Package com.l2jfrozen.gameserver.skills

Source Code of com.l2jfrozen.gameserver.skills.Formulas$FuncAtkAccuracy

/*
* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.skills;

import java.util.logging.Logger;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.managers.ClanHallManager;
import com.l2jfrozen.gameserver.managers.ClassDamageManager;
import com.l2jfrozen.gameserver.managers.SiegeManager;
import com.l2jfrozen.gameserver.model.Inventory;
import com.l2jfrozen.gameserver.model.L2Character;
import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.L2SiegeClan;
import com.l2jfrozen.gameserver.model.L2Skill;
import com.l2jfrozen.gameserver.model.L2Skill.SkillType;
import com.l2jfrozen.gameserver.model.L2Summon;
import com.l2jfrozen.gameserver.model.actor.instance.L2CubicInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PetInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PlayableInstance;
import com.l2jfrozen.gameserver.model.entity.ClanHall;
import com.l2jfrozen.gameserver.model.entity.sevensigns.SevenSigns;
import com.l2jfrozen.gameserver.model.entity.sevensigns.SevenSignsFestival;
import com.l2jfrozen.gameserver.model.entity.siege.Siege;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.skills.conditions.ConditionPlayerState;
import com.l2jfrozen.gameserver.skills.conditions.ConditionPlayerState.CheckPlayerState;
import com.l2jfrozen.gameserver.skills.conditions.ConditionUsingItemType;
import com.l2jfrozen.gameserver.skills.effects.EffectTemplate;
import com.l2jfrozen.gameserver.skills.funcs.Func;
import com.l2jfrozen.gameserver.templates.L2Armor;
import com.l2jfrozen.gameserver.templates.L2Item;
import com.l2jfrozen.gameserver.templates.L2NpcTemplate;
import com.l2jfrozen.gameserver.templates.L2PcTemplate;
import com.l2jfrozen.gameserver.templates.L2Weapon;
import com.l2jfrozen.gameserver.templates.L2WeaponType;
import com.l2jfrozen.gameserver.util.Util;
import com.l2jfrozen.util.StringUtil;
import com.l2jfrozen.util.random.Rnd;

/**
* Global calculations, can be modified by server admins
*
* @author L2JFrozen dev
*/
public final class Formulas
{
  /** Regen Task period */
  protected static final Logger _log = Logger.getLogger(L2Character.class.getName());
  private static final int HP_REGENERATE_PERIOD = 3000; // 3 secs

  /*
  public static final int MAX_STAT_VALUE = 100;

 
  private static final double[] STRCompute = new double[]
  {
      1.036, 34.845
  }; //{1.016, 28.515}; for C1
  private static final double[] INTCompute = new double[]
  {
      1.020, 31.375
  }; //{1.020, 31.375}; for C1
  private static final double[] DEXCompute = new double[]
  {
      1.009, 19.360
  }; //{1.009, 19.360}; for C1
  private static final double[] WITCompute = new double[]
  {
      1.050, 20.000
  }; //{1.050, 20.000}; for C1
  private static final double[] CONCompute = new double[]
  {
      1.030, 27.632
  }; //{1.015, 12.488}; for C1
  private static final double[] MENCompute = new double[]
  {
      1.010, -0.060
  }; //{1.010, -0.060}; for C1

  protected static final double[] WITbonus = new double[MAX_STAT_VALUE];
  protected static final double[] MENbonus = new double[MAX_STAT_VALUE];
  protected static final double[] INTbonus = new double[MAX_STAT_VALUE];
  protected static final double[] STRbonus = new double[MAX_STAT_VALUE];
  protected static final double[] DEXbonus = new double[MAX_STAT_VALUE];
  protected static final double[] CONbonus = new double[MAX_STAT_VALUE];
  
  // These values are 100% matching retail tables, no need to change and no need add
  // calculation into the stat bonus when accessing (not efficient),
  // better to have everything precalculated and use values directly (saves CPU)
  static
  {
    for(int i = 0; i < STRbonus.length; i++)
    {
      STRbonus[i] = Math.floor(Math.pow(STRCompute[0], i - STRCompute[1]) * 100 + .5d) / 100;
    }
    for(int i = 0; i < INTbonus.length; i++)
    {
      INTbonus[i] = Math.floor(Math.pow(INTCompute[0], i - INTCompute[1]) * 100 + .5d) / 100;
    }
    for(int i = 0; i < DEXbonus.length; i++)
    {
      DEXbonus[i] = Math.floor(Math.pow(DEXCompute[0], i - DEXCompute[1]) * 100 + .5d) / 100;
    }
    for(int i = 0; i < WITbonus.length; i++)
    {
      WITbonus[i] = Math.floor(Math.pow(WITCompute[0], i - WITCompute[1]) * 100 + .5d) / 100;
    }
    for(int i = 0; i < CONbonus.length; i++)
    {
      CONbonus[i] = Math.floor(Math.pow(CONCompute[0], i - CONCompute[1]) * 100 + .5d) / 100;
    }
    for(int i = 0; i < MENbonus.length; i++)
    {
      MENbonus[i] = Math.floor(Math.pow(MENCompute[0], i - MENCompute[1]) * 100 + .5d) / 100;
    }
  }
  */

  static class FuncAddLevel3 extends Func
  {
    static final FuncAddLevel3[] _instancies = new FuncAddLevel3[Stats.NUM_STATS];

    static Func getInstance(final Stats stat)
    {
      final int pos = stat.ordinal();

      if(_instancies[pos] == null)
      {
        _instancies[pos] = new FuncAddLevel3(stat);
      }
      return _instancies[pos];
    }

    private FuncAddLevel3(final Stats pStat)
    {
      super(pStat, 0x10, null);
    }

    @Override
    public void calc(final Env env)
    {
      env.value += env.player.getLevel() / 3.0;
    }
  }

  static class FuncMultLevelMod extends Func
  {
    static final FuncMultLevelMod[] _instancies = new FuncMultLevelMod[Stats.NUM_STATS];

    static Func getInstance(final Stats stat)
    {
      final int pos = stat.ordinal();

      if(_instancies[pos] == null)
      {
        _instancies[pos] = new FuncMultLevelMod(stat);
      }
      return _instancies[pos];
    }

    private FuncMultLevelMod(final Stats pStat)
    {
      super(pStat, 0x20, null);
    }

    @Override
    public void calc(final Env env)
    {
      env.value *= env.player.getLevelMod();
    }
  }

  static class FuncMultRegenResting extends Func
  {
    static final FuncMultRegenResting[] _instancies = new FuncMultRegenResting[Stats.NUM_STATS];

    /**
     * @param stat
     * @return the Func object corresponding to the state concerned.
     */
    static Func getInstance(Stats stat)
    {
      int pos = stat.ordinal();

      if(_instancies[pos] == null)
      {
        _instancies[pos] = new FuncMultRegenResting(stat);
      }

      return _instancies[pos];
    }

    /**
     * Constructor of the FuncMultRegenResting.<BR>
     * <BR>
     * @param pStat
     */
    private FuncMultRegenResting(Stats pStat)
    {
      super(pStat, 0x20, null);
      setCondition(new ConditionPlayerState(CheckPlayerState.RESTING, true));
    }

    /**
     * Calculate the modifier of the state concerned.<BR>
     * <BR>
     */
    @Override
    public void calc(Env env)
    {
      if(!cond.test(env))
        return;

      env.value *= 1.45;
    }
  }

  static class FuncPAtkMod extends Func
  {
    static final FuncPAtkMod _fpa_instance = new FuncPAtkMod();

    static Func getInstance()
    {
      return _fpa_instance;
    }

    private FuncPAtkMod()
    {
      super(Stats.POWER_ATTACK, 0x30, null);
    }

    @Override
    public void calc(Env env)
    {
      if (env.player instanceof L2PetInstance)
      {
        if (env.player.getActiveWeaponInstance() != null)
          env.value *= BaseStats.STR.calcBonus(env.player);
      }
      else
        env.value *= BaseStats.STR.calcBonus(env.player) * env.player.getLevelMod();
    }
  }

  static class FuncMAtkMod extends Func
  {
    static final FuncMAtkMod _fma_instance = new FuncMAtkMod();

    static Func getInstance()
    {
      return _fma_instance;
    }

    private FuncMAtkMod()
    {
      super(Stats.MAGIC_ATTACK, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      double intb = BaseStats.INT.calcBonus(env.player);
      double lvlb = env.player.getLevelMod();
      env.value *= (lvlb * lvlb) * (intb * intb);
    }
  }

  static class FuncMDefMod extends Func
  {
    static final FuncMDefMod _fmm_instance = new FuncMDefMod();

    static Func getInstance()
    {
      return _fmm_instance;
    }

    private FuncMDefMod()
    {
      super(Stats.MAGIC_DEFENCE, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      if(env.player instanceof L2PcInstance)
      {
        L2PcInstance p = (L2PcInstance) env.player;
        if(p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) != null)
        {
          env.value -= 5;
        }
        if(p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) != null)
        {
          env.value -= 5;
        }
        if(p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR) != null)
        {
          env.value -= 9;
        }
        if(p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR) != null)
        {
          env.value -= 9;
        }
        if(p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) != null)
        {
          env.value -= 13;
        }
      }
      env.value *= BaseStats.MEN.calcBonus(env.player) * env.player.getLevelMod();
    }
  }

  static class FuncPDefMod extends Func
  {
    static final FuncPDefMod _fmm_instance = new FuncPDefMod();

    static Func getInstance()
    {
      return _fmm_instance;
    }

    private FuncPDefMod()
    {
      super(Stats.POWER_DEFENCE, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      if(env.player instanceof L2PcInstance)
      {
        L2PcInstance p = (L2PcInstance) env.player;
        boolean hasMagePDef = (p.getClassId().isMage() || p.getClassId().getId() == 0x31); // orc mystics are a special case
        if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) != null)
          env.value -= 12;
        L2ItemInstance chest = p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
        if (chest != null)
          env.value -= hasMagePDef ? 15 : 31;
        if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) != null || (chest != null && chest.getItem().getBodyPart() == L2Item.SLOT_FULL_ARMOR))
          env.value -= hasMagePDef ? 8 : 18;
        if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) != null)
          env.value -= 8;
        if (p.getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) != null)
          env.value -= 7;
      }
      env.value *= env.player.getLevelMod();
    }
  }

  static class FuncBowAtkRange extends Func
  {
    private static final FuncBowAtkRange _fbar_instance = new FuncBowAtkRange();

    static Func getInstance()
    {
      return _fbar_instance;
    }

    private FuncBowAtkRange()
    {
      super(Stats.POWER_ATTACK_RANGE, 0x10, null);
      setCondition(new ConditionUsingItemType(L2WeaponType.BOW.mask()));
    }

    @Override
    public void calc(Env env)
    {
      if(!cond.test(env))
        return;
      env.value += 460;
    }
  }
 
  static class FuncAtkAccuracy extends Func
  {
    static final FuncAtkAccuracy _faa_instance = new FuncAtkAccuracy();
   
    static Func getInstance()
    {
      return _faa_instance;
    }
   
    private FuncAtkAccuracy()
    {
      super(Stats.ACCURACY_COMBAT, 0x10, null);
    }
   
    @Override
    public void calc(Env env)
    {
      final int level = env.player.getLevel();
      // [Square(DEX)]*6 + lvl + weapon hitbonus;
     
      L2Character p = env.player;
      if (p instanceof L2PetInstance)
        env.value += Math.sqrt(env.player.getDEX());
      else
      {
        env.value += Math.sqrt(env.player.getDEX()) * 6;
        env.value += level;
        if (level > 77)
          env.value += (level - 77);
        if (level > 69)
          env.value += (level - 69);
        if (env.player instanceof L2Summon)
          env.value += (level < 60) ? 4 : 5;
      }
    }
  }

  static class FuncAtkEvasion extends Func
  {
    static final FuncAtkEvasion _fae_instance = new FuncAtkEvasion();
   
    static Func getInstance()
    {
      return _fae_instance;
    }
   
    private FuncAtkEvasion()
    {
      super(Stats.EVASION_RATE, 0x10, null);
    }
   
    @Override
    public void calc(Env env)
    {
      final int level = env.player.getLevel();
      // [Square(DEX)]*6 + lvl;
     
      L2Character p = env.player;
      if (p instanceof L2PetInstance)
        env.value += Math.sqrt(env.player.getDEX());
      else
      {
        env.value += Math.sqrt(env.player.getDEX()) * 6;
        env.value += level;
        if (level > 77)
          env.value += (level - 77);
        if (level > 69)
          env.value += (level - 69);
      }
    }
  }

  static class FuncAtkCritical extends Func
  {
    static final FuncAtkCritical _fac_instance = new FuncAtkCritical();
   
    static Func getInstance()
    {
      return _fac_instance;
    }
   
    private FuncAtkCritical()
    {
      super(Stats.CRITICAL_RATE, 0x09, null);
    }
   
    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.DEX.calcBonus(env.player);
     
      L2Character p = env.player;   
      if (!(p instanceof L2PetInstance))
        env.value *= 10;
     
      env.baseValue = env.value;
    }
  }

  static class FuncMAtkCritical extends Func
  {
    static final FuncMAtkCritical _fac_instance = new FuncMAtkCritical();

    static Func getInstance()
    {
      return _fac_instance;
    }

    private FuncMAtkCritical()
    {
      super(Stats.MCRITICAL_RATE, 0x30, null);
    }

    @Override
    public void calc(Env env)
    {
      L2Character p = env.player;
      if(p instanceof L2Summon)
        env.value = 8; // TODO: needs retail value
      else if (p instanceof L2PcInstance && p.getActiveWeaponInstance() != null)
        env.value *= BaseStats.WIT.calcBonus(p);
    }
  }

  static class FuncMoveSpeed extends Func
  {
    static final FuncMoveSpeed _fms_instance = new FuncMoveSpeed();

    static Func getInstance()
    {
      return _fms_instance;
    }

    private FuncMoveSpeed()
    {
      super(Stats.RUN_SPEED, 0x30, null);
    }

    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.DEX.calcBonus(env.player);
    }
  }

  static class FuncPAtkSpeed extends Func
  {
    static final FuncPAtkSpeed _fas_instance = new FuncPAtkSpeed();

    static Func getInstance()
    {
      return _fas_instance;
    }

    private FuncPAtkSpeed()
    {
      super(Stats.POWER_ATTACK_SPEED, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.DEX.calcBonus(env.player);
    }
  }

  static class FuncMAtkSpeed extends Func
  {
    static final FuncMAtkSpeed _fas_instance = new FuncMAtkSpeed();

    static Func getInstance()
    {
      return _fas_instance;
    }

    private FuncMAtkSpeed()
    {
      super(Stats.MAGIC_ATTACK_SPEED, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.WIT.calcBonus(env.player);
    }
  }

  static class FuncHennaSTR extends Func
  {
    static final FuncHennaSTR _fh_instance = new FuncHennaSTR();

    static Func getInstance()
    {
      return _fh_instance;
    }

    private FuncHennaSTR()
    {
      super(Stats.STAT_STR, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      //      L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
      L2PcInstance pc = (L2PcInstance) env.player;
      if (pc != null) env.value += pc.getHennaStatSTR();
    }
  }

  static class FuncHennaDEX extends Func
  {
    static final FuncHennaDEX _fh_instance = new FuncHennaDEX();

    static Func getInstance()
    {
      return _fh_instance;
    }

    private FuncHennaDEX()
    {
      super(Stats.STAT_DEX, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      //      L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
      L2PcInstance pc = (L2PcInstance) env.player;
      if (pc != null) env.value += pc.getHennaStatDEX();
    }
  }

  static class FuncHennaINT extends Func
  {
    static final FuncHennaINT _fh_instance = new FuncHennaINT();

    static Func getInstance()
    {
      return _fh_instance;
    }

    private FuncHennaINT()
    {
      super(Stats.STAT_INT, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      //      L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
      L2PcInstance pc = (L2PcInstance) env.player;
      if (pc != null) env.value += pc.getHennaStatINT();
    }
  }

  static class FuncHennaMEN extends Func
  {
    static final FuncHennaMEN _fh_instance = new FuncHennaMEN();

    static Func getInstance()
    {
      return _fh_instance;
    }

    private FuncHennaMEN()
    {
      super(Stats.STAT_MEN, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      //      L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
      L2PcInstance pc = (L2PcInstance) env.player;
      if (pc != null) env.value += pc.getHennaStatMEN();
    }
  }

  static class FuncHennaCON extends Func
  {
    static final FuncHennaCON _fh_instance = new FuncHennaCON();

    static Func getInstance()
    {
      return _fh_instance;
    }

    private FuncHennaCON()
    {
      super(Stats.STAT_CON, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      //      L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
      L2PcInstance pc = (L2PcInstance) env.player;
      if (pc != null) env.value += pc.getHennaStatCON();
    }
  }

  static class FuncHennaWIT extends Func
  {
    static final FuncHennaWIT _fh_instance = new FuncHennaWIT();

    static Func getInstance()
    {
      return _fh_instance;
    }

    private FuncHennaWIT()
    {
      super(Stats.STAT_WIT, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      //      L2PcTemplate t = (L2PcTemplate)env._player.getTemplate();
      L2PcInstance pc = (L2PcInstance) env.player;
      if (pc != null) env.value += pc.getHennaStatWIT();
    }
  }

  static class FuncMaxHpAdd extends Func
  {
    static final FuncMaxHpAdd _fmha_instance = new FuncMaxHpAdd();

    static Func getInstance()
    {
      return _fmha_instance;
    }

    private FuncMaxHpAdd()
    {
      super(Stats.MAX_HP, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
      int lvl = env.player.getLevel() - t.classBaseLevel;
      double hpmod = t.lvlHpMod * lvl;
      double hpmax = (t.lvlHpAdd + hpmod) * lvl;
      double hpmin = (t.lvlHpAdd * lvl) + hpmod;
      env.value += (hpmax + hpmin) / 2;
    }
  }

  static class FuncMaxHpMul extends Func
  {
    static final FuncMaxHpMul _fmhm_instance = new FuncMaxHpMul();

    static Func getInstance()
    {
      return _fmhm_instance;
    }

    private FuncMaxHpMul()
    {
      super(Stats.MAX_HP, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.CON.calcBonus(env.player);
    }
  }

  static class FuncMaxCpAdd extends Func
  {
    static final FuncMaxCpAdd _fmca_instance = new FuncMaxCpAdd();

    static Func getInstance()
    {
      return _fmca_instance;
    }

    private FuncMaxCpAdd()
    {
      super(Stats.MAX_CP, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
      int lvl = env.player.getLevel() - t.classBaseLevel;
      double cpmod = t.lvlCpMod * lvl;
      double cpmax = (t.lvlCpAdd + cpmod) * lvl;
      double cpmin = (t.lvlCpAdd * lvl) + cpmod;
      env.value += (cpmax + cpmin) / 2;
    }
  }

  static class FuncMaxCpMul extends Func
  {
    static final FuncMaxCpMul _fmcm_instance = new FuncMaxCpMul();

    static Func getInstance()
    {
      return _fmcm_instance;
    }

    private FuncMaxCpMul()
    {
      super(Stats.MAX_CP, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.CON.calcBonus(env.player);
    }
  }

  static class FuncMaxMpAdd extends Func
  {
    static final FuncMaxMpAdd _fmma_instance = new FuncMaxMpAdd();

    static Func getInstance()
    {
      return _fmma_instance;
    }

    private FuncMaxMpAdd()
    {
      super(Stats.MAX_MP, 0x10, null);
    }

    @Override
    public void calc(Env env)
    {
      L2PcTemplate t = (L2PcTemplate) env.player.getTemplate();
      int lvl = env.player.getLevel() - t.classBaseLevel;
      double mpmod = t.lvlMpMod * lvl;
      double mpmax = (t.lvlMpAdd + mpmod) * lvl;
      double mpmin = (t.lvlMpAdd * lvl) + mpmod;
      env.value += (mpmax + mpmin) / 2;
    }
  }

  static class FuncMaxMpMul extends Func
  {
    static final FuncMaxMpMul _fmmm_instance = new FuncMaxMpMul();

    static Func getInstance()
    {
      return _fmmm_instance;
    }

    private FuncMaxMpMul()
    {
      super(Stats.MAX_MP, 0x20, null);
    }

    @Override
    public void calc(Env env)
    {
      env.value *= BaseStats.MEN.calcBonus(env.player);
    }
  }

  private static final Formulas _instance = new Formulas();

  public static Formulas getInstance()
  {
    return _instance;
  }

  private Formulas()
  {}

  /**
   * @param cha
   * @return the period between 2 regeneration task (3s for L2Character, 5 min for L2DoorInstance).
   */
  public static int getRegeneratePeriod(L2Character cha)
  {
    if(cha instanceof L2DoorInstance)
      return HP_REGENERATE_PERIOD * 100; // 5 mins

    return HP_REGENERATE_PERIOD; // 3s
  }

  /**
   * <B><U> Concept</U> :</B><BR>
   * <BR>
   * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP,
   * REGENERATE_HP_RATE...). In fact, each calculator is a table of Func object in which each Func represents a
   * Mathematics function : <BR>
   * <BR>
   * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
   * <BR>
   * To reduce cache memory use, L2NPCInstances who don't have skills share the same Calculator set called
   * <B>NPC_STD_CALCULATOR</B>.<BR>
   * <BR>
   * @return the standard NPC Calculator set containing ACCURACY_COMBAT and EVASION_RATE.
   */
  public Calculator[] getStdNPCCalculators()
  {
    Calculator[] std = new Calculator[Stats.NUM_STATS];
   
    std[Stats.MAX_HP.ordinal()] = new Calculator();
    std[Stats.MAX_HP.ordinal()].addFunc(FuncMaxHpMul.getInstance());
   
    std[Stats.MAX_MP.ordinal()] = new Calculator();
    std[Stats.MAX_MP.ordinal()].addFunc(FuncMaxMpMul.getInstance());
   
    std[Stats.POWER_ATTACK.ordinal()] = new Calculator();
    std[Stats.POWER_ATTACK.ordinal()].addFunc(FuncPAtkMod.getInstance());
   
    std[Stats.MAGIC_ATTACK.ordinal()] = new Calculator();
    std[Stats.MAGIC_ATTACK.ordinal()].addFunc(FuncMAtkMod.getInstance());
   
    std[Stats.POWER_DEFENCE.ordinal()] = new Calculator();
    std[Stats.POWER_DEFENCE.ordinal()].addFunc(FuncPDefMod.getInstance());
   
    std[Stats.MAGIC_DEFENCE.ordinal()] = new Calculator();
    std[Stats.MAGIC_DEFENCE.ordinal()].addFunc(FuncMDefMod.getInstance());
   
    std[Stats.CRITICAL_RATE.ordinal()] = new Calculator();
    std[Stats.CRITICAL_RATE.ordinal()].addFunc(FuncAtkCritical.getInstance());
   
    std[Stats.MCRITICAL_RATE.ordinal()] = new Calculator();
    std[Stats.MCRITICAL_RATE.ordinal()].addFunc(FuncMAtkCritical.getInstance());
   
    std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
    std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());
   
    std[Stats.EVASION_RATE.ordinal()] = new Calculator();
    std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
   
    std[Stats.POWER_ATTACK_SPEED.ordinal()] = new Calculator();
    std[Stats.POWER_ATTACK_SPEED.ordinal()].addFunc(FuncPAtkSpeed.getInstance());
   
    std[Stats.MAGIC_ATTACK_SPEED.ordinal()] = new Calculator();
    std[Stats.MAGIC_ATTACK_SPEED.ordinal()].addFunc(FuncMAtkSpeed.getInstance());
   
    std[Stats.RUN_SPEED.ordinal()] = new Calculator();
    std[Stats.RUN_SPEED.ordinal()].addFunc(FuncMoveSpeed.getInstance());
   
    return std;
  }
 
  /* 
    // Add the FuncAtkAccuracy to the Standard Calculator of ACCURACY_COMBAT
    std[Stats.ACCURACY_COMBAT.ordinal()] = new Calculator();
    std[Stats.ACCURACY_COMBAT.ordinal()].addFunc(FuncAtkAccuracy.getInstance());

