1package com.runehive.content.skill.impl.thieving;
3import com.runehive.Config;
4import com.runehive.net.packet.out.SendMessage;
5import com.runehive.game.Animation;
6import com.runehive.game.action.Action;
7import com.runehive.game.action.policy.WalkablePolicy;
8import com.runehive.game.world.entity.combat.hit.Hit;
9import com.runehive.game.world.entity.mob.player.Player;
10import com.runehive.game.world.entity.skill.Skill;
11import com.runehive.game.world.items.Item;
12import com.runehive.util.Utility;
48 return calculated <= 0 ? 1 : (calculated > 10 ? 10 : calculated);
63 public void execute() {
84 protected void onSchedule() {
90 protected void onCancel(
boolean logout) {
95 public String getName() {
96 return "Wallsafe crack";
100 public boolean prioritized() {
The class that contains setting-related constants for the server.
static final double THIEVING_MODIFICATION
The experience modification for thieving.
final DialogueFactory execute()
Retrieves the next dialogue in the chain and executes it.
final DialogueFactory sendStatement(String... lines)
Appends a StatementDialogue to the current dialogue chain.
Handles the wall safe thieving.
static int chance(Player player)
The wallsafe fail chance.
static final Item REWARD[]
Holds all the rewards.
static Action< Player > crack(Player player)
The wallsafe crack action.
static void thieve(Player player)
Handles thieving from the wall safe.
static int rate(Player player)
Gets the thieving rate.
Class that models a single animation used by an entity.
Represents an action an entity can execute.
public< A extends Action<?> > void execute(A action)
A Hit object holds the damage amount and hitsplat data.
final SkillManager skills
void animate(int animation)
This class represents a character controlled by a player.
final Inventory inventory
DialogueFactory dialogueFactory
void send(OutgoingPacket encoder)
Represents a trainable and usable skill.
static final int THIEVING
The thieving skill id.
void setDoingSkill(boolean doingSkill)
void addExperience(int id, double experience)
Adds experience to a given skill.
int getMaxLevel(int id)
Gets the highest possible level of a skill.
Skill get(int id)
Gets the skill for an id.
The container class that represents an item that can be interacted with.
boolean add(Item item)
Attempts to deposit item into this container.
boolean contains(int id)
Determines if this container contains id.
The OutgoingPacket that sends a message to a Players chatbox in the client.
Handles miscellaneous methods.
static int random(int bound)
static< T > T randomElement(Collection< T > collection)
Picks a random element out of any array type.
A queue policy determines whether the action can occur while walking.
NON_WALKABLE
This indicates actions cannot occur while walking.