C# 클래스 Aura.Channel.Scripting.Scripts.NpcScript

상속: GeneralScript
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공개 메소드들

메소드 설명
AcquireItem ( int itemId ) : void

Adds item to player's inventory and shows an acquire window.

AutoContinue ( int duration ) : DialogAutoContinue
Bgm ( string file ) : DialogBgm
Button ( string text, string keyword = null, string onFrame = null ) : DialogButton
CanDoPtj ( PtjType type, int remaining = 99 ) : bool

Returns true if the player can do a PTJ of type, because he hasn't done one of the same type today.

Cancel ( ) : void

Cancels conversation.

Close ( Hide hide, string message ) : void

Closes dialog box, by sending NpcTalkEndR, and leaves the NPC.

Close ( string message = null ) : void

Closes dialog box, by sending NpcTalkEndR, and leaves the NPC.

Close2 ( Hide hide, string message ) : void

Sends NpcTalkEndR but doesn't leave NPC.

Close2 ( string message = null ) : void

Sends NpcTalkEndR but doesn't leave NPC.

CompletePtj ( string rewardReply ) : void

Completes PTJ quest, if one is active. Rewards the selected rewards.

CompleteQuest ( int questId ) : void

Completes quest (incl rewards).

Conversation ( ) : Task

Conversation (keywords) loop.

This is a separate method so it can be called from hooks that go into keyword handling after they're done, without mood message.

DoingPtj ( ) : bool

Returns true if a PTJ quest is active.

DoingPtj ( PtjType type ) : bool

Returns true if a PTJ quest is active and its type matches the given one.

DoingPtjForNpc ( ) : bool

Returns true if a PTJ quest is active.

DoingPtjForOtherNpc ( ) : bool

Returns true if a PTJ quest is active for a different NPC.

Elements ( ) : DialogElement
End ( string message = null ) : void

Sends Close, using either the message or the standard ending phrase.

ErinnHour ( int min, int max ) : bool

Returns true if Erinn time is between min (incl.) and max (excl.).

Exit ( ) : void

Throws exception to leave NPC.

Expression ( string expression ) : DialogFaceExpression
FavorExpression ( ) : DialogFaceExpression
FinishQuest ( int questId, string objective ) : bool

Finishes objective in quest.

GetMood ( ) : NpcMood

Gets the mood.

GetMoodString ( ) : string

Gets the mood string for the current mood.

GetMoodString ( NpcMood mood ) : string

Gets the mood string for the given mood.

GetPtjDoneCount ( PtjType type ) : int

Returns number of times the player has done the given PTJ type.

GetPtjQuestLevel ( PtjType type ) : QuestLevel

Returns the player's level (basic, int, adv) for the given PTJ type.

GetPtjResult ( ) : QuestResult

Returns how well the current PTJ has been done (so far).

GetPtjSuccessCount ( PtjType type ) : int

Returns number of times the player has successfully done the given PTJ type.

GiftAsync ( Item gift ) : void

Called from packet handler when a player starts the conversation with a gift.

GiveGold ( int amount ) : bool

Adds given amount of gold to the player's inventory.

GiveItem ( Item item ) : bool

Adds item to player's inventory.

GiveItem ( int itemId, int amount = 1 ) : bool

Adds item(s) to player's inventory.

GiveItem ( int itemId, uint color1, uint color2, uint color3 ) : bool

Adds an item to player's inventory with specific colors.

GiveKeyword ( string keyword ) : void

Returns true if player has the keyword.

GiveSkill ( SkillId skillId, SkillRank rank = SkillRank.Novice ) : void

Gives skill to player if he doesn't have it on that rank yet.

GiveUpPtj ( ) : void

Gives up Ptj (fail without rewards).

GiveWarpScroll ( int itemId, string portal ) : bool

Adds warp scroll to player's inventory.

HasItem ( int itemId, int amount = 1 ) : bool

Checks if player has item(s) in their inventory.

