1package com.runehive.game.world.entity.combat.strategy.player.special.melee;
3import com.runehive.game.Animation;
4import com.runehive.game.Graphic;
5import com.runehive.game.UpdatePriority;
6import com.runehive.game.world.entity.combat.hit.CombatHit;
7import com.runehive.game.world.entity.combat.hit.Hit;
8import com.runehive.game.world.entity.combat.strategy.player.PlayerMeleeStrategy;
9import com.runehive.game.world.entity.mob.Mob;
10import com.runehive.game.world.entity.mob.data.LockType;
11import com.runehive.game.world.entity.mob.player.Player;
28 super.attack(attacker, defender,
hit);
31 if(
hit.getDamage() > 0) {
56 return damage * 11 / 10;
Class that models a single animation used by an entity.
Represents a single graphic that can be used by entities.
A wrapper for a Hit object, adding additional variables for hit and hitsplat delays.
A Hit object holds the damage amount and hitsplat data.
CombatHit nextMeleeHit(T attacker, Mob defender)
void hit(Player attacker, Mob defender, Hit hit)
Handles the zamorak sword weapon special attack.
void attack(Player attacker, Mob defender, Hit hit)
int modifyAccuracy(Player attacker, Mob defender, int roll)
CombatHit[] getHits(Player attacker, Mob defender)
static final Graphic FREEZE_GRAPHIC
static final Graphic GRAPHIC
static final Animation ANIMATION
int modifyDamage(Player attacker, Mob defender, int damage)
Animation getAttackAnimation(Player attacker, Mob defender)
static final ZamorakGodsword INSTANCE
boolean locked()
Checks if the mob is locked.
Optional< Graphic > graphic
This class represents a character controlled by a player.
Represents different priorities for updating.
Holds all the lock types.