/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package com.l2jserver.gameserver.model.actor.stat;

import com.l2jserver.Config;
import com.l2jserver.gameserver.model.Elementals;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.skills.Calculator;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.skills.Stats;
import com.l2jserver.gameserver.templates.item.L2Weapon;
import com.l2jserver.gameserver.templates.item.L2WeaponType;

public class CharStat
{
	// =========================================================
	// Data Field
	private L2Character _activeChar;
	private long _exp = 0;
	private int _sp = 0;
	private byte _level = 1;
	
	// =========================================================
	// Constructor
	public CharStat(L2Character activeChar)
	{
		_activeChar = activeChar;
	}

	// =========================================================
	// Method - Public
	/**
	 * Calculate the new value of the state with modifiers that will be applied
	 * on the targeted L2Character.<BR>
	 * <BR>
	 *
	 * <B><U> Concept</U> :</B><BR>
	 * <BR>
	 * A L2Character owns a table of Calculators called <B>_calculators</B>.
	 * Each Calculator (a calculator per state) own a table of Func object. A
	 * Func object is a mathematic function that permit to calculate the
	 * modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
	 * <BR>
	 *
	 * FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
	 * <BR>
	 *
	 * When the calc method of a calculator is launched, each mathematic
	 * function is called according to its priority <B>_order</B>. Indeed, Func
	 * with lowest priority order is executed firsta and Funcs with the same
	 * order are executed in unspecified order. The result of the calculation is
	 * stored in the value property of an Env class instance.<BR>
	 * <BR>
	 *
	 * @param stat
	 *            The stat to calculate the new value with modifiers
	 * @param init
	 *            The initial value of the stat before applying modifiers
	 * @param target
	 *            The L2Charcater whose properties will be used in the
	 *            calculation (ex : CON, INT...)
	 * @param skill
	 *            The L2Skill whose properties will be used in the calculation
	 *            (ex : Level...)
	 *
	 */
	public final double calcStat(Stats stat, double init, L2Character target, L2Skill skill)
	{
		if (_activeChar == null || stat == null)
			return init;
		
		int id = stat.ordinal();
		
		Calculator c = _activeChar.getCalculators()[id];
		
		// If no Func object found, no modifier is applied
		if (c == null || c.size() == 0)
			return init;
		
		// Create and init an Env object to pass parameters to the Calculator
		Env env = new Env();
		env.player = _activeChar;
		env.target = target;
		env.skill = skill;
		env.value = init;
		// Launch the calculation
		c.calc(env);
		// avoid some troubles with negative stats (some stats should never be negative)
		if (env.value <= 0)
		{
			switch(stat)
			{
				case MAX_HP:
				case MAX_MP:
				case MAX_CP:
				case MAGIC_DEFENCE:
				case POWER_DEFENCE:
				case POWER_ATTACK:
				case MAGIC_ATTACK:
				case POWER_ATTACK_SPEED:
				case MAGIC_ATTACK_SPEED:
				case SHIELD_DEFENCE:
				case STAT_CON:
				case STAT_DEX:
				case STAT_INT:
				case STAT_MEN:
				case STAT_STR:
				case STAT_WIT:
					env.value = 1;
			}			
		}
		
		return env.value;
	}

	// =========================================================
	// Method - Private

	// =========================================================
	// Property - Public
	/**
	 * Return the Accuracy (base+modifier) of the L2Character in function of the
	 * Weapon Expertise Penalty.
	 */
	public int getAccuracy()
	{
		if (_activeChar == null)
			return 0;
		return (int) Math.round(calcStat(Stats.ACCURACY_COMBAT, 0, null, null));
	}

	public L2Character getActiveChar()
	{
		return _activeChar;
	}

	/**
	 * Return the Attack Speed multiplier (base+modifier) of the L2Character to
	 * get proper animations.
	 */
	public final float getAttackSpeedMultiplier()
	{
		if (_activeChar == null)
			return 1;

		return (float) ((1.1) * getPAtkSpd() / _activeChar.getTemplate().basePAtkSpd);
	}

	/** Return the CON of the L2Character (base+modifier). */
	public final int getCON()
	{
		if (_activeChar == null)
			return 1;
		
		return (int) calcStat(Stats.STAT_CON, _activeChar.getTemplate().baseCON, null, null);
	}

	/** Return the Critical Damage rate (base+modifier) of the L2Character. */
	public final double getCriticalDmg(L2Character target, double init)
	{
		return calcStat(Stats.CRITICAL_DAMAGE, init, target, null);
	}

	/** Return the Critical Hit rate (base+modifier) of the L2Character. */
	public int getCriticalHit(L2Character target, L2Skill skill)
	{
		if (_activeChar == null)
			return 1;
		
		int criticalHit = (int) Math.round(calcStat(Stats.CRITICAL_RATE, _activeChar.getTemplate().baseCritRate, target, skill)*10.0 + 0.5);
		criticalHit /= 10;
		// Set a cap of Critical Hit at 500
		if (criticalHit > Config.MAX_PCRIT_RATE)
			criticalHit = Config.MAX_PCRIT_RATE;
		
		return criticalHit;
	}

	/** Return the DEX of the L2Character (base+modifier). */
	public final int getDEX()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_DEX, _activeChar.getTemplate().baseDEX, null, null);
	}

	/** Return the Attack Evasion rate (base+modifier) of the L2Character. */
	public int getEvasionRate(L2Character target)
	{
    	if (_activeChar == null)
    		return 1;

		int val = (int) Math.round(calcStat(Stats.EVASION_RATE, 0, target, null));
		if (val > Config.MAX_EVASION && !_activeChar.isGM())
			val = Config.MAX_EVASION;
		return val;
	}

	public long getExp()
	{
		return _exp;
	}

	public void setExp(long value)
	{
		_exp = value;
	}

	/** Return the INT of the L2Character (base+modifier). */
	public int getINT()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_INT, _activeChar.getTemplate().baseINT, null, null);
	}

	public byte getLevel()
	{
		return _level;
	}

	public void setLevel(byte value)
	{
		_level = value;
	}

	/** Return the Magical Attack range (base+modifier) of the L2Character. */
	public final int getMagicalAttackRange(L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;

		if (skill != null)
			return (int) calcStat(Stats.MAGIC_ATTACK_RANGE, skill.getCastRange(), null, skill);

		return _activeChar.getTemplate().baseAtkRange;
	}

	public int getMaxCp()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.MAX_CP, _activeChar.getTemplate().baseCpMax, null, null);
	}

	public int getMaxHp()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.MAX_HP, _activeChar.getTemplate().baseHpMax, null, null);
	}

	public int getMaxMp()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.MAX_MP, _activeChar.getTemplate().baseMpMax, null, null);
	}

	/**
	 * Return the MAtk (base+modifier) of the L2Character for a skill used in
	 * function of abnormal effects in progress.<BR>
	 * <BR>
	 *
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li> Calculate Magic damage </li>
	 * <BR>
	 * <BR>
	 *
	 * @param target
	 *            The L2Character targeted by the skill
	 * @param skill
	 *            The L2Skill used against the target
	 */
	public int getMAtk(L2Character target, L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusAtk = 1;
    	if (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
    		bonusAtk = Config.L2JMOD_CHAMPION_ATK;
    	if (_activeChar.isRaid())
    		bonusAtk *= Config.RAID_MATTACK_MULTIPLIER;
    	double attack = _activeChar.getTemplate().baseMAtk * bonusAtk;
		// Get the skill type to calculate its effect in function of base stats
		// of the L2Character target
		Stats stat = skill == null ? null : skill.getStat();

		if (stat != null)
		{
			switch (stat)
			{
			case AGGRESSION:
				attack += _activeChar.getTemplate().baseAggression;
				break;
			case BLEED:
				attack += _activeChar.getTemplate().baseBleed;
				break;
			case POISON:
				attack += _activeChar.getTemplate().basePoison;
				break;
			case STUN:
				attack += _activeChar.getTemplate().baseStun;
				break;
			case ROOT:
				attack += _activeChar.getTemplate().baseRoot;
				break;
			case MOVEMENT:
				attack += _activeChar.getTemplate().baseMovement;
				break;
			case CONFUSION:
				attack += _activeChar.getTemplate().baseConfusion;
				break;
			case SLEEP:
				attack += _activeChar.getTemplate().baseSleep;
				break;
			}
		}

		// Add the power of the skill to the attack effect
		if (skill != null)
			attack += skill.getPower();

		// Calculate modifiers Magic Attack
		return (int) calcStat(Stats.MAGIC_ATTACK, attack, target, skill);
	}

	/**
	 * Return the MAtk Speed (base+modifier) of the L2Character in function of
	 * the Armour Expertise Penalty.
	 */
	public int getMAtkSpd()
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusSpdAtk = 1;
    	if  (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
    		bonusSpdAtk = Config.L2JMOD_CHAMPION_SPD_ATK;
		double val = calcStat(Stats.MAGIC_ATTACK_SPEED, _activeChar.getTemplate().baseMAtkSpd * bonusSpdAtk, null, null);
		if (val > Config.MAX_MATK_SPEED && !_activeChar.isGM())
			val = Config.MAX_MATK_SPEED;
		return (int) val;
	}

	/** Return the Magic Critical Hit rate (base+modifier) of the L2Character. */
	public final int getMCriticalHit(L2Character target, L2Skill skill)
	{
		if (_activeChar == null)
			return 1;
		
		double mrate = calcStat(Stats.MCRITICAL_RATE, _activeChar.getTemplate().baseMCritRate, target, skill);
		if(mrate > Config.MAX_MCRIT_RATE)
			mrate = Config.MAX_MCRIT_RATE;
		return (int) mrate;
	}

	/**
	 * Return the MDef (base+modifier) of the L2Character against a skill in
	 * function of abnormal effects in progress.<BR>
	 * <BR>
	 *
	 * <B><U> Example of use </U> :</B><BR>
	 * <BR>
	 * <li> Calculate Magic damage </li>
	 * <BR>
	 *
	 * @param target
	 *            The L2Character targeted by the skill
	 * @param skill
	 *            The L2Skill used against the target
	 */
	public int getMDef(L2Character target, L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;

		// Get the base MAtk of the L2Character
		double defence = _activeChar.getTemplate().baseMDef;

		// Calculate modifier for Raid Bosses
		if (_activeChar.isRaid())
			defence *= Config.RAID_MDEFENCE_MULTIPLIER;

		// Calculate modifiers Magic Attack
		return (int) calcStat(Stats.MAGIC_DEFENCE, defence, target, skill);
	}

	/** Return the MEN of the L2Character (base+modifier). */
	public final int getMEN()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_MEN, _activeChar.getTemplate().baseMEN, null, null);
	}

	public float getMovementSpeedMultiplier()
	{
    	if (_activeChar == null)
    		return 1;

		return getRunSpeed() / (float) _activeChar.getTemplate().baseRunSpd;
	}

	/**
	 * Return the RunSpeed (base+modifier) or WalkSpeed (base+modifier) of the
	 * L2Character in function of the movement type.
	 */
	public float getMoveSpeed()
	{
    	if (_activeChar == null)
    		return 1;

		if (_activeChar.isRunning())
			return getRunSpeed();
		return getWalkSpeed();
	}

	/** Return the MReuse rate (base+modifier) of the L2Character. */
	public final double getMReuseRate(L2Skill skill)
	{
    	if (_activeChar == null)
    		return 1;

		return calcStat(Stats.MAGIC_REUSE_RATE, _activeChar.getTemplate().baseMReuseRate, null, skill);
	}

	/** Return the PReuse rate (base+modifier) of the L2Character. */
	public final double getPReuseRate(L2Skill skill)
	{
		if (_activeChar == null)
			return 1;
		
		return calcStat(Stats.P_REUSE, _activeChar.getTemplate().baseMReuseRate, null, skill);
	}

	/** Return the PAtk (base+modifier) of the L2Character. */
	public int getPAtk(L2Character target)
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusAtk = 1;
		if  (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
			bonusAtk = Config.L2JMOD_CHAMPION_ATK;
		if (_activeChar.isRaid())
			bonusAtk *= Config.RAID_PATTACK_MULTIPLIER;
		return (int) calcStat(Stats.POWER_ATTACK, _activeChar.getTemplate().basePAtk * bonusAtk, target, null);
	}

	/** Return the PAtk Modifier against animals. */
	public final double getPAtkAnimals(L2Character target)
	{
		return calcStat(Stats.PATK_ANIMALS, 1, target, null);
	}

	/** Return the PAtk Modifier against dragons. */
	public final double getPAtkDragons(L2Character target)
	{
		return calcStat(Stats.PATK_DRAGONS, 1, target, null);
	}

	/** Return the PAtk Modifier against insects. */
	public final double getPAtkInsects(L2Character target)
	{
		return calcStat(Stats.PATK_INSECTS, 1, target, null);
	}

	/** Return the PAtk Modifier against monsters. */
	public final double getPAtkMonsters(L2Character target)
	{
		return calcStat(Stats.PATK_MONSTERS, 1, target, null);
	}

	/** Return the PAtk Modifier against plants. */
	public final double getPAtkPlants(L2Character target)
	{
		return calcStat(Stats.PATK_PLANTS, 1, target, null);
	}

   /** Return the PAtk Modifier against giants. */
   public final double getPAtkGiants(L2Character target)
   {
       return calcStat(Stats.PATK_GIANTS, 1, target, null);
   }

   /** Return the PAtk Modifier against magic creatures */
   public final double getPAtkMCreatures(L2Character target)
   {
	   return calcStat(Stats.PATK_MCREATURES, 1, target, null);
   }
	/**
	 * Return the PAtk Speed (base+modifier) of the L2Character in function of
	 * the Armour Expertise Penalty.
	 */
	public int getPAtkSpd()
	{
    	if (_activeChar == null)
    		return 1;
    	float bonusAtk = 1;
        if  (Config.L2JMOD_CHAMPION_ENABLE && _activeChar.isChampion())
    		bonusAtk = Config.L2JMOD_CHAMPION_SPD_ATK;
		int val = (int) Math.round(calcStat(Stats.POWER_ATTACK_SPEED, _activeChar.getTemplate().basePAtkSpd * bonusAtk, null, null));
		return val;
	}

	/** Return the PDef Modifier against animals. */
	public final double getPDefAnimals(L2Character target)
	{
		return calcStat(Stats.PDEF_ANIMALS, 1, target, null);
	}

	/** Return the PDef Modifier against dragons. */
	public final double getPDefDragons(L2Character target)
	{
		return calcStat(Stats.PDEF_DRAGONS, 1, target, null);
	}

	/** Return the PDef Modifier against insects. */
	public final double getPDefInsects(L2Character target)
	{
		return calcStat(Stats.PDEF_INSECTS, 1, target, null);
	}

	/** Return the PDef Modifier against monsters. */
	public final double getPDefMonsters(L2Character target)
	{
		return calcStat(Stats.PDEF_MONSTERS, 1, target, null);
	}

	/** Return the PDef Modifier against plants. */
	public final double getPDefPlants(L2Character target)
	{
		return calcStat(Stats.PDEF_PLANTS, 1, target, null);
	}

   /** Return the PDef Modifier against giants. */
   public final double getPDefGiants(L2Character target)
   {
       return calcStat(Stats.PDEF_GIANTS, 1, target, null);
   }

	/** Return the PDef (base+modifier) of the L2Character. */
	public int getPDef(L2Character target)
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.POWER_DEFENCE, (_activeChar.isRaid()) ? _activeChar.getTemplate().basePDef * Config.RAID_PDEFENCE_MULTIPLIER : _activeChar.getTemplate().basePDef, target, null);
	}

