EffectDamOverTime.java 2.2 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 net.sf.l2j.gameserver.skills.effects;
  16. import net.sf.l2j.gameserver.model.L2Effect;
  17. import net.sf.l2j.gameserver.network.SystemMessageId;
  18. import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
  19. import net.sf.l2j.gameserver.skills.Env;
  20. import net.sf.l2j.gameserver.templates.effects.EffectTemplate;
  21. import net.sf.l2j.gameserver.templates.skills.L2EffectType;
  22. public class EffectDamOverTime extends L2Effect
  23. {
  24. public EffectDamOverTime(Env env, EffectTemplate template)
  25. {
  26. super(env, template);
  27. }
  28. /**
  29. *
  30. * @see net.sf.l2j.gameserver.model.L2Effect#getEffectType()
  31. */
  32. @Override
  33. public L2EffectType getEffectType()
  34. {
  35. return L2EffectType.DMG_OVER_TIME;
  36. }
  37. /**
  38. *
  39. * @see net.sf.l2j.gameserver.model.L2Effect#onActionTime()
  40. */
  41. @Override
  42. public boolean onActionTime()
  43. {
  44. if (getEffected().isDead())
  45. return false;
  46. double damage = calc();
  47. if (damage >= getEffected().getCurrentHp() - 1)
  48. {
  49. if (getSkill().isToggle())
  50. {
  51. SystemMessage sm = new SystemMessage(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP);
  52. getEffected().sendPacket(sm);
  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. return true;
  61. damage = getEffected().getCurrentHp() - 1;
  62. }
  63. }
  64. getEffected().reduceCurrentHpByDOT(damage, getEffector(), null);
  65. return true;
  66. }
  67. }