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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- 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;
- }
- }
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