Mob.AiState, Mob.Sleeping
FLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING
Constructor and Description |
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SuspiciousRat() |
Modifier and Type | Method and Description |
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boolean |
act() |
int |
attackSkill(Char target) |
int |
damageRoll() |
int |
dr() |
void |
onZapComplete() |
void |
PlayZap() |
void |
restoreFromBundle(Bundle bundle) |
void |
storeInBundle(Bundle bundle) |
add, attack, beckon, canBePet, damage, defenseProc, defenseSkill, description, destroy, die, fraction, fromJson, getMobClassName, getState, interact, isHostile, isPet, makePet, move, notice, onAttackComplete, remove, remove, reset, ressurrect, ressurrect, say, setFraction, setState, split, sprite, yell, zap, zapHit
affectLevelObjects, attackProc, 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 storeInBundle(Bundle bundle)
storeInBundle
in interface Bundlable
storeInBundle
in class Mob
public void restoreFromBundle(Bundle bundle)
restoreFromBundle
in interface Bundlable
restoreFromBundle
in class Mob
public int damageRoll()
damageRoll
in class Char
public int attackSkill(Char target)
attackSkill
in class Char
public boolean act()
public void onZapComplete()
onZapComplete
in class Mob
public void PlayZap()