HasKeyword ( string keyword ) : bool

Returns true if player has the keyword.

HasQuest ( int questId ) : bool

Returns true if player has quest, completed or not.

HasSkill ( SkillId skillId, SkillRank rank = SkillRank.Novice ) : bool

Checks if player has the skill.

Hotkey ( string text ) : DialogHotkey
Image ( string name ) : DialogImage
Image ( string name, bool localize = false, int width, int height ) : DialogImage
Image ( string name, int width, int height ) : DialogImage
Init ( ) : bool

Initiates the NPC script, creating and placing the NPC.

Input ( string title = "Input", string text = "", byte maxLength = 20, bool cancelable = true ) : DialogInput
IsSkill ( SkillId skillId, SkillRank rank ) : bool

Checks if player has the skill on the specified rank.

List ( string text ) : DialogList
List ( string text, int height ) : DialogList
List ( string text, int height, string cancelKeyword ) : DialogList
Minimap ( bool zoom, bool maxSize, bool center ) : DialogMinimap
ModifyRelation ( int memory, int favor, int stress ) : void

Modifies memory, favor, and stress and sends random reaction message based on the favor change.

Movie ( string file, int width, int height, bool loop = true ) : DialogMovie
Msg ( ) : void

Sends dialog to player's client.

Msg ( Hide hide ) : void

Sends dialog to player's client.

Notice ( NoticeType type, string format ) : void

Displays notice.

Notice ( string format ) : void

Displays notice.

OpenBank ( string bankId ) : void

Opens bank window.

OpenGuildRobeCreation ( ) : void

Opens guild robe creation interface.

PtjDesc ( int questId, string name, string title, int maxAvailableJobs, int remainingJobs, int history ) : DialogPtjDesc
PtjReport ( QuestResult result ) : DialogPtjReport
QuestActive ( int questId, string objective = null ) : bool

Returns true if quest is in progress.

QuestActiveUncompleted ( int questId ) : bool

Returns true if player has quest, but it's not done yet, or hasn't been completed.

QuestCompleted ( int questId ) : bool

Returns true if quest was completed.

QuestObjective ( int questId ) : string

Returns current quest objective.

RandomPtj ( PtjType type ) : int

Returns a random quest id from the given ones, based on the current Erinn day and the player's success rate for this PTJ type.

RedeemCoupon ( string code ) : bool

Redeems code if found.

RemoveItem ( int itemId, int amount = 1 ) : bool

Removes item(s) from a player's inventory.

RemoveKeyword ( string keyword ) : void

Returns true if player has the keyword.

Repair ( string repairReply, int rate ) : RepairResult

Tries to repair item specified in the repair reply.

Resume ( string response ) : void

Sets response and returns from Select.

RndFavorMsg ( ) : void

Sends one of the passed messages + FavorExpression.

RndMsg ( ) : void

Sends one of the passed messages.

Select ( ) : Task

Informs the client that something can be selected now.

SelectItem ( string title, string caption, string tags ) : DialogSelectItem
SendOwl ( int questId ) : void

Sends quest to player via owl.

SendOwl ( int questId, int delay ) : void

Sends quest to player via owl after the delay.

SetAi ( string name ) : void

Changes the NPC's AI.

SetDefaultName ( string name ) : DialogSetDefaultName
SetHoodDown ( ) : void

Pulls down the hood of all equipped robes.

ShowDirection ( int x, int y, int angle ) : DialogShowDirection
ShowPosition ( int region, int x, int y, int remainingTime ) : DialogShowPosition
StartConversation ( ) : Task

Conversation (keywords) loop with initial mood message.

StartPtj ( int questId ) : void

Starts PTJ quest.

StartQuest ( int questId ) : void

(Re)Starts quest.

SystemMsg ( string format ) : void

Displays system message in player's chat log.

SystemNotice ( string format ) : void

Displays as notice and system message.

TalkAsync ( ) : void

Called from packet handler when a player starts the conversation.

