Project SkyFire Core
SkyFire 5.4.8 server core API documentation
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CreatureMethods.h
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1/*
2* Copyright (C) 2010 - 2013 Eluna Lua Engine <http://emudevs.com/>
3* This program is free software licensed under GPL version 3
4* Please see the included DOCS/LICENSE.TXT for more information
5*/
6
7#ifndef LUA_CREATUREMETHODS_H
8#define LUA_CREATUREMETHODS_H
9
10struct lua_State;
11class Creature;
12
13namespace LuaCreature
14{
15 int IsDamageEnoughForLootingAndReward(lua_State* L, Creature* creature);
16 int IsReputationGainDisabled(lua_State* L, Creature* creature);
17 int SetDisableReputationGain(lua_State* L, Creature* creature);
18 int GetCurrentWaypointId(lua_State* L, Creature* creature);
19 int GetWaypointPath(lua_State* L, Creature* creature);
20 int GetTransportHomePosition(lua_State* L, Creature* creature);
21 int IsRegeneratingHealth(lua_State* L, Creature* creature);
22 int HasInvolvedQuest(lua_State* L, Creature* creature);
23 int SetInCombatWithZone(lua_State* L, Creature* creature);
24 int SetRespawnRadius(lua_State* L, Creature* creature);
25 int GetRespawnRadius(lua_State* L, Creature* creature);
26 int Respawn(lua_State* L, Creature* creature);
27 int SetRespawnDelay(lua_State* L, Creature* creature);
28 int GetRespawnDelay(lua_State* L, Creature* creature);
29 int DespawnOrUnsummon(lua_State* L, Creature* creature);
30 int RemoveCorpse(lua_State* L, Creature* creature);
31 int SetDefaultMovementType(lua_State* L, Creature* creature);
32 int GetDefaultMovementType(lua_State* L, Creature* creature);
33 int IsTargetAcceptable(lua_State* L, Creature* creature);
34 int CanAssistTo(lua_State* L, Creature* creature);
35 int HasSearchedAssistance(lua_State* L, Creature* creature);
36 int SetNoSearchAssistance(lua_State* L, Creature* creature);
37 int SetNoCallAssistance(lua_State* L, Creature* creature);
38 int CallAssistance(lua_State* L, Creature* creature);
39 int CallForHelp(lua_State* L, Creature* creature);
40 int FleeToGetAssistance(lua_State* L, Creature* creature);
41 int GetAggroRange(lua_State* L, Creature* creature);
42 int GetAttackDistance(lua_State* L, Creature* creature);
43 int CanStartAttack(lua_State* L, Creature* creature); // TODO: Implement core side
44 int ResetLootMode(lua_State* L, Creature* creature); // TODO: Implement LootMode features
45 int RemoveLootMode(lua_State* L, Creature* creature); // TODO: Implement LootMode features
46 int AddLootMode(lua_State* L, Creature* creature); // TODO: Implement LootMode features
47 int SetLootMode(lua_State* L, Creature* creature); // TODO: Implement LootMode features
48 int HasLootMode(lua_State* L, Creature* creature); // TODO: Implement LootMode features
49 int GetLootMode(lua_State* L, Creature* creature); // TODO: Implement LootMode features
50 int IsTappedBy(lua_State* L, Creature* creature);
51 int HasLootRecipient(lua_State* L, Creature* creature);
52 int GetLootRecipientGroup(lua_State* L, Creature* creature);
53 int GetLootRecipient(lua_State* L, Creature* creature);
54 int SetDeathState(lua_State* L, Creature* creature);
55 int SetWalk(lua_State* L, Creature* creature); // TODO: Move same to Player ?
56 int SetReactState(lua_State* L, Creature* creature);
57 int GetReactState(lua_State* L, Creature* creature);
58 int HasReactState(lua_State* L, Creature* creature);
59 int CanSwim(lua_State* L, Creature* creature);
60 int CanWalk(lua_State* L, Creature* creature);
61 int SetDisableGravity(lua_State* L, Creature* creature);
62 int SetHover(lua_State* L, Creature* creature);
63 int IsInEvadeMode(lua_State* L, Creature* creature);
64 int IsElite(lua_State* L, Creature* creature);
65 int IsGuard(lua_State* L, Creature* creature);
66 int IsTrigger(lua_State* L, Creature* creature);
67 int IsCivilian(lua_State* L, Creature* creature);
68 int IsRacialLeader(lua_State* L, Creature* creature);
69 int HasCategoryCooldown(lua_State* L, Creature* creature);
70 int GetScriptName(lua_State* L, Creature* creature);
71 int GetAIName(lua_State* L, Creature* creature);
72 int GetScriptId(lua_State* L, Creature* creature);
73 int GetCreatureSpellCooldownDelay(lua_State* L, Creature* creature);
74 int GetCorpseDelay(lua_State* L, Creature* creature);
75 int GetHomePosition(lua_State* L, Creature* creature);
76 int AttackStart(lua_State* L, Creature* creature);
77 int GetNearestTargetInAttackDistance(lua_State* L, Creature* creature);
78 int GetNearestTarget(lua_State* L, Creature* creature);
79 int GetNearestHostileTargetInAggroRange(lua_State* L, Creature* creature);
80 int Despawn(lua_State* L, Creature* creature);
81 int SendCreatureTalk(lua_State* L, Creature* creature);
82 int GetAITarget(lua_State* L, Creature* creature);
83 int GetAITargets(lua_State* L, Creature* creature);
84 int GetAITargetsCount(lua_State* L, Creature* creature);
85 int IsDungeonBoss(lua_State* L, Creature* creature);
86 int IsWorldBoss(lua_State* L, Creature* creature);
87 int GetNPCFlags(lua_State* L, Creature* creature);
88 int SetNPCFlags(lua_State* L, Creature* creature);
89 int HasSpell(lua_State* L, Creature* creature);
90 int HasQuest(lua_State* L, Creature* creature);
91 int SaveToDB(lua_State* L, Creature* creature);
92 int HasSpellCooldown(lua_State* L, Creature* creature);
93 int GetShieldBlockValue(lua_State* L, Creature* creature);
94 int CanFly(lua_State* L, Creature* creature);
95 int SelectVictim(lua_State* L, Creature* creature);
96};
97#endif
int IsInEvadeMode(lua_State *L, Creature *creature)
int CanFly(lua_State *L, Creature *creature)
int CanStartAttack(lua_State *L, Creature *creature)
int SetDisableGravity(lua_State *L, Creature *creature)
int HasSpell(lua_State *L, Creature *creature)
int IsTrigger(lua_State *L, Creature *creature)
int CallForHelp(lua_State *L, Creature *creature)
int SetDisableReputationGain(lua_State *L, Creature *creature)
int GetWaypointPath(lua_State *L, Creature *creature)
int SetNoCallAssistance(lua_State *L, Creature *creature)
int GetReactState(lua_State *L, Creature *creature)
int GetAITargets(lua_State *L, Creature *creature)
int GetCreatureSpellCooldownDelay(lua_State *L, Creature *creature)
int CallAssistance(lua_State *L, Creature *creature)
int SetRespawnDelay(lua_State *L, Creature *creature)
int SetWalk(lua_State *L, Creature *creature)
int SetNPCFlags(lua_State *L, Creature *creature)
int SetLootMode(lua_State *L, Creature *creature)
int SetRespawnRadius(lua_State *L, Creature *creature)
int GetHomePosition(lua_State *L, Creature *creature)
int HasReactState(lua_State *L, Creature *creature)
int GetScriptId(lua_State *L, Creature *creature)
int IsWorldBoss(lua_State *L, Creature *creature)
int GetLootMode(lua_State *L, Creature *creature)
int GetAITarget(lua_State *L, Creature *creature)
int IsCivilian(lua_State *L, Creature *creature)
int IsRegeneratingHealth(lua_State *L, Creature *creature)
int IsRacialLeader(lua_State *L, Creature *creature)
int SetReactState(lua_State *L, Creature *creature)
int IsReputationGainDisabled(lua_State *L, Creature *creature)
int IsGuard(lua_State *L, Creature *creature)
int GetNearestHostileTargetInAggroRange(lua_State *L, Creature *creature)
int SetDefaultMovementType(lua_State *L, Creature *creature)
int AttackStart(lua_State *L, Creature *creature)
int FleeToGetAssistance(lua_State *L, Creature *creature)
int SetNoSearchAssistance(lua_State *L, Creature *creature)
int CanWalk(lua_State *L, Creature *creature)
int SelectVictim(lua_State *L, Creature *creature)
int HasLootRecipient(lua_State *L, Creature *creature)
int Despawn(lua_State *L, Creature *creature)
int GetTransportHomePosition(lua_State *L, Creature *creature)
int SetHover(lua_State *L, Creature *creature)
int RemoveLootMode(lua_State *L, Creature *creature)
int SetDeathState(lua_State *L, Creature *creature)
int IsDamageEnoughForLootingAndReward(lua_State *L, Creature *creature)
int SetInCombatWithZone(lua_State *L, Creature *creature)
int DespawnOrUnsummon(lua_State *L, Creature *creature)
int GetAIName(lua_State *L, Creature *creature)
int IsTappedBy(lua_State *L, Creature *creature)
int GetAggroRange(lua_State *L, Creature *creature)
int IsTargetAcceptable(lua_State *L, Creature *creature)
int GetLootRecipient(lua_State *L, Creature *creature)
int HasSearchedAssistance(lua_State *L, Creature *creature)
int IsDungeonBoss(lua_State *L, Creature *creature)
int SaveToDB(lua_State *L, Creature *creature)
int HasQuest(lua_State *L, Creature *creature)
int AddLootMode(lua_State *L, Creature *creature)
int GetRespawnDelay(lua_State *L, Creature *creature)
int GetCorpseDelay(lua_State *L, Creature *creature)
int GetShieldBlockValue(lua_State *L, Creature *creature)
int GetAITargetsCount(lua_State *L, Creature *creature)
int CanSwim(lua_State *L, Creature *creature)
int HasSpellCooldown(lua_State *L, Creature *creature)
int GetAttackDistance(lua_State *L, Creature *creature)
int HasInvolvedQuest(lua_State *L, Creature *creature)
int Respawn(lua_State *L, Creature *creature)
int ResetLootMode(lua_State *L, Creature *creature)
int GetLootRecipientGroup(lua_State *L, Creature *creature)
int GetNearestTargetInAttackDistance(lua_State *L, Creature *creature)
int CanAssistTo(lua_State *L, Creature *creature)
int SendCreatureTalk(lua_State *L, Creature *creature)
int GetDefaultMovementType(lua_State *L, Creature *creature)
int GetNPCFlags(lua_State *L, Creature *creature)
int IsElite(lua_State *L, Creature *creature)
int HasCategoryCooldown(lua_State *L, Creature *creature)
int HasLootMode(lua_State *L, Creature *creature)
int GetRespawnRadius(lua_State *L, Creature *creature)
int GetScriptName(lua_State *L, Creature *creature)
int GetCurrentWaypointId(lua_State *L, Creature *creature)
int GetNearestTarget(lua_State *L, Creature *creature)
int RemoveCorpse(lua_State *L, Creature *creature)