DamOverTimePercent.java 2.2 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 Percent effect implementation.
  27. * @author Adry_85
  28. */
  29. public class DamOverTimePercent extends L2Effect
  30. {
  31. public DamOverTimePercent(Env env, EffectTemplate template)
  32. {
  33. super(env, template);
  34. }
  35. @Override
  36. public L2EffectType getEffectType()
  37. {
  38. return L2EffectType.DMG_OVER_TIME_PERCENT;
  39. }
  40. @Override
  41. public boolean onActionTime()
  42. {
  43. if (getEffected().isDead())
  44. {
  45. return false;
  46. }
  47. double damage = getEffected().getCurrentHp() * calc() * getEffectTemplate().getTotalTickCount();
  48. if (damage >= (getEffected().getCurrentHp() - 1))
  49. {
  50. if (getSkill().isToggle())
  51. {
  52. getEffected().sendPacket(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
  53. return false;
  54. }
  55. // For DOT skills that will not kill effected player.
  56. if (!getSkill().killByDOT())
  57. {
  58. // Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
  59. if (getEffected().getCurrentHp() <= 1)
  60. {
  61. return getSkill().isToggle();
  62. }
  63. damage = getEffected().getCurrentHp() - 1;
  64. }
  65. }
  66. getEffected().reduceCurrentHpByDOT(damage, getEffector(), getSkill());
  67. return getSkill().isToggle();
  68. }
  69. }