C# Class DarkEmu_GameServer.obj

Show file Open project: CarlosX/DarkEmu Class Usage Examples

Public Properties

Property Type Description
Agro List<_agro>
Attack System.Threading.Timer
AttackHandle Thread
AttackSpeed double
Busy bool
DeBuff _debuff
EffectTimer System.Threading.Timer[]
HP int
ID int
Ids DarkEmu_GameServer.Global.ID
Move sbyte
Spawn List
SpeedWalk float
Target object
UniqueID int
aRound bool[]
area short
guard bool[]
rnd System.Random
rotation System.Int32
spawnOran byte
x double
xSec byte

Public Methods

Method Description
AddAgroDmg ( int playerid, int dmg ) : void
AttackCallBack ( object e ) : void
AttackHim ( int AttackType ) : void
AttackMain ( ) : void
AttackStop ( ) : void
AutoRunCallBack ( object e ) : void
CalcSharedPartyExpSp ( int paramexp, party pt, Systems targetplayer, long &outexp ) : void
ChangeState ( byte type, byte type2 ) : void
CheckAgro ( ) : void
CheckEveryOne ( ) : void
CheckEveryOne ( object e ) : void
CheckUnique ( ) : void
CheckUnique ( Systems s ) : void
DeBuffGetFreeSlot ( ) : byte
DeSpawnMe ( ) : void
DeleteTarget ( ) : void
Dispose ( ) : void
FollowHim ( Systems sys ) : void
GetAgroClass ( int id ) : _agro
GetBlueRandom ( ) : List
GetElixir ( byte level ) : List
GetItemType ( int id ) : byte
GetLevelItem ( byte level ) : List
GetLevelItemSOX ( byte level ) : List
GetMaterials ( byte level ) : List
GetPotions ( byte level ) : List
GetRangePlayers ( int dist ) : List
GetTarget ( ) : object
GotoPlayer ( character Player, double distance ) : void
Mob_Effect_CallBack ( object e ) : void
ObjeSleepCallBack ( object e ) : void
RandomMonster ( int sID, byte randomTYPE ) : void
Regen ( int time ) : void
Send ( byte buff ) : void
SetExperience ( ) : void
SetPartyMemberExp ( Systems ch, long expamount, short stat, long sp ) : void
SetSp ( Systems sys, long sp ) : void
Sleep ( int time ) : void
SpawnMe ( ) : void
Spawned ( int id ) : bool
StartAgressiveTimer ( int time ) : void

Check the distance between the mob and player every time

StartAttackTimer_old ( int Time ) : void
StartDeadTimer ( int time ) : void
StartEffectTimer ( int time, byte e_index ) : void
StartGanimet ( int time ) : void
StartMovement ( int perTime ) : void
StartObjeSleep ( int time ) : void
StartRunTimer ( int time ) : void
StopAgressiveTimer ( ) : void
StopAttackTimer ( ) : void
StopAutoRunTimer ( ) : void
StopEffectTimer ( byte e_index ) : void
StopMovement ( ) : void
deadcallback ( object e ) : void
ganicallback ( object e ) : void
obj ( ) : System
reSpawn ( ) : void
sleepcallback ( object e ) : void
walkcallback ( object e ) : void

Method Details

AddAgroDmg() public method

public AddAgroDmg ( int playerid, int dmg ) : void
playerid int
dmg int
return void

AttackCallBack() public method

public AttackCallBack ( object e ) : void
e object
return void

AttackHim() public method

public AttackHim ( int AttackType ) : void
AttackType int
return void

AttackMain() public method

public AttackMain ( ) : void
return void

AttackStop() public method

public AttackStop ( ) : void
return void

AutoRunCallBack() public method

public AutoRunCallBack ( object e ) : void
e object
return void

CalcSharedPartyExpSp() public method

public CalcSharedPartyExpSp ( int paramexp, party pt, Systems targetplayer, long &outexp ) : void
paramexp int
pt party
targetplayer Systems
outexp long
return void

ChangeState() public method

public ChangeState ( byte type, byte type2 ) : void
type byte
type2 byte
return void

