DamOverTime.java 2.3 KB

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  1. /*
  2. * Copyright (C) 2004-2013 L2J DataPack
  3. *
  4. * This file is part of L2J DataPack.
  5. *
  6. * L2J DataPack is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J DataPack is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package handlers.effecthandlers;
  20. import com.l2jserver.gameserver.model.effects.EffectTemplate;
  21. import com.l2jserver.gameserver.model.effects.L2Effect;
  22. import com.l2jserver.gameserver.model.effects.L2EffectType;
  23. import com.l2jserver.gameserver.model.stats.Env;
  24. import com.l2jserver.gameserver.network.SystemMessageId;
  25. /**
  26. * Dam Over Time effect implementation.
  27. */
  28. public class DamOverTime extends L2Effect
  29. {
  30. private final boolean _canKill;
  31. public DamOverTime(Env env, EffectTemplate template)
  32. {
  33. super(env, template);
  34. _canKill = template.hasParameters() && template.getParameters().getBool("canKill", false);
  35. }
  36. @Override
  37. public L2EffectType getEffectType()
  38. {
  39. return L2EffectType.DMG_OVER_TIME;
  40. }
  41. @Override
  42. public boolean onActionTime()
  43. {
  44. if (getEffected().isDead())
  45. {
  46. return false;
  47. }
  48. double damage = calc() * getEffectTemplate().getTotalTickCount();
  49. if (damage >= (getEffected().getCurrentHp() - 1))
  50. {
  51. if (getSkill().isToggle())
  52. {
  53. getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
  54. return false;
  55. }
  56. // For DOT skills that will not kill effected player.
  57. if (!_canKill)
  58. {
  59. // Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
  60. if (getEffected().getCurrentHp() <= 1)
  61. {
  62. return true;
  63. }
  64. damage = getEffected().getCurrentHp() - 1;
  65. }
  66. }
  67. getEffected().reduceCurrentHpByDOT(damage, getEffector(), getSkill());
  68. getEffected().notifyDamageReceived(damage, getEffector(), getSkill(), false);
  69. return getSkill().isToggle();
  70. }
  71. }