HealPercent.java 5.2 KB

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  1. /*
  2. * Copyright (C) 2004-2013 L2J DataPack
  3. *
  4. * This file is part of L2J DataPack.
  5. *
  6. * L2J DataPack is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J DataPack is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package handlers.skillhandlers;
  20. import com.l2jserver.gameserver.handler.ISkillHandler;
  21. import com.l2jserver.gameserver.handler.SkillHandler;
  22. import com.l2jserver.gameserver.model.L2Object;
  23. import com.l2jserver.gameserver.model.actor.L2Character;
  24. import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
  25. import com.l2jserver.gameserver.model.skills.L2Skill;
  26. import com.l2jserver.gameserver.model.skills.L2SkillType;
  27. import com.l2jserver.gameserver.network.SystemMessageId;
  28. import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
  29. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  30. public class HealPercent implements ISkillHandler
  31. {
  32. private static final L2SkillType[] SKILL_IDS =
  33. {
  34. L2SkillType.HEAL_PERCENT,
  35. L2SkillType.MANAHEAL_PERCENT,
  36. };
  37. @Override
  38. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  39. {
  40. // check for other effects
  41. ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF);
  42. if (handler != null)
  43. {
  44. handler.useSkill(activeChar, skill, targets);
  45. }
  46. boolean hp = false;
  47. boolean mp = false;
  48. switch (skill.getSkillType())
  49. {
  50. case HEAL_PERCENT:
  51. hp = true;
  52. break;
  53. case MANAHEAL_PERCENT:
  54. mp = true;
  55. break;
  56. }
  57. StatusUpdate su = null;
  58. SystemMessage sm;
  59. double amount = 0;
  60. boolean full = skill.getPower() == 100.0;
  61. for (L2Character target : (L2Character[]) targets)
  62. {
  63. // if skill power is "0 or less" don't show heal system message.
  64. if (skill.getPower() <= 0)
  65. {
  66. continue;
  67. }
  68. // 1505 - sublime self sacrifice
  69. if ((target.isDead() || target.isInvul()) && (skill.getId() != 1505))
  70. {
  71. continue;
  72. }
  73. // Cursed weapon owner can't heal or be healed
  74. if (target != activeChar)
  75. {
  76. if (activeChar.isPlayer() && activeChar.getActingPlayer().isCursedWeaponEquipped())
  77. {
  78. continue;
  79. }
  80. if (target.isPlayer() && target.getActingPlayer().isCursedWeaponEquipped())
  81. {
  82. continue;
  83. }
  84. }
  85. // Doors and flags can't be healed in any way
  86. if (hp && (target.isDoor() || (target instanceof L2SiegeFlagInstance)))
  87. {
  88. continue;
  89. }
  90. if (hp)
  91. {
  92. if (full)
  93. {
  94. amount = target.getMaxHp();
  95. }
  96. else
  97. {
  98. amount = (target.getMaxHp() * skill.getPower()) / 100.0;
  99. }
  100. amount = Math.min(amount, target.getMaxRecoverableHp() - target.getCurrentHp());
  101. // Prevent negative amounts
  102. if (amount < 0)
  103. {
  104. amount = 0;
  105. }
  106. // To prevent -value heals, set the value only if current hp is less than max recoverable.
  107. if (target.getCurrentHp() < target.getMaxRecoverableHp())
  108. {
  109. target.setCurrentHp(amount + target.getCurrentHp());
  110. }
  111. if (target.isPlayer())
  112. {
  113. if (activeChar != target)
  114. {
  115. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
  116. sm.addCharName(activeChar);
  117. }
  118. else
  119. {
  120. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
  121. }
  122. sm.addNumber((int) amount);
  123. target.sendPacket(sm);
  124. su = new StatusUpdate(target);
  125. su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
  126. }
  127. }
  128. if (mp)
  129. {
  130. if (full)
  131. {
  132. amount = target.getMaxMp();
  133. }
  134. else
  135. {
  136. amount = (target.getMaxMp() * skill.getPower()) / 100.0;
  137. }
  138. amount = Math.min(amount, target.getMaxRecoverableMp() - target.getCurrentMp());
  139. // Prevent negative amounts
  140. if (amount < 0)
  141. {
  142. amount = 0;
  143. }
  144. // To prevent -value heals, set the value only if current mp is less than max recoverable.
  145. if (target.getCurrentMp() < target.getMaxRecoverableMp())
  146. {
  147. target.setCurrentMp(amount + target.getCurrentMp());
  148. }
  149. if (target.isPlayer())
  150. {
  151. if (activeChar != target)
  152. {
  153. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
  154. sm.addCharName(activeChar);
  155. }
  156. else
  157. {
  158. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
  159. }
  160. sm.addNumber((int) amount);
  161. target.sendPacket(sm);
  162. su = new StatusUpdate(target);
  163. su.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
  164. }
  165. }
  166. if (target.isPlayer())
  167. {
  168. target.sendPacket(su);
  169. }
  170. }
  171. }
  172. @Override
  173. public L2SkillType[] getSkillIds()
  174. {
  175. return SKILL_IDS;
  176. }
  177. }