DamOverTime.java 2.1 KB

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