/* * 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.model.L2Object; import com.l2jserver.gameserver.model.ShotType; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.effects.L2Effect; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.model.skills.L2SkillType; 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; /** * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $ */ public class ManaHealByLevel implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.MANAHEAL_BY_LEVEL }; @Override public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { for (L2Character target : (L2Character[]) targets) { if (target.isInvul()) { continue; } double mp = skill.getPower(); // 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. mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null); if (target.getLevel() > skill.getMagicLevel()) { int lvlDiff = target.getLevel() - skill.getMagicLevel(); // if target is too high compared to skill level, the amount of recharged mp gradually decreases. if (lvlDiff == 6) { mp *= 0.9; // only 90% effective } else if (lvlDiff == 7) { mp *= 0.8; // 80% } else if (lvlDiff == 8) { mp *= 0.7; // 70% } else if (lvlDiff == 9) { mp *= 0.6; // 60% } else if (lvlDiff == 10) { mp *= 0.5; // 50% } else if (lvlDiff == 11) { mp *= 0.4; // 40% } else if (lvlDiff == 12) { mp *= 0.3; // 30% } else if (lvlDiff == 13) { mp *= 0.2; // 20% } else if (lvlDiff == 14) { mp *= 0.1; // 10% } else if (lvlDiff >= 15) { mp = 0; // 0mp recharged } } // 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 mp = Math.min(mp, target.getMaxRecoverableMp() - target.getCurrentMp()); // Prevent negative amounts if (mp < 0) { mp = 0; } target.setCurrentMp(mp + target.getCurrentMp()); StatusUpdate sump = new StatusUpdate(target); sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); target.sendPacket(sump); SystemMessage sm; // if skill power is "0 or less" don't show heal system message. if (skill.getPower() > 0) { if (activeChar.isPlayer() && (activeChar != target)) { sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1); sm.addCharName(activeChar); } else { sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED); } sm.addNumber((int) mp); target.sendPacket(sm); } if (skill.hasEffects()) { target.stopSkillEffects(skill.getId()); skill.getEffects(activeChar, target); sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(skill); target.sendPacket(sm); } } if (skill.hasSelfEffects()) { L2Effect effect = activeChar.getFirstEffect(skill.getId()); if ((effect != null) && effect.isSelfEffect()) { // Replace old effect with new one. effect.exit(); } // cast self effect if any skill.getEffectsSelf(activeChar); } activeChar.setChargedShot(activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS) ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false); } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }