l2j_mobius/trunk/dist/game/data/scripts/handlers/effecthandlers/MagicalDamOverTime.java
2016-06-12 01:34:09 +00:00

87 lines
2.7 KiB
Java

/*
* This file is part of the L2J Mobius project.
*
* 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 <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.skills.BuffInfo;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.network.SystemMessageId;
/**
* MagicalAttack-damage over time effect implementation.
* @author Nik
*/
public final class MagicalDamOverTime extends AbstractEffect
{
private final double _power;
private final boolean _canKill;
public MagicalDamOverTime(StatsSet params)
{
_power = params.getDouble("power", 0);
_canKill = params.getBoolean("canKill", false);
setTicks(params.getInt("ticks"));
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.MAGICAL_DMG_OVER_TIME;
}
@Override
public boolean onActionTime(BuffInfo info)
{
final L2Character activeChar = info.getEffector();
final L2Character target = info.getEffected();
if (target.isDead())
{
return false;
}
double damage = Formulas.calcMagicDam(activeChar, target, info.getSkill(), activeChar.getMAtk(), _power, target.getMDef(), false, false, false); // In retail spiritshots change nothing.
damage *= getTicksMultiplier();
if (damage >= (target.getCurrentHp() - 1))
{
if (info.getSkill().isToggle())
{
target.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 (target.getCurrentHp() <= 1)
{
return info.getSkill().isToggle();
}
damage = target.getCurrentHp() - 1;
}
}
info.getEffected().reduceCurrentHp(damage, info.getEffector(), info.getSkill(), true, false, false, false);
return info.getSkill().isToggle();
}
}