/* * This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that * it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If * not, see <http://www.gnu.org/licenses/>. */ package silentium.gameserver.model; import silentium.gameserver.templates.chars.L2NpcTemplate.AIType; /** * Model used for NPC AI related attributes. * * @author ShanSoft from L2JTW. */ public class L2NpcAIData { private int _primaryAttack; private int _minSkillChance; private int _maxSkillChance; private int _canMove; private int _soulshot; private int _spiritshot; private int _soulshotChance; private int _spiritshotChance; private int _isChaos; private String _clan = null; private int _clanRange; private String _enemyClan = null; private int _enemyRange; private int _longRangeSkill; private int _shortRangeSkill; private int _longRangeChance; private int _shortRangeChance; private int _switchRangeChance; private AIType _aiType = AIType.FIGHTER; private int _aggroRange; // -------------------------------------------------------------------------------------------------------------- // Setting.... // -------------------------------------------------------------------------------------------------------------- public void setPrimaryAttack(int primaryattack) { _primaryAttack = primaryattack; } public void setMinSkillChance(int skill_chance) { _minSkillChance = skill_chance; } public void setMaxSkillChance(int skill_chance) { _maxSkillChance = skill_chance; } public void setCanMove(int canMove) { _canMove = canMove; } public void setSoulShot(int soulshot) { _soulshot = soulshot; } public void setSpiritShot(int spiritshot) { _spiritshot = spiritshot; } public void setSoulShotChance(int soulshotchance) { _soulshotChance = soulshotchance; } public void setSpiritShotChance(int spiritshotchance) { _spiritshotChance = spiritshotchance; } public void setShortRangeSkill(int shortrangeskill) { _shortRangeSkill = shortrangeskill; } public void setShortRangeChance(int shortrangechance) { _shortRangeChance = shortrangechance; } public void setLongRangeSkill(int longrangeskill) { _longRangeSkill = longrangeskill; } public void setLongRangeChance(int longrangechance) { _shortRangeChance = longrangechance; } public void setSwitchRangeChance(int switchrangechance) { _switchRangeChance = switchrangechance; } public void setIsChaos(int ischaos) { _isChaos = ischaos; } public void setClan(String clan) { if (clan != null && !clan.equals("") && !clan.equalsIgnoreCase("null")) _clan = clan.intern(); } public void setClanRange(int clanRange) { _clanRange = clanRange; } public void setEnemyClan(String enemyClan) { if (enemyClan != null && !enemyClan.equals("") && !enemyClan.equalsIgnoreCase("null")) _enemyClan = enemyClan.intern(); } public void setEnemyRange(int enemyRange) { _enemyRange = enemyRange; } public void setAi(String ai) { if (ai.equalsIgnoreCase("archer")) _aiType = AIType.ARCHER; else if (ai.equalsIgnoreCase("balanced")) _aiType = AIType.BALANCED; else if (ai.equalsIgnoreCase("mage")) _aiType = AIType.MAGE; else if (ai.equalsIgnoreCase("healer")) _aiType = AIType.HEALER; else if (ai.equalsIgnoreCase("corpse")) _aiType = AIType.CORPSE; else _aiType = AIType.FIGHTER; } public void setAggro(int val) { _aggroRange = val; } public int getPrimaryAttack() { return _primaryAttack; } public int getMinSkillChance() { return _minSkillChance; } public int getMaxSkillChance() { return _maxSkillChance; } public int getCanMove() { return _canMove; } public int getSoulShot() { return _soulshot; } public int getSpiritShot() { return _spiritshot; } public int getSoulShotChance() { return _soulshotChance; } public int getSpiritShotChance() { return _spiritshotChance; } public int getShortRangeSkill() { return _shortRangeSkill; } public int getShortRangeChance() { return _shortRangeChance; } public int getLongRangeSkill() { return _longRangeSkill; } public int getLongRangeChance() { return _longRangeChance; } public int getSwitchRangeChance() { return _switchRangeChance; } public int getIsChaos() { return _isChaos; } public String getClan() { return _clan; } public int getClanRange() { return _clanRange; } public String getEnemyClan() { return _enemyClan; } public int getEnemyRange() { return _enemyRange; } public AIType getAiType() { return _aiType; } public int getAggroRange() { return _aggroRange; } }