Options
All
  • Public
  • Public/Protected
  • All
Menu

Hierarchy

Index

Properties

Accuracy

Accuracy: number

AtkElement

AtkElement: L2ElementTypes

AtkElementPower

AtkElementPower: number

Buffs

CON

CON: number

CP

CP: number

CPString

CPString: string

Clan

Clan: L2Clan

ClassId

ClassId: number

ClassName

ClassName: string

ClassType

ClassType: L2ClassTypes

Crit

Crit: number

DEX

DEX: number

DefEarth

DefEarth: number

DefFire

DefFire: number

DefHoly

DefHoly: number

DefUnholy

DefUnholy: number

DefWater

DefWater: number

DefWind

DefWind: number

Distance

Distance: number

DistanceString

DistanceString: string

DyeList

EvasionRate

EvasionRate: number

Exp

Exp: number

ExpPercent

ExpPercent: number

ExpString

ExpString: string

ExpertiseLevel

ExpertiseLevel: L2GradeTypes

Fame

Fame: number

Gauge

Gauge: number

HP

HP: number

HPString

HPString: string

HennaCON

HennaCON: number

HennaDEX

HennaDEX: number

HennaINT

HennaINT: number

HennaMEN

HennaMEN: number

HennaSTR

HennaSTR: number

HennaWIT

HennaWIT: number

HpPercent

HpPercent: number

INT

INT: number

Id

Id: number

IsDead

IsDead: boolean

IsHero

IsHero: boolean

IsInCombat

IsInCombat: boolean

IsMoving

IsMoving: boolean

IsNoble

IsNoble: boolean

IsPartyMember

IsPartyMember: boolean

IsReady

IsReady: boolean

IsRunning

IsRunning: boolean

IsSitting

IsSitting: boolean

IsWaitingAnswer

IsWaitingAnswer: boolean

Karma

Karma: number

LastSkillUsed

LastSkillUsed: L2Skill

Level

Level: number

Load

Load: number

LoadString

LoadString: string

MAtk

MAtk: number

MAtkSpd

MAtkSpd: number

MDef

MDef: number

MEN

MEN: number

MP

MP: number

MPString

MPString: string

MaxCP

MaxCP: number

MaxGauge

MaxGauge: number

MaxHP

MaxHP: number

MaxLoad

MaxLoad: number

MaxMP

MaxMP: number

MpPercent

MpPercent: number

Name

Name: string

PAtk

PAtk: number

PAtkSpd

PAtkSpd: number

PDef

PDef: number

PKKills

PKKills: number

Pet

Point

Point: Point

Point3D

Point3D: Point3D

PropertyChanged

PropertyChanged: Event<L2Entity, { PropertyName: string }>

PvPKills

PvPKills: number

RecommHave

RecommHave: number

RecommLeft

RecommLeft: number

ReviveToCastle

ReviveToCastle: boolean

ReviveToClanHall

ReviveToClanHall: boolean

ReviveToFixed

ReviveToFixed: boolean

ReviveToFortress

ReviveToFortress: boolean

RunSpeed

RunSpeed: number

SP

SP: number

STR

STR: number

Sex

Sex: number

Speed

Speed: number

SpeedMultipl

SpeedMultipl: number

StoreType

Title

Title: string

Vitality

Vitality: number

WIT

WIT: number

WalkSpeed

WalkSpeed: number

Weapon

Weapon: L2Item

X

X: number

Y

Y: number

Z

Z: number

_lock

_lock: object

calcSpeed

calcSpeed: number

crtType

dPoint3D

dPoint3D: Point3D

dX

dX: number

dY

dY: number

dZ

dZ: number

moveCnt

moveCnt: number

objId

objId: number

targetCrt

targetCrt: L2Creature

ticks

ticks: number

time

time: number

vector

vector: Vector

zDistance

zDistance: number

Methods

CalculateDistance

  • CalculateDistance(): void

CalculateDistance2

  • CalculateDistance2(): number

CalculateExpPercents

  • CalculateExpPercents(): number

CalculateFollowDistance

  • CalculateFollowDistance(): number

CalculatePath

  • CalculatePath(): void

CountTargetsInRange

  • CountTargetsInRange(distance: number): number

ToString

  • ToString(): string