/*
* 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;
}
}