    // Add the FuncAtkEvasion to the Standard Calculator of EVASION_RATE
    std[Stats.EVASION_RATE.ordinal()] = new Calculator();
    std[Stats.EVASION_RATE.ordinal()].addFunc(FuncAtkEvasion.getInstance());
   
    return std;
  }
  */

  /**
   * Add basics Func objects to L2PcInstance and L2Summon.<BR>
   * <BR>
   * <B><U> Concept</U> :</B><BR>
   * <BR>
   * A calculator is created to manage and dynamically calculate the effect of a character property (ex : MAX_HP,
   * REGENERATE_HP_RATE...). In fact, each calculator is a table of Func object in which each Func represents a
   * mathematic function : <BR>
   * <BR>
   * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
   * <BR>
   *
   * @param cha L2PcInstance or L2Summon that must obtain basic Func objects
   */
  public void addFuncsToNewCharacter(L2Character cha)
  {
    if(cha instanceof L2PcInstance)
    {
      cha.addStatFunc(FuncMaxHpAdd.getInstance());
      cha.addStatFunc(FuncMaxHpMul.getInstance());
      cha.addStatFunc(FuncMaxCpAdd.getInstance());
      cha.addStatFunc(FuncMaxCpMul.getInstance());
      cha.addStatFunc(FuncMaxMpAdd.getInstance());
      cha.addStatFunc(FuncMaxMpMul.getInstance());
      //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
      //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_CP_RATE));
      //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
      cha.addStatFunc(FuncBowAtkRange.getInstance());
      //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_ATTACK));
      //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.POWER_DEFENCE));
      //cha.addStatFunc(FuncMultLevelMod.getInstance(Stats.MAGIC_DEFENCE));
      cha.addStatFunc(FuncPAtkMod.getInstance());
      cha.addStatFunc(FuncMAtkMod.getInstance());
      cha.addStatFunc(FuncPDefMod.getInstance());
      cha.addStatFunc(FuncMDefMod.getInstance());
      cha.addStatFunc(FuncAtkCritical.getInstance());
      cha.addStatFunc(FuncMAtkCritical.getInstance());
      cha.addStatFunc(FuncAtkAccuracy.getInstance());
      cha.addStatFunc(FuncAtkEvasion.getInstance());
      cha.addStatFunc(FuncPAtkSpeed.getInstance());
      cha.addStatFunc(FuncMAtkSpeed.getInstance());
      cha.addStatFunc(FuncMoveSpeed.getInstance());

      cha.addStatFunc(FuncHennaSTR.getInstance());
      cha.addStatFunc(FuncHennaDEX.getInstance());
      cha.addStatFunc(FuncHennaINT.getInstance());
      cha.addStatFunc(FuncHennaMEN.getInstance());
      cha.addStatFunc(FuncHennaCON.getInstance());
      cha.addStatFunc(FuncHennaWIT.getInstance());
    }
    else if(cha instanceof L2PetInstance)
    {
      cha.addStatFunc(FuncPAtkMod.getInstance());
      //cha.addStatFunc(FuncMAtkMod.getInstance());
      //cha.addStatFunc(FuncPDefMod.getInstance());
      cha.addStatFunc(FuncMDefMod.getInstance());
      cha.addStatFunc(FuncAtkCritical.getInstance());
      cha.addStatFunc(FuncMAtkCritical.getInstance());
      cha.addStatFunc(FuncAtkAccuracy.getInstance());
      cha.addStatFunc(FuncAtkEvasion.getInstance());
      cha.addStatFunc(FuncMoveSpeed.getInstance());
      cha.addStatFunc(FuncPAtkSpeed.getInstance());
      cha.addStatFunc(FuncMAtkSpeed.getInstance());
    }
    else if(cha instanceof L2Summon)
    {
      //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_HP_RATE));
      //cha.addStatFunc(FuncMultRegenResting.getInstance(Stats.REGENERATE_MP_RATE));
      cha.addStatFunc(FuncAtkCritical.getInstance());
      cha.addStatFunc(FuncMAtkCritical.getInstance());
      cha.addStatFunc(FuncAtkAccuracy.getInstance());
      cha.addStatFunc(FuncAtkEvasion.getInstance());
      cha.addStatFunc(FuncMoveSpeed.getInstance());
    }
  }

  /**
   * Calculate the HP regen rate (base + modifiers).<BR>
   * <BR>
   * @param cha
   * @return
   */
  public final static double calcHpRegen(L2Character cha)
  {
    double init = cha.getTemplate().baseHpReg;
    double hpRegenMultiplier = cha.isRaid() ? Config.RAID_HP_REGEN_MULTIPLIER : Config.HP_REGEN_MULTIPLIER;
    double hpRegenBonus = 0;

    if(Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
    {
      hpRegenMultiplier *= Config.L2JMOD_CHAMPION_HP_REGEN;
    }

    if(cha instanceof L2PcInstance)
    {
      L2PcInstance player = (L2PcInstance) cha;

      // Calculate correct baseHpReg value for certain level of PC
      init += (player.getLevel() > 10) ? ((player.getLevel() - 1) / 10.0) : 0.5;
     
      // SevenSigns Festival modifier
      if(SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
      {
        hpRegenMultiplier *= Formulas.calcFestivalRegenModifier(player);
      }
      else
      {
        double siegeModifier = Formulas.calcSiegeRegenModifer(player);
        if(siegeModifier > 0)
        {
          hpRegenMultiplier *= siegeModifier;
        }
      }

      if(player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
      {
        int clanHallIndex = player.getClan().getHasHideout();
        if(clanHallIndex > 0)
        {
          ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
          if(clansHall != null)
            if(clansHall.getFunction(ClanHall.FUNC_RESTORE_HP) != null)
            {
              hpRegenMultiplier *= 1 + clansHall.getFunction(ClanHall.FUNC_RESTORE_HP).getLvl() / 100;
            }
        }
      }

      // Mother Tree effect is calculated at last
      if(player.isInsideZone(L2Character.ZONE_MOTHERTREE))
      {
        hpRegenBonus += 2;
      }

      // Calculate Movement bonus
      if(player.isSitting())
      {
        hpRegenMultiplier *= 1.5; // Sitting
      }
      else if(!player.isMoving())
      {
        hpRegenMultiplier *= 1.1; // Staying
      }
      else if(player.isRunning())
      {
        hpRegenMultiplier *= 0.7; // Running
      }

      // Add CON bonus
      //init *= cha.getLevelMod() * CONbonus[cha.getCON()];
      init *= cha.getLevelMod() * BaseStats.CON.calcBonus(cha);
    }

    if(init < 1)
    {
      init = 1;
    }

    return cha.calcStat(Stats.REGENERATE_HP_RATE, init, null, null) * hpRegenMultiplier + hpRegenBonus;
  }

  /**
   * Calculate the MP regen rate (base + modifiers).<BR>
   * <BR>
   * @param cha
   * @return
   */
  public final static double calcMpRegen(L2Character cha)
  {
    double init = cha.getTemplate().baseMpReg;
    double mpRegenMultiplier = cha.isRaid() ? Config.RAID_MP_REGEN_MULTIPLIER : Config.MP_REGEN_MULTIPLIER;
    double mpRegenBonus = 0;

    if(cha instanceof L2PcInstance)
    {
      L2PcInstance player = (L2PcInstance) cha;

      // Calculate correct baseMpReg value for certain level of PC
      init += 0.3 * ((player.getLevel() - 1) / 10.0);
     
      // SevenSigns Festival modifier
      if(SevenSignsFestival.getInstance().isFestivalInProgress() && player.isFestivalParticipant())
      {
        mpRegenMultiplier *= calcFestivalRegenModifier(player);
      }

      // Mother Tree effect is calculated at last
      if(player.isInsideZone(L2Character.ZONE_MOTHERTREE))
      {
        mpRegenBonus += 1;
      }

      if(player.isInsideZone(L2Character.ZONE_CLANHALL) && player.getClan() != null)
      {
        int clanHallIndex = player.getClan().getHasHideout();
        if(clanHallIndex > 0)
        {
          ClanHall clansHall = ClanHallManager.getInstance().getClanHallById(clanHallIndex);
          if(clansHall != null)
            if(clansHall.getFunction(ClanHall.FUNC_RESTORE_MP) != null)
            {
              mpRegenMultiplier *= 1 + clansHall.getFunction(ClanHall.FUNC_RESTORE_MP).getLvl() / 100;
            }
        }
      }

      // Calculate Movement bonus
      if(player.isSitting())
      {
        mpRegenMultiplier *= 1.5; // Sitting
      }
      else if(!player.isMoving())
      {
        mpRegenMultiplier *= 1.1; // Staying
      }
      else if(player.isRunning())
      {
        mpRegenMultiplier *= 0.7; // Running
      }

      // Add MEN bonus
      init *= cha.getLevelMod() * BaseStats.MEN.calcBonus(cha);
    }

    if(init < 1)
    {
      init = 1;
    }

    return cha.calcStat(Stats.REGENERATE_MP_RATE, init, null, null) * mpRegenMultiplier + mpRegenBonus;
  }

  /**
   * Calculate the CP regen rate (base + modifiers).<BR>
   * <BR>
   * @param cha
   * @return
   */
  public final static double calcCpRegen(L2Character cha)
  {
    double init = cha.getTemplate().baseHpReg;
    double cpRegenMultiplier = Config.CP_REGEN_MULTIPLIER;
    double cpRegenBonus = 0;

    if(cha instanceof L2PcInstance)
    {
      L2PcInstance player = (L2PcInstance) cha;

      // Calculate correct baseHpReg value for certain level of PC
      init += player.getLevel() > 10 ? (player.getLevel() - 1) / 10.0 : 0.5;

      // Calculate Movement bonus
      if(player.isSitting())
      {
        cpRegenMultiplier *= 1.5; // Sitting
      }
      else if(!player.isMoving())
      {
        cpRegenMultiplier *= 1.1; // Staying
      }
      else if(player.isRunning())
      {
        cpRegenMultiplier *= 0.7; // Running
      }
    }
    else
    {
      // Calculate Movement bonus
      if(!cha.isMoving())
      {
        cpRegenMultiplier *= 1.1; // Staying
      }
      else if(cha.isRunning())
      {
        cpRegenMultiplier *= 0.7; // Running
      }
    }

    // Apply CON bonus
    init *= cha.getLevelMod() * BaseStats.CON.calcBonus(cha);
    if (init < 1)
      init = 1;
   
    return cha.calcStat(Stats.REGENERATE_CP_RATE, init, null, null) * cpRegenMultiplier + cpRegenBonus;
  }

  @SuppressWarnings("deprecation")
  public final static double calcFestivalRegenModifier(L2PcInstance activeChar)
  {
    final int[] festivalInfo = SevenSignsFestival.getInstance().getFestivalForPlayer(activeChar);
    final int oracle = festivalInfo[0];
    final int festivalId = festivalInfo[1];
    int[] festivalCenter;

    // If the player isn't found in the festival, leave the regen rate as it is.
    if(festivalId < 0)
      return 0;

    // Retrieve the X and Y coords for the center of the festival arena the player is in.
    if(oracle == SevenSigns.CABAL_DAWN)
    {
      festivalCenter = SevenSignsFestival.FESTIVAL_DAWN_PLAYER_SPAWNS[festivalId];
    }
    else
    {
      festivalCenter = SevenSignsFestival.FESTIVAL_DUSK_PLAYER_SPAWNS[festivalId];
    }

    // Check the distance between the player and the player spawn point, in the center of the arena.
    double distToCenter = activeChar.getDistance(festivalCenter[0], festivalCenter[1]);

    if(Config.DEBUG)
    {
      _log.info("Distance: " + distToCenter + ", RegenMulti: " + distToCenter * 2.5 / 50);
    }

    return 1.0 - distToCenter * 0.0005; // Maximum Decreased Regen of ~ -65%;
  }

  public final static double calcSiegeRegenModifer(L2PcInstance activeChar)
  {
    if(activeChar == null || activeChar.getClan() == null)
      return 0;

    Siege siege = SiegeManager.getInstance().getSiege(activeChar.getPosition().getX(), activeChar.getPosition().getY(), activeChar.getPosition().getZ());
    if(siege == null || !siege.getIsInProgress())
      return 0;

    L2SiegeClan siegeClan = siege.getAttackerClan(activeChar.getClan().getClanId());
    if(siegeClan == null || siegeClan.getFlag().size() == 0 || !Util.checkIfInRange(200, activeChar, siegeClan.getFlag().get(0), true))
      return 0;

    return 1.5; // If all is true, then modifer will be 50% more
  }

  /**
   * Calculate blow damage based on cAtk
   * @param attacker
   * @param target
   * @param skill
   * @param shld
   * @param crit
   * @param ss
   * @return
   */
  public static double calcBlowDamage(L2Character attacker, L2Character target, L2Skill skill, boolean shld, boolean crit, boolean ss)
  {
    /*
     * wtf is this shit -Nefer
     *
    if((skill.getCondition() & L2Skill.COND_BEHIND) != 0 && !attacker.isBehind(target))
      return 0;
        */
   
    double damage = attacker.getPAtk(target);
    double defence = target.getPDef(attacker);
   
    if(ss)
    {
      damage *= 2.;
    }
   
    if(shld)
    {
      defence += target.getShldDef();
    }
   
    if(crit){
     
      //double cAtkMultiplied = (damage) + attacker.calcStat(Stats.CRITICAL_DAMAGE, damage, target, skill);
      double improvedDamageByCriticalVuln = target.calcStat(Stats.CRIT_VULN, damage, target, skill);
      double improvedDamageByCriticalVulnAndAdd =  (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, improvedDamageByCriticalVuln, target, skill));
     
      if(Config.DEBUG){
        System.out.println("Attacker '"+attacker.getName()+"' Dagger Critical Damage Debug:");
        System.out.println("  -  Initial Damage:  "+damage);
        System.out.println("  -  improvedDamageByCriticalVuln: "+improvedDamageByCriticalVuln);
        System.out.println("  -  improvedDamageByCriticalVulnAndAdd: "+improvedDamageByCriticalVulnAndAdd);
      }
     
      damage = improvedDamageByCriticalVulnAndAdd;
     
