public int CalculateExpToNextLevel(int nextLevel)
 {
     int num;
     if (nextLevel > 1)
     {
         if (nextLevel - 1 < CatchDataSummery.equip_exp_info.Count)
         {
             num = CatchDataSummery.equip_exp_info[nextLevel] - CatchDataSummery.equip_exp_info[nextLevel - 1];
         }
         else
         {
             num = 99999;
         }
     }
     else if (nextLevel == 1)
     {
         num = CatchDataSummery.equip_exp_info[nextLevel];
     }
     else
     {
         num = 0;
     }
     float equipLevelUpRate = Game_Config_Info_Func.GetEquipLevelUpRate((int)this.info.rank);
     float exclusiveRate = this.info.exclusive_rate;
     return Mathf.CeilToInt((float)num * equipLevelUpRate * exclusiveRate);
 }
Beispiel #2
0
        public int GetSkill1Point(bool isFullLife, bool basePoint, SubGunType subGunType = SubGunType.None)
        {
            float num;

            if (basePoint)
            {
                num = 1f;
            }
            else
            {
                num = this.GetEffectGridValue(EffectGridType.skill, subGunType);
            }
            int num2 = this.life;

            if (isFullLife)
            {
                num2 = this.maxLife;
            }


            float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("skill_effect", 0, ',');
            float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("skill_effect", 1, ',');
            int   level = this.GetSkill(enumSkill.eSkill1).level;

            return(Mathf.CeilToInt(Mathf.Ceil((float)num2 / (float)this.maxLife * (float)this.number) * (0.8f + (float)this.info.rank / 10f) * (floatFromStringArray + floatFromStringArray2 * (float)(level - 1)) * (float)Mathf.CeilToInt((float)level / 10f) * num));
        }
Beispiel #3
0
        /// <summary>
        /// 如果更新了的话 level=99 会自动更新this.life
        /// </summary>
        ///
        public void UpdateMaxLife()
        {
            float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("life_basic", 0, ',');
            float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("life_basic", 1, ',');
            float floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("life_basic", 2, ',');

            this.maxLife = Mathf.CeilToInt((floatFromStringArray + ((float)this.level - 1f) * floatFromStringArray2) * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_life") * this.info.ratioLife / floatFromStringArray3) * this.number;
        }
 // Token: 0x060017C1 RID: 6081 RVA: 0x0007BC30 File Offset: 0x00079E30
 public int GetTotalExpToLevel(int level)
 {
     int num;
     if (level >= 1)
     {
         num = CatchDataSummery.equip_exp_info[level];
     }
     else
     {
         num = 0;
     }
     float equipLevelUpRate = Game_Config_Info_Func.GetEquipLevelUpRate(this.info.rank);
     return Mathf.CeilToInt((float)num * equipLevelUpRate * this.info.exclusive_rate);
 }
Beispiel #5
0
        // Token: 0x06001638 RID: 5688 RVA: 0x00072A9C File Offset: 0x00070C9C
        public int GetSurPoint(bool isFullLife, bool basePoint, SubGunType subGunType = SubGunType.None)
        {
            int num4;
            int num6;

            if (basePoint)
            {
                int num  = this.pow;
                int num2 = this.rate;
                int num3 = this.hit;
                num4 = this.dodge;
                int num5 = this.crit;
                num6 = this.armor;
                int num7 = this.piercing;
            }
            else
            {
                int num  = Mathf.CeilToInt((float)this.pow * this.GetEffectGridValue(EffectGridType.pow, subGunType));
                int num2 = Mathf.CeilToInt((float)this.rate * this.GetEffectGridValue(EffectGridType.rate, subGunType));
                int num3 = Mathf.CeilToInt((float)this.hit * this.GetEffectGridValue(EffectGridType.hit, subGunType));
                num4 = Mathf.CeilToInt((float)this.dodge * this.GetEffectGridValue(EffectGridType.dodge, subGunType));
                int num5 = Mathf.CeilToInt((float)this.crit * this.GetEffectGridValue(EffectGridType.crit, subGunType));
                num6 = Mathf.CeilToInt((float)this.armor * this.GetEffectGridValue(EffectGridType.armor, subGunType));
                int   num7            = Mathf.CeilToInt((float)this.piercing * this.GetEffectGridValue(EffectGridType.