C# 클래스 Aura.Channel.World.Entities.NPC

상속: Creature
파일 보기 프로젝트 열기: aura-project/aura 1 사용 예제들

공개 메소드들

메소드 설명
Aggro ( Creature target ) : void

Aggroes target, setting target and putting creature in battle stance.

CanTarget ( Creature creature ) : bool

Returns whether the NPC can target the given creature.

Dispose ( ) : void

Disposes AI.

GetFavor ( Creature other ) : int

Returns favor of the NPC towards the other creature.

GetMemory ( Creature other ) : int

Returns how well the NPC remembers the other creature.

GetNewNpcEntityId ( ) : long

Returns a new, unused entity id in the NPC range.

GetStress ( Creature other ) : int

Gets how much the other creature is stressing the NPC.

Kill ( Creature killer ) : void

Kills NPC, rewarding the killer.

ModifyFavor ( Creature other, int value ) : int

Modifies favor of the NPC towards the other creature.

ModifyMemory ( Creature other, int value ) : int

Sets how well the NPC remembers the other creature.

ModifyStress ( Creature other, int value ) : int

Modifies how much the other creature is stressing the NPC.

NPC ( ) : System.Collections.Generic

Creates new NPC

NPC ( ActorData actorData ) : System.Collections.Generic

Creates new NPC from actor data.

NPC ( int raceId ) : System.Collections.Generic

Creates new NPC and loads defaults for race.

SetFavor ( Creature other, int value ) : int

Sets favor of the NPC towards the other creature.

SetMemory ( Creature other, int value ) : int

Modifies how well the NPC remembers the other creature.

SetStress ( Creature other, int value ) : int

Sets how much the other creature is stressing the NPC.

Spawn ( int regionId, int x, int y ) : bool

Sets SpawnLocation and places NPC in region.

Warp ( int regionId, int x, int y ) : bool

Moves NPC to target location and adds it to the region. Returns false if region doesn't exist.

WarpFlash ( int regionId, int x, int y ) : bool

Like Warp, except it sends a screen flash and sound effect to the departing region and arriving region.

Ideal for NPCs like Tarlach. Be careful not to "double flash" if you're swapping two NPCs. Only ONE of the NPCs needs to use this method, the other can use the regular Warp.

보호된 메소드들

메소드 설명
ShouldSurvive ( float damage, Creature from, float lifeBefore ) : bool

NPCs may survive randomly.

http://wiki.mabinogiworld.com/view/Stats#Life More Will supposedly increases the chance. Unknown if this applies to players as well. Before certain Gs, NPCs weren't able to survive attacks under any circumstances.

메소드 상세

Aggro() 공개 메소드

Aggroes target, setting target and putting creature in battle stance.
public Aggro ( Creature target ) : void
target Creature
리턴 void

CanTarget() 공개 메소드

Returns whether the NPC can target the given creature.
public CanTarget ( Creature creature ) : bool
creature Creature
리턴 bool

Dispose() 공개 메소드

Disposes AI.
public Dispose ( ) : void
리턴 void

GetFavor() 공개 메소드

Returns favor of the NPC towards the other creature.
public GetFavor ( Creature other ) : int
other Creature
리턴 int

GetMemory() 공개 메소드

Returns how well the NPC remembers the other creature.
public GetMemory ( Creature other ) : int
other Creature
리턴 int

GetNewNpcEntityId() 공개 정적인 메소드

Returns a new, unused entity id in the NPC range.
public static GetNewNpcEntityId ( ) : long
리턴 long

GetStress() 공개 메소드

Gets how much the other creature is stressing the NPC.
public GetStress ( Creature other ) : int
other Creature
리턴 int

Kill() 공개 메소드

Kills NPC, rewarding the killer.
public Kill ( Creature killer ) : void
killer Creature
리턴 void

ModifyFavor() 공개 메소드

Modifies favor of the NPC towards the other creature.
public ModifyFavor ( Creature other, int value ) : int
other Creature
value int
리턴 int

ModifyMemory() 공개 메소드

Sets how well the NPC remembers the other creature.
public ModifyMemory ( Creature other, int value ) : int
other Creature
value int
리턴 int

ModifyStress() 공개 메소드

Modifies how much the other creature is stressing the NPC.
public ModifyStress ( Creature other, int value ) : int
other Creature
value int
리턴 int

NPC() 공개 메소드

Creates new NPC
public NPC ( ) : System.Collections.Generic
리턴 System.Collections.Generic

NPC() 공개 메소드

Creates new NPC from actor data.
public NPC ( ActorData actorData ) : System.Collections.Generic
actorData ActorData
리턴 System.Collections.Generic

NPC() 공개 메소드

Creates new NPC and loads defaults for race.
public NPC ( int raceId ) : System.Collections.Generic
raceId int
리턴 System.Collections.Generic

SetFavor() 공개 메소드

Sets favor of the NPC towards the other creature.
public SetFavor ( Creature other, int value ) : int
other Creature
value int
리턴 int

SetMemory() 공개 메소드

Modifies how well the NPC remembers the other creature.
public SetMemory ( Creature other, int value ) : int
other Creature
value int
리턴 int

SetStress() 공개 메소드

Sets how much the other creature is stressing the NPC.
public SetStress ( Creature other, int value ) : int
other Creature
value int
리턴 int

ShouldSurvive() 보호된 메소드

NPCs may survive randomly.
http://wiki.mabinogiworld.com/view/Stats#Life More Will supposedly increases the chance. Unknown if this applies to players as well. Before certain Gs, NPCs weren't able to survive attacks under any circumstances.
protected ShouldSurvive ( float damage, Creature from, float lifeBefore ) : bool
damage float
from Creature
lifeBefore float
리턴 bool

Spawn() 공개 메소드

Sets SpawnLocation and places NPC in region.
public Spawn ( int regionId, int x, int y ) : bool
regionId int
x int
y int
리턴 bool

Warp() 공개 메소드

Moves NPC to target location and adds it to the region. Returns false if region doesn't exist.
public Warp ( int regionId, int x, int y ) : bool
regionId int
x int
y int
리턴 bool

WarpFlash() 공개 메소드

Like Warp, except it sends a screen flash and sound effect to the departing region and arriving region.
Ideal for NPCs like Tarlach. Be careful not to "double flash" if you're swapping two NPCs. Only ONE of the NPCs needs to use this method, the other can use the regular Warp.
public WarpFlash ( int regionId, int x, int y ) : bool
regionId int
x int
y int
리턴 bool