ManaHeal.java 4.9 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.L2Effect;
  18. import com.l2jserver.gameserver.model.L2Object;
  19. import com.l2jserver.gameserver.model.L2Skill;
  20. import com.l2jserver.gameserver.model.actor.L2Character;
  21. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  22. import com.l2jserver.gameserver.network.SystemMessageId;
  23. import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
  24. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  25. import com.l2jserver.gameserver.skills.Stats;
  26. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  27. /**
  28. * This class ...
  29. *
  30. * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $
  31. */
  32. public class ManaHeal implements ISkillHandler
  33. {
  34. private static final L2SkillType[] SKILL_IDS =
  35. {
  36. L2SkillType.MANAHEAL,
  37. L2SkillType.MANARECHARGE,
  38. L2SkillType.MANA_BY_LEVEL
  39. };
  40. /**
  41. *
  42. * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
  43. */
  44. @Override
  45. public void useSkill(L2Character actChar, L2Skill skill, L2Object[] targets)
  46. {
  47. for (L2Character target: (L2Character[]) targets)
  48. {
  49. if (target.isInvul())
  50. continue;
  51. double mp = skill.getPower();
  52. switch (skill.getSkillType())
  53. {
  54. case MANARECHARGE:
  55. mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
  56. break;
  57. case MANA_BY_LEVEL:
  58. //recharged mp influenced by difference between target level and skill level
  59. //if target is within 5 levels or lower then skill level there's no penalty.
  60. mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
  61. if (target.getLevel() > skill.getMagicLevel())
  62. {
  63. int lvlDiff = target.getLevel() - skill.getMagicLevel();
  64. //if target is too high compared to skill level, the amount of recharged mp gradually decreases.
  65. if (lvlDiff == 6) //6 levels difference:
  66. mp *= 0.9; //only 90% effective
  67. else if (lvlDiff == 7)
  68. mp *= 0.8; //80%
  69. else if (lvlDiff == 8)
  70. mp *= 0.7; //70%
  71. else if (lvlDiff == 9)
  72. mp *= 0.6; //60%
  73. else if (lvlDiff == 10)
  74. mp *= 0.5; //50%
  75. else if (lvlDiff == 11)
  76. mp *= 0.4; //40%
  77. else if (lvlDiff == 12)
  78. mp *= 0.3; //30%
  79. else if (lvlDiff == 13)
  80. mp *= 0.2; //20%
  81. else if (lvlDiff == 14)
  82. mp *= 0.1; //10%
  83. else if (lvlDiff >= 15) //15 levels or more:
  84. mp = 0; //0mp recharged
  85. }
  86. }
  87. //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
  88. mp = Math.min(mp, target.getMaxRecoverableMp() - target.getCurrentMp());
  89. // Prevent negative amounts
  90. if (mp < 0)
  91. mp = 0;
  92. target.setCurrentMp(mp + target.getCurrentMp());
  93. StatusUpdate sump = new StatusUpdate(target);
  94. sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
  95. target.sendPacket(sump);
  96. SystemMessage sm;
  97. if (actChar instanceof L2PcInstance && actChar != target)
  98. {
  99. sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
  100. sm.addString(actChar.getName());
  101. sm.addNumber((int) mp);
  102. target.sendPacket(sm);
  103. }
  104. else
  105. {
  106. sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
  107. sm.addNumber((int) mp);
  108. target.sendPacket(sm);
  109. }
  110. if (skill.hasEffects())
  111. {
  112. target.stopSkillEffects(skill.getId());
  113. skill.getEffects(actChar, target);
  114. sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  115. sm.addSkillName(skill);
  116. target.sendPacket(sm);
  117. }
  118. }
  119. if (skill.hasSelfEffects())
  120. {
  121. L2Effect effect = actChar.getFirstEffect(skill.getId());
  122. if (effect != null && effect.isSelfEffect())
  123. {
  124. //Replace old effect with new one.
  125. effect.exit();
  126. }
  127. // cast self effect if any
  128. skill.getEffectsSelf(actChar);
  129. }
  130. }
  131. /**
  132. *
  133. * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
  134. */
  135. @Override
  136. public L2SkillType[] getSkillIds()
  137. {
  138. return SKILL_IDS;
  139. }
  140. }