1package com.runehive.game.world.entity.combat.attack.listener.npc.godwar;
3import com.runehive.game.Animation;
4import com.runehive.game.UpdatePriority;
5import com.runehive.game.world.entity.combat.attack.listener.NpcCombatListenerSignature;
6import com.runehive.game.world.entity.combat.attack.listener.SimplifiedListener;
7import com.runehive.game.world.entity.combat.hit.CombatHit;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.combat.strategy.CombatStrategy;
10import com.runehive.game.world.entity.combat.strategy.npc.NpcMagicStrategy;
11import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
12import com.runehive.game.world.entity.mob.Mob;
13import com.runehive.game.world.entity.mob.npc.Npc;
15import static com.runehive.game.world.entity.combat.CombatUtil.createStrategyArray;
16import static com.runehive.game.world.entity.combat.CombatUtil.randomStrategy;
17import static com.runehive.game.world.entity.combat.projectile.CombatProjectile.getDefinition;
34 super(getDefinition(
"Spirtual Mage"));
Class that models a single animation used by an entity.
CombatHit[] getHits(Npc attacker, Mob defender)
Animation getAttackAnimation(Npc attacker, Mob defender)
void start(Npc attacker, Mob defender, Hit[] hits)
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
void setAccurate(boolean accurate)
final CombatHit nextMagicHit(T attacker, Mob defender)
NpcMagicStrategy(CombatProjectile combatProjectile)
Represents a non-player character in the in-game world.
void setStrategy(CombatStrategy< Npc > strategy)
Represents different priorities for updating.
VERY_HIGH
A very high priority.