/* * This program is free software: you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more * details. * * You should have received a copy of the GNU General Public License along with * this program. If not, see . */ package net.sf.l2j.gameserver.skills.effects; import net.sf.l2j.gameserver.model.L2Effect; import net.sf.l2j.gameserver.serverpackets.StatusUpdate; import net.sf.l2j.gameserver.skills.Env; class EffectCombatPointHealOverTime extends L2Effect { public EffectCombatPointHealOverTime(Env env, EffectTemplate template) { super(env, template); } @Override public EffectType getEffectType() { return EffectType.COMBAT_POINT_HEAL_OVER_TIME; } @Override public boolean onActionTime() { if(getEffected().isDead()) return false; double cp = getEffected().getCurrentCp(); double maxcp = getEffected().getMaxCp(); cp += calc(); if(cp > maxcp) { cp = maxcp; } getEffected().setCurrentCp(cp); StatusUpdate sump = new StatusUpdate(getEffected().getObjectId()); sump.addAttribute(StatusUpdate.CUR_CP, (int)cp); getEffected().sendPacket(sump); return true; } }