/* * 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.L2Object; import com.l2jserver.gameserver.model.L2Skill; import com.l2jserver.gameserver.model.actor.L2Character; 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.templates.skills.L2SkillType; public class HealPercent implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.HEAL_PERCENT, L2SkillType.MANAHEAL_PERCENT, L2SkillType.CPHEAL_PERCENT, L2SkillType.HPMPHEAL_PERCENT, L2SkillType.HPMPCPHEAL_PERCENT, L2SkillType.HPCPHEAL_PERCENT }; /** * * @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); boolean cp = false; boolean hp = false; boolean mp = false; switch (skill.getSkillType()) { case CPHEAL_PERCENT: cp = true; break; case HEAL_PERCENT: hp = true; break; case MANAHEAL_PERCENT: mp = true; break; case HPMPHEAL_PERCENT: mp = true; hp = true; break; case HPMPCPHEAL_PERCENT: cp = true; hp = true; mp = true; break; case HPCPHEAL_PERCENT: hp = true; cp = true; } StatusUpdate su = null; SystemMessage sm; double amount = 0; boolean full = skill.getPower() == 100.0; boolean targetPlayer = false; for (L2Character target: (L2Character[]) targets) { //1505 - sublime self sacrifice if ((target == null || target.isDead() || target.isInvul()) && skill.getId() != 1505) continue; targetPlayer = target instanceof L2PcInstance; // Cursed weapon owner can't heal or be healed if (target != activeChar) { if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).isCursedWeaponEquipped()) continue; if (targetPlayer && ((L2PcInstance)target).isCursedWeaponEquipped()) continue; } // Doors and flags can't be healed in any way if (hp && (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance)) continue; if (targetPlayer) su = new StatusUpdate(target); // Only players have CP if (cp && targetPlayer) { if (full) amount = target.getMaxCp(); else amount = target.getMaxCp() * skill.getPower() / 100.0; amount = Math.min(amount, target.getMaxRecoverableCp() - target.getCurrentCp()); // Prevent negative amounts if (amount < 0) amount = 0; // To prevent -value heals, set the value only if current cp is less than max recoverable. if (target.getCurrentCp() < target.getMaxRecoverableCp()) target.setCurrentCp(amount + target.getCurrentCp()); sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CP_WILL_BE_RESTORED); sm.addNumber((int)amount); target.sendPacket(sm); su.addAttribute(StatusUpdate.CUR_CP, (int) target.getCurrentCp()); } if (hp) { if (full) amount = target.getMaxHp(); else amount = target.getMaxHp() * skill.getPower() / 100.0; amount = Math.min(amount, target.getMaxRecoverableHp() - target.getCurrentHp()); // Prevent negative amounts if (amount < 0) amount = 0; // To prevent -value heals, set the value only if current hp is less than max recoverable. if (target.getCurrentHp() < target.getMaxRecoverableHp()) target.setCurrentHp(amount + target.getCurrentHp()); if (targetPlayer) { if (activeChar != target) { sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1); sm.addCharName(activeChar); } else sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED); sm.addNumber((int)amount); target.sendPacket(sm); su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp()); } } if (mp) { if (full) amount = target.getMaxMp(); else amount = target.getMaxMp() * skill.getPower() / 100.0; 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()); if (targetPlayer) { if (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)amount); target.sendPacket(sm); su.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); } } if (targetPlayer) target.sendPacket(su); } } /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }