/* * This file is part of the L2J Mobius project. * * 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 handlers.effecthandlers; import com.l2jmobius.gameserver.model.StatsSet; import com.l2jmobius.gameserver.model.actor.L2Character; import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance; import com.l2jmobius.gameserver.model.effects.AbstractEffect; import com.l2jmobius.gameserver.model.effects.L2EffectType; import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance; import com.l2jmobius.gameserver.model.skills.Skill; import com.l2jmobius.gameserver.model.stats.Formulas; import com.l2jmobius.gameserver.taskmanager.DecayTaskManager; /** * Resurrection effect implementation. * @author Adry_85 */ public final class Resurrection extends AbstractEffect { private final int _power; public Resurrection(StatsSet params) { _power = params.getInt("power", 0); } @Override public L2EffectType getEffectType() { return L2EffectType.RESURRECTION; } @Override public boolean isInstant() { return true; } @Override public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item) { if (effector.isPlayer()) { final L2PcInstance player = effected.getActingPlayer(); if (!player.isResurrectionBlocked() && !player.isReviveRequested()) { effected.getActingPlayer().reviveRequest(effector.getActingPlayer(), skill, effected.isPet(), _power); } } else { DecayTaskManager.getInstance().cancel(effected); effected.doRevive(Formulas.calculateSkillResurrectRestorePercent(_power, effector)); } } }