CheckAgro() public method

public CheckAgro ( ) : void
return void

CheckEveryOne() public method

public CheckEveryOne ( ) : void
return void

CheckEveryOne() public method

public CheckEveryOne ( object e ) : void
e object
return void

CheckUnique() public method

public CheckUnique ( ) : void
return void

CheckUnique() public method

public CheckUnique ( Systems s ) : void
s Systems
return void

DeBuffGetFreeSlot() public method

public DeBuffGetFreeSlot ( ) : byte
return byte

DeSpawnMe() public method

public DeSpawnMe ( ) : void
return void

DeleteTarget() public method

public DeleteTarget ( ) : void
return void

Dispose() public method

public Dispose ( ) : void
return void

FollowHim() public method

public FollowHim ( Systems sys ) : void
sys Systems
return void

GetAgroClass() public method

public GetAgroClass ( int id ) : _agro
id int
return _agro

GetBlueRandom() public method

public GetBlueRandom ( ) : List
return List

GetElixir() public method

public GetElixir ( byte level ) : List
level byte
return List

GetItemType() public static method

public static GetItemType ( int id ) : byte
id int
return byte

GetLevelItem() public method

public GetLevelItem ( byte level ) : List
level byte
return List

GetLevelItemSOX() public method

public GetLevelItemSOX ( byte level ) : List
level byte
return List

GetMaterials() public method

public GetMaterials ( byte level ) : List
level byte
return List

GetPotions() public method

public GetPotions ( byte level ) : List
level byte
return List

GetRangePlayers() public method

public GetRangePlayers ( int dist ) : List
dist int
return List

GetTarget() public method

public GetTarget ( ) : object
return object

GotoPlayer() public method

public GotoPlayer ( character Player, double distance ) : void
Player character
distance double
return void

Mob_Effect_CallBack() public method

public Mob_Effect_CallBack ( object e ) : void
e object
return void

ObjeSleepCallBack() public method

public ObjeSleepCallBack ( object e ) : void
e object
return void

RandomMonster() public method

public RandomMonster ( int sID, byte randomTYPE ) : void
sID int
randomTYPE byte
return void

Regen() public method

public Regen ( int time ) : void
time int
return void

Send() public method

public Send ( byte buff ) : void
buff byte
return void

SetExperience() public method

public SetExperience ( ) : void
return void

SetPartyMemberExp() public static method

public static SetPartyMemberExp ( Systems ch, long expamount, short stat, long sp ) : void
ch Systems
expamount long
stat short
sp long
return void

SetSp() public static method

public static SetSp ( Systems sys, long sp ) : void
sys Systems
sp long
return void

Sleep() public method

public Sleep ( int time ) : void
time int
return void

SpawnMe() public method

public SpawnMe ( ) : void
return void

Spawned() public method

public Spawned ( int id ) : bool
id int
return bool

StartAgressiveTimer() public method

Check the distance between the mob and player every time
public StartAgressiveTimer ( int time ) : void
time int /// The time in milliseconds. /// A ///
return void

StartAttackTimer_old() public method

public StartAttackTimer_old ( int Time ) : void
Time int
return void

StartDeadTimer() public method

public StartDeadTimer ( int time ) : void
time int
return void

StartEffectTimer() public method

public StartEffectTimer ( int time, byte e_index ) : void
time int
e_index byte
return void

StartGanimet() public method

public StartGanimet ( int time ) : void
time int
return void

StartMovement() public method

public StartMovement ( int perTime ) : void
perTime int
return void

StartObjeSleep() public method

public StartObjeSleep ( int time ) : void
time int
return void

StartRunTimer() public method

public StartRunTimer ( int time ) : void
time int
return void

StopAgressiveTimer() public method

public StopAgressiveTimer ( ) : void
return void

StopAttackTimer() public method

public StopAttackTimer ( ) : void
return void

StopAutoRunTimer() public method

public StopAutoRunTimer ( ) : void
return void

StopEffectTimer() public method

public StopEffectTimer ( byte e_index ) : void
e_index byte
return void

StopMovement() public method

public StopMovement ( ) : void
return void

deadcallback() public method

public deadcallback ( object e ) : void
e object
return void

ganicallback() public method

public ganicallback ( object e ) : void
e object
return void

obj() public method

public obj ( ) : System
return System

reSpawn() public method

public reSpawn ( ) : void
return void

sleepcallback() public method

public sleepcallback ( object e ) : void
e object
return void

walkcallback() public method

public walkcallback ( object e ) : void
e object
return void

Property Details

Agro public property

public List<_agro> Agro
return List<_agro>

Attack public property

public Timer,System.Threading Attack
return System.Threading.Timer

AttackHandle public property

public Thread AttackHandle
return Thread

AttackSpeed public property

public double AttackSpeed
return double

Busy public property

public bool Busy
return bool

DeBuff public property

public _debuff DeBuff
return _debuff

EffectTimer public property

public Timer[],System.Threading EffectTimer
return System.Threading.Timer[]

HP public property

public int HP
return int

ID public property

public int ID
return int

Ids public property

public ID,DarkEmu_GameServer.Global Ids
return DarkEmu_GameServer.Global.ID

Move public property

public sbyte Move
return sbyte

Spawn public property

public List Spawn
return List

SpeedWalk public property

public float SpeedWalk
return float

Target public property

public object Target
return object

UniqueID public property

public int UniqueID
return int

aRound public property

public bool[] aRound
return bool[]

area public property

public short area
return short

guard public property

public bool[] guard
return bool[]

rnd public property

public Random,System rnd
return System.Random

rotation public property

public Int32,System rotation
return System.Int32

spawnOran public property

public byte spawnOran
return byte

x public property

public double x
return double

xSec public property

public byte xSec
return byte