DamOverTime.java 2.6 KB

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  1. /*
  2. * Copyright (C) 2004-2015 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.StatsSet;
  21. import com.l2jserver.gameserver.model.conditions.Condition;
  22. import com.l2jserver.gameserver.model.effects.AbstractEffect;
  23. import com.l2jserver.gameserver.model.effects.L2EffectType;
  24. import com.l2jserver.gameserver.model.skills.BuffInfo;
  25. import com.l2jserver.gameserver.network.SystemMessageId;
  26. /**
  27. * Dam Over Time effect implementation.
  28. */
  29. public final class DamOverTime extends AbstractEffect
  30. {
  31. private final boolean _canKill;
  32. private final double _power;
  33. public DamOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
  34. {
  35. super(attachCond, applyCond, set, params);
  36. _canKill = params.getBoolean("canKill", false);
  37. _power = params.getDouble("power", 0);
  38. }
  39. @Override
  40. public L2EffectType getEffectType()
  41. {
  42. return L2EffectType.DMG_OVER_TIME;
  43. }
  44. @Override
  45. public boolean onActionTime(BuffInfo info)
  46. {
  47. if (info.getEffected().isDead())
  48. {
  49. return false;
  50. }
  51. double damage = _power * getTicksMultiplier();
  52. if (damage >= (info.getEffected().getCurrentHp() - 1))
  53. {
  54. if (info.getSkill().isToggle())
  55. {
  56. info.getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
  57. return false;
  58. }
  59. // For DOT skills that will not kill effected player.
  60. if (!_canKill)
  61. {
  62. // Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
  63. if (info.getEffected().getCurrentHp() <= 1)
  64. {
  65. return info.getSkill().isToggle();
  66. }
  67. damage = info.getEffected().getCurrentHp() - 1;
  68. }
  69. }
  70. info.getEffected().reduceCurrentHpByDOT(damage, info.getEffector(), info.getSkill());
  71. info.getEffected().notifyDamageReceived(damage, info.getEffector(), info.getSkill(), false, true);
  72. return info.getSkill().isToggle();
  73. }
  74. }