/*
* 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;
}
}