      /*
      damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, (damage+power), target, skill);
      damage += attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 6.5;
      damage *= target.calcStat(Stats.CRIT_VULN, target.getTemplate().baseCritVuln, target, skill);
      */
     
      L2Effect vicious = attacker.getFirstEffect(312);
      if (vicious != null && damage > 1)
      {
        for (Func func : vicious.getStatFuncs())
        {
          Env env = new Env();
          env.player = attacker;
          env.target = target;
          env.skill = skill;
          env.value = damage;
          func.calc(env);
          damage = (int) env.value;
        }
      }
     
    }
   
    //skill add is not influenced by criticals improvements,  so it's applied later
    double skillpower = skill.getPower(attacker);
    float ssboost = skill.getSSBoost();
    if(ssboost <= 0)
      damage += skillpower;
    else if(ssboost > 0)
    {
      if(ss)
      {
        skillpower *= ssboost;
        damage += skillpower;
      }
      else
        damage += skillpower;
    }

    //possible skill power critical hit, based on Official Description:
    /* skill critical effects
     * (skill damage x2) have been added
     * */
    if(Formulas.calcCrit(skill.getBaseCritRate() * 10 * BaseStats.DEX.calcBonus(attacker)))
      damage*=2;
   
    damage *= 70. / defence;
   
    //finally, apply the critical multiplier if present (it's not subjected to defense)
    if(crit){
      damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, damage, target, skill);
    }
   
    //Multiplier should be removed, it's false ??
    //damage += 1.5 * attacker.calcStat(Stats.CRITICAL_DAMAGE, damage + power, target, skill);
    //damage *= (double)attacker.getLevel()/target.getLevel();

    // get the vulnerability for the instance due to skills (buffs, passives, toggles, etc)
    damage = target.calcStat(Stats.DAGGER_WPN_VULN, damage, target, null);
    // get the natural vulnerability for the template
    if(target instanceof L2NpcInstance)
    {
      damage *= ((L2NpcInstance) target).getTemplate().getVulnerability(Stats.DAGGER_WPN_VULN);
    }
   
    // Weapon random damage
    damage *= attacker.getRandomDamageMultiplier();
   
    // After C4 nobles make 4% more dmg in PvP.
    if(attacker instanceof L2PcInstance && ((L2PcInstance) attacker).isNoble() && (target instanceof L2PcInstance || target instanceof L2Summon))
    {
      damage *= 1.04;
    }

    // Sami: Must be removed, after armor resistances are checked.
    // These values are a quick fix to balance dagger gameplay and give
    // armor resistances vs dagger. daggerWpnRes could also be used if a skill
    // was given to all classes. The values here try to be a compromise.
    // They were originally added in a late C4 rev (2289).
    if(target instanceof L2PcInstance)
    {
      L2Armor armor = ((L2PcInstance) target).getActiveChestArmorItem();
      if(armor != null)
      {
        if(((L2PcInstance) target).isWearingHeavyArmor())
        {
          damage /= Config.ALT_DAGGER_DMG_VS_HEAVY;
        }
        if(((L2PcInstance) target).isWearingLightArmor())
        {
          damage /= Config.ALT_DAGGER_DMG_VS_LIGHT;
        }
        if(((L2PcInstance) target).isWearingMagicArmor())
        {
          damage /= Config.ALT_DAGGER_DMG_VS_ROBE;
        }
      }
    }
   
    if(Config.ENABLE_CLASS_DAMAGES && attacker instanceof L2PcInstance && target instanceof L2PcInstance){
     
      if(((L2PcInstance) attacker).isInOlympiadMode() && ((L2PcInstance) target).isInOlympiadMode()){
       
        if(Config.ENABLE_CLASS_DAMAGES_IN_OLY){
          damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
        }
       
      }else{
       
        damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
     
      }
    }
   
    return damage < 1 ? 1. : damage;
  }

  /**
   * Calculated damage caused by ATTACK of attacker on target, called separatly for each weapon, if dual-weapon is
   * used.
   *
   * @param attacker player or NPC that makes ATTACK
   * @param target player or NPC, target of ATTACK
   * @param skill
   * @param shld
   * @param crit if the ATTACK have critical success
   * @param dual if dual weapon is used
   * @param ss if weapon item was charged by soulshot
   * @return damage points
   */
  public final static double calcPhysDam(L2Character attacker, L2Character target, L2Skill skill, boolean shld, boolean crit, boolean dual, boolean ss)
  {
    if(attacker instanceof L2PcInstance)
    {
      L2PcInstance pcInst = (L2PcInstance) attacker;
      if(pcInst.isGM() && !pcInst.getAccessLevel().canGiveDamage())
        return 0;
    }

    double damage = attacker.getPAtk(target);
    double defence = target.getPDef(attacker);
    if(ss)
    {
      damage *= 2;
    }

    if(skill != null)
    {
      double skillpower = skill.getPower(attacker);
      float ssboost = skill.getSSBoost();
      if(ssboost <= 0)
      {
        damage += skillpower;
      }
      else if(ssboost > 0)
      {
        if(ss)
        {
          skillpower *= ssboost;
          damage += skillpower;
        }
        else
        {
          damage += skillpower;
        }
      }
    }

    // In C5 summons make 10 % less dmg in PvP.
    if(attacker instanceof L2Summon && target instanceof L2PcInstance)
    {
      damage *= 0.9;
    }

    // After C4 nobles make 4% more dmg in PvP.
    if(attacker instanceof L2PcInstance && ((L2PcInstance) attacker).isNoble() && (target instanceof L2PcInstance || target instanceof L2Summon))
    {
      damage *= 1.04;
    }

    // defence modifier depending of the attacker weapon
    L2Weapon weapon = attacker.getActiveWeaponItem();
    Stats stat = null;
    if(weapon != null)
    {
      switch(weapon.getItemType())
      {
        case BOW:
          stat = Stats.BOW_WPN_VULN;
          break;
        case BLUNT:
          stat = Stats.BLUNT_WPN_VULN;
          break;
        case DAGGER:
          stat = Stats.DAGGER_WPN_VULN;
          break;
        case DUAL:
          stat = Stats.DUAL_WPN_VULN;
          break;
        case DUALFIST:
          stat = Stats.DUALFIST_WPN_VULN;
          break;
        case ETC:
          stat = Stats.ETC_WPN_VULN;
          break;
        case FIST:
          stat = Stats.FIST_WPN_VULN;
          break;
        case POLE:
          stat = Stats.POLE_WPN_VULN;
          break;
        case SWORD:
          stat = Stats.SWORD_WPN_VULN;
          break;
        case BIGSWORD:
          stat = Stats.BIGSWORD_WPN_VULN;
          break;
        case BIGBLUNT:
          stat = Stats.BIGBLUNT_WPN_VULN;
          break;
      }
    }

    if (crit)
    {
      //Finally retail like formula
      double cAtkMultiplied = damage + attacker.calcStat(Stats.CRITICAL_DAMAGE, damage, target, skill);
      double cAtkVuln = target.calcStat(Stats.CRIT_VULN, 1, target, null);
      double improvedDamageByCriticalMulAndVuln = cAtkMultiplied * cAtkVuln;
      double improvedDamageByCriticalMulAndAdd = improvedDamageByCriticalMulAndVuln + attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill);
     
      if(Config.DEBUG){
        System.out.println("Attacker '"+attacker.getName()+"' Critical Damage Debug:");
        System.out.println("  -  Initial Damage:  "+damage);
        System.out.println("  -  Damage increased of mult:  "+cAtkMultiplied);
        System.out.println("  -  cAtkVuln Mult:  "+cAtkVuln);
        System.out.println("  -  improvedDamageByCriticalMulAndVuln: "+improvedDamageByCriticalMulAndVuln);
        System.out.println("  -  improvedDamageByCriticalMulAndAdd: "+improvedDamageByCriticalMulAndAdd);
      }
     
      damage = improvedDamageByCriticalMulAndAdd;
     
    }
   
    damage = 70 * damage / defence;
   

    if(shld && !Config.ALT_GAME_SHIELD_BLOCKS)
    {
      defence += target.getShldDef();
    }

   
    //damage = 70 * damage / defence;

    if(stat != null)
    {
      // get the vulnerability due to skills (buffs, passives, toggles, etc)
      damage = target.calcStat(stat, damage, target, null);
      if(target instanceof L2NpcInstance)
      {
        // get the natural vulnerability for the template
        damage *= ((L2NpcInstance) target).getTemplate().getVulnerability(stat);
      }
    }
   

    damage += Rnd.nextDouble() * damage / 10;
    //    damage += _rnd.nextDouble()* attacker.getRandomDamage(target);
    //    }
    if(shld && Config.ALT_GAME_SHIELD_BLOCKS)
    {
      damage -= target.getShldDef();
      if(damage < 0)
      {
        damage = 0;
      }
    }

    if(target instanceof L2PcInstance && weapon != null && weapon.getItemType() == L2WeaponType.DAGGER && skill != null)
    {
      L2Armor armor = ((L2PcInstance) target).getActiveChestArmorItem();
      if(armor != null)
      {
        if(((L2PcInstance) target).isWearingHeavyArmor())
        {
          damage /= Config.ALT_DAGGER_DMG_VS_HEAVY;
        }
        if(((L2PcInstance) target).isWearingLightArmor())
        {
          damage /= Config.ALT_DAGGER_DMG_VS_LIGHT;
        }
        if(((L2PcInstance) target).isWearingMagicArmor())
        {
          damage /= Config.ALT_DAGGER_DMG_VS_ROBE;
        }
      }
    }

    if(attacker instanceof L2NpcInstance)
    {
      //Skill Race : Undead
      if(((L2NpcInstance) attacker).getTemplate().getRace() == L2NpcTemplate.Race.UNDEAD)
      {
        damage /= attacker.getPDefUndead(target);
      }

      if(((L2NpcInstance) attacker).getTemplate().getRace() == L2NpcTemplate.Race.PLANT)
      {
        damage /= attacker.getPDefPlants(target);
      }

      if(((L2NpcInstance) attacker).getTemplate().getRace() == L2NpcTemplate.Race.BUG)
      {
        damage /= attacker.getPDefInsects(target);
      }

      if(((L2NpcInstance) attacker).getTemplate().getRace() == L2NpcTemplate.Race.ANIMAL)
      {
        damage /= attacker.getPDefAnimals(target);
      }

      if(((L2NpcInstance) attacker).getTemplate().getRace() == L2NpcTemplate.Race.BEAST)
      {
        damage /= attacker.getPDefMonsters(target);
      }

      if(((L2NpcInstance) attacker).getTemplate().getRace() == L2NpcTemplate.Race.DRAGON)
      {
        damage /= attacker.getPDefDragons(target);
      }
    }

    if(target instanceof L2NpcInstance)
    {
      switch(((L2NpcInstance) target).getTemplate().getRace())
      {
        case UNDEAD:
          damage *= attacker.getPAtkUndead(target);
          break;
        case BEAST:
          damage *= attacker.getPAtkMonsters(target);
          break;
        case ANIMAL:
          damage *= attacker.getPAtkAnimals(target);
          break;
        case PLANT:
          damage *= attacker.getPAtkPlants(target);
          break;
        case DRAGON:
          damage *= attacker.getPAtkDragons(target);
          break;
        case ANGEL:
          damage *= attacker.getPAtkAngels(target);
          break;
        case BUG:
          damage *= attacker.getPAtkInsects(target);
          break;
        default:
          // nothing
          break;
      }
    }

    if(shld)
    {
      if(100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
      {
        damage = 1;
        target.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
      }
    }

    if(damage > 0 && damage < 1)
    {
      damage = 1;
    }
    else if(damage < 0)
    {
      damage = 0;
    }