Text ( string format ) : DialogText
UpdateRelationAfterGreet ( ) : void

Updates relation between NPC and Player based on current relation values.

Handles common update of relation values, which almost all NPCs do, after greeting the player on the start of a Conversation.

Upgrade ( string upgradeReply ) : UpgradeResult

Tries to upgrade item specified in the reply.

Only warn when something goes wrong, because problems can be caused by replies unknown to us or an outdated database. The NPCs don't have replies for failed upgrades, because the client disables invalid upgrades, you shouldn't be able to get a fail, unless you "hacked", modified client files, or Aura is outdated.

보호된 메소드들

메소드 설명
AddPhrase ( string phrase ) : void

Adds phrase to AI.

EquipItem ( Pocket pocket, int itemId, uint color1, uint color2, uint color3, ItemState state = ItemState.Up ) : void

Adds item to NPC's inventory.

GetGiftReaction ( Item gift ) : GiftReaction

Returns NPCs reaction to gifted item.

Gift ( Item gift, GiftReaction reaction ) : Task

Called from Gift, override to react to gifts.

Hook ( string hookName ) : Task

Execute Hook! Harhar.

Runs all hook funcs, one by one.

Intro ( ) : Task

Joins lines and sends them as Msg, but only once per creature and NPC per session.

Keywords ( string keyword ) : Task

Called from conversation, keyword handling.

NpcScript ( ) : System

Initializes class

OpenShop ( string typeName ) : void

Opens shop for player.

SetBgm ( string fileName ) : void

Sends Msg with Bgm element.

SetBody ( float height = 1, float weight = 1, float upper = 1, float lower = 1 ) : void

Sets NPC's body proportions.

SetColor ( uint color1 = 0x808080, uint color2 = 0x808080, uint color3 = 0x808080 ) : void

Sets NPC's color values.

SetFace ( byte skinColor, short eyeType, byte eyeColor, byte mouthType ) : void

Sets NPC's face values.

SetGiftWeights ( float adult, float anime, float beauty, float individuality, float luxury, float maniac, float meaning, float rarity, float sexy, float toughness, float utility ) : void

Sets the gift weights.

SetId ( long entityId ) : void

Sets id of the NPC.

Only required for NPCs like Nao and Tin, avoid if possible!

SetLocation ( int regionId, int x, int y, byte direction ) : void

Sets NPC's location.

SetName ( string name ) : void

Sets NPC's name.

SetPortrait ( string name ) : void

Sets NPC's portrait.

SetRace ( int raceId ) : void

Sets NPC's race.

This must be the first setup method called, since it creates the NPC with its default settings.

SetStand ( string stand, string talkStand = null ) : void

Sets NPC's stand style.

ShowKeywords ( ) : void

Opens keyword window.

Select should be sent afterwards... so you can actually select a keyword.

Talk ( ) : Task

Called when a player starts the conversation.

TalkPet ( ) : Task

Called when a pet starts the conversation.

TrainSkill ( SkillId skillId, int condition ) : void

Trains the specified condition for skill by one.

비공개 메소드들

메소드 설명
HtmlEncode ( string html ) : string

Encodes HTML characters in string.

Encodes &, >, <, ", and \. Custom method, as HttpUtility.HtmlEncode encodes UTF8 characters, but the client doesn't understand the codes.

메소드 상세

AcquireItem() 공개 메소드

Adds item to player's inventory and shows an acquire window.
public AcquireItem ( int itemId ) : void
itemId int
리턴 void

AddPhrase() 보호된 메소드

Adds phrase to AI.
protected AddPhrase ( string phrase ) : void
phrase string
리턴 void

AutoContinue() 공개 메소드

public AutoContinue ( int duration ) : DialogAutoContinue
duration int
리턴 DialogAutoContinue

Bgm() 공개 메소드

public Bgm ( string file ) : DialogBgm
file string
리턴 DialogBgm

Button() 공개 메소드

public Button ( string text, string keyword = null, string onFrame = null ) : DialogButton
text string
keyword string
onFrame string
리턴 DialogButton

