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.attack.listener.npc.Dessourt;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.combat.strategy.npc.NpcMeleeStrategy;
10import com.runehive.game.world.entity.combat.strategy.npc.NpcRangedStrategy;
11import com.runehive.game.world.entity.mob.Mob;
12import com.runehive.game.world.entity.mob.npc.Npc;
14import static com.runehive.game.world.entity.combat.CombatUtil.createStrategyArray;
15import static com.runehive.game.world.entity.combat.projectile.CombatProjectile.getDefinition;
32 super(getDefinition(
"Spirtual Ranger"));
Class that models a single animation used by an entity.
Animation getAttackAnimation(Npc attacker, Mob defender)
static RangedAttack RANGED
void start(Npc attacker, Mob defender, Hit[] hits)
A Hit object holds the damage amount and hitsplat data.
NpcRangedStrategy(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.