/* * 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.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.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; import net.sf.l2j.gameserver.skills.Stats; import net.sf.l2j.gameserver.templates.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.MANAHEAL_PERCENT }; /** * * @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 actChar, L2Skill skill, L2Object[] targets) { L2Character target = null; for (int index = 0; index < targets.length; index++) { target = (L2Character) targets[index]; double mp = skill.getPower(); if (skill.getSkillType() == L2SkillType.MANAHEAL_PERCENT) { //double mp = skill.getPower(); mp = target.getMaxMp() * mp / 100.0; } else { mp = (skill.getSkillType() == L2SkillType.MANARECHARGE) ? target.calcStat(Stats.RECHARGE_MP_RATE, mp, null, null) : mp; } //int cLev = activeChar.getLevel(); //hp += skill.getPower()/*+(Math.sqrt(cLev)*cLev)+cLev*/; target.setLastHealAmount((int) mp); target.setCurrentMp(mp + target.getCurrentMp()); StatusUpdate sump = new StatusUpdate(target.getObjectId()); sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); target.sendPacket(sump); if (actChar instanceof L2PcInstance && actChar != target) { SystemMessage sm = new SystemMessage(SystemMessageId.S2_MP_RESTORED_BY_S1); sm.addString(actChar.getName()); sm.addNumber((int) mp); target.sendPacket(sm); } else { SystemMessage sm = new SystemMessage(SystemMessageId.S1_MP_RESTORED); sm.addNumber((int) mp); target.sendPacket(sm); } } } /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }