switch(type) { case STUN: // For normal Stun Attack, with skillType = STUN pAtk = player.getPAtk(target); pDef = target.getPDef(player); pDef = target.calcStat(Stats.STUN_RES,pDef,target,null); value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); if (pDef > 0 && pAtk > 0) value *= 0.6 * pAtk/pDef; modifier = 100 * target.getCON()/30; break; case CONFUSION: mAtk = player.getMAtk(target, skill); mDef = target.getMDef(player, skill); value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); if (mDef > 0 && mAtk > 0) value *= 0.6 * mAtk/mDef; modifier = 100 * target.getMEN()/15; //_log.fine(player.getName()+" matk:"+mAtk+",mdef="+mDef+",value="+value+",modifier="+modifier+",maxlevel="+maxLevel+",level="+skill.getLevel()); break; case MUTE: mAtk = player.getMAtk(target, skill); mDef = target.getMDef(player, skill); value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); if (mDef > 0 && mAtk > 0) value *= 0.6 * mAtk/mDef; modifier = 100 * target.getMEN()/15; //_log.fine(player.getName()+" matk:"+mAtk+",mdef="+mDef+",value="+value+",modifier="+modifier+",maxlevel="+maxLevel+",level="+skill.getLevel()); break; case MDAM: case PARALYZE: mAtk = player.getMAtk(target, skill); mDef = target.getMDef(player, skill); value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); mDef = target.calcStat(Stats.ROOT_RES,mDef,target,null); if (mDef > 0 && mAtk > 0) value *= 0.6 * mAtk/mDef; modifier = 100 * target.getMEN()/15; //_log.fine(player.getName()+" matk:"+mAtk+",mdef="+mDef+",value="+value+",modifier="+modifier+",maxlevel="+maxLevel+",level="+skill.getLevel()); break; case SLEEP: mAtk = player.getMAtk(target, skill); mDef = target.getMDef(player, skill); value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); mDef = target.calcStat(Stats.SLEEP_RES,mDef,target,null); if (mDef > 0 && mAtk > 0) value *= 0.6 * mAtk/mDef; modifier = 100 * target.getWIT()/15; //_log.fine(player.getName()+" matk:"+mAtk+",mdef="+mDef+",value="+value+",modifier="+modifier+",maxlevel="+maxLevel+",level="+skill.getLevel()); break; case ROOT: mAtk = player.getMAtk(target, skill); mDef = target.getMDef(player, skill); value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); mDef = target.calcStat(Stats.ROOT_RES,mDef,target,null); if (mDef > 0 && mAtk > 0) value *= 0.6 * mAtk/mDef; modifier = 100 * target.getDEX()/30; break; default: // For normal Stun attack with skillType = PDAM pAtk = (int)skill.getPower(); pDef = target.getPDef(player); pDef = target.calcStat(Stats.STUN_RES,pDef,target,null); // value = 30 * 100 + (int)(70 * 100 * ((float)skill.getLevel()/maxLevel)); value = 100 * 100; if (pDef > 0 && pAtk > 0) value *= 0.6 * pAtk/pDef; modifier = 100 * target.getCON()/30; break; } if (modifier == 0) { _log.warning("Name: "+target.getName()+" has bad base stat value. Fix datapack or notify dp ppl");