	/** Return the Physical Attack range (base+modifier) of the L2Character. */
	public final int getPhysicalAttackRange()
	{
		if (_activeChar == null)
			return 1;
		
		if (_activeChar.isTransformed())
			return _activeChar.getTemplate().baseAtkRange;
		// Polearm handled here for now. Basically L2PcInstance could have a function
		// similar to FuncBowAtkRange and NPC are defined in DP.
		L2Weapon weaponItem = _activeChar.getActiveWeaponItem();
		if (weaponItem != null && weaponItem.getItemType() == L2WeaponType.POLE)
			return (int) calcStat(Stats.POWER_ATTACK_RANGE, 66, null, null);
		
		return (int) calcStat(Stats.POWER_ATTACK_RANGE, _activeChar.getTemplate().baseAtkRange, null, null);
	}

	/** Return the weapon reuse modifier */
	public final double getWeaponReuseModifier(L2Character target)
	{
		return calcStat(Stats.ATK_REUSE, 1, target, null);
	}

	/**
	 * Return the RunSpeed (base+modifier) of the L2Character in function of the
	 * Armour Expertise Penalty.
	 */
	public int getRunSpeed()
	{
		if (_activeChar == null)
			return 1;
		
		// err we should be adding TO the persons run speed
		// not making it a constant
		double baseRunSpd = _activeChar.getTemplate().baseRunSpd;
		
		if (baseRunSpd == 0)
			return 0;
		
		return (int) Math.round(calcStat(Stats.RUN_SPEED, baseRunSpd, null, null));
	}

	/** Return the ShieldDef rate (base+modifier) of the L2Character. */
	public final int getShldDef()
	{
		return (int) calcStat(Stats.SHIELD_DEFENCE, 0, null, null);
	}

	public int getSp()
	{
		return _sp;
	}

	public void setSp(int value)
	{
		_sp = value;
	}

	/** Return the STR of the L2Character (base+modifier). */
	public final int getSTR()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_STR, _activeChar.getTemplate().baseSTR, null, null);
	}

	/** Return the WalkSpeed (base+modifier) of the L2Character. */
	public int getWalkSpeed()
	{
		if (_activeChar == null)
			return 1;
		
		double baseWalkSpd = _activeChar.getTemplate().baseWalkSpd;
		
		if (baseWalkSpd == 0)
			return 0;
		
		return (int) calcStat(Stats.WALK_SPEED, baseWalkSpd, null, null);
	}

	/** Return the WIT of the L2Character (base+modifier). */
	public final int getWIT()
	{
    	if (_activeChar == null)
    		return 1;

		return (int) calcStat(Stats.STAT_WIT, _activeChar.getTemplate().baseWIT, null, null);
	}

	/** Return the mpConsume. */
	public final int getMpConsume(L2Skill skill)
	{
		if (skill == null)
			return 1;
		double mpConsume = skill.getMpConsume();
		if (skill.isDance())
		{
			if (Config.DANCE_CONSUME_ADDITIONAL_MP
					&& _activeChar != null
					&& _activeChar.getDanceCount() > 0)
				mpConsume += _activeChar.getDanceCount() * skill.getNextDanceMpCost();
		}
		
		mpConsume = calcStat(Stats.MP_CONSUME, mpConsume, null, skill);

		if (skill.isDance())
			return (int)calcStat(Stats.DANCE_MP_CONSUME_RATE, mpConsume, null, null);
		else if (skill.isMagic())
			return (int)calcStat(Stats.MAGICAL_MP_CONSUME_RATE, mpConsume, null, null);
		else
			return (int)calcStat(Stats.PHYSICAL_MP_CONSUME_RATE, mpConsume, null, null);
	}

