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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.instance.L2DoorInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
- import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
- import com.l2jserver.gameserver.templates.skills.L2SkillType;
- public class HealPercent implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.HEAL_PERCENT,
- L2SkillType.MANAHEAL_PERCENT,
- L2SkillType.CPHEAL_PERCENT,
- L2SkillType.HPMPHEAL_PERCENT,
- L2SkillType.HPMPCPHEAL_PERCENT,
- L2SkillType.HPCPHEAL_PERCENT
- };
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
- */
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- //check for other effects
- ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF);
-
- if (handler != null)
- handler.useSkill(activeChar, skill, targets);
-
- boolean cp = false;
- boolean hp = false;
- boolean mp = false;
- switch (skill.getSkillType())
- {
- case CPHEAL_PERCENT:
- cp = true;
- break;
- case HEAL_PERCENT:
- hp = true;
- break;
- case MANAHEAL_PERCENT:
- mp = true;
- break;
- case HPMPHEAL_PERCENT:
- mp = true;
- hp = true;
- break;
- case HPMPCPHEAL_PERCENT:
- cp = true;
- hp = true;
- mp = true;
- break;
- case HPCPHEAL_PERCENT:
- hp = true;
- cp = true;
- }
-
- StatusUpdate su = null;
- SystemMessage sm;
- double amount = 0;
- boolean full = skill.getPower() == 100.0;
- boolean targetPlayer = false;
-
- for (L2Character target: (L2Character[]) targets)
- {
- //1505 - sublime self sacrifice
- if ((target == null || target.isDead() || target.isInvul()) && skill.getId() != 1505)
- continue;
-
- targetPlayer = target instanceof L2PcInstance;
-
- // Cursed weapon owner can't heal or be healed
- if (target != activeChar)
- {
- if (activeChar instanceof L2PcInstance && ((L2PcInstance)activeChar).isCursedWeaponEquipped())
- continue;
- if (targetPlayer && ((L2PcInstance)target).isCursedWeaponEquipped())
- continue;
- }
-
- // Doors and flags can't be healed in any way
- if (hp && (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance))
- continue;
-
- if (targetPlayer)
- su = new StatusUpdate(target);
-
- // Only players have CP
- if (cp && targetPlayer)
- {
- if (full)
- amount = target.getMaxCp();
- else
- amount = target.getMaxCp() * skill.getPower() / 100.0;
-
- amount = Math.min(amount, target.getMaxRecoverableCp() - target.getCurrentCp());
-
- // Prevent negative amounts
- if (amount < 0)
- amount = 0;
-
- // To prevent -value heals, set the value only if current cp is less than max recoverable.
- if (target.getCurrentCp() < target.getMaxRecoverableCp())
- target.setCurrentCp(amount + target.getCurrentCp());
-
- sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CP_WILL_BE_RESTORED);
- sm.addNumber((int)amount);
- target.sendPacket(sm);
- su.addAttribute(StatusUpdate.CUR_CP, (int) target.getCurrentCp());
- }
-
- if (hp)
- {
- if (full)
- amount = target.getMaxHp();
- else
- amount = target.getMaxHp() * skill.getPower() / 100.0;
-
- amount = Math.min(amount, target.getMaxRecoverableHp() - target.getCurrentHp());
-
- // Prevent negative amounts
- if (amount < 0)
- amount = 0;
-
- // To prevent -value heals, set the value only if current hp is less than max recoverable.
- if (target.getCurrentHp() < target.getMaxRecoverableHp())
- target.setCurrentHp(amount + target.getCurrentHp());
-
- if (targetPlayer)
- {
- if (activeChar != target)
- {
- sm = SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_C1);
- sm.addCharName(activeChar);
- }
- else
- sm = SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED);
- sm.addNumber((int)amount);
- target.sendPacket(sm);
- su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp());
- }
- }
-
- if (mp)
- {
- if (full)
- amount = target.getMaxMp();
- else
- amount = target.getMaxMp() * skill.getPower() / 100.0;
-
- amount = Math.min(amount, target.getMaxRecoverableMp() - target.getCurrentMp());
-
- // Prevent negative amounts
- if (amount < 0)
- amount = 0;
-
- // To prevent -value heals, set the value only if current mp is less than max recoverable.
- if (target.getCurrentMp() < target.getMaxRecoverableMp())
- target.setCurrentMp(amount + target.getCurrentMp());
-
- if (targetPlayer)
- {
- if (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)amount);
- target.sendPacket(sm);
- su.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
- }
- }
-
- if (targetPlayer)
- target.sendPacket(su);
- }
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
- */
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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