CanDoPtj() 공개 메소드

Returns true if the player can do a PTJ of type, because he hasn't done one of the same type today.
public CanDoPtj ( PtjType type, int remaining = 99 ) : bool
type PtjType
remaining int
리턴 bool

Cancel() 공개 메소드

Cancels conversation.
public Cancel ( ) : void
리턴 void

Close() 공개 메소드

Closes dialog box, by sending NpcTalkEndR, and leaves the NPC.
public Close ( Hide hide, string message ) : void
hide Hide
message string Dialog closes immediately if null.
리턴 void

Close() 공개 메소드

Closes dialog box, by sending NpcTalkEndR, and leaves the NPC.
public Close ( string message = null ) : void
message string Dialog closes immediately if null.
리턴 void

Close2() 공개 메소드

Sends NpcTalkEndR but doesn't leave NPC.
public Close2 ( Hide hide, string message ) : void
hide Hide
message string Dialog closes immediately if null.
리턴 void

Close2() 공개 메소드

Sends NpcTalkEndR but doesn't leave NPC.
public Close2 ( string message = null ) : void
message string Dialog closes immediately if null.
리턴 void

CompletePtj() 공개 메소드

Completes PTJ quest, if one is active. Rewards the selected rewards.
public CompletePtj ( string rewardReply ) : void
rewardReply string Example: @reward:0
리턴 void

CompleteQuest() 공개 메소드

Completes quest (incl rewards).
public CompleteQuest ( int questId ) : void
questId int
리턴 void

Conversation() 공개 메소드

Conversation (keywords) loop.
This is a separate method so it can be called from hooks that go into keyword handling after they're done, without mood message.
public Conversation ( ) : Task
리턴 Task

DoingPtj() 공개 메소드

Returns true if a PTJ quest is active.
public DoingPtj ( ) : bool
리턴 bool

DoingPtj() 공개 메소드

Returns true if a PTJ quest is active and its type matches the given one.
public DoingPtj ( PtjType type ) : bool
type PtjType
리턴 bool

DoingPtjForNpc() 공개 메소드

Returns true if a PTJ quest is active.
public DoingPtjForNpc ( ) : bool
리턴 bool

DoingPtjForOtherNpc() 공개 메소드

Returns true if a PTJ quest is active for a different NPC.
public DoingPtjForOtherNpc ( ) : bool
리턴 bool

Elements() 공개 메소드

public Elements ( ) : DialogElement
리턴 DialogElement

End() 공개 메소드

Sends Close, using either the message or the standard ending phrase.
public End ( string message = null ) : void
message string
리턴 void

EquipItem() 보호된 메소드

Adds item to NPC's inventory.
protected EquipItem ( Pocket pocket, int itemId, uint color1, uint color2, uint color3, ItemState state = ItemState.Up ) : void
pocket Pocket
itemId int
color1 uint
color2 uint
color3 uint
state ItemState For robes and helmets
리턴 void

ErinnHour() 공개 메소드

Returns true if Erinn time is between min (incl.) and max (excl.).
public ErinnHour ( int min, int max ) : bool
min int
max int
리턴 bool

Exit() 공개 메소드

Throws exception to leave NPC.
public Exit ( ) : void
리턴 void

Expression() 공개 메소드

public Expression ( string expression ) : DialogFaceExpression
expression string
리턴 DialogFaceExpression

FavorExpression() 공개 메소드

public FavorExpression ( ) : DialogFaceExpression
리턴 DialogFaceExpression

FinishQuest() 공개 메소드

Finishes objective in quest.
public FinishQuest ( int questId, string objective ) : bool
questId int
objective string
리턴 bool

GetGiftReaction() 보호된 메소드

Returns NPCs reaction to gifted item.
protected GetGiftReaction ( Item gift ) : GiftReaction
gift Item
리턴 GiftReaction

