public class WaterElemental extends MultiKindMob implements IDepthAdjustable
Mob.AiState, Mob.Sleeping
FLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING
Constructor and Description |
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WaterElemental() |
Modifier and Type | Method and Description |
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boolean |
act() |
void |
add(Buff buff) |
void |
adjustStats(int depth) |
int |
attackProc(Char enemy,
int damage) |
int |
attackSkill(Char target) |
int |
damageRoll() |
int |
dr() |
float |
speed() |
fromJson, getKind, restoreFromBundle, storeInBundle
attack, beckon, canBePet, damage, defenseProc, defenseSkill, description, destroy, die, fraction, getMobClassName, getState, interact, isHostile, isPet, makePet, move, notice, onAttackComplete, onZapComplete, remove, remove, reset, ressurrect, ressurrect, say, setFraction, setState, split, sprite, yell, zap, 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, 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
public boolean act()