/* * 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 . */ package net.sf.l2j.gameserver.handler.skillhandlers; import net.sf.l2j.gameserver.handler.ISkillHandler; import net.sf.l2j.gameserver.handler.SkillHandler; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate; import net.sf.l2j.gameserver.templates.L2SkillType; /** * This class ... * * @author earendil * * @version $Revision: 1.1.2.2.2.4 $ $Date: 2005/04/06 16:13:48 $ */ public class BalanceLife implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.BALANCE_LIFE }; /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[]) */ public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { // L2Character activeChar = activeChar; // check for other effects try { ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF); if (handler != null) handler.useSkill(activeChar, skill, targets); } catch (Exception e) { } L2Character target = null; L2PcInstance player = null; if (activeChar instanceof L2PcInstance) player = (L2PcInstance) activeChar; double fullHP = 0; double currentHPs = 0; for (int index = 0; index < targets.length; index++) { target = (L2Character) targets[index]; // We should not heal if char is dead if (target == null || target.isDead()) 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 (player != null && player.isCursedWeaponEquipped()) continue; } fullHP += target.getMaxHp(); currentHPs += target.getCurrentHp(); } double percentHP = currentHPs / fullHP; for (int index = 0; index < targets.length; index++) { target = (L2Character) targets[index]; double newHP = target.getMaxHp() * percentHP; double totalHeal = newHP - target.getCurrentHp(); target.setCurrentHp(newHP); if (totalHeal > 0) target.setLastHealAmount((int) totalHeal); StatusUpdate su = new StatusUpdate(target.getObjectId()); su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp()); target.sendPacket(su); target.sendMessage("HP of the party has been balanced."); } } /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }