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.CombatHit;
7import com.runehive.game.world.entity.combat.hit.Hit;
8import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
9import com.runehive.game.world.entity.mob.Mob;
10import com.runehive.game.world.entity.mob.player.Player;
25 super.start(attacker, defender, hits);
30 super.attack(attacker, defender,
hit);
51 return (
int) (damage - damage * 0.15);
Class that models a single animation used by an entity.
Represents a single graphic that can be used by entities.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
CombatHit nextMeleeHit(T attacker, Mob defender)
void hit(Player attacker, Mob defender, Hit hit)
Handles the abyssal whip weapon special attack.
void start(Player attacker, Mob defender, Hit[] hits)
static final Graphic GRAPHIC
CombatHit[] getHits(Player attacker, Mob defender)
Animation getAttackAnimation(Player attacker, Mob defender)
int modifyDamage(Player attacker, Mob defender, int damage)
static final AbyssalDagger INSTANCE
void attack(Player attacker, Mob defender, Hit hit)
int modifyAccuracy(Player attacker, Mob defender, int roll)
static final Animation ANIMATION
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.