    // Dmg bonusses in PvP fight
    if((attacker instanceof L2PcInstance || attacker instanceof L2Summon) && (target instanceof L2PcInstance || target instanceof L2Summon))
    {
      if(skill == null)
      {
        damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
      }
      else
      {
        damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
      }
    }

    if(attacker instanceof L2PcInstance)
    {
      if(((L2PcInstance) attacker).getClassId().isMage())
      {
        damage = damage * Config.ALT_MAGES_PHYSICAL_DAMAGE_MULTI;
      }
      else
      {
        damage = damage * Config.ALT_FIGHTERS_PHYSICAL_DAMAGE_MULTI;
      }
    }
    else if(attacker instanceof L2Summon)
    {
      damage = damage * Config.ALT_PETS_PHYSICAL_DAMAGE_MULTI;
    }
    else if(attacker instanceof L2NpcInstance)
    {
      damage = damage * Config.ALT_NPC_PHYSICAL_DAMAGE_MULTI;
    }

    if(Config.ENABLE_CLASS_DAMAGES && attacker instanceof L2PcInstance && target instanceof L2PcInstance){
     
      if(((L2PcInstance) attacker).isInOlympiadMode() && ((L2PcInstance) target).isInOlympiadMode()){
       
        if(Config.ENABLE_CLASS_DAMAGES_IN_OLY){
          damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
        }
       
      }else{
       
        damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
     
      }
    }

    return damage;
  }

  public final static double calcMagicDam(L2Character attacker, L2Character target, L2Skill skill, boolean ss, boolean bss, boolean mcrit)
  {
    // Add Matk/Mdef Bonus
    int ssModifier = 1;
    // Add Bonus for Sps/SS
    if(attacker instanceof L2Summon && !(attacker instanceof L2PetInstance)){
     
      if (bss){
        //((L2Summon)attacker).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
        ssModifier = 4;
      }else if(ss){
        //((L2Summon)attacker).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
        ssModifier = 2;
      }
     
    }else{
      L2ItemInstance weapon = attacker.getActiveWeaponInstance();
      if(weapon!=null){
        if (bss){
          //weapon.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
          ssModifier = 4;
        }else if (ss){
          //weapon.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
          ssModifier = 2;
        }
      }
    }
   
    if(attacker instanceof L2PcInstance)
    {
      L2PcInstance pcInst = (L2PcInstance) attacker;
      if(pcInst.isGM() && !pcInst.getAccessLevel().canGiveDamage())
        return 0;
    }

    double mAtk = attacker.getMAtk(target, skill);
    double mDef = target.getMDef(attacker, skill);
   
    //apply ss bonus
    mAtk *= ssModifier;
   
    double damage = 91 * Math.sqrt(mAtk) / mDef * skill.getPower(attacker) * calcSkillVulnerability(target, skill);

    // In C5 summons make 10 % less dmg in PvP.
    if(attacker instanceof L2Summon && target instanceof L2PcInstance)
    {
      damage *= 0.9;
    }

    // After C4 nobles make 4% more dmg in PvP.
    if(attacker instanceof L2PcInstance && ((L2PcInstance) attacker).isNoble() && (target instanceof L2PcInstance || target instanceof L2Summon))
    {
      damage *= 1.04;
    }

    // Failure calculation
    if(Config.ALT_GAME_MAGICFAILURES && !calcMagicSuccess(attacker, target, skill))
    {
      if(attacker instanceof L2PcInstance)
      {
        if(calcMagicSuccess(attacker, target, skill) && target.getLevel() - attacker.getLevel() <= 9)
        {
          if(skill.getSkillType() == SkillType.DRAIN)
          {
            attacker.sendPacket(new SystemMessage(SystemMessageId.DRAIN_HALF_SUCCESFUL));
          }
          else
          {
            attacker.sendPacket(new SystemMessage(SystemMessageId.ATTACK_FAILED));
          }

          damage /= 2;
        }
        else
        {
          SystemMessage sm = new SystemMessage(SystemMessageId.S1_WAS_UNAFFECTED_BY_S2);
          sm.addString(target.getName());
          sm.addSkillName(skill.getId());
          attacker.sendPacket(sm);

          damage = 1;
        }
      }

      if(target instanceof L2PcInstance)
      {
        if(skill.getSkillType() == SkillType.DRAIN)
        {
          SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_S1_DRAIN);
          sm.addString(attacker.getName());
          target.sendPacket(sm);
        }
        else
        {
          SystemMessage sm = new SystemMessage(SystemMessageId.RESISTED_S1_MAGIC);
          sm.addString(attacker.getName());
          target.sendPacket(sm);
        }
      }
    }
    else if(mcrit)
    {
      //damage *= 4;
      damage *= Config.MAGIC_CRITICAL_POWER;
    }

    // Pvp bonusses for dmg
    if((attacker instanceof L2PcInstance || attacker instanceof L2Summon) && (target instanceof L2PcInstance || target instanceof L2Summon))
    {
      if(skill.isMagic())
      {
        damage *= attacker.calcStat(Stats.PVP_MAGICAL_DMG, 1, null, null);
      }
      else
      {
        damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
      }
    }

    if(attacker instanceof L2PcInstance)
    {
      if(((L2PcInstance) attacker).getClassId().isMage())
      {
        damage = damage * Config.ALT_MAGES_MAGICAL_DAMAGE_MULTI;
      }
      else
      {
        damage = damage * Config.ALT_FIGHTERS_MAGICAL_DAMAGE_MULTI;
      }
    }
    else if(attacker instanceof L2Summon)
    {
      damage = damage * Config.ALT_PETS_MAGICAL_DAMAGE_MULTI;
    }
    else if(attacker instanceof L2NpcInstance)
    {
      damage = damage * Config.ALT_NPC_MAGICAL_DAMAGE_MULTI;
    }

    if(target instanceof L2PlayableInstance)
    {
      damage *= skill.getPvpMulti();
    }

    if(skill.getSkillType() == SkillType.DEATHLINK)
    {
      damage = damage * (1.0 - attacker.getStatus().getCurrentHp() / attacker.getMaxHp()) * 2.0;
    }

    if(Config.ENABLE_CLASS_DAMAGES && attacker instanceof L2PcInstance && target instanceof L2PcInstance){
     
      if(((L2PcInstance) attacker).isInOlympiadMode() && ((L2PcInstance) target).isInOlympiadMode()){
       
        if(Config.ENABLE_CLASS_DAMAGES_IN_OLY){
          damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
        }
       
      }else{
       
        damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
     
      }
    }
   
    return damage;
  }
 

  public static final double calcMagicDam(L2CubicInstance attacker, L2Character target, L2Skill skill, boolean mcrit)
  {
    double damage = calcMagicDam(attacker.getOwner(), target, skill, false, false , mcrit);
    return damage;
  }

  /**
   * @param rate
   * @return true in case of critical hit
   */
  public final static boolean calcCrit(double rate)
  {
    return rate > Rnd.get(1000);
  }

  /**
   * Calcul value of blow success
   * @param activeChar
   * @param target
   * @param chance
   * @return
   */
  public final boolean calcBlow(L2Character activeChar, L2Character target, int chance)
  {
    return activeChar.calcStat(Stats.BLOW_RATE, chance * (1.0 + (activeChar.getDEX() - 20) / 100), target, null) > Rnd.get(100);
  }

  /**
   * Calcul value of lethal chance
   * @param activeChar
   * @param target
   * @param baseLethal
   * @return
   */
  public final static double calcLethal(L2Character activeChar, L2Character target, int baseLethal)
  {
    return activeChar.calcStat(Stats.LETHAL_RATE, (baseLethal * (double) activeChar.getLevel() / target.getLevel()), target, null);
  }
 
  public static final boolean calcLethalHit(L2Character activeChar, L2Character target, L2Skill skill)
  {
    if((target.isRaid() && Config.ALLOW_RAID_LETHAL) || (!target.isRaid() && !(target instanceof L2DoorInstance) && !(Config.ALLOW_LETHAL_PROTECTION_MOBS && target instanceof L2NpcInstance && (Config.LIST_LETHAL_PROTECTED_MOBS.contains(((L2NpcInstance) target).getNpcId())))))
     
    if ((!target.isRaid() || Config.ALLOW_RAID_LETHAL)
        && !(target instanceof L2DoorInstance)
        && !(target instanceof L2NpcInstance && ((L2NpcInstance) target).getNpcId() == 35062)
        && !(Config.ALLOW_LETHAL_PROTECTION_MOBS && target instanceof L2NpcInstance && (Config.LIST_LETHAL_PROTECTED_MOBS.contains(((L2NpcInstance) target).getNpcId()))))
    {
      //activeChar.sendMessage(Double.toString(chance));
      //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance2(),skill.getMagicLevel())));
      //activeChar.sendMessage(Double.toString(calcLethal(activeChar, target, skill.getLethalChance1(),skill.getMagicLevel())));
     
      // 2nd lethal effect activate (cp,hp to 1 or if target is npc then hp to 1)
      if (skill.getLethalChance2() > 0 && Rnd.get(1000) < calcLethal(activeChar, target, skill.getLethalChance2()))
      {
        if (target instanceof L2NpcInstance)
          target.reduceCurrentHp(target.getCurrentHp() - 1, activeChar);
        else if (target instanceof L2PcInstance) // If is a active player set his HP and CP to 1
        {
          L2PcInstance player = (L2PcInstance) target;
          if (!player.isInvul())
          {
            if (!(activeChar instanceof L2PcInstance &&
                (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
            {
              player.setCurrentHp(1);
              player.setCurrentCp(1);
              player.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE_SUCCESSFUL));
            }
          }
        }
        activeChar.sendPacket(new SystemMessage(SystemMessageId.LETHAL_STRIKE));
      }
      else if (skill.getLethalChance1() > 0 && Rnd.get(1000) < calcLethal(activeChar, target, skill.getLethalChance1()))
      {
        if (target instanceof L2PcInstance)
        {
          L2PcInstance player = (L2PcInstance) target;
          if (!player.isInvul())
          {
            if (!(activeChar instanceof L2PcInstance &&
                (((L2PcInstance)activeChar).isGM() && !((L2PcInstance)activeChar).getAccessLevel().canGiveDamage())))
            {
              player.setCurrentCp(1); // Set CP to 1
              player.sendPacket(SystemMessage.sendString("Combat points disappear when hit with a half kill skill"));
            }
          }
        }
        //TODO: remove half kill since SYSMsg got changed.
        /*else if (target instanceof L2Npc) // If is a monster remove first damage and after 50% of current hp
                    target.reduceCurrentHp(target.getCurrentHp() / 2, activeChar, skill);*/
       
      }
      else
        return false;
    }
    else
      return false;
   
    return true;
  }

  public final static boolean calcMCrit(double mRate)
  {
    return mRate > Rnd.get(1000);
  }

  /**
   * @param target
   * @param dmg
   * @return true in case when ATTACK is canceled due to hit
   */
  public final static boolean calcAtkBreak(L2Character target, double dmg)
  {
    if(target instanceof L2PcInstance)
    {
      if(((L2PcInstance) target).getForceBuff() != null)
        return true;

      //      if (target.isCastingNow()&& target.getLastSkillCast() != null)
      //        if (target.getLastSkillCast().isCancelIfHit())
      //          return true;
    }
    double init = 0;

    if(Config.ALT_GAME_CANCEL_CAST && target.isCastingNow())
    {
      init = 15;
    }

    if(Config.ALT_GAME_CANCEL_BOW && target.isAttackingNow())
    {
      L2Weapon wpn = target.getActiveWeaponItem();
      if(wpn != null && wpn.getItemType() == L2WeaponType.BOW)
      {
        init = 15;
      }
    }

    if(target.isRaid() || target.isInvul() || init <= 0)
      return false; // No attack break

    // Chance of break is higher with higher dmg
    init += Math.sqrt(13 * dmg);

    // Chance is affected by target MEN
    init -= (BaseStats.MEN.calcBonus(target) * 100 - 100);
   
    // Calculate all modifiers for ATTACK_CANCEL
    double rate = target.calcStat(Stats.ATTACK_CANCEL, init, null, null);

    // Adjust the rate to be between 1 and 99
    if(rate > 99)
    {
      rate = 99;
    }
    else if(rate < 1)
    {
      rate = 1;
    }

    return Rnd.get(100) < rate;
  }

  /**
   * Calculate delay (in milliseconds) before next ATTACK
   * @param attacker
   * @param target
   * @param rate
   * @return
   */
  public final int calcPAtkSpd(L2Character attacker, L2Character target, double rate)
  {
    // measured Oct 2006 by Tank6585, formula by Sami
    // attack speed 312 equals 1500 ms delay... (or 300 + 40 ms delay?)
    if(rate < 2)
      return 2700;
    return (int) (470000 / rate);
  }