	/** Return the mpInitialConsume. */
	public final int getMpInitialConsume(L2Skill skill)
	{
    	if (skill == null)
    		return 1;

		double mpConsume = calcStat(Stats.MP_CONSUME, skill.getMpInitialConsume(), null, skill);

		if (skill.isDance())
			return (int)calcStat(Stats.DANCE_MP_CONSUME_RATE, mpConsume, null, null);
		else if (skill.isMagic())
			return (int)calcStat(Stats.MAGICAL_MP_CONSUME_RATE, mpConsume, null, null);
		else
			return (int)calcStat(Stats.PHYSICAL_MP_CONSUME_RATE, mpConsume, null, null);
	}

	public byte getAttackElement()
	{
		L2ItemInstance weaponInstance = _activeChar.getActiveWeaponInstance();
		// 1st order - weapon element
		if (weaponInstance != null && weaponInstance.getAttackElementType() >= 0 )
			return weaponInstance.getAttackElementType();
		
		// temp fix starts
		int tempVal =0, stats[] = { 0, 0, 0, 0, 0, 0 };

		byte returnVal = -2;
		stats[0] = (int) calcStat(Stats.FIRE_POWER, _activeChar.getTemplate().baseFire, null, null);
		stats[1] = (int) calcStat(Stats.WATER_POWER, _activeChar.getTemplate().baseWater, null, null);
		stats[2] = (int) calcStat(Stats.WIND_POWER, _activeChar.getTemplate().baseWind, null, null);
		stats[3] = (int) calcStat(Stats.EARTH_POWER, _activeChar.getTemplate().baseEarth, null, null);
		stats[4] = (int) calcStat(Stats.HOLY_POWER, _activeChar.getTemplate().baseHoly, null, null);
		stats[5] = (int) calcStat(Stats.DARK_POWER, _activeChar.getTemplate().baseDark, null, null);

		for (byte x = 0; x < 6; x++)
		{
			if (stats[x] > tempVal)
			{
				returnVal = x;
				tempVal = stats[x];
			}
		}

		return returnVal;
		// temp fix ends
		
		/*
		 * uncomment me once deadlocks in getAllEffects() fixed 
			return _activeChar.getElementIdFromEffects();
		*/
	}

	public int getAttackElementValue(byte attackAttribute)
	{
		switch (attackAttribute)
		{
		case Elementals.FIRE:
			return (int) calcStat(Stats.FIRE_POWER, _activeChar.getTemplate().baseFire, null, null);
		case Elementals.WATER:
			return (int) calcStat(Stats.WATER_POWER, _activeChar.getTemplate().baseWater, null, null);
		case Elementals.WIND:
			return (int) calcStat(Stats.WIND_POWER, _activeChar.getTemplate().baseWind, null, null);
		case Elementals.EARTH:
			return (int) calcStat(Stats.EARTH_POWER, _activeChar.getTemplate().baseEarth, null, null);
		case Elementals.HOLY:
			return (int) calcStat(Stats.HOLY_POWER, _activeChar.getTemplate().baseHoly, null, null);
		case Elementals.DARK:
			return (int) calcStat(Stats.DARK_POWER, _activeChar.getTemplate().baseDark, null, null);
		default:
			return 0;
		}
	}
	
	public int getDefenseElementValue(byte defenseAttribute)
	{
		switch (defenseAttribute)
		{
		case Elementals.FIRE:
			return (int) calcStat(Stats.FIRE_RES, _activeChar.getTemplate().baseFireRes, null, null);
		case Elementals.WATER:
			return (int) calcStat(Stats.WATER_RES, _activeChar.getTemplate().baseWaterRes, null, null);
		case Elementals.WIND:
			return (int) calcStat(Stats.WIND_RES, _activeChar.getTemplate().baseWindRes, null, null);
		case Elementals.EARTH:
			return (int) calcStat(Stats.EARTH_RES, _activeChar.getTemplate().baseEarthRes, null, null);
		case Elementals.HOLY:
			return (int) calcStat(Stats.HOLY_RES, _activeChar.getTemplate().baseHolyRes, null, null);
		case Elementals.DARK:
			return (int) calcStat(Stats.DARK_RES, _activeChar.getTemplate().baseDarkRes, null, null);
		default:
			return 0;
		}
	}
}
