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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 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;
- }
- }
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