Mob.AiState, Mob.Sleeping
FLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING
Constructor and Description |
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YogsHeart() |
Modifier and Type | Method and Description |
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boolean |
act() |
int |
attackSkill(Char target) |
int |
damageRoll() |
int |
defenseProc(Char enemy,
int damage) |
int |
dr() |
add, attack, beckon, damage, defenseSkill, description, destroy, fraction, fromJson, getMobClassName, getState, interact, isHostile, isPet, makePet, move, notice, onAttackComplete, onZapComplete, remove, remove, reset, ressurrect, ressurrect, restoreFromBundle, say, setFraction, split, sprite, storeInBundle, 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 int damageRoll()
damageRoll
in class Char
public int attackSkill(Char target)
attackSkill
in class Char
public int defenseProc(Char enemy, int damage)
defenseProc
in class Mob
public boolean act()