private static int GetChangeValueProperty(ActorRoot targetActor, ref SSkillFuncContext inContext)
        {
            int            num             = inContext.GetSkillFuncParam(1, true);
            int            skillFuncParam  = inContext.GetSkillFuncParam(2, true);
            int            skillFuncParam2 = inContext.GetSkillFuncParam(3, true);
            ESkillFuncMode skillFuncParam3 = (ESkillFuncMode)inContext.GetSkillFuncParam(4, false);
            int            skillFuncParam4 = inContext.GetSkillFuncParam(5, true);

            num += skillFuncParam * targetActor.ValueComponent.mActorValue[1].totalValue / 10000 + skillFuncParam2 * targetActor.ValueComponent.mActorValue[2].totalValue / 10000;
            if (skillFuncParam3 == ESkillFuncMode.SkillFuncMode_Constant)
            {
                return(num);
            }
            int num2 = (int)inContext.inSkillFunc.dwSkillFuncFreq;

            if (skillFuncParam4 <= 0)
            {
                DebugHelper.Assert(false, "ESkillFuncMode LastTime error!");
                return(num);
            }
            if (num2 <= 0)
            {
                num2 = 30;
            }
            int num3 = skillFuncParam4 / num2;

            if (num3 <= 0)
            {
                return(num);
            }
            if (skillFuncParam3 == ESkillFuncMode.SkillFuncMode_Fade)
            {
                if (inContext.inDoCount == 1)
                {
                    return(num);
                }
                if (inContext.inDoCount - 1 <= num3)
                {
                    return(-num / num3);
                }
                return(0);
            }
            else
            {
                if (inContext.inDoCount == 1)
                {
                    return(0);
                }
                if (inContext.inDoCount - 1 <= num3)
                {
                    return(num / num3);
                }
                return(0);
            }
        }
        private static int GetChangeValueProperty(ActorRoot targetActor, ref SSkillFuncContext inContext)
        {
            int            skillFuncParam = inContext.GetSkillFuncParam(1, true);
            int            num2           = inContext.GetSkillFuncParam(2, true);
            int            num3           = inContext.GetSkillFuncParam(3, true);
            ESkillFuncMode mode           = (ESkillFuncMode)inContext.GetSkillFuncParam(4, false);
            int            num4           = inContext.GetSkillFuncParam(5, true);

            skillFuncParam += ((num2 * targetActor.ValueComponent.mActorValue[RES_FUNCEFT_TYPE.RES_FUNCEFT_PHYATKPT].totalValue) / 0x2710) + ((num3 * targetActor.ValueComponent.mActorValue[RES_FUNCEFT_TYPE.RES_FUNCEFT_MGCATKPT].totalValue) / 0x2710);
            if (mode == ESkillFuncMode.SkillFuncMode_Constant)
            {
                return(skillFuncParam);
            }
            int num5            = 0;
            int dwSkillFuncFreq = (int)inContext.inSkillFunc.dwSkillFuncFreq;

            if (num4 <= 0)
            {
                DebugHelper.Assert(false, "ESkillFuncMode LastTime error!");
                return(skillFuncParam);
            }
            if (dwSkillFuncFreq <= 0)
            {
                dwSkillFuncFreq = 30;
            }
            num5 = num4 / dwSkillFuncFreq;
            if (num5 <= 0)
            {
                return(skillFuncParam);
            }
            if (mode == ESkillFuncMode.SkillFuncMode_Fade)
            {
                if (inContext.inDoCount == 1)
                {
                    return(skillFuncParam);
                }
                if ((inContext.inDoCount - 1) <= num5)
                {
                    return(-skillFuncParam / num5);
                }
                return(0);
            }
            if ((inContext.inDoCount != 1) && ((inContext.inDoCount - 1) <= num5))
            {
                return(skillFuncParam / num5);
            }
            return(0);
        }