Mob.AiState, Mob.Sleeping
FLEEING, HUNTING, PASSIVE, SLEEPING, WANDERING
Constructor and Description |
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MirrorImage() |
MirrorImage(Hero hero) |
Modifier and Type | Method and Description |
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int |
attackProc(Char enemy,
int damage) |
int |
attackSkill(Char target) |
int |
damageRoll() |
java.util.Set<java.lang.Class<?>> |
immunities() |
boolean |
interact(Hero hero) |
void |
restoreFromBundle(Bundle bundle) |
CharSprite |
sprite() |
void |
storeInBundle(Bundle bundle) |
beckon, canBePet, friendly, fromJson
add, attack, damage, defenseProc, defenseSkill, description, destroy, die, fraction, getMobClassName, getState, isHostile, isPet, makePet, move, notice, onAttackComplete, onZapComplete, remove, remove, reset, ressurrect, ressurrect, say, setFraction, setState, split, yell, zap, zapHit
affectLevelObjects, buff, buffs, buffs, canSpawnAt, defenseVerb, distance, dr, getGender, getName_objective, getName, getPos, getSprite, hit, hp, hp, ht, ht, 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 MirrorImage()
public MirrorImage(Hero hero)
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 attackSkill(Char target)
attackSkill
in class Char
public int damageRoll()
damageRoll
in class Char
public int attackProc(@NonNull Char enemy, int damage)
attackProc
in class Char
public CharSprite sprite()
public java.util.Set<java.lang.Class<?>> immunities()
immunities
in class Char