/* * 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 silentium.gameserver.skills.effects; import silentium.gameserver.model.L2Effect; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.skills.Env; import silentium.gameserver.templates.skills.L2EffectType; public class EffectDamOverTime extends L2Effect { public EffectDamOverTime(Env env, EffectTemplate template) { super(env, template); } /** * @see silentium.gameserver.model.L2Effect#getEffectType() */ @Override public L2EffectType getEffectType() { return L2EffectType.DMG_OVER_TIME; } /** * @see silentium.gameserver.model.L2Effect#onActionTime() */ @Override public boolean onActionTime() { if (getEffected().isDead()) return false; double damage = calc(); if (damage >= getEffected().getCurrentHp()) { if (getSkill().isToggle()) { getEffected().sendPacket(SystemMessage.getSystemMessage(SystemMessageId.SKILL_REMOVED_DUE_LACK_HP)); return false; } // For DOT skills that will not kill effected player. if (!getSkill().killByDOT()) { // Fix for players dying by DOTs if HP < 1 since reduceCurrentHP method will kill them if (getEffected().getCurrentHp() <= 1) return true; damage = getEffected().getCurrentHp() - 1; } } getEffected().reduceCurrentHpByDOT(damage, getEffector(), getSkill()); return true; } }