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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.model.L2Effect;
- 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.L2PcInstance;
- 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.Stats;
- import com.l2jserver.gameserver.templates.skills.L2SkillType;
- /**
- * This class ...
- *
- * @version $Revision: 1.1.2.2.2.1 $ $Date: 2005/03/02 15:38:36 $
- */
- public class ManaHeal implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.MANAHEAL,
- L2SkillType.MANARECHARGE,
- L2SkillType.MANA_BY_LEVEL
- };
-
- /**
- *
- * @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 actChar, L2Skill skill, L2Object[] targets)
- {
- for (L2Character target: (L2Character[]) targets)
- {
- if (target.isInvul())
- continue;
-
- double mp = skill.getPower();
-
- switch (skill.getSkillType())
- {
- case MANARECHARGE:
- mp = target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null);
- break;
- case MANA_BY_LEVEL:
- //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) //6 levels difference:
- 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) //15 levels or more:
- 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 (actChar instanceof L2PcInstance && actChar != target)
- {
- sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_RESTORED_BY_C1);
- sm.addString(actChar.getName());
- sm.addNumber((int) mp);
- target.sendPacket(sm);
- }
- else
- {
- sm = SystemMessage.getSystemMessage(SystemMessageId.S1_MP_RESTORED);
- sm.addNumber((int) mp);
- target.sendPacket(sm);
- }
-
- if (skill.hasEffects())
- {
- target.stopSkillEffects(skill.getId());
- skill.getEffects(actChar, target);
- sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
- sm.addSkillName(skill);
- target.sendPacket(sm);
- }
- }
-
- if (skill.hasSelfEffects())
- {
- L2Effect effect = actChar.getFirstEffect(skill.getId());
- if (effect != null && effect.isSelfEffect())
- {
- //Replace old effect with new one.
- effect.exit();
- }
- // cast self effect if any
- skill.getEffectsSelf(actChar);
- }
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
- */
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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