public class AirElemental extends Mob implements IDepthAdjustable
Mob.AiState, Mob.Sleeping
FLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING
Constructor and Description |
---|
AirElemental() |
Modifier and Type | Method and Description |
---|---|
void |
adjustStats(int depth) |
int |
attackProc(Char enemy,
int damage) |
int |
attackSkill(Char target) |
int |
damageRoll() |
int |
dr() |
boolean |
zap(Char enemy) |
add, attack, beckon, canBePet, damage, defenseProc, defenseSkill, description, destroy, die, fraction, fromJson, getMobClassName, getState, interact, isHostile, isPet, makePet, move, notice, onAttackComplete, onZapComplete, remove, remove, reset, ressurrect, ressurrect, restoreFromBundle, say, setFraction, setState, split, sprite, storeInBundle, yell, zapHit
affectLevelObjects, buff, buffs, buffs, canSpawnAt, defenseVerb, distance, getGender, getName_objective, getName, getPos, getSprite, hit, hp, hp, ht, ht, immunities, isAlive, isMovable, magicLvl, onMotionComplete, onOperateComplete, regenSprite, remove, resistances, respawnCell, setPos, speed, spend, stealth, updateSprite, updateSpriteState
add, addDelayed, all, clear, dontPack, findChar, fixTime, freeCell, init, next, occupyCell, process, processReaTime, remove
public void adjustStats(int depth)
adjustStats
in interface IDepthAdjustable
public int damageRoll()
damageRoll
in class Char
public int attackSkill(Char target)
attackSkill
in class Char
public int attackProc(@NonNull Char enemy, int damage)
attackProc
in class Char