/* * 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 silentium.scripts.handlers.skill; import silentium.gameserver.handler.ISkillHandler; import silentium.gameserver.handler.SkillHandler; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.network.serverpackets.StatusUpdate; import silentium.gameserver.templates.skills.L2SkillType; /** * @author earendil */ public class BalanceLife implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.BALANCE_LIFE }; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { final ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF); if (handler != null) handler.useSkill(activeChar, skill, targets); final L2PcInstance player = activeChar.getActingPlayer(); double fullHP = 0; double currentHPs = 0; for (final L2Character target : (L2Character[]) targets) { // 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(); } final double percentHP = currentHPs / fullHP; for (final L2Character target : (L2Character[]) targets) { 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; } final double newHP = target.getMaxHp() * percentHP; target.setCurrentHp(newHP); final StatusUpdate su = new StatusUpdate(target); su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp()); target.sendPacket(su); } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }