Merged with released L2J-Unity files.
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86
trunk/dist/game/data/scripts/handlers/effecthandlers/MagicalDamOverTime.java
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86
trunk/dist/game/data/scripts/handlers/effecthandlers/MagicalDamOverTime.java
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/*
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* This file is part of the L2J Mobius project.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jmobius.gameserver.model.StatsSet;
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import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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import com.l2jmobius.gameserver.model.skills.BuffInfo;
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import com.l2jmobius.gameserver.model.stats.Formulas;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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/**
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* MagicalAttack-damage over time effect implementation.
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* @author Nik
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*/
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public final class MagicalDamOverTime extends AbstractEffect
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{
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private final double _power;
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private final boolean _canKill;
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public MagicalDamOverTime(StatsSet params)
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{
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_power = params.getDouble("power", 0);
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_canKill = params.getBoolean("canKill", false);
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setTicks(params.getInt("ticks"));
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}
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@Override
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public L2EffectType getEffectType()
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{
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return L2EffectType.MAGICAL_DMG_OVER_TIME;
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}
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@Override
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public boolean onActionTime(BuffInfo info)
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{
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final L2Character activeChar = info.getEffector();
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final L2Character target = info.getEffected();
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if (target.isDead())
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{
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return false;
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}
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double damage = Formulas.calcMagicDam(activeChar, target, info.getSkill(), activeChar.getMAtk(), _power, target.getMDef(), false, false, false); // In retail spiritshots change nothing.
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damage *= getTicksMultiplier();
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if (damage >= (target.getCurrentHp() - 1))
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{
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if (info.getSkill().isToggle())
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{
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target.sendPacket(SystemMessageId.YOUR_SKILL_HAS_BEEN_CANCELED_DUE_TO_LACK_OF_HP);
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return false;
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}
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// For DOT skills that will not kill effected player.
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if (!_canKill)
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{
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// Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
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if (target.getCurrentHp() <= 1)
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{
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return info.getSkill().isToggle();
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}
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damage = target.getCurrentHp() - 1;
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}
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}
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info.getEffected().reduceCurrentHp(damage, info.getEffector(), info.getSkill(), true, false, false, false);
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return info.getSkill().isToggle();
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}
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}
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