GetMood() 공개 메소드

Gets the mood.
public GetMood ( ) : NpcMood
리턴 NpcMood

GetMoodString() 공개 메소드

Gets the mood string for the current mood.
public GetMoodString ( ) : string
리턴 string

GetMoodString() 공개 메소드

Gets the mood string for the given mood.
public GetMoodString ( NpcMood mood ) : string
mood NpcMood The mood.
리턴 string

GetPtjDoneCount() 공개 메소드

Returns number of times the player has done the given PTJ type.
public GetPtjDoneCount ( PtjType type ) : int
type PtjType
리턴 int

GetPtjQuestLevel() 공개 메소드

Returns the player's level (basic, int, adv) for the given PTJ type.
public GetPtjQuestLevel ( PtjType type ) : QuestLevel
type PtjType
리턴 QuestLevel

GetPtjResult() 공개 메소드

Returns how well the current PTJ has been done (so far).
public GetPtjResult ( ) : QuestResult
리턴 QuestResult

GetPtjSuccessCount() 공개 메소드

Returns number of times the player has successfully done the given PTJ type.
public GetPtjSuccessCount ( PtjType type ) : int
type PtjType
리턴 int

Gift() 보호된 메소드

Called from Gift, override to react to gifts.
protected Gift ( Item gift, GiftReaction reaction ) : Task
gift Item Item gifted to the NPC by the player.
reaction GiftReaction NPCs reaction to the gift.
리턴 Task

GiftAsync() 공개 메소드

Called from packet handler when a player starts the conversation with a gift.
public GiftAsync ( Item gift ) : void
gift Item
리턴 void

GiveGold() 공개 메소드

Adds given amount of gold to the player's inventory.
public GiveGold ( int amount ) : bool
amount int
리턴 bool

GiveItem() 공개 메소드

Adds item to player's inventory.
public GiveItem ( Item item ) : bool
item Item
리턴 bool

GiveItem() 공개 메소드

Adds item(s) to player's inventory.
public GiveItem ( int itemId, int amount = 1 ) : bool
itemId int
amount int
리턴 bool

GiveItem() 공개 메소드

Adds an item to player's inventory with specific colors.
public GiveItem ( int itemId, uint color1, uint color2, uint color3 ) : bool
itemId int
color1 uint
color2 uint
color3 uint
리턴 bool

GiveKeyword() 공개 메소드

Returns true if player has the keyword.
public GiveKeyword ( string keyword ) : void
keyword string
리턴 void

GiveSkill() 공개 메소드

Gives skill to player if he doesn't have it on that rank yet.
public GiveSkill ( SkillId skillId, SkillRank rank = SkillRank.Novice ) : void
skillId SkillId
rank SkillRank
리턴 void

GiveUpPtj() 공개 메소드

Gives up Ptj (fail without rewards).
public GiveUpPtj ( ) : void
리턴 void

GiveWarpScroll() 공개 메소드

Adds warp scroll to player's inventory.
public GiveWarpScroll ( int itemId, string portal ) : bool
itemId int
portal string
리턴 bool

HasItem() 공개 메소드

Checks if player has item(s) in their inventory.
public HasItem ( int itemId, int amount = 1 ) : bool
itemId int
amount int
리턴 bool

HasKeyword() 공개 메소드

Returns true if player has the keyword.
public HasKeyword ( string keyword ) : bool
keyword string
리턴 bool

HasQuest() 공개 메소드

Returns true if player has quest, completed or not.
public HasQuest ( int questId ) : bool
questId int
리턴 bool

HasSkill() 공개 메소드

Checks if player has the skill.
public HasSkill ( SkillId skillId, SkillRank rank = SkillRank.Novice ) : bool
skillId SkillId
rank SkillRank
리턴 bool

Hook() 보호된 메소드

Execute Hook! Harhar.
Runs all hook funcs, one by one.
protected Hook ( string hookName ) : Task
hookName string
리턴 Task

