Mob.AiState, Mob.Sleeping
FLEEING, 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, zapHit
affectLevelObjects, 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, 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 defenseProc(Char enemy, int damage)
defenseProc
in class Mob
public int attackSkill(Char target)
attackSkill
in class Char