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@@ -1,136 +0,0 @@
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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.handler.SkillHandler;
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-import com.l2jserver.gameserver.model.L2Object;
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-import com.l2jserver.gameserver.model.actor.L2Character;
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-import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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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.network.serverpackets.StatusUpdate;
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-
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-/**
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- * @author earendil
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- * @version $Revision: 1.1.2.2.2.4 $ $Date: 2005/04/06 16:13:48 $
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- */
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-public class BalanceLife 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.BALANCE_LIFE
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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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- // L2Character activeChar = activeChar;
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- // check for other effects
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- ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF);
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-
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- if (handler != null)
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- {
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- handler.useSkill(activeChar, skill, targets);
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- }
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-
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- L2PcInstance player = null;
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- if (activeChar.isPlayer())
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- {
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- player = activeChar.getActingPlayer();
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- }
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-
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- double fullHP = 0;
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- double currentHPs = 0;
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-
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- for (L2Character target : (L2Character[]) targets)
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- {
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- // We should not heal if char is dead/
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- if ((target == null) || target.isDead())
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- {
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- continue;
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- }
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-
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- // Player holding a cursed weapon can't be healed and can't heal
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- if (target != activeChar)
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- {
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- if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
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- {
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- continue;
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- }
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- else if ((player != null) && player.isCursedWeaponEquipped())
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- {
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- continue;
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- }
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- }
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-
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- fullHP += target.getMaxHp();
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- currentHPs += target.getCurrentHp();
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- }
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-
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- double percentHP = currentHPs / fullHP;
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-
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- for (L2Character target : (L2Character[]) targets)
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- {
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- if ((target == null) || target.isDead())
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- {
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- continue;
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- }
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-
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- // Player holding a cursed weapon can't be healed and can't heal
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- if (target != activeChar)
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- {
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- if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
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- {
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- continue;
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- }
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- else if ((player != null) && player.isCursedWeaponEquipped())
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- {
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- continue;
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- }
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- }
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-
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- double newHP = target.getMaxHp() * percentHP;
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-
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- if (newHP > target.getCurrentHp()) // The target gets healed
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- {
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- // The heal will be blocked if the current hp passes the limit
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- if (target.getCurrentHp() > target.getMaxRecoverableHp())
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- {
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- newHP = target.getCurrentHp();
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- }
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- else if (newHP > target.getMaxRecoverableHp())
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- {
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- newHP = target.getMaxRecoverableHp();
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- }
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- }
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-
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- target.setCurrentHp(newHP);
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- StatusUpdate su = new StatusUpdate(target);
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- su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
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- target.sendPacket(su);
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- }
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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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