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.attack.FightType;
9import com.runehive.game.world.entity.combat.hit.Hit;
10import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
11import com.runehive.game.world.entity.mob.Mob;
12import com.runehive.game.world.entity.mob.player.Player;
24 super.start(attacker, defender, hits);
30 super.hitsplat(attacker, defender,
hit);
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)
int getAttackDelay(Player attacker, Mob defender, FightType fightType)
int modifyAccuracy(Player attacker, Mob defender, int roll)
void hitsplat(Player attacker, Mob defender, Hit hit)
int modifyDamage(Player attacker, Mob defender, int damage)
static final OsmumFang INSTANCE
void onKill(Player attacker, Mob defender, Hit hit)
static final Animation ANIMATION
Animation getAttackAnimation(Player attacker, Mob defender)
static final Graphic GRAPHIC
void start(Player attacker, Mob defender, Hit[] hits)
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.