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-/*
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- * Copyright (C) 2004-2013 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.skillhandlers;
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-
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-import com.l2jserver.gameserver.handler.ISkillHandler;
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-import com.l2jserver.gameserver.model.L2Object;
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-import com.l2jserver.gameserver.model.ShotType;
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-import com.l2jserver.gameserver.model.actor.L2Character;
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-import com.l2jserver.gameserver.model.effects.L2Effect;
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-import com.l2jserver.gameserver.model.skills.L2Skill;
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-import com.l2jserver.gameserver.model.skills.L2SkillType;
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-import com.l2jserver.gameserver.model.stats.Stats;
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-import com.l2jserver.gameserver.network.SystemMessageId;
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-import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
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-import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
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-
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-/**
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- * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $
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- */
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-public class ManaHealByLevel implements ISkillHandler
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-{
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- private static final L2SkillType[] SKILL_IDS =
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- {
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- L2SkillType.MANAHEAL_BY_LEVEL
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- };
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-
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- @Override
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- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
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- {
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- for (L2Character target : (L2Character[]) targets)
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- {
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- if (target.isInvul())
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- {
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- continue;
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- }
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-
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- double mp = skill.getPower();
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-
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- // recharged mp influenced by difference between target level and skill level
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- // if target is within 5 levels or lower then skill level there's no penalty.
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- mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
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- if (target.getLevel() > skill.getMagicLevel())
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- {
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- int lvlDiff = target.getLevel() - skill.getMagicLevel();
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- // if target is too high compared to skill level, the amount of recharged mp gradually decreases.
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- if (lvlDiff == 6)
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- {
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- mp *= 0.9; // only 90% effective
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- }
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- else if (lvlDiff == 7)
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- {
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- mp *= 0.8; // 80%
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- }
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- else if (lvlDiff == 8)
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- {
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- mp *= 0.7; // 70%
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- }
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- else if (lvlDiff == 9)
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- {
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- mp *= 0.6; // 60%
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- }
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- else if (lvlDiff == 10)
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- {
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- mp *= 0.5; // 50%
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- }
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- else if (lvlDiff == 11)
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- {
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- mp *= 0.4; // 40%
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- }
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- else if (lvlDiff == 12)
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- {
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- mp *= 0.3; // 30%
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- }
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- else if (lvlDiff == 13)
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- {
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- mp *= 0.2; // 20%
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- }
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- else if (lvlDiff == 14)
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- {
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- mp *= 0.1; // 10%
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- }
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- else if (lvlDiff >= 15)
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- {
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- mp = 0; // 0mp recharged
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- }
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- }
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-
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- // from CT2 u will receive exact MP, u can't go over it, if u have full MP and u get MP buff, u will receive 0MP restored message
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- mp = Math.min(mp, target.getMaxRecoverableMp() - target.getCurrentMp());
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-
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- // Prevent negative amounts
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- if (mp < 0)
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- {
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- mp = 0;
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- }
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-
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- target.setCurrentMp(mp + target.getCurrentMp());
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- StatusUpdate sump = new StatusUpdate(target);
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- sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
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- target.sendPacket(sump);
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-
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- SystemMessage sm;
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- // if skill power is "0 or less" don't show heal system message.
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- if (skill.getPower() > 0)
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- {
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- if (activeChar.isPlayer() && (activeChar != target))
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- {
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- sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
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- sm.addCharName(activeChar);
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- }
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- else
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- {
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- sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
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- }
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- sm.addNumber((int) mp);
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- target.sendPacket(sm);
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- }
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-
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- if (skill.hasEffects())
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- {
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- target.stopSkillEffects(skill.getId());
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- skill.getEffects(activeChar, target);
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- sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
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- sm.addSkillName(skill);
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- target.sendPacket(sm);
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- }
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- }
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-
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- if (skill.hasSelfEffects())
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- {
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- L2Effect effect = activeChar.getFirstEffect(skill.getId());
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- if ((effect != null) && effect.isSelfEffect())
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- {
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- // Replace old effect with new one.
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- effect.exit();
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- }
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- // cast self effect if any
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- skill.getEffectsSelf(activeChar);
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- }
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-
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- activeChar.setChargedShot(activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS) ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
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- }
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-
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- @Override
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- public L2SkillType[] getSkillIds()
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- {
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- return SKILL_IDS;
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- }
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-}
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