1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.content.achievement.AchievementHandler;
4import com.runehive.content.achievement.AchievementKey;
5import com.runehive.game.Animation;
6import com.runehive.game.Graphic;
7import com.runehive.game.UpdatePriority;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
10import com.runehive.game.world.entity.mob.Mob;
11import com.runehive.game.world.entity.mob.player.Player;
27 super.start(attacker, defender, hits);
34 super.hitsplat(attacker, defender,
hit);
59 return (
int) (damage * 1.375);
Handles the achievements.
static void activate(Player player, AchievementKey achievement)
Activates the achievement for the individual player.
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)
static final ArmadylGodsword INSTANCE
static final Animation ANIMATION
Animation getAttackAnimation(Player attacker, Mob defender)
int modifyAccuracy(Player attacker, Mob defender, int roll)
static final Graphic GRAPHIC
void onKill(Player attacker, Mob defender, Hit hit)
int modifyDamage(Player attacker, Mob defender, int damage)
void hitsplat(Player attacker, Mob defender, Hit hit)
void start(Player attacker, Mob defender, Hit[] hits)
void animate(int animation)
final boolean isPlayer()
Check if an entity is a player.
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.