Mob.AiState, Mob.SleepingFLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING| Constructor and Description |
|---|
Swarm() |
| Modifier and Type | Method and Description |
|---|---|
int |
attackSkill(Char target) |
int |
damageRoll() |
int |
defenseProc(Char enemy,
int damage) |
void |
restoreFromBundle(Bundle bundle) |
Mob |
split(int cell,
int damage) |
void |
storeInBundle(Bundle bundle) |
add, attack, beckon, canBePet, damage, defenseSkill, description, destroy, die, fraction, fromJson, getMobClassName, getState, interact, isHostile, isPet, makePet, move, notice, onAttackComplete, onZapComplete, remove, remove, reset, ressurrect, ressurrect, say, setFraction, setState, sprite, yell, zap, zapHitaffectLevelObjects, attackProc, buff, buffs, buffs, canSpawnAt, 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, updateSpriteStateadd, addDelayed, all, clear, dontPack, findChar, fixTime, freeCell, init, next, occupyCell, process, processReaTime, removepublic void storeInBundle(Bundle bundle)
storeInBundle in interface BundlablestoreInBundle in class Mobpublic void restoreFromBundle(Bundle bundle)
restoreFromBundle in interface BundlablerestoreFromBundle in class Mobpublic int damageRoll()
damageRoll in class Charpublic int defenseProc(Char enemy, int damage)
defenseProc in class Mobpublic int attackSkill(Char target)
attackSkill in class Char