  /**
   * Calculate delay (in milliseconds) for skills cast
   * @param attacker
   * @param target
   * @param skill
   * @param skillTime
   * @return
   */
  public final int calcMAtkSpd(L2Character attacker, L2Character target, L2Skill skill, double skillTime)
  {
    if(skill.isMagic())
      return (int) (skillTime * 333 / attacker.getMAtkSpd());
    return (int) (skillTime * 333 / attacker.getPAtkSpd());
  }

  /**
   * Calculate delay (in milliseconds) for skills cast
   * @param attacker
   * @param skill
   * @param skillTime
   * @return
   */
  public final int calcMAtkSpd(L2Character attacker, L2Skill skill, double skillTime)
  {
    if(skill.isMagic())
      return (int) (skillTime * 333 / attacker.getMAtkSpd());
    return (int) (skillTime * 333 / attacker.getPAtkSpd());
  }

  /**
   * @param attacker
   * @param target
   * @return true if hit missed (taget evaded)
   */
  public static boolean calcHitMiss(L2Character attacker, L2Character target)
  {
    /*
    // OLD FORMULA
    // accuracy+dexterity => probability to hit in percents
    int acc_attacker;
    int evas_target;
    acc_attacker = attacker.getAccuracy();
    evas_target = target.getEvasionRate(attacker);
    int d = 85 + acc_attacker - evas_target;
    return d < Rnd.get(100);
    */
   
    int chance = (80 + (2 * (attacker.getAccuracy() - target.getEvasionRate(attacker))))*10;   
    // Get additional bonus from the conditions when you are attacking
    chance *= hitConditionBonus.getConditionBonus(attacker, target);
   
    chance = Math.max(chance, 200);
    chance = Math.min(chance, 980);
   
    return chance < Rnd.get(1000);
  }

  /**
   * @param attacker
   * @param target
   * @return true if shield defence successfull
   */
  public static boolean calcShldUse(L2Character attacker, L2Character target)
  {
    L2Weapon at_weapon = attacker.getActiveWeaponItem();
    // double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null) * DEXbonus[target.getDEX()];
    double shldRate = target.calcStat(Stats.SHIELD_RATE, 0, attacker, null) * BaseStats.DEX.calcBonus(target);
    if (shldRate == 0.0)
      return false;
    // Check for passive skill Aegis (316) or Aegis Stance (318)
    // Like L2OFF you can't parry if your target is behind you
    if (target.getKnownSkill(316) == null && target.getFirstEffect(318) == null)
      if (target.isBehind(attacker) || !target.isFront(attacker) || !attacker.isFront(target))
        return false;
    // if attacker use bow and target wear shield, shield block rate is multiplied by 1.3 (30%)
    if (at_weapon != null && at_weapon.getItemType() == L2WeaponType.BOW)
    {
      shldRate *= 1.3;
    }
    return shldRate > Rnd.get(100);
  }

  public boolean calcMagicAffected(L2Character actor, L2Character target, L2Skill skill)
  {
    // TODO: CHECK/FIX THIS FORMULA UP!!
    SkillType type = skill.getSkillType();
    double defence = 0;
    if(skill.isActive() && skill.isOffensive())
    {
      defence = target.getMDef(actor, skill);
    }

    double attack = 2 * actor.getMAtk(target, skill) * calcSkillVulnerability(target, skill);
    double d = (attack - defence) / (attack + defence);
    if(target.isRaid() && (type == SkillType.CONFUSION || type == SkillType.MUTE || type == SkillType.PARALYZE || type == SkillType.ROOT || type == SkillType.FEAR || type == SkillType.SLEEP || type == SkillType.STUN || type == SkillType.DEBUFF || type == SkillType.AGGDEBUFF))
    {
      if(d > 0 && Rnd.get(1000) == 1)
        return true;
      return false;
    }

    if (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, null, skill) > 0 && skill.is_Debuff())
      return false;
   
    d += 0.5 * Rnd.nextGaussian();
    return d > 0;
  }
 
  public static double calcSkillVulnerability(L2Character target, L2Skill skill)
  {
    double multiplier = 1; // initialize...

    // Get the skill type to calculate its effect in function of base stats
    // of the L2Character target
    if(skill != null)
    {
      // first, get the natural template vulnerability values for the target
      Stats stat = skill.getStat();
      if(stat != null)
      {
        switch(stat)
        {
          case AGGRESSION:
            multiplier = target.getTemplate().baseAggressionVuln;
            break;
          case BLEED:
            multiplier = target.getTemplate().baseBleedVuln;
            break;
          case POISON:
            multiplier = target.getTemplate().basePoisonVuln;
            break;
          case STUN:
            multiplier = target.getTemplate().baseStunVuln;
            break;
          case ROOT:
            multiplier = target.getTemplate().baseRootVuln;
            break;
          case MOVEMENT:
            multiplier = target.getTemplate().baseMovementVuln;
            break;
          case CONFUSION:
            multiplier = target.getTemplate().baseConfusionVuln;
            break;
          case SLEEP:
            multiplier = target.getTemplate().baseSleepVuln;
            break;
          case FIRE:
            multiplier = target.getTemplate().baseFireVuln;
            break;
          case WIND:
            multiplier = target.getTemplate().baseWindVuln;
            break;
          case WATER:
            multiplier = target.getTemplate().baseWaterVuln;
            break;
          case EARTH:
            multiplier = target.getTemplate().baseEarthVuln;
            break;
          case HOLY:
            multiplier = target.getTemplate().baseHolyVuln;
            break;
          case DARK:
            multiplier = target.getTemplate().baseDarkVuln;
            break;
          default:
            multiplier = 1
        }
      }

      // Next, calculate the elemental vulnerabilities
      switch(skill.getElement())
      {
        case L2Skill.ELEMENT_EARTH:
          multiplier = target.calcStat(Stats.EARTH_VULN, multiplier, target, skill);
          break;
        case L2Skill.ELEMENT_FIRE:
          multiplier = target.calcStat(Stats.FIRE_VULN, multiplier, target, skill);
          break;
        case L2Skill.ELEMENT_WATER:
          multiplier = target.calcStat(Stats.WATER_VULN, multiplier, target, skill);
          break;
        case L2Skill.ELEMENT_WIND:
          multiplier = target.calcStat(Stats.WIND_VULN, multiplier, target, skill);
          break;
        case L2Skill.ELEMENT_HOLY:
          multiplier = target.calcStat(Stats.HOLY_VULN, multiplier, target, skill);
          break;
        case L2Skill.ELEMENT_DARK:
          multiplier = target.calcStat(Stats.DARK_VULN, multiplier, target, skill);
          break;
      }

      // Finally, calculate skilltype vulnerabilities
      SkillType type = skill.getSkillType();

      // For additional effects on PDAM and MDAM skills (like STUN, SHOCK, PARALYZE...)
      if(type != null && (type == SkillType.PDAM || type == SkillType.MDAM))
      {
        type = skill.getEffectType();
      }

      if(type != null)
      {
        switch(type)
        {
          case BLEED:
            multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
            break;
          case POISON:
            multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
            break;
          case STUN:
            multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
            break;
          case PARALYZE:
            multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
            break;
          case ROOT:
            multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
            break;
          case SLEEP:
            multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
            break;
          case MUTE:
          case FEAR:
          case BETRAY:
          case AGGREDUCE_CHAR:
            multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
            break;
          case CONFUSION:
            multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
            break;
          case DEBUFF:
          case WEAKNESS:
            multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
            break;
          case BUFF:
            multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
            break;
        }
      }

    }
    return multiplier;
  }

  /*
  public double calcSkillStatModifier(SkillType type, L2Character target)
  {
    double multiplier = 1;
    if(type == null)
      return multiplier;
    switch(type)
    {
      case STUN:
      case BLEED:
        multiplier = 2 - Math.sqrt(CONbonus[target.getCON()]);
        break;
      case POISON:
      case SLEEP:
      case DEBUFF:
      case WEAKNESS:
      case ERASE:
      case ROOT:
      case MUTE:
      case FEAR:
      case BETRAY:
      case CONFUSION:
      case AGGREDUCE_CHAR:
      case PARALYZE:
        multiplier = 2 - Math.sqrt(MENbonus[target.getMEN()]);
        break;
      default:
        return multiplier;
    }
    if(multiplier < 0)
    {
      multiplier = 0;
    }
    return multiplier;
  }
  */
 
 
  public static double calcSkillStatModifier(L2Skill skill, L2Character target)
  {
    final BaseStats saveVs = skill.getSavevs();
    if (saveVs == null)
      return 1;
   
    return 1 / saveVs.calcBonus(target);
  }
 
  public static boolean calcCubicSkillSuccess(final L2CubicInstance attacker, final L2Character target, L2Skill skill)
  {
    if(attacker == null){
      return false;
    }
   
    if (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, null, skill) > 0 && skill.is_Debuff())
      return false;
   
    SkillType type = skill.getSkillType();
   
    // these skills should not work on RaidBoss
    if (target.isRaid())
    {
      switch (type)
      {
        case CONFUSION:
        case ROOT:
        case STUN:
        case MUTE:
        case FEAR:
        case DEBUFF:
        case PARALYZE:
        case SLEEP:
        case AGGDEBUFF:
          return false;
      }
    }
   
    int value = (int) skill.getPower();
    double statModifier = calcSkillStatModifier(skill, target);
    int rate = (int) (value * statModifier);
   
    // Add Matk/Mdef Bonus
    double mAtkModifier = 0;
    if (skill.isMagic())
    {
      mAtkModifier = target.getMDef(attacker.getOwner(), skill);
     
      mAtkModifier = Math.pow(attacker.getMAtk() / mAtkModifier, 0.2);
     
      rate += (int) (mAtkModifier * 100) - 100;
    }
   
    // Resists
    double vulnModifier = calcSkillVulnerability(target, skill);
    double res = vulnModifier;
    double resMod = 1;
    if (res != 0)
    {
      if (res < 0)
      {
        resMod = 1 - 0.075 * res;
        resMod = 1 / resMod;
      }
      else{
        double x_factor = 1.3;
       
        if((resMod = res*x_factor)>1){
          resMod = res;
        }
       
      }
     
      if(resMod>0.9){
        resMod = 0.9;
      }else if(resMod<0.5){
        resMod = 0.5;
      }
     
      rate *= resMod;
    }
   
    //lvl modifier.
    int deltamod = calcLvlDependModifier(attacker.getOwner(), target, skill);
    rate += deltamod;
   
    if (rate > skill.getMaxChance())
      rate = skill.getMaxChance();
    else if (rate < skill.getMinChance())
      rate = skill.getMinChance();
   
    if (Config.SKILLSDEBUG)
    {
      final StringBuilder stat = new StringBuilder(100);
      StringUtil.append(stat,
          skill.getName(),
          " calcCubicSkillSuccess: ",
          " type:", skill.getSkillType().toString(),
          " power:", String.valueOf(value),
          " stat:", String.format("%1.2f", statModifier),
          " res:", String.format("%1.2f", resMod), "(",
          String.format("%1.2f", vulnModifier),")",
          " mAtk:", String.format("%1.2f", mAtkModifier),
          " lvl:", String.valueOf(deltamod),
          " total:", String.valueOf(rate)
      );
      final String result = stat.toString();
      _log.info(result);
    }
    return (Rnd.get(100) < rate);
  }
 
  public boolean calcSkillSuccess(final L2Character attacker, final L2Character target, L2Skill skill, boolean ss, boolean sps, boolean bss)
  {
    if(attacker == null){
      return false;
    }
   
    if (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, null, skill) > 0 && skill.is_Debuff())
      return false;
   
    // Add Matk/Mdef Bonus
    double mAtkModifier = 1;
    int ssModifier = 1;
    if (skill.isMagic())
    {
      mAtkModifier = target.getMDef(target, skill);
     
      if (bss){
        ssModifier = 4;
      }else if(sps){
        ssModifier = 2;
      }
      /*
      // Add Bonus for Sps/SS
      if(attacker instanceof L2Summon && !(attacker instanceof L2PetInstance)){
       
        if (bss){
          ((L2Summon)attacker).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
          ssModifier = 4;
        }else if(sps){
          ((L2Summon)attacker).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
          ssModifier = 2;
        }
       
      }else{
        L2ItemInstance weapon = attacker.getActiveWeaponInstance();
        if(weapon!=null){
          if (bss){
            weapon.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
            ssModifier = 4;
          }else if (sps){
            weapon.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
            ssModifier = 2;
          }
        }
      }
      */
     
      mAtkModifier = 14 * Math.sqrt(ssModifier * attacker.getMAtk(target, skill)) / mAtkModifier;
     
     
    }/*else{
     
      L2ItemInstance weapon = attacker.getActiveWeaponInstance();
      if(weapon!=null){
        if(ss){
          weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
        }
      }
     
      //no soulshots influence over not magic attacks
    }*/
   
    SkillType type = skill.getSkillType();

    if(target.isRaid() && (type == SkillType.CONFUSION || type == SkillType.MUTE || type == SkillType.PARALYZE || type == SkillType.ROOT || type == SkillType.FEAR || type == SkillType.SLEEP || type == SkillType.STUN || type == SkillType.DEBUFF || type == SkillType.AGGDEBUFF))
      return false; // these skills should not work on RaidBoss

    if(target.isInvul() && (type == SkillType.CONFUSION || type == SkillType.MUTE || type == SkillType.PARALYZE || type == SkillType.ROOT || type == SkillType.FEAR || type == SkillType.SLEEP || type == SkillType.STUN || type == SkillType.DEBUFF || type == SkillType.CANCEL || type == SkillType.NEGATE || type == SkillType.WARRIOR_BANE || type == SkillType.MAGE_BANE))
      return false; // these skills should not work on Invulable persons

    int value = (int) skill.getPower();
    double statModifier = calcSkillStatModifier(skill, target);
   
    // Calculate BaseRate.
    int rate = (int) (value * statModifier);
   
    //matk modifier
    rate = (int) (rate * mAtkModifier);
   
    // Resists
    double vulnModifier = calcSkillVulnerability(target, skill);
   
    //double profModifier = calcSkillProficiency(skill, attacker, target);
    double res = vulnModifier/* + profModifier*/;
    double resMod = 1;
    if (res != 0)
    {
      if (res < 0)
      {
        resMod = 1 - 0.075 * res;
        resMod = 1 / resMod;
      }
      else{
        double x_factor = 1.3;
       
        if((resMod = res*x_factor)>1){
          resMod = res;
        }
       
      }
     
      if(resMod>0.9){
        resMod = 0.9;
      }else if(resMod<0.5){
        resMod = 0.5;
      }
     
      rate *= resMod;
    }
   
    //lvl modifier.
    int deltamod = calcLvlDependModifier(attacker, target, skill);
    rate += deltamod;
   
    if (rate > skill.getMaxChance())
      rate = skill.getMaxChance();
    else if (rate < skill.getMinChance())
      rate = skill.getMinChance();
   
    //physics configuration addons
    float physics_mult = getChanceMultiplier(skill);
    rate *= physics_mult;
   
    if(Config.SKILLSDEBUG)
    {
      final StringBuilder stat = new StringBuilder(100);
      StringUtil.append(stat,
          " calcSkillSuccess: ",
          skill.getName(),
          " ID:", ""+skill.getId(),
          " type:", skill.getSkillType().toString(),
          " power:", String.valueOf(value),
          " stat:", String.format("%1.2f", statModifier),
          " res:", String.format("%1.2f", resMod), "(",
          String.format("%1.2f", vulnModifier),
          " mAtk:", String.format("%1.2f", mAtkModifier),
          " ss:", String.valueOf(ssModifier),
          " lvl:", String.valueOf(deltamod),
          " physics configuration multiplier:", String.valueOf(physics_mult),
          " total:", String.valueOf(rate)
      );
      final String result = stat.toString();
      if (Config.DEVELOPER)
        _log.info(result);
     
    }
   
    if(attacker instanceof L2PcInstance && Config.SEND_SKILLS_CHANCE_TO_PLAYERS)
      ((L2PcInstance) attacker).sendMessage("Skill: "+skill.getName()+" Chance: " + rate + "%");
   
    return Rnd.get(100) < rate;
  }
 
  public static boolean calcEffectSuccess(final L2Character attacker, final L2Character target, EffectTemplate effect, L2Skill skill, boolean ss, boolean sps, boolean bss)
  {
    if(attacker == null){
      return false;
    }
   
    if (target.calcStat(Stats.DEBUFF_IMMUNITY, 0, null, skill) > 0 && skill.is_Debuff())
      return false;
   
    final SkillType type = effect.effectType;
    final int value = (int)effect.effectPower;
    if (type == null)
    {
      return Rnd.get(100) < value;
    }
    else if (type.equals(SkillType.CANCEL)) // CANCEL-type effects land always
      return true;
   
    double statModifier = calcSkillStatModifier(skill, target);
   
    // Calculate BaseRate.
    int rate = (int) (value * statModifier);
   
    // Add Matk/Mdef Bonus
    double mAtkModifier = 0;
    int ssModifier = 0;
    if (skill.isMagic())
    {
      mAtkModifier = target.getMDef(target, skill);
      //if (shld == SHIELD_DEFENSE_SUCCEED)
      //  mAtkModifier += target.getShldDef();
     
      // Add Bonus for Sps/SS
      if (bss)
        ssModifier = 4;
      else if (sps)
        ssModifier = 2;
      else
        ssModifier = 1;
     
      mAtkModifier = 14 * Math.sqrt(ssModifier * attacker.getMAtk(target, skill)) / mAtkModifier;
     
      rate = (int) (rate * mAtkModifier);
    }
   
    // Resists
    double vulnModifier = calcSkillTypeVulnerability(1, target, type);
    //double profModifier = calcSkillTypeProficiency(0, attacker, target, type);
   
    double res = vulnModifier;
    double resMod = 1;
    if (res != 0)
    {
      if (res < 0)
      {
        resMod = 1 - 0.075 * res;
        resMod = 1 / resMod;
      }
      else{
        double x_factor = 1.3;
       
        if((resMod = res*x_factor)>1){
          resMod = res;
        }
       
      }
     
      if(resMod>0.9){
        resMod = 0.9;
      }else if(resMod<0.5){
        resMod = 0.5;
      }
     
      rate *= resMod;
    }
    /*
    double res = vulnModifier;
    double resMod = 1;
    if (res != 0)
    {
      if (res < 0)
      {
        resMod = 1 - 0.075 * res;
        resMod = 1 / resMod;
      }
      else
        resMod = 1 + 0.02 * res;
     
      rate *= resMod;
    }
    */
   
    //int elementModifier = calcElementModifier(attacker, target, skill);
    //rate += elementModifier;
   
    //lvl modifier.
    int deltamod = calcLvlDependModifier(attacker, target, skill);
    rate += deltamod;
   
    if (rate > skill.getMaxChance())
      rate = skill.getMaxChance();
    else if (rate < skill.getMinChance())
      rate = skill.getMinChance();
   
    //physics configuration addons
    float physics_mult = getChanceMultiplier(skill);
    rate *= physics_mult;
   
    if(Config.SKILLSDEBUG)
    {
      final StringBuilder stat = new StringBuilder(100);
      StringUtil.append(stat,
          " calcEffectSuccess: ",skill.getName(),
          " type:", skill.getSkillType().toString(),
          " power:", String.valueOf(value),
          " stat:", String.format("%1.2f", statModifier),
          " res:", String.format("%1.2f", resMod), "(",
          String.format("%1.2f", vulnModifier),
          " mAtk:", String.format("%1.2f", mAtkModifier),
          " ss:", String.valueOf(ssModifier),
          " lvl:", String.valueOf(deltamod),
          " physics configuration multiplier:", String.valueOf(physics_mult),
          " total:", String.valueOf(rate)
      );
      final String result = stat.toString();
      if (Config.DEVELOPER)
        _log.info(result);
     
    }
   
    if(attacker instanceof L2PcInstance && Config.SEND_SKILLS_CHANCE_TO_PLAYERS)
      ((L2PcInstance) attacker).sendMessage("EffectType "+effect.effectType+" Chance: " + rate + "%");
   
    return (Rnd.get(100) < rate);
  }
 
  public static double calcSkillTypeVulnerability(double multiplier, L2Character target, SkillType type)
  {
    if (type != null)
    {
      switch (type)
      {
        case BLEED:
          multiplier = target.calcStat(Stats.BLEED_VULN, multiplier, target, null);
          break;
        case POISON:
          multiplier = target.calcStat(Stats.POISON_VULN, multiplier, target, null);
          break;
        case STUN:
          multiplier = target.calcStat(Stats.STUN_VULN, multiplier, target, null);
          break;
        case PARALYZE:
          multiplier = target.calcStat(Stats.PARALYZE_VULN, multiplier, target, null);
          break;
        case ROOT:
          multiplier = target.calcStat(Stats.ROOT_VULN, multiplier, target, null);
          break;
        case SLEEP:
          multiplier = target.calcStat(Stats.SLEEP_VULN, multiplier, target, null);
          break;
        case MUTE:
        case FEAR:
        case BETRAY:
        case AGGDEBUFF:
        case ERASE:
          multiplier = target.calcStat(Stats.DERANGEMENT_VULN, multiplier, target, null);
          break;
        case CONFUSION:
        case CONFUSE_MOB_ONLY:
          multiplier = target.calcStat(Stats.CONFUSION_VULN, multiplier, target, null);
          break;
        case DEBUFF:
          multiplier = target.calcStat(Stats.DEBUFF_VULN, multiplier, target, null);
          break;
        case BUFF:
          multiplier = target.calcStat(Stats.BUFF_VULN, multiplier, target, null);
          break;
        case CANCEL:
          multiplier = target.calcStat(Stats.CANCEL_VULN, multiplier, target, null);
          break;
        default:
      }
    }
   
    return multiplier;
  }
 
  public static int calcLvlDependModifier(final L2Character attacker, final L2Character target, L2Skill skill)
  {
    if(attacker == null){
      return 0;
    }
   
    if (skill.getLevelDepend() == 0)
      return 0;
   
    final int attackerMod;
    if (skill.getMagicLevel() > 0)
      attackerMod = skill.getMagicLevel();
    else
      attackerMod = attacker.getLevel();
   
    final int delta = attackerMod - target.getLevel();
    int deltamod = delta / 5;
    deltamod = deltamod * 5;
    if (deltamod != delta)
    {
      if (delta < 0)
        deltamod -= 5;
      else
        deltamod += 5;
    }
   
    return deltamod;
  }

  public static float getChanceMultiplier(L2Skill skill){
   
    float multiplier = 1;
   
    if(skill != null && skill.getSkillType()!=null)
    {
      switch(skill.getSkillType())
      {
        case BLEED:
          multiplier = Config.BLEED_CHANCE_MODIFIER;
          break;
        case POISON:
          multiplier = Config.POISON_CHANCE_MODIFIER;
          break;
        case STUN:
          multiplier = Config.STUN_CHANCE_MODIFIER;
          break;
        case PARALYZE:
          multiplier = Config.PARALYZE_CHANCE_MODIFIER;
          break;
        case ROOT:
          multiplier = Config.ROOT_CHANCE_MODIFIER;
          break;
        case SLEEP:
          multiplier = Config.SLEEP_CHANCE_MODIFIER;
          break;
        case MUTE:
        case FEAR:
        case BETRAY:
        case AGGREDUCE_CHAR:
          multiplier = Config.FEAR_CHANCE_MODIFIER;
          break;
        case CONFUSION:
          multiplier = Config.CONFUSION_CHANCE_MODIFIER;
          break;
        case DEBUFF:
        case WEAKNESS:
        case WARRIOR_BANE:
        case MAGE_BANE:
          multiplier = Config.DEBUFF_CHANCE_MODIFIER;
          break;
        case BUFF:
          multiplier = Config.BUFF_CHANCE_MODIFIER;
          break;
      }
    }
   
    return multiplier;
   
  }
 
  public boolean calcBuffSuccess(L2Character target, L2Skill skill)
  {
    int rate = 100 * (int)calcSkillVulnerability(target, skill);
    return Rnd.get(100) < rate;
  }

  public static boolean calcMagicSuccess(L2Character attacker, L2Character target, L2Skill skill)
  {
    double lvlDifference = target.getLevel() - (skill.getMagicLevel() > 0 ? skill.getMagicLevel() : attacker.getLevel());
    int rate = Math.round((float) (Math.pow(1.3, lvlDifference) * 100));

    return Rnd.get(10000) > rate;
  }

  public boolean calculateUnlockChance(L2Skill skill)
  {
    int level = skill.getLevel();
    int chance = 0;
    switch(level)
    {
      case 1:
        chance = 30;
        break;

      case 2:
        chance = 50;
        break;

      case 3:
        chance = 75;
        break;

      case 4:
      case 5:
      case 6:
      case 7:
      case 8:
      case 9:
      case 10:
      case 11:
      case 12:
      case 13:
      case 14:
        chance = 100;
        break;
    }
    if(Rnd.get(120) > chance)
      return false;
    return true;
  }

  public double calcManaDam(final L2Character attacker, final L2Character target, L2Skill skill, boolean ss, boolean bss)
  {
    if(attacker == null || target == null){
      return 0;
    }
   
