| _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 |
| _log (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | protectedstatic |
| _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.L2Attackable) | com.premium.game.model.actor.L2Attackable | 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 |
| 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 |
| 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.actor.L2Npc) | com.premium.game.model.actor.L2Npc | 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.L2Npc) | com.premium.game.model.actor.L2Npc | 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.actor.L2Attackable | 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.L2Attackable) | com.premium.game.model.actor.L2Attackable | 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 |
| getKnownList() (defined in com.premium.game.model.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| hasRandomAnimation() | com.premium.game.model.actor.L2Attackable | 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 |
| 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.L2Npc) | com.premium.game.model.actor.L2Npc | 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.L2Object) | com.premium.game.model.L2Object | 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 |
| L2Character(int objectId, L2CharTemplate template) (defined in com.premium.game.model.actor.L2Character) | com.premium.game.model.actor.L2Character | inline |
| L2Guard(int objectId, L2NpcTemplate template) (defined in com.premium.game.model.L2Guard) | com.premium.game.model.L2Guard | 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 |
| 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 |
| 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.L2Attackable) | com.premium.game.model.actor.L2Attackable | 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.actor.L2Attackable) | com.premium.game.model.actor.L2Attackable | 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 |
| 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 |
| 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 |