1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.game.Animation;
4import com.runehive.game.Graphic;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.world.entity.combat.hit.Hit;
7import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
8import com.runehive.game.world.entity.mob.Mob;
9import com.runehive.game.world.entity.mob.player.Player;
10import com.runehive.game.world.entity.skill.Skill;
26 super.hitsplat(attacker, defender,
hit);
34 return damage + damage * (max - level) / 200;
Class that models a single animation used by an entity.
Represents a single graphic that can be used by entities.
A Hit object holds the damage amount and hitsplat data.
void hit(Player attacker, Mob defender, Hit hit)
Handles the staff of the dead weapon special attack.
static final AbyssalBludgen INSTANCE
void hitsplat(Player attacker, Mob defender, Hit hit)
static final Graphic GRAPHIC
static final Animation ANIMATION
Animation getAttackAnimation(Player attacker, Mob defender)
int modifyDamage(Player attacker, Mob defender, int damage)
final SkillManager skills
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents a trainable and usable skill.
static final int PRAYER
The prayer skill id.
int getLevel(int id)
Gets the level of a skill.
int getMaxLevel(int id)
Gets the highest possible level of a skill.
Represents different priorities for updating.