/* * 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.skillhandlers; import com.l2jserver.gameserver.handler.ISkillHandler; import com.l2jserver.gameserver.handler.SkillHandler; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.L2Skill; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Npc; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.skills.Stats; import com.l2jserver.gameserver.templates.item.L2Item; import com.l2jserver.gameserver.templates.skills.L2SkillType; /** * This class ... * * @version $Revision: 1.1.2.2.2.4 $ $Date: 2005/04/06 16:13:48 $ */ public class Heal implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.HEAL, L2SkillType.HEAL_STATIC }; /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[]) */ public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { //check for other effects ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF); if (handler != null) handler.useSkill(activeChar, skill, targets); double power = skill.getPower(); switch (skill.getSkillType()) { case HEAL_STATIC: break; default: final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); double staticShotBonus = 0; int mAtkMul = 1; // mAtk multiplier if (weaponInst != null && weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE) { if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).isMageClass()) { staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { mAtkMul = 4; staticShotBonus *= 2.4; // static bonus for blessed spiritshots } else mAtkMul = 2; } else { // no static bonus // grade dynamic bonus switch (weaponInst.getItem().getItemGrade()) { case L2Item.CRYSTAL_S84: mAtkMul = 4; break; case L2Item.CRYSTAL_S80: mAtkMul = 2; break; } // shot dynamic bonus if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) mAtkMul *= 4; // 16x/8x/4x s84/s80/other else mAtkMul += 1; // 5x/3x/1x s84/s80/other } weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } // If there is no weapon equipped, check for an active summon. else if (activeChar instanceof L2Summon && ((L2Summon)activeChar).getChargedSpiritShot() != L2ItemInstance.CHARGED_NONE) { staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots if (((L2Summon)activeChar).getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { staticShotBonus *= 2.4; // static bonus for blessed spiritshots mAtkMul = 4; } else mAtkMul = 2; ((L2Summon)activeChar).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } else if (activeChar instanceof L2Npc && ((L2Npc)activeChar)._spiritshotcharged) { staticShotBonus = 2.4 * skill.getMpConsume(); // always blessed spiritshots mAtkMul = 4; ((L2Npc)activeChar)._spiritshotcharged = false; } power += staticShotBonus + Math.sqrt(mAtkMul * activeChar.getMAtk(activeChar, null)); } double hp; for (L2Character target: (L2Character[]) targets) { // We should not heal if char is dead/invul if (target == null || target.isDead() || target.isInvul()) continue; if (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance) continue; // Player holding a cursed weapon can't be healed and can't heal if (target != activeChar) { if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped()) continue; else if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).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.isPotion()) hp += target.calcStat(Stats.HEAL_STATIC_BONUS, 0, null, null); // Heal critic, since CT2.3 Gracia Final if(skill.getSkillType() == L2SkillType.HEAL && !skill.isPotion() && 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()); if (hp < 0) 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 instanceof L2PcInstance) { if (skill.getId() == 4051) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.REJUVENATING_HP); target.sendPacket(sm); } else { if (activeChar instanceof L2PcInstance && 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); } } } } } /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }