/* * 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 . */ package handlers.effecthandlers; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance; import com.l2jserver.gameserver.model.effects.EffectTemplate; import com.l2jserver.gameserver.model.effects.L2Effect; import com.l2jserver.gameserver.model.effects.L2EffectType; import com.l2jserver.gameserver.model.stats.Env; import com.l2jserver.gameserver.model.stats.Stats; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; /** * @author UnAfraid * */ public class ManaHealByLevel extends L2Effect { public ManaHealByLevel(Env env, EffectTemplate template) { super(env, template); } @Override public L2EffectType getEffectType() { return L2EffectType.MANAHEAL_BY_LEVEL; } @Override public boolean onStart() { L2Character target = getEffected(); if (target == null || target.isDead() || target instanceof L2DoorInstance) return false; StatusUpdate su = new StatusUpdate(target); double amount = calc(); //recharged mp influenced by difference between target level and skill level //if target is within 5 levels or lower then skill level there's no penalty. amount = target.calcStat(Stats.RECHARGE_MP_RATE, amount, null, null); if (target.getLevel() > getSkill().getMagicLevel()) { int lvlDiff = target.getLevel() - getSkill().getMagicLevel(); //if target is too high compared to skill level, the amount of recharged mp gradually decreases. if (lvlDiff == 6) //6 levels difference: amount *= 0.9; //only 90% effective else if (lvlDiff == 7) amount *= 0.8; //80% else if (lvlDiff == 8) amount *= 0.7; //70% else if (lvlDiff == 9) amount *= 0.6; //60% else if (lvlDiff == 10) amount *= 0.5; //50% else if (lvlDiff == 11) amount *= 0.4; //40% else if (lvlDiff == 12) amount *= 0.3; //30% else if (lvlDiff == 13) amount *= 0.2; //20% else if (lvlDiff == 14) amount *= 0.1; //10% else if (lvlDiff >= 15) //15 levels or more: amount = 0; //0mp recharged } amount = Math.min(amount, target.getMaxRecoverableMp() - target.getCurrentMp()); // Prevent negative amounts if (amount < 0) amount = 0; // To prevent -value heals, set the value only if current mp is less than max recoverable. if (target.getCurrentMp() < target.getMaxRecoverableMp()) target.setCurrentMp(amount + target.getCurrentMp()); SystemMessage sm; if (getEffector().getObjectId() != target.getObjectId()) { sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1); sm.addCharName(getEffector()); } else sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED); sm.addNumber((int) amount); target.sendPacket(sm); su.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); target.sendPacket(su); return true; } @Override public boolean onActionTime() { return false; } }