/* * 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.L2Attackable; import net.sf.l2j.gameserver.model.L2Effect; import net.sf.l2j.gameserver.model.L2Skill.SkillTargetType; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.serverpackets.SystemMessage; import net.sf.l2j.gameserver.skills.Env; class EffectDamOverTime extends L2Effect { public EffectDamOverTime(Env env, EffectTemplate template) { super(env, template); } @Override public EffectType getEffectType() { return EffectType.DMG_OVER_TIME; } @Override public boolean onActionTime() { if (getEffected().isDead()) return false; double damage = calc(); if (damage >= getEffected().getCurrentHp()) { if (getSkill().isToggle()) { SystemMessage sm = new SystemMessage(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP); getEffected().sendPacket(sm); return false; } // For DOT skills that will not kill effected player. if (!getSkill().killByDOT()) damage = getEffected().getCurrentHp() - 1; } boolean awake = !(getEffected() instanceof L2Attackable) && !(getSkill().getTargetType() == SkillTargetType.TARGET_SELF && getSkill().isToggle()); getEffected().reduceCurrentHp(damage, getEffector(),awake); return true; } }