package com.aionemu.gameserver.skillengine.effect;
import javax.xml.bind.annotation.XmlAccessType;
import javax.xml.bind.annotation.XmlAccessorType;
import javax.xml.bind.annotation.XmlAttribute;
import javax.xml.bind.annotation.XmlType;
import com.aionemu.gameserver.network.aion.serverpackets.SM_ATTACK_STATUS.LOG;
import com.aionemu.gameserver.network.aion.serverpackets.SM_ATTACK_STATUS.TYPE;
import com.aionemu.gameserver.skillengine.model.Effect;
import com.aionemu.gameserver.utils.ThreadPoolManager;
/**
* @author ATracer
*/
@XmlAccessorType(XmlAccessType.FIELD)
@XmlType(name = "SpellAtkDrainInstantEffect")
public class SpellAtkDrainInstantEffect extends DamageEffect {
@XmlAttribute(name = "hp_percent")
private int hpPercent;
@XmlAttribute(name = "mp_percent")
private int mpPercent;
@Override
public void applyEffect(Effect effect) {
super.applyEffect(effect);
ThreadPoolManager.getInstance().schedule(() -> {
if (hpPercent != 0) {
effect.getEffector().getLifeStats().increaseHp(TYPE.HP, effect.getReserveds(position).getValue() * hpPercent / 100, effect,
LOG.SPELLATKDRAININSTANT);
}
if (mpPercent != 0) {
effect.getEffector().getLifeStats().increaseMp(TYPE.ABSORBED_MP, effect.getReserveds(position).getValue() * mpPercent / 100,
effect.getSkillId(), LOG.SPELLATKDRAININSTANT);
}
}, 1000); // on retail the effect is applied about 1sec later (maybe based on animationTime/hitTime?)
}
}