    //Mana Burnt = (SQR(M.Atk)*Power*(Target Max MP/97))/M.Def
    double mAtk = attacker.getMAtk(target, skill);
    double mDef = target.getMDef(attacker, skill);
    double mp = target.getMaxMp();
   
    int ssModifier = 1;
    // Add Bonus for Sps/SS
    if(attacker instanceof L2Summon && !(attacker instanceof L2PetInstance)){
     
      if (bss){
        //((L2Summon)attacker).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
        ssModifier = 4;
      }else if(ss){
        //((L2Summon)attacker).setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
        ssModifier = 2;
      }
     
    }else{
      L2ItemInstance weapon = attacker.getActiveWeaponInstance();
      if(weapon!=null){
        if (bss){
          //weapon.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
          ssModifier = 4;
        }else if (ss){
          //weapon.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE);
          ssModifier = 2;
        }
      }
    }
   
    mAtk *= ssModifier;

    double damage = Math.sqrt(mAtk) * skill.getPower(attacker) * mp / 97 / mDef;
    damage *= calcSkillVulnerability(target, skill);
    return damage;
  }

  public double calculateSkillResurrectRestorePercent(double baseRestorePercent, L2Character caster )
  {
    double restorePercent = baseRestorePercent;
   
    //double modifier = WITbonus[casterWIT];
    double modifier = BaseStats.WIT.calcBonus(caster);
   
    if(restorePercent != 100 && restorePercent != 0)
    {

      restorePercent = baseRestorePercent * modifier;

      if(restorePercent - baseRestorePercent > 20.0)
      {
        restorePercent = baseRestorePercent + 20.0;
      }
    }

    if(restorePercent > 100)
    {
      restorePercent = 100;
    }
    if(restorePercent < baseRestorePercent)
    {
      restorePercent = baseRestorePercent;
    }

    return restorePercent;
  }

  /*
  public static double getSTRBonus(L2Character activeChar)
  {
    return STRbonus[activeChar.getSTR()];
  }
  */

  public static boolean calcPhysicalSkillEvasion(L2Character target, L2Skill skill)
  {
    if(skill.isMagic() || skill.getCastRange() > 40)
      return false;

    return Rnd.get(100) < target.calcStat(Stats.P_SKILL_EVASION, 0, null, skill);
  }

  public boolean calcSkillMastery(final L2Character actor)
  {
    if(actor == null)
      return false;

    double val = actor.getStat().calcStat(Stats.SKILL_MASTERY, 0, null, null);

    if(actor instanceof L2PcInstance)
    {
      if(((L2PcInstance) actor).isMageClass())
      {
       
        //val *= INTbonus[actor.getINT()];
        val *= BaseStats.INT.calcBonus(actor);
      }
      else
      {
        //val *= STRbonus[actor.getSTR()];
        val *= BaseStats.STR.calcBonus(actor);
      }
    }

    return Rnd.get(100) < val;
  }
 
  /**
     * Calculate damage caused by falling
     * @param cha
     * @param fallHeight
     * @return damage
     */
    public static double calcFallDam(L2Character cha, int fallHeight)
    {
      if (!Config.FALL_DAMAGE || fallHeight < 0)
        return 0;
      final double damage = cha.calcStat(Stats.FALL, fallHeight * cha.getMaxHp() / 1000, null, null);
    return damage;
    }
   
    /** Calculated damage caused by charges skills types. - THX aCis
   * The special thing is about the multiplier (56 and not 70), and about the fixed amount of damages
   *
   * @param attacker player or NPC that makes ATTACK
   * @param target player or NPC, target of ATTACK
     * @param skill
     * @param shld
   * @param crit if the ATTACK have critical success
   * @param ss if weapon item was charged by soulshot
     * @param _numCharges
   * @return damage points
   */
  public static final double calcChargeSkillsDam(L2Character attacker, L2Character target, L2Skill skill, boolean shld, boolean crit, boolean ss, int _numCharges)
  {
    if (attacker instanceof L2PcInstance)
    {
      L2PcInstance pcInst = (L2PcInstance)attacker;
      if (pcInst.isGM() && !pcInst.getAccessLevel().canGiveDamage())
          return 0;
    }
   
    final boolean isPvP = (attacker instanceof L2PlayableInstance) && (target instanceof L2PlayableInstance);
    double damage = attacker.getPAtk(target);
    double defence = target.getPDef(attacker);
   
    if (ss){
      damage *= 2;
    }
   
    if (crit)
    {
      //double cAtkMultiplied = (damage) + attacker.calcStat(Stats.CRITICAL_DAMAGE, damage, target, skill);
      double improvedDamageByCriticalVuln = target.calcStat(Stats.CRIT_VULN, damage, target, skill);
      double improvedDamageByCriticalVulnAndAdd =  (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, improvedDamageByCriticalVuln, target, skill));
     
      if(Config.DEBUG){
        System.out.println("Attacker '"+attacker.getName()+"' Charge Skills Critical Damage Debug:");
        System.out.println("  -  Initial Damage:  "+damage);
        System.out.println("  -  improvedDamageByCriticalVuln: "+improvedDamageByCriticalVuln);
        System.out.println("  -  improvedDamageByCriticalVulnAndAdd: "+improvedDamageByCriticalVulnAndAdd);
      }
     
      damage = improvedDamageByCriticalVulnAndAdd;
     
      /*
      //Finally retail like formula
      double cAtkMultiplied = damage+attacker.calcStat(Stats.CRITICAL_DAMAGE, damage, target, skill);
      double cAtkVuln = target.calcStat(Stats.CRIT_VULN, 1, target, null);
      double improvedDamageByCriticalMulAndVuln = cAtkMultiplied * cAtkVuln;
      double improvedDamageByCriticalMulAndAdd = improvedDamageByCriticalMulAndVuln + attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill);
     
      if(Config.DEBUG){
        System.out.println("Attacker '"+attacker.getName()+"' Critical Skill Damage Debug:");
        System.out.println("  -  Initial Damage:  "+damage);
        System.out.println("  -  Damage increased of mult:  "+cAtkMultiplied);
        System.out.println("  -  cAtkVuln Mult:  "+cAtkVuln);
        System.out.println("  -  improvedDamageByCriticalMulAndVuln: "+improvedDamageByCriticalMulAndVuln);
        System.out.println("  -  improvedDamageByCriticalMulAndAdd: "+improvedDamageByCriticalMulAndAdd);
      }
     
      damage = improvedDamageByCriticalMulAndAdd;
      */
     
      /*
      //Finally retail like formula
      damage = 2 * attacker.calcStat(Stats.CRITICAL_DAMAGE, 1, target, skill) * target.calcStat(Stats.CRIT_VULN, 1, target, null) * (56 * damage / defence);
      //Crit dmg add is almost useless in normal hits...
      damage += (attacker.calcStat(Stats.CRITICAL_DAMAGE_ADD, 0, target, skill) * 56 / defence);
      */
    }

    if (skill != null) //skill add is not influenced by criticals improvements,
                  //so it's applied later
    {
      double skillpower = skill.getPower(attacker);
      float ssboost = skill.getSSBoost();
      if(ssboost <= 0)
        damage += skillpower;
      else if(ssboost > 0)
      {
        if(ss)
        {
          skillpower *= ssboost;
          damage += skillpower;
        }
        else
          damage += skillpower;
      }

      // Charges multiplier, just when skill is used
      if(_numCharges >= 1)
      {
        double chargesModifier = 0.7 + (0.3 * _numCharges);
        damage *= chargesModifier;
      }

    }
   
    damage = 56 * damage / defence;

    //finally, apply the critical multiplier if present (it's not subjected to defense)
    if(crit){
      damage = attacker.calcStat(Stats.CRITICAL_DAMAGE, damage, target, skill);
    }
   
    // defence modifier depending of the attacker weapon
    L2Weapon weapon = attacker.getActiveWeaponItem();
    Stats stat = null;
    if (weapon != null)
    {
      switch (weapon.getItemType())
      {
        case BOW:
          stat = Stats.BOW_WPN_VULN;
          break;
        case BLUNT:
          stat = Stats.BLUNT_WPN_VULN;
          break;
        case BIGSWORD:
          stat = Stats.BIGSWORD_WPN_VULN;
          break;
        case BIGBLUNT:
          stat = Stats.BIGBLUNT_WPN_VULN;
          break;
        case DAGGER:
          stat = Stats.DAGGER_WPN_VULN;
          break;
        case DUAL:
          stat = Stats.DUAL_WPN_VULN;
          break;
        case DUALFIST:
          stat = Stats.DUALFIST_WPN_VULN;
          break;
        case ETC:
          stat = Stats.ETC_WPN_VULN;
          break;
        case FIST:
          stat = Stats.FIST_WPN_VULN;
          break;
        case POLE:
          stat = Stats.POLE_WPN_VULN;
          break;
        case SWORD:
          stat = Stats.SWORD_WPN_VULN;
          break;
      }
    }
   
    if (stat != null)
      damage = target.calcStat(stat, damage, target, null);
   
    // Weapon random damage
    damage *= attacker.getRandomDamageMultiplier();
   
    // After C4 nobles make 4% more dmg in PvP.
    if(attacker instanceof L2PcInstance && ((L2PcInstance) attacker).isNoble() && (target instanceof L2PcInstance || target instanceof L2Summon))
    {
      damage *= 1.04;
    }

    //System.out.println("  -  Final damage: "+damage);
   
    if(shld && Config.ALT_GAME_SHIELD_BLOCKS)
    {
      damage -= target.getShldDef();
      if(damage < 0)
      {
        damage = 0;
      }
    }
   
    if (target instanceof L2NpcInstance)
    {
      double multiplier;
      switch (((L2NpcInstance) target).getTemplate().getRace())
      {
        case BEAST:
          multiplier = 1 + ((attacker.getPAtkMonsters(target) - target.getPDefMonsters(target))/100);
          damage *= multiplier;
          break;
        case ANIMAL:
          multiplier = 1 + ((attacker.getPAtkAnimals(target) - target.getPDefAnimals(target))/100);
          damage *= multiplier;
          break;
        case PLANT:
          multiplier = 1 + ((attacker.getPAtkPlants(target) - target.getPDefPlants(target))/100);
          damage *= multiplier;
          break;
        case DRAGON:
          multiplier = 1 + ((attacker.getPAtkDragons(target) - target.getPDefDragons(target))/100);
          damage *= multiplier;
          break;
        case ANGEL:
          multiplier = 1 + ((attacker.getPAtkAngels(target) - target.getPDefAngels(target))/100);
          damage *= multiplier;
          break;
        case BUG:
          multiplier = 1 + ((attacker.getPAtkInsects(target) - target.getPDefInsects(target))/100);
          damage *= multiplier;
          break;
        case GIANT:
          multiplier = 1 + ((attacker.getPAtkGiants(target) - target.getPDefGiants(target))/100);
          damage *= multiplier;
          break;
        case MAGICCREATURE:
          multiplier = 1 + ((attacker.getPAtkMagicCreatures(target) - target.getPDefMagicCreatures(target))/100);
          damage *= multiplier;
          break;
        default:
          // nothing
          break;
      }
    }
   
    if(shld)
    {
      if(100 - Config.ALT_PERFECT_SHLD_BLOCK < Rnd.get(100))
      {
        damage = 1;
        target.sendPacket(new SystemMessage(SystemMessageId.YOUR_EXCELLENT_SHIELD_DEFENSE_WAS_A_SUCCESS));
      }
    }

    if (damage > 0 && damage < 1)
      damage = 1;
    else if (damage < 0)
      damage = 0;
   
    // Dmg bonusses in PvP fight
    if(isPvP)
    {
      if(skill == null)
        damage *= attacker.calcStat(Stats.PVP_PHYSICAL_DMG, 1, null, null);
      else
        damage *= attacker.calcStat(Stats.PVP_PHYS_SKILL_DMG, 1, null, null);
    }
   
    if(Config.ENABLE_CLASS_DAMAGES && attacker instanceof L2PcInstance && target instanceof L2PcInstance){
     
      if(((L2PcInstance) attacker).isInOlympiadMode() && ((L2PcInstance) target).isInOlympiadMode()){
       
        if(Config.ENABLE_CLASS_DAMAGES_IN_OLY){
          damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
        }
       
      }else{
       
        damage = damage*ClassDamageManager.getDamageMultiplier((L2PcInstance) attacker, (L2PcInstance) target);
     
      }
    }
   
    return damage;
  }

}
TOP

Related Classes of com.l2jfrozen.gameserver.skills.Formulas$FuncAtkAccuracy

TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.