RuneHive-Tarnish
Neural OSRS Enhancement Framework
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VolatileNightmareStaff.java
1package com.osroyale.game.world.entity.combat.strategy.player.special.magic;
2
3import com.osroyale.game.Animation;
4import com.osroyale.game.Graphic;
5import com.osroyale.game.UpdatePriority;
6import com.osroyale.game.world.entity.combat.attack.FightType;
7import com.osroyale.game.world.entity.combat.hit.CombatHit;
8import com.osroyale.game.world.entity.combat.hit.Hit;
9import com.osroyale.game.world.entity.combat.strategy.player.PlayerRangedStrategy;
10import com.osroyale.game.world.entity.mob.Mob;
11import com.osroyale.game.world.entity.mob.player.Player;
12
40
41public class VolatileNightmareStaff extends PlayerRangedStrategy {
42 private static final Animation ANIMATION = new Animation(8532, UpdatePriority.HIGH);
43 private static final Graphic GRAPHIC = new Graphic(1759, 50, UpdatePriority.HIGH);
44
45 private static final VolatileNightmareStaff INSTANCE = new VolatileNightmareStaff();
46
47 private VolatileNightmareStaff() {
48 }
49
50 @Override
51 public void hitsplat(Player attacker, Mob defender, Hit hit) {
52 super.hitsplat(attacker, defender, hit);
53 defender.graphic(GRAPHIC);
54 }
55
56 @Override
57 public CombatHit[] getHits(Player attacker, Mob defender) {
58 return new CombatHit[]{nextRangedHit(attacker, defender)};
59 }
60
61 @Override
62 public int getAttackDelay(Player attacker, Mob defender, FightType fightType) {
63 return 10;
64 }
65
66 @Override
67 public Animation getAttackAnimation(Player attacker, Mob defender) {
68 return ANIMATION;
69 }
70
71 @Override
72 public int modifyAccuracy(Player attacker, Mob defender, int roll) {
73 return roll * 5 / 4;
74 }
75
76 @Override
77 public int modifyDamage(Player attacker, Mob defender, int roll) {
78 return roll * 5 / 4;
79 }
80
81 public static VolatileNightmareStaff get() {
82 return INSTANCE;
83 }
84
85}