Examples of reduceCurrentHp()


Examples of com.l2jfrozen.gameserver.model.L2Character.reduceCurrentHp()

             
              player = null;
              smsg = null;
            }
            else
              target.reduceCurrentHp(damage, activeChar);
          }
          else
          {
            // only players can reduce CPs each other
            if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && !target.isInvul())
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Examples of com.l2jfrozen.gameserver.model.L2Character.reduceCurrentHp()

             
              if (hp_damage > 0)
                player.reduceCurrentHp(damage, activeChar);
            }
            else
              target.reduceCurrentHp(damage, activeChar);
          }
        }
      }
      else
      // No - damage
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Examples of com.l2jfrozen.gameserver.model.L2Character.reduceCurrentHp()

        else
          damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, soul);

        if(damage > 0)
        {
          target.reduceCurrentHp(damage, activeChar);
          if(soul && weapon != null)
            weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);

          activeChar.sendDamageMessage(target, damage, false, false, false);
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Examples of com.l2jfrozen.gameserver.model.L2Character.reduceCurrentHp()

     
      if (damage > 0)
      {
        double finalDamage = damage;
        finalDamage = finalDamage + (modifier * finalDamage);
        target.reduceCurrentHp(finalDamage, caster);
        caster.sendDamageMessage(target, (int) finalDamage, false, crit, false);
      }
      else
      {
        caster.sendDamageMessage(target, 0, false, false, true);
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Examples of com.l2jfrozen.gameserver.model.L2Character.reduceCurrentHp()

      int damage = (int) Formulas.calcMagicDam(activeChar, target, this, sps, bss, mcrit);

      if(damage > 0)
      {
        target.reduceCurrentHp(damage, activeChar);

        // Manage attack or cast break of the target (calculating rate, sending message...)
        if(!target.isRaid() && Formulas.calcAtkBreak(target, damage))
        {
          target.breakAttack();
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Examples of com.l2jfrozen.gameserver.model.L2Summon.reduceCurrentHp()

                // not be killed
                if (summon.getCurrentHp() < tDmg)
                  tDmg = (int) summon.getCurrentHp() - 1;
                if (tDmg > 0)
                {
                  summon.reduceCurrentHp(tDmg, activeChar);
                  damage -= tDmg;
                }
              }
              if (damage >= player.getCurrentHp())
              {
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Examples of com.l2jfrozen.gameserver.model.L2Summon.reduceCurrentHp()

          tDmg = (int) summon.getCurrentHp() - 1;
        }

        if(tDmg > 0)
        {
          summon.reduceCurrentHp(tDmg, attacker);
          value -= tDmg;
          fullValue = (int) value; // reduce the annouced value here as player will get a message about summon dammage
        }
      }
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Examples of com.l2jfrozen.gameserver.model.actor.instance.L2ChestInstance.reduceCurrentHp()

        {
          activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 3));
          chest.setSpecialDrop();
          chest.setMustRewardExpSp(false);
          chest.setInteracted();
          chest.reduceCurrentHp(99999999, activeChar);
        }
        else
        {
          activeChar.broadcastPacket(new SocialAction(activeChar.getObjectId(), 13));
          if (Rnd.get(100) < chestTrapLimit)
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Examples of com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance.reduceCurrentHp()

            {
              L2PcInstance player = (L2PcInstance) target;
              if (!player.isInvul())
              {
                player.setCurrentCp(1); // Set CP to 1
                player.reduceCurrentHp(damage, activeChar);
              }
              player = null;
            }
            else if (target instanceof L2MonsterInstance) // If is a monster remove first damage and after 50% of current hp
            {
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Examples of com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance.reduceCurrentHp()

                player.setCurrentCp(cur_cp - damage);
               
              }
             
              if (hp_damage > 0)
                player.reduceCurrentHp(damage, activeChar);
            }
            else
              target.reduceCurrentHp(damage, activeChar);
          }
        }
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