeded) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
setSeeded(int id, int seederLvl)com.premium.game.model.actor.L2Attackableinline
setSeeded(int id, L2PcInstance seeder)com.premium.game.model.actor.L2Attackableinline
setShowSummonAnimation(boolean showSummonAnimation) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setSkillCast(Future<?> newSkillCast) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setSpawn(L2Spawn spawn) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setSpoil(boolean isSpoil) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
setTarget(L2Object object) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setTeam(int team) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setTemplate(L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinlineprotected
setTitle(String value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setWalking() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
setXYZ(int x, int y, int z) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
showChatWindow(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
showChatWindow(L2PcInstance player, int val) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
showChatWindow(L2PcInstance player, String filename) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
showLotoWindow(L2PcInstance player, int val) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
showQuestChooseWindow(L2PcInstance player, Quest[] quests) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
showQuestWindow(L2PcInstance player) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
showQuestWindow(L2PcInstance player, String questId) (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
spawnMe() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
spawnMe(int x, int y, int z) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
spawnMe(int x, int y, int z, boolean firstspawn) (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
startAbnormalEffect(AbnormalEffect mask) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startAbnormalEffect(int mask) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startBetray() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startConfused() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startFakeDeath() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startFear() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startFusionSkill(L2Character target, L2Skill skill) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startImmobileUntilAttacked() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startLuckNoblesse() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startMuted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startParalyze() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startPhysicalAttackMuted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startPhysicalMuted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startPvPFlag() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startRandomAnimationTimer() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
startRooted() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startSleeping() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
startStunning() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopAbnormalEffect(AbnormalEffect mask) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopAbnormalEffect(int mask) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopAllEffects() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopAllEffectsExceptThoseThatLastThroughDeath() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopBetray() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopConfused(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopEffects(L2EffectType type) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopFakeDeath(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopFear(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopHating(L2Character target) (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
stopImmobileUntilAttacked(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopLuckNoblesse() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopMove() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopMove(L2CharPosition pos) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopMove(L2CharPosition pos, boolean updateKnownObjects) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopNoblesse() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopParalyze(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopPhysicalAttackMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopPhysicalMuted(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopPvPFlag() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopRooting(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopSkillEffects(int skillId) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopSleeping(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
stopStunning(L2Effect effect) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
takeHarvest() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
takeSweep() (defined in com.premium.game.model.actor.L2Attackable)com.premium.game.model.actor.L2Attackableinline
teleToLocation(int x, int y, int z) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
teleToLocation(int x, int y, int z, boolean allowRandomOffset) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
teleToLocation(Location loc, boolean allowRandomOffset) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
teleToLocation(TeleportWhereType teleportWhere) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
toggleVisible() (defined in com.premium.game.model.L2Object)com.premium.game.model.L2Objectinline
toString() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
updateAbnormalEffect() (defined in com.premium.game.model.actor.L2Npc)com.premium.game.model.actor.L2Npcinline
updateInvisibilityStatus() (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
updatePosition(int gameTicks) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
updatePvPFlag(int value) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
validateMovementHeading(int heading) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
ZoneEnter(L2Zone zone) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline
ZoneLeave(L2Zone zone) (defined in com.premium.game.model.actor.L2Character)com.premium.game.model.actor.L2Characterinline