public class RunicSkull extends MultiKindMob
Mob.AiState, Mob.Sleeping
FLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING
Constructor and Description |
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RunicSkull() |
Modifier and Type | Method and Description |
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boolean |
act() |
void |
Activate() |
boolean |
canBePet() |
void |
Deactivate() |
int |
getKind() |
static RunicSkull |
makeNewSkull(int k) |
void |
onZapComplete() |
void |
PlayZap() |
fromJson, restoreFromBundle, storeInBundle
add, attack, beckon, damage, defenseProc, defenseSkill, description, destroy, die, fraction, getMobClassName, getState, interact, isHostile, isPet, makePet, move, notice, onAttackComplete, remove, remove, reset, ressurrect, ressurrect, say, setFraction, setState, split, sprite, yell, zap, zapHit
affectLevelObjects, attackProc, attackSkill, buff, buffs, buffs, canSpawnAt, damageRoll, defenseVerb, distance, dr, 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 static RunicSkull makeNewSkull(int k)
public void Activate()
public void Deactivate()
public boolean act()
public int getKind()
getKind
in class MultiKindMob
public void onZapComplete()
onZapComplete
in class Mob
public void PlayZap()