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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- package handlers.skillhandlers;
- import com.l2jserver.gameserver.handler.ISkillHandler;
- import com.l2jserver.gameserver.handler.SkillHandler;
- 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.L2Npc;
- import com.l2jserver.gameserver.model.actor.L2Summon;
- import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
- import com.l2jserver.gameserver.model.item.L2Item;
- import com.l2jserver.gameserver.model.item.instance.L2ItemInstance;
- 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.Formulas;
- import com.l2jserver.gameserver.skills.Stats;
- import com.l2jserver.gameserver.templates.skills.L2SkillType;
- public class Heal implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.HEAL,
- L2SkillType.HEAL_STATIC
- };
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
- */
- @Override
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- //check for other effects
- ISkillHandler handler = SkillHandler.getInstance().getHandler(L2SkillType.BUFF);
-
- if (handler != null)
- handler.useSkill(activeChar, skill, targets);
-
- double power = skill.getPower();
-
- switch (skill.getSkillType())
- {
- case HEAL_STATIC:
- break;
- default:
- final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
- double staticShotBonus = 0;
- int mAtkMul = 1; // mAtk multiplier
- if (weaponInst != null
- && weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE)
- {
- if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).isMageClass())
- {
- staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots
-
- if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
- {
- mAtkMul = 4;
- staticShotBonus *= 2.4; // static bonus for blessed spiritshots
- }
- else
- mAtkMul = 2;
- }
- else
- {
- // no static bonus
- // grade dynamic bonus
- switch (weaponInst.getItem().getItemGrade())
- {
- case L2Item.CRYSTAL_S84:
- mAtkMul = 4;
- break;
- case L2Item.CRYSTAL_S80:
- mAtkMul = 2;
- break;
- }
- // shot dynamic bonus
- if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
- mAtkMul *= 4; // 16x/8x/4x s84/s80/other
- else
- mAtkMul += 1; // 5x/3x/1x s84/s80/other
- }
-
- weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
- }
- // If there is no weapon equipped, check for an active summon.
- else if (activeChar instanceof L2Summon
- && ((L2Summon)activeChar).getChargedSpiritShot() != L2ItemInstance.CHARGED_NONE)
- {
- staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots
-
- if (((L2Summon)activeChar).getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
- {
- staticShotBonus *= 2.4; // static bonus for blessed spiritshots
- mAtkMul = 4;
- }
- else
- mAtkMul = 2;
-
- ((L2Summon)activeChar).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
- }
- else if (activeChar instanceof L2Npc && ((L2Npc)activeChar)._spiritshotcharged)
- {
- staticShotBonus = 2.4 * skill.getMpConsume(); // always blessed spiritshots
- mAtkMul = 4;
-
- ((L2Npc)activeChar)._spiritshotcharged = false;
- }
-
- power += staticShotBonus + Math.sqrt(mAtkMul * activeChar.getMAtk(activeChar, null));
- }
-
- double hp;
- for (L2Character target: (L2Character[]) targets)
- {
- // We should not heal if char is dead/invul
- if (target == null || target.isDead() || target.isInvul())
- continue;
-
- if (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance)
- continue;
-
- // Player holding a cursed weapon can't be healed and can't heal
- if (target != activeChar)
- {
- if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquipped())
- continue;
- else if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).isCursedWeaponEquipped())
- continue;
- }
-
- switch (skill.getSkillType())
- {
- case HEAL_PERCENT:
- hp = target.getMaxHp() * power / 100.0;
- break;
- default:
- hp = power;
- hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100;
- }
-
- // Healer proficiency (since CT1)
- hp *= activeChar.calcStat(Stats.HEAL_PROFICIENCY, 100, null, null) / 100;
- // Extra bonus (since CT1.5)
- if (!skill.isPotion())
- hp += target.calcStat(Stats.HEAL_STATIC_BONUS, 0, null, null);
-
- // Heal critic, since CT2.3 Gracia Final
- if(skill.getSkillType() == L2SkillType.HEAL && !skill.isPotion()
- && Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill)))
- hp *= 3;
-
- //from CT2 u will receive exact HP, u can't go over it, if u have full HP and u get HP buff, u will receive 0HP restored message
- hp = Math.min(hp, target.getMaxRecoverableHp() - target.getCurrentHp());
-
- if (hp < 0)
- hp = 0;
-
- target.setCurrentHp(hp + target.getCurrentHp());
- StatusUpdate su = new StatusUpdate(target);
- su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
- target.sendPacket(su);
-
- if (target instanceof L2PcInstance)
- {
- if (skill.getId() == 4051)
- {
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.REJUVENATING_HP);
- target.sendPacket(sm);
- }
- else
- {
- if (activeChar instanceof L2PcInstance && activeChar != target)
- {
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
- sm.addString(activeChar.getName());
- sm.addNumber((int) hp);
- target.sendPacket(sm);
- }
- else
- {
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
- sm.addNumber((int) hp);
- target.sendPacket(sm);
- }
- }
- }
- }
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
- */
- @Override
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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