1package com.runehive.game.world.entity.combat.formula;
3import com.runehive.game.world.entity.combat.FormulaModifier;
4import com.runehive.game.world.entity.combat.attack.FightType;
5import com.runehive.game.world.entity.combat.strategy.npc.boss.CorporealBeast;
6import com.runehive.game.world.entity.mob.Mob;
7import com.runehive.game.world.entity.mob.prayer.Prayer;
8import com.runehive.game.world.entity.skill.Skill;
9import com.runehive.game.world.items.containers.equipment.Equipment;
11import java.util.concurrent.TimeUnit;
19 int effectiveAccuracy = attacker.
getCombat().modifyAttackLevel(defender, level);
27 int effectiveStrength = attacker.
getCombat().modifyStrengthLevel(defender, level);
35 int effectiveDefence = defender.
getCombat().modifyDefenceLevel(attacker, level);
43 return attacker.
getCombat().modifyOffensiveBonus(defender, bonus);
49 return attacker.
getCombat().modifyAggresiveBonus(defender, bonus);
56 return defender.
getCombat().modifyDefensiveBonus(attacker, bonus);
61 damage = attacker.
getCombat().modifyDamage(defender, damage);
69 damage *= !attacker.
isPlayer() || defender.
isNpc() ? 0.0 : 0.6;
static final int weaponsAllowed[]
final SkillManager skills
abstract Combat<? extends Mob > getCombat()
The combat of the mob.
final GenericAttributes attributes
final boolean isNpc()
Check if an entity is an npc.
final boolean isPlayer()
Check if an entity is a player.
Stopwatch staffOfDeadSpecial
final Equipment equipment
boolean isActive(Prayer... prayers)
Checks if all given prayers are active.
Represents a trainable and usable skill.
static final int DEFENCE
The defence skill id.
static final int ATTACK
The attack skill id.
static final int STRENGTH
The strength skill id.
int getLevel(int id)
Gets the level of a skill.
final boolean containsAny(int... identifiers)
Determines if this container contains any identifiers.
The container that manages the equipment for a player.
static final int STRENGTH_BONUS
boolean elapsed(long time, TimeUnit unit)
public< K > boolean has(K key)
Checks if a key is in the list of generic attribute.
int getStrengthIncrease()
int getDefensiveIncrease()
int getAccuracyIncrease()
The enumerated type whose elements represent the fighting types.
final int getCorrespondingBonus()
Determines the corresponding bonus for this fight type.
final FightStyle getStyle()
Gets the style active when this type is active.
final int getBonus()
Gets the type of bonus this global will apply.