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.attack.FightType;
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;
22 super.start(attacker, defender, hits);
38 return (
int) (damage * 1.15);
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.
Animation getAttackAnimation(Player attacker, Mob defender)
void start(Player attacker, Mob defender, Hit[] hits)
int modifyDamage(Player attacker, Mob defender, int damage)
static final DragonLongsword INSTANCE
int getAttackDelay(Player attacker, Mob defender, FightType fightType)
static final Animation ANIMATION
static final Graphic GRAPHIC
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.
The enumerated type whose elements represent the fighting types.