ManaHeal.java 4.8 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package handlers.skillhandlers;
  16. import com.l2jserver.gameserver.handler.ISkillHandler;
  17. import com.l2jserver.gameserver.model.L2Object;
  18. import com.l2jserver.gameserver.model.ShotType;
  19. import com.l2jserver.gameserver.model.actor.L2Character;
  20. import com.l2jserver.gameserver.model.effects.L2Effect;
  21. import com.l2jserver.gameserver.model.skills.L2Skill;
  22. import com.l2jserver.gameserver.model.skills.L2SkillType;
  23. import com.l2jserver.gameserver.model.stats.Stats;
  24. import com.l2jserver.gameserver.network.SystemMessageId;
  25. import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
  26. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  27. /**
  28. * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $
  29. */
  30. public class ManaHeal implements ISkillHandler
  31. {
  32. private static final L2SkillType[] SKILL_IDS =
  33. {
  34. L2SkillType.MANAHEAL,
  35. L2SkillType.MANARECHARGE,
  36. L2SkillType.MANA_BY_LEVEL
  37. };
  38. @Override
  39. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  40. {
  41. for (L2Character target: (L2Character[]) targets)
  42. {
  43. if (target.isInvul())
  44. continue;
  45. double mp = skill.getPower();
  46. switch (skill.getSkillType())
  47. {
  48. case MANARECHARGE:
  49. mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
  50. break;
  51. case MANA_BY_LEVEL:
  52. //recharged mp influenced by difference between target level and skill level
  53. //if target is within 5 levels or lower then skill level there's no penalty.
  54. mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
  55. if (target.getLevel() > skill.getMagicLevel())
  56. {
  57. int lvlDiff = target.getLevel() - skill.getMagicLevel();
  58. //if target is too high compared to skill level, the amount of recharged mp gradually decreases.
  59. if (lvlDiff == 6) //6 levels difference:
  60. mp *= 0.9; //only 90% effective
  61. else if (lvlDiff == 7)
  62. mp *= 0.8; //80%
  63. else if (lvlDiff == 8)
  64. mp *= 0.7; //70%
  65. else if (lvlDiff == 9)
  66. mp *= 0.6; //60%
  67. else if (lvlDiff == 10)
  68. mp *= 0.5; //50%
  69. else if (lvlDiff == 11)
  70. mp *= 0.4; //40%
  71. else if (lvlDiff == 12)
  72. mp *= 0.3; //30%
  73. else if (lvlDiff == 13)
  74. mp *= 0.2; //20%
  75. else if (lvlDiff == 14)
  76. mp *= 0.1; //10%
  77. else if (lvlDiff >= 15) //15 levels or more:
  78. mp = 0; //0mp recharged
  79. }
  80. }
  81. //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
  82. mp = Math.min(mp, target.getMaxRecoverableMp() - target.getCurrentMp());
  83. // Prevent negative amounts
  84. if (mp < 0)
  85. mp = 0;
  86. target.setCurrentMp(mp + target.getCurrentMp());
  87. StatusUpdate sump = new StatusUpdate(target);
  88. sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
  89. target.sendPacket(sump);
  90. SystemMessage sm;
  91. // if skill power is "0 or less" don't show heal system message.
  92. if (skill.getPower() > 0)
  93. {
  94. if (activeChar.isPlayer() && activeChar != target)
  95. {
  96. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
  97. sm.addCharName(activeChar);
  98. }
  99. else
  100. {
  101. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
  102. }
  103. sm.addNumber((int) mp);
  104. target.sendPacket(sm);
  105. }
  106. if (skill.hasEffects())
  107. {
  108. target.stopSkillEffects(skill.getId());
  109. skill.getEffects(activeChar, target);
  110. sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  111. sm.addSkillName(skill);
  112. target.sendPacket(sm);
  113. }
  114. }
  115. if (skill.hasSelfEffects())
  116. {
  117. L2Effect effect = activeChar.getFirstEffect(skill.getId());
  118. if (effect != null && effect.isSelfEffect())
  119. {
  120. //Replace old effect with new one.
  121. effect.exit();
  122. }
  123. // cast self effect if any
  124. skill.getEffectsSelf(activeChar);
  125. }
  126. activeChar.setChargedShot(activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS) ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
  127. }
  128. @Override
  129. public L2SkillType[] getSkillIds()
  130. {
  131. return SKILL_IDS;
  132. }
  133. }