BaseAI
(static) double TransformMoveDelay( double delay )
(ctor) BaseAI( BaseCreature m )
ActionType Action( get; set; )
virtual bool AquireFocusMob( int iRange, FightMode acqType, bool bPlayerOnly, bool bFacFriend, bool bFacFoe )
virtual void BeginPickTarget( Mobile from, OrderType order )
virtual bool CheckMove()
virtual void DetectHiden()
virtual bool DoActionBackoff()
virtual bool DoActionCombat()
virtual bool DoActionFlee()
virtual bool DoActionGuard()
virtual bool DoActionInteract()
virtual bool DoActionWander()
virtual bool DoBardPacified()
virtual bool DoBardProvoked()
virtual bool DoMove( Direction d )
virtual bool DoOrderAttack()
virtual bool DoOrderCome()
virtual bool DoOrderDrop()
virtual bool DoOrderFollow()
virtual bool DoOrderFriend()
virtual bool DoOrderGuard()
virtual bool DoOrderNone()
virtual bool DoOrderPatrol()
virtual bool DoOrderRelease()
virtual bool DoOrderStay()
virtual bool DoOrderStop()
virtual bool DoOrderTransfert()
virtual void EndPickTarget( Mobile from, Mobile target, OrderType order )
virtual void GetContextMenuEntries( Mobile from, ArrayList list )
virtual bool Obey()
virtual void OnActionChanged()
virtual bool OnAtWayPoint()
virtual void OnCurrentOrderChanged()
virtual void OnCurrentSpeedChanged()
virtual void OnSpeech( SpeechEventArgs e )
virtual bool Think()
virtual bool WalkMobileRange( Mobile m, int iSteps, bool bRun, int iWantDistMin, int iWantDistMax )
virtual void WalkRandom( int iChanceToNotMove, int iChanceToDir, int iSteps )
virtual void WalkRandomInHome( int iChanceToNotMove, int iChanceToDir, int iSteps )
virtual bool WasNamed( string speech )