메소드 | 설명 | |
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Aggro ( |
Aggroes target, setting target and putting creature in battle stance.
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CanTarget ( |
Returns whether the NPC can target the given creature.
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Dispose ( ) : void |
Disposes AI.
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GetFavor ( |
Returns favor of the NPC towards the other creature.
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GetMemory ( |
Returns how well the NPC remembers the other creature.
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GetNewNpcEntityId ( ) : long |
Returns a new, unused entity id in the NPC range.
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GetStress ( |
Gets how much the other creature is stressing the NPC.
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Kill ( |
Kills NPC, rewarding the killer.
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ModifyFavor ( |
Modifies favor of the NPC towards the other creature.
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ModifyMemory ( |
Sets how well the NPC remembers the other creature.
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ModifyStress ( |
Modifies how much the other creature is stressing the NPC.
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NPC ( ) : System.Collections.Generic |
Creates new NPC
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NPC ( ActorData actorData ) : System.Collections.Generic |
Creates new NPC from actor data.
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NPC ( int raceId ) : System.Collections.Generic |
Creates new NPC and loads defaults for race.
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SetFavor ( |
Sets favor of the NPC towards the other creature.
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SetMemory ( |
Modifies how well the NPC remembers the other creature.
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SetStress ( |
Sets how much the other creature is stressing the NPC.
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Spawn ( int regionId, int x, int y ) : bool |
Sets SpawnLocation and places NPC in region.
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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.
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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. |
메소드 | 설명 | |
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ShouldSurvive ( float damage, |
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. |
public ModifyFavor ( |
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other | ||
value | int | |
리턴 | int |
public ModifyMemory ( |
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other | ||
value | int | |
리턴 | int |
public ModifyStress ( |
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other | ||
value | int | |
리턴 | int |
public NPC ( ActorData actorData ) : System.Collections.Generic | ||
actorData | ActorData | |
리턴 | System.Collections.Generic |
public NPC ( int raceId ) : System.Collections.Generic | ||
raceId | int | |
리턴 | System.Collections.Generic |
public SetFavor ( |
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other | ||
value | int | |
리턴 | int |
public SetMemory ( |
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other | ||
value | int | |
리턴 | int |
public SetStress ( |
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other | ||
value | int | |
리턴 | int |
protected ShouldSurvive ( float damage, |
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damage | float | |
from | ||
lifeBefore | float | |
리턴 | bool |
public WarpFlash ( int regionId, int x, int y ) : bool | ||
regionId | int | |
x | int | |
y | int | |
리턴 | bool |