
-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.
96 lines
3.0 KiB
Java
96 lines
3.0 KiB
Java
/*
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* Copyright (C) 2004-2015 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack 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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* L2J DataPack 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.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.conditions.Condition;
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import com.l2jserver.gameserver.model.effects.AbstractEffect;
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import com.l2jserver.gameserver.model.effects.L2EffectType;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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import com.l2jserver.gameserver.network.SystemMessageId;
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/**
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* Dam Over Time effect implementation.
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*/
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public final class DamOverTime extends AbstractEffect
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{
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private final boolean _canKill;
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private final double _power;
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private final int _charge;
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public DamOverTime(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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_canKill = params.getBoolean("canKill", false);
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_power = params.getDouble("power", 0);
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_charge = params.getInt("charge", 0);
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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.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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if (info.getEffected().isDead())
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{
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return false;
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}
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double damage = _power * getTicksMultiplier();
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if (damage >= (info.getEffected().getCurrentHp() - 1))
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{
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if (info.getSkill().isToggle())
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{
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info.getEffected().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 (info.getEffected().getCurrentHp() <= 1)
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{
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return info.getSkill().isToggle();
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}
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damage = info.getEffected().getCurrentHp() - 1;
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}
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}
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if ((_charge != 0) && (info.getEffected().getActingPlayer().getCharges() >= _charge))
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{
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info.getEffected().sendPacket(SystemMessageId.YOUR_FORCE_HAS_REACHED_MAXIMUM_CAPACITY);
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return false;
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}
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else if (_charge != 0)
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{
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info.getEffected().getActingPlayer().increaseCharges(1, _charge);
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}
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info.getEffected().reduceCurrentHpByDOT(damage, info.getEffector(), info.getSkill());
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info.getEffected().notifyDamageReceived(damage, info.getEffector(), info.getSkill(), false, true);
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return info.getSkill().isToggle();
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}
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}
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