l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/DamOverTime.java
MobiusDev d722c7a961 -Added two new effects (BlockTarget & Duel).
-Added <target hp="n%" /> condition (example - Last Attack skill).
-Updated DamOverTime effect - add increase charges count over time.
-Updated EnergyAttack effect to new charges system.
-Updated FatalBlow effect (able to increase skill power damage if target has affected by selected abnormal type).
-Added parameter ignorePhysDefPercent for skills that ignores some % of enemy pDef.
-Added function isInvulnerableFor(player) and updated PcCondOverride for this function.
-NPC and NPC buffers data updated for Othell Ground skill Poison Zone.
-Updated PhysicalAttack effect for skills, that decreases power when using some weapon types, and increases power when using some weapon types. also added isLastAttack parameter (for skill Last Attack atm).
-Added stat momentumSkillPower (for Tyrr' passive). Increases power when player have more charges (max 3).
-Updated some effect for working with maxSkillDamage parameter.
-Updated some old and new skills to 10531.

Contributed by NviX.
2015-07-14 20:03:39 +00:00

96 lines
3.0 KiB
Java

/*
* Copyright (C) 2004-2015 L2J DataPack
*
* This file is part of L2J DataPack.
*
* L2J DataPack 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.
*
* L2J DataPack 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 <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.AbstractEffect;
import com.l2jserver.gameserver.model.effects.L2EffectType;
import com.l2jserver.gameserver.model.skills.BuffInfo;
import com.l2jserver.gameserver.network.SystemMessageId;
/**
* Dam Over Time effect implementation.
*/
public final class DamOverTime extends AbstractEffect
{
private final boolean _canKill;
private final double _power;
private final int _charge;
public DamOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
_canKill = params.getBoolean("canKill", false);
_power = params.getDouble("power", 0);
_charge = params.getInt("charge", 0);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.DMG_OVER_TIME;
}
@Override
public boolean onActionTime(BuffInfo info)
{
if (info.getEffected().isDead())
{
return false;
}
double damage = _power * getTicksMultiplier();
if (damage >= (info.getEffected().getCurrentHp() - 1))
{
if (info.getSkill().isToggle())
{
info.getEffected().sendPacket(SystemMessageId.YOUR_SKILL_HAS_BEEN_CANCELED_DUE_TO_LACK_OF_HP);
return false;
}
// For DOT skills that will not kill effected player.
if (!_canKill)
{
// Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them
if (info.getEffected().getCurrentHp() <= 1)
{
return info.getSkill().isToggle();
}
damage = info.getEffected().getCurrentHp() - 1;
}
}
if ((_charge != 0) && (info.getEffected().getActingPlayer().getCharges() >= _charge))
{
info.getEffected().sendPacket(SystemMessageId.YOUR_FORCE_HAS_REACHED_MAXIMUM_CAPACITY);
return false;
}
else if (_charge != 0)
{
info.getEffected().getActingPlayer().increaseCharges(1, _charge);
}
info.getEffected().reduceCurrentHpByDOT(damage, info.getEffector(), info.getSkill());
info.getEffected().notifyDamageReceived(damage, info.getEffector(), info.getSkill(), false, true);
return info.getSkill().isToggle();
}
}