/* * 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.stat.PcStat; import com.l2jmobius.gameserver.model.conditions.Condition; import com.l2jmobius.gameserver.model.effects.AbstractEffect; import com.l2jmobius.gameserver.model.skills.BuffInfo; import com.l2jmobius.gameserver.model.zone.ZoneId; /** * Recover Vitality in Peace Zone effect implementation. * @author Mobius */ public final class RecoverVitalityInPeaceZone extends AbstractEffect { private final double _amount; public RecoverVitalityInPeaceZone(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params) { super(attachCond, applyCond, set, params); _amount = params.getDouble("amount", 0); } @Override public boolean onActionTime(BuffInfo info) { if (!info.getEffected().isPlayer() || info.getEffected().isDead() || !info.getEffected().isInsideZone(ZoneId.PEACE)) { return false; } long vitality = info.getEffected().getActingPlayer().getVitalityPoints(); vitality += _amount; if (vitality >= PcStat.MAX_VITALITY_POINTS) { vitality = PcStat.MAX_VITALITY_POINTS; } info.getEffected().getActingPlayer().setVitalityPoints((int) vitality); return info.getSkill().isToggle(); } @Override public void onExit(BuffInfo info) { if (info.getEffected().isPlayer() && !info.isRemoved()) { long vitality = info.getEffected().getActingPlayer().getVitalityPoints(); vitality += _amount * 100; if (vitality >= PcStat.MAX_VITALITY_POINTS) { vitality = PcStat.MAX_VITALITY_POINTS; } info.getEffected().getActingPlayer().setVitalityPoints((int) vitality); } } }