Hotkey() 공개 메소드

public Hotkey ( string text ) : DialogHotkey
text string
리턴 DialogHotkey

Image() 공개 메소드

public Image ( string name ) : DialogImage
name string
리턴 DialogImage

Image() 공개 메소드

public Image ( string name, bool localize = false, int width, int height ) : DialogImage
name string
localize bool
width int
height int
리턴 DialogImage

Image() 공개 메소드

public Image ( string name, int width, int height ) : DialogImage
name string
width int
height int
리턴 DialogImage

Init() 공개 메소드

Initiates the NPC script, creating and placing the NPC.
public Init ( ) : bool
리턴 bool

Input() 공개 메소드

public Input ( string title = "Input", string text = "", byte maxLength = 20, bool cancelable = true ) : DialogInput
title string
text string
maxLength byte
cancelable bool
리턴 DialogInput

Intro() 보호된 메소드

Joins lines and sends them as Msg, but only once per creature and NPC per session.
protected Intro ( ) : Task
리턴 Task

IsSkill() 공개 메소드

Checks if player has the skill on the specified rank.
public IsSkill ( SkillId skillId, SkillRank rank ) : bool
skillId SkillId
rank SkillRank
리턴 bool

Keywords() 보호된 메소드

Called from conversation, keyword handling.
protected Keywords ( string keyword ) : Task
keyword string
리턴 Task

List() 공개 메소드

public List ( string text ) : DialogList
text string
리턴 DialogList

List() 공개 메소드

public List ( string text, int height ) : DialogList
text string
height int
리턴 DialogList

List() 공개 메소드

public List ( string text, int height, string cancelKeyword ) : DialogList
text string
height int
cancelKeyword string
리턴 DialogList

Minimap() 공개 메소드

public Minimap ( bool zoom, bool maxSize, bool center ) : DialogMinimap
zoom bool
maxSize bool
center bool
리턴 DialogMinimap

ModifyRelation() 공개 메소드

Modifies memory, favor, and stress and sends random reaction message based on the favor change.
public ModifyRelation ( int memory, int favor, int stress ) : void
memory int
favor int
stress int
리턴 void

Movie() 공개 메소드

public Movie ( string file, int width, int height, bool loop = true ) : DialogMovie
file string
width int
height int
loop bool
리턴 DialogMovie

Msg() 공개 메소드

Sends dialog to player's client.
public Msg ( ) : void
리턴 void

Msg() 공개 메소드

Sends dialog to player's client.
public Msg ( Hide hide ) : void
hide Hide
리턴 void

Notice() 공개 메소드

Displays notice.
public Notice ( NoticeType type, string format ) : void
type NoticeType
format string
리턴 void

Notice() 공개 메소드

Displays notice.
public Notice ( string format ) : void
format string
리턴 void

NpcScript() 보호된 메소드

Initializes class
protected NpcScript ( ) : System
리턴 System

OpenBank() 공개 메소드

Opens bank window.
public OpenBank ( string bankId ) : void
bankId string The unique identifier for the bank to open.
리턴 void

OpenGuildRobeCreation() 공개 메소드

Opens guild robe creation interface.
public OpenGuildRobeCreation ( ) : void
리턴 void

OpenShop() 보호된 메소드

Opens shop for player.
protected OpenShop ( string typeName ) : void
typeName string
리턴 void

PtjDesc() 공개 메소드

public PtjDesc ( int questId, string name, string title, int maxAvailableJobs, int remainingJobs, int history ) : DialogPtjDesc
questId int
name string
title string
maxAvailableJobs int
remainingJobs int
history int
리턴 DialogPtjDesc

PtjReport() 공개 메소드

public PtjReport ( QuestResult result ) : DialogPtjReport
result QuestResult
리턴 DialogPtjReport

QuestActive() 공개 메소드

Returns true if quest is in progress.
public QuestActive ( int questId, string objective = null ) : bool
questId int
objective string
리턴 bool

QuestActiveUncompleted() 공개 메소드

Returns true if player has quest, but it's not done yet, or hasn't been completed.
public QuestActiveUncompleted ( int questId ) : bool
questId int
리턴 bool

QuestCompleted() 공개 메소드

Returns true if quest was completed.
public QuestCompleted ( int questId ) : bool
questId int
리턴 bool

QuestObjective() 공개 메소드

Returns current quest objective.
public QuestObjective ( int questId ) : string
questId int
리턴 string

RandomPtj() 공개 메소드

Returns a random quest id from the given ones, based on the current Erinn day and the player's success rate for this PTJ type.
public RandomPtj ( PtjType type ) : int
type PtjType
리턴 int

RedeemCoupon() 공개 메소드

Redeems code if found.
public RedeemCoupon ( string code ) : bool
code string
리턴 bool

RemoveItem() 공개 메소드

Removes item(s) from a player's inventory.
public RemoveItem ( int itemId, int amount = 1 ) : bool
itemId int
amount int
리턴 bool

RemoveKeyword() 공개 메소드

Returns true if player has the keyword.
public RemoveKeyword ( string keyword ) : void
keyword string
리턴 void

Repair() 공개 메소드

Tries to repair item specified in the repair reply.
public Repair ( string repairReply, int rate ) : RepairResult
repairReply string
rate int
리턴 RepairResult

Resume() 공개 메소드

Sets response and returns from Select.
public Resume ( string response ) : void
response string
리턴 void

RndFavorMsg() 공개 메소드

Sends one of the passed messages + FavorExpression.
public RndFavorMsg ( ) : void
리턴 void

RndMsg() 공개 메소드

Sends one of the passed messages.
public RndMsg ( ) : void
리턴 void

Select() 공개 메소드

Informs the client that something can be selected now.
public Select ( ) : Task
리턴 Task

SelectItem() 공개 메소드

public SelectItem ( string title, string caption, string tags ) : DialogSelectItem
title string
caption string
tags string
리턴 DialogSelectItem

SendOwl() 공개 메소드

Sends quest to player via owl.
public SendOwl ( int questId ) : void
questId int
리턴 void

SendOwl() 공개 메소드

Sends quest to player via owl after the delay.
public SendOwl ( int questId, int delay ) : void
questId int
delay int Arrival delay in seconds.
리턴 void

SetAi() 공개 메소드

Changes the NPC's AI.
public SetAi ( string name ) : void
name string
리턴 void

SetBgm() 보호된 메소드

Sends Msg with Bgm element.
protected SetBgm ( string fileName ) : void
fileName string
리턴 void

SetBody() 보호된 메소드

Sets NPC's body proportions.
protected SetBody ( float height = 1, float weight = 1, float upper = 1, float lower = 1 ) : void
height float
weight float
upper float
lower float
리턴 void

SetColor() 보호된 메소드

Sets NPC's color values.
protected SetColor ( uint color1 = 0x808080, uint color2 = 0x808080, uint color3 = 0x808080 ) : void
color1 uint
color2 uint
color3 uint
리턴 void

SetDefaultName() 공개 메소드

public SetDefaultName ( string name ) : DialogSetDefaultName
name string
리턴 DialogSetDefaultName

SetFace() 보호된 메소드

Sets NPC's face values.
protected SetFace ( byte skinColor, short eyeType, byte eyeColor, byte mouthType ) : void
skinColor byte
eyeType short
eyeColor byte
mouthType byte
리턴 void

SetGiftWeights() 보호된 메소드

Sets the gift weights.
protected SetGiftWeights ( float adult, float anime, float beauty, float individuality, float luxury, float maniac, float meaning, float rarity, float sexy, float toughness, float utility ) : void
adult float How much the NPC likes "adult" items.
anime float How much the NPC likes "anime" items.
beauty float How much the NPC likes "beauty" items.
individuality float How much the NPC likes "indiv" items.
luxury float How much the NPC likes "luxury" items.
maniac float How much the NPC likes "maniac" items.
meaning float How much the NPC likes "meaning" items.
rarity float How much the NPC likes "rarity" items.
sexy float How much the NPC likes "sexy" items.
toughness float How much the NPC likes "toughness" items.
utility float How much the NPC likes "utility" items.
리턴 void

SetHoodDown() 공개 메소드

Pulls down the hood of all equipped robes.
public SetHoodDown ( ) : void
리턴 void

SetId() 보호된 메소드

Sets id of the NPC.
Only required for NPCs like Nao and Tin, avoid if possible!
protected SetId ( long entityId ) : void
entityId long
리턴 void

SetLocation() 보호된 메소드

Sets NPC's location.
protected SetLocation ( int regionId, int x, int y, byte direction ) : void
regionId int
x int
y int
direction byte
리턴 void

SetName() 보호된 메소드

Sets NPC's name.
protected SetName ( string name ) : void
name string
리턴 void

SetPortrait() 보호된 메소드

Sets NPC's portrait.
protected SetPortrait ( string name ) : void
name string
리턴 void

SetRace() 보호된 메소드

Sets NPC's race.
This must be the first setup method called, since it creates the NPC with its default settings.
protected SetRace ( int raceId ) : void
raceId int
리턴 void

SetStand() 보호된 메소드

Sets NPC's stand style.
protected SetStand ( string stand, string talkStand = null ) : void
stand string
talkStand string
리턴 void

ShowDirection() 공개 메소드

public ShowDirection ( int x, int y, int angle ) : DialogShowDirection
x int
y int
angle int
리턴 DialogShowDirection

ShowKeywords() 보호된 메소드

Opens keyword window.
Select should be sent afterwards... so you can actually select a keyword.
protected ShowKeywords ( ) : void
리턴 void

ShowPosition() 공개 메소드

public ShowPosition ( int region, int x, int y, int remainingTime ) : DialogShowPosition
region int
x int
y int
remainingTime int
리턴 DialogShowPosition

StartConversation() 공개 메소드

Conversation (keywords) loop with initial mood message.
public StartConversation ( ) : Task
리턴 Task

StartPtj() 공개 메소드

Starts PTJ quest.
public StartPtj ( int questId ) : void
questId int
리턴 void

StartQuest() 공개 메소드

(Re)Starts quest.
public StartQuest ( int questId ) : void
questId int
리턴 void

SystemMsg() 공개 메소드

Displays system message in player's chat log.
public SystemMsg ( string format ) : void
format string
리턴 void

SystemNotice() 공개 메소드

Displays as notice and system message.
public SystemNotice ( string format ) : void
format string
리턴 void

Talk() 보호된 메소드

Called when a player starts the conversation.
protected Talk ( ) : Task
리턴 Task

TalkAsync() 공개 메소드

Called from packet handler when a player starts the conversation.
public TalkAsync ( ) : void
리턴 void

TalkPet() 보호된 메소드

Called when a pet starts the conversation.
protected TalkPet ( ) : Task
리턴 Task

Text() 공개 메소드

public Text ( string format ) : DialogText
format string
리턴 DialogText

TrainSkill() 보호된 메소드

Trains the specified condition for skill by one.
protected TrainSkill ( SkillId skillId, int condition ) : void
skillId SkillId
condition int
리턴 void

UpdateRelationAfterGreet() 공개 메소드

Updates relation between NPC and Player based on current relation values.
Handles common update of relation values, which almost all NPCs do, after greeting the player on the start of a Conversation.
public UpdateRelationAfterGreet ( ) : void
리턴 void

Upgrade() 공개 메소드

Tries to upgrade item specified in the reply.
Only warn when something goes wrong, because problems can be caused by replies unknown to us or an outdated database. The NPCs don't have replies for failed upgrades, because the client disables invalid upgrades, you shouldn't be able to get a fail, unless you "hacked", modified client files, or Aura is outdated.
public Upgrade ( string upgradeReply ) : UpgradeResult
upgradeReply string
리턴 UpgradeResult