/* * Copyright (C) 2004-2013 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.skillhandlers; import com.l2jserver.gameserver.handler.ISkillHandler; import com.l2jserver.gameserver.handler.SkillHandler; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.ShotType; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance; import com.l2jserver.gameserver.model.items.L2Item; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.model.skills.L2SkillType; import com.l2jserver.gameserver.model.stats.Formulas; 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; public class Heal implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.HEAL, }; @Override public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { // check for other effects ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF); if (handler != null) { handler.useSkill(activeChar, skill, targets); } double power = skill.getPower(); boolean sps = skill.isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS); boolean bss = skill.isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS); double staticShotBonus = 0; int mAtkMul = 1; // mAtk multiplier if (((sps || bss) && (activeChar.isPlayer() && activeChar.getActingPlayer().isMageClass())) || activeChar.isSummon()) { staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots if (bss) { mAtkMul = 4; staticShotBonus *= 2.4; // static bonus for blessed spiritshots } else { mAtkMul = 2; } } else if ((sps || bss) && activeChar.isNpc()) { staticShotBonus = 2.4 * skill.getMpConsume(); // always blessed spiritshots mAtkMul = 4; } else { // no static bonus // grade dynamic bonus final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst != null) { switch (weaponInst.getItem().getItemGrade()) { case L2Item.CRYSTAL_S84: mAtkMul = 4; break; case L2Item.CRYSTAL_S80: mAtkMul = 2; break; } } // shot dynamic bonus if (bss) { mAtkMul *= 4; // 16x/8x/4x s84/s80/other } else { mAtkMul += 1; // 5x/3x/1x s84/s80/other } } power += staticShotBonus + Math.sqrt(mAtkMul * activeChar.getMAtk(activeChar, null)); activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false); double hp; for (L2Character target : (L2Character[]) targets) { // if skill power is "0 or less" don't show heal system message. if (skill.getPower() <= 0) { continue; } // We should not heal if char is dead/invul if ((target == null) || target.isDead() || target.isInvul()) { continue; } if (target.isDoor() || (target instanceof L2SiegeFlagInstance)) { continue; } // Player holding a cursed weapon can't be healed and can't heal if (target != activeChar) { if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped()) { continue; } else if (activeChar.isPlayer() && activeChar.getActingPlayer().isCursedWeaponEquipped()) { continue; } } switch (skill.getSkillType()) { case HEAL_PERCENT: hp = (target.getMaxHp() * power) / 100.0; break; default: hp = power; hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100; } // Healer proficiency (since CT1) hp *= activeChar.calcStat(Stats.HEAL_PROFICIENCY, 100, null, null) / 100; // Extra bonus (since CT1.5) if (!skill.isStatic()) { hp += target.calcStat(Stats.HEAL_STATIC_BONUS, 0, null, null); } // Heal critic, since CT2.3 Gracia Final if ((skill.getSkillType() == L2SkillType.HEAL) && !skill.isStatic() && Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill))) { hp *= 3; } // from CT2 u will receive exact HP, u can't go over it, if u have full HP and u get HP buff, u will receive 0HP restored message hp = Math.min(hp, target.getMaxRecoverableHp() - target.getCurrentHp()); // Prevent negative amounts hp = Math.max(hp, 0); target.setCurrentHp(hp + target.getCurrentHp()); StatusUpdate su = new StatusUpdate(target); su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp()); target.sendPacket(su); if (target.isPlayer()) { if (skill.getId() == 4051) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.REJUVENATING_HP); target.sendPacket(sm); } else { if (activeChar.isPlayer() && (activeChar != target)) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1); sm.addString(activeChar.getName()); sm.addNumber((int) hp); target.sendPacket(sm); } else { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED); sm.addNumber((int) hp); target.sendPacket(sm); } } } } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }