/* * 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.model.L2Effect; 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.L2PcInstance; 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.Stats; import com.l2jserver.gameserver.templates.skills.L2SkillType; /** * This class ... * * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $ */ public class ManaHeal implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.MANAHEAL, L2SkillType.MANARECHARGE, L2SkillType.MANA_BY_LEVEL }; /** * * @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 actChar, L2Skill skill, L2Object[] targets) { for (L2Character target: (L2Character[]) targets) { if (target.isInvul()) continue; double mp = skill.getPower(); switch (skill.getSkillType()) { case MANARECHARGE: mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null); break; case MANA_BY_LEVEL: //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) //6 levels difference: 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) //15 levels or more: 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 (actChar instanceof L2PcInstance && actChar != target) { sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1); sm.addString(actChar.getName()); sm.addNumber((int) mp); target.sendPacket(sm); } else { sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED); sm.addNumber((int) mp); target.sendPacket(sm); } if (skill.hasEffects()) { target.stopSkillEffects(skill.getId()); skill.getEffects(actChar, target); sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(skill); target.sendPacket(sm); } } if (skill.hasSelfEffects()) { L2Effect effect = actChar.getFirstEffect(skill.getId()); if (effect != null && effect.isSelfEffect()) { //Replace old effect with new one. effect.exit(); } // cast self effect if any skill.getEffectsSelf(actChar); } } /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }