/* * 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.L2ItemInstance; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Npc; import silentium.gameserver.model.actor.L2Summon; import silentium.gameserver.model.actor.instance.L2DoorInstance; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.model.actor.instance.L2SiegeFlagInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.StatusUpdate; import silentium.gameserver.network.serverpackets.SystemMessage; import silentium.gameserver.skills.Stats; import silentium.gameserver.templates.skills.L2SkillType; public class Heal implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.HEAL, L2SkillType.HEAL_STATIC }; @Override public void useSkill(final L2Character activeChar, final L2Skill skill, final L2Object... targets) { // check for other effects final ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(L2SkillType.BUFF); if (handler != null) handler.useSkill(activeChar, skill, targets); double power = skill.getPower() + activeChar.calcStat(Stats.HEAL_PROFICIENCY, 0, null, null); switch (skill.getSkillType()) { case HEAL_STATIC: break; default: final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); double staticShotBonus = 0; int mAtkMul = 1; // mAtk multiplier if (weaponInst != null && weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE) { if (activeChar instanceof L2PcInstance && ((L2PcInstance) activeChar).isMageClass()) { staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { mAtkMul = 4; staticShotBonus *= 2.4; // static bonus for blessed spiritshots } else mAtkMul = 2; } else { // shot dynamic bonus if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) mAtkMul *= 4; // 16x/8x/4x s84/s80/other else mAtkMul += 1; // 5x/3x/1x s84/s80/other } weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } // If there is no weapon equipped, check for an active summon. else if (activeChar instanceof L2Summon && ((L2Summon) activeChar).getChargedSpiritShot() != L2ItemInstance.CHARGED_NONE) { staticShotBonus = skill.getMpConsume(); // static bonus for spiritshots if (((L2Summon) activeChar).getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { staticShotBonus *= 2.4; // static bonus for blessed spiritshots mAtkMul = 4; } else mAtkMul = 2; ((L2Summon) activeChar).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } else if (activeChar instanceof L2Npc && ((L2Npc) activeChar)._spiritshotcharged) { staticShotBonus = 2.4 * skill.getMpConsume(); // always blessed spiritshots mAtkMul = 4; ((L2Npc) activeChar)._spiritshotcharged = false; } power += staticShotBonus + Math.sqrt(mAtkMul * activeChar.getMAtk(activeChar, null)); } double hp; for (final L2Character target : (L2Character[]) targets) { // We should not heal if char is dead/invul if (target == null || target.isDead() || target.isInvul()) continue; if (target instanceof L2DoorInstance || target instanceof L2SiegeFlagInstance) 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 (activeChar instanceof L2PcInstance && ((L2PcInstance) activeChar).isCursedWeaponEquipped()) continue; } switch (skill.getSkillType()) { case HEAL_PERCENT: hp = target.getMaxHp() * power / 100.0; break; default: hp = power; hp *= target.calcStat(Stats.HEAL_EFFECTIVNESS, 100, null, null) / 100; } // If you have full HP and you get HP buff, u will receive 0HP restored message if (target.getCurrentHp() + hp >= target.getMaxHp()) hp = target.getMaxHp() - target.getCurrentHp(); if (hp < 0) hp = 0; target.setCurrentHp(hp + target.getCurrentHp()); final StatusUpdate su = new StatusUpdate(target); su.addAttribute(StatusUpdate.CUR_HP, (int) target.getCurrentHp()); target.sendPacket(su); if (target instanceof L2PcInstance) { if (skill.getId() == 4051) target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.REJUVENATING_HP)); else { if (activeChar instanceof L2PcInstance && activeChar != target) target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S2_HP_RESTORED_BY_S1).addCharName(activeChar).addNumber((int) hp)); else target.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_HP_RESTORED).addNumber((int) hp)); } } } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }