public HunterTask(Character Character) : base(Character) { Options = XmlSerializationHelper.Deserialize <Options>(FileName) ?? new Options(); TS = new Taskstate(Character, Options); TS.Stopped += Stop; Engine = new StateEngine(); InitializeStateEngine(); }
public HealOff(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
/// <summary> /// Initializes a new instance of the <see cref="NavState"/> class. /// </summary> /// <param name="Character">The character.</param> /// <param name="options">The options.</param> /// <param name="Taskstate">The taskstate.</param> protected NavState(Character Character, Options options, Taskstate Taskstate) : base(Character) { Options = options; TS = Taskstate; }
/// <summary> /// Initializes a new instance of the <see cref="Idle"/> class. /// </summary> /// <param name="Character">The character.</param> /// <param name="options">The options.</param> /// <param name="Taskstate">The taskstate.</param> public Idle(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Priority = int.MinValue; Enabled = true; }
public JobAbilityFightOnly(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
/// <summary> /// Initializes a new instance of the <see cref="NavState"/> class. /// </summary> /// <param name="Character">The character.</param> /// <param name="options">The options.</param> /// <param name="Taskstate">The taskstate.</param> protected RandomPathState(Character Character, Options options, Taskstate Taskstate) : base(Character) { Options = options; TS = Taskstate; }
public BUFFS(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
/// <summary> /// Initializes a new instance of the <see cref="Navigator"/> class. /// </summary> /// <param name="Character">The character.</param> /// <param name="options">The options.</param> /// <param name="Taskstate">The taskstate.</param> public Navigator(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
public InventoryChecks(Character character, Options options, Taskstate Taskstate) : base(character, options, Taskstate) { Priority = int.MinValue; Enabled = true; }
public WeaponSkill(Character character, Options options, Taskstate Taskstate) : base(character, options, Taskstate) { Enabled = true; }
public TrackWhileFighting(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
public Pulling(Character character, Options options, Taskstate Taskstate) : base(character, options, Taskstate) { Enabled = true; }
public PathFinder(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
public AcceptRaise(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
public JobAbilityKeepActive(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }
public TrackNextTarget(Character Character, Options options, Taskstate Taskstate) : base(Character, options, Taskstate) { Enabled = true; }