/* * Copyright (C) 2004-2015 L2J DataPack * * This file is part of L2J DataPack. * * L2J DataPack 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. * * L2J DataPack 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.StatsSet; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.conditions.Condition; import com.l2jserver.gameserver.model.effects.AbstractEffect; import com.l2jserver.gameserver.model.effects.L2EffectType; import com.l2jserver.gameserver.model.skills.BuffInfo; import com.l2jserver.gameserver.model.stats.Formulas; import com.l2jserver.gameserver.taskmanager.DecayTaskManager; /** * Resurrection effect implementation. * @author Adry_85 */ public final class Resurrection extends AbstractEffect { private final int _power; public Resurrection(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params) { super(attachCond, applyCond, set, params); _power = params.getInt("power", 0); } @Override public L2EffectType getEffectType() { return L2EffectType.RESURRECTION; } @Override public boolean isInstant() { return true; } @Override public void onStart(BuffInfo info) { L2Character target = info.getEffected(); L2Character activeChar = info.getEffector(); if (activeChar.isPlayer()) { if (target.getActingPlayer() != null) { target.getActingPlayer().reviveRequest(activeChar.getActingPlayer(), info.getSkill(), target.isPet(), _power); } } else { DecayTaskManager.getInstance().cancel(target); target.doRevive(Formulas.calculateSkillResurrectRestorePercent(_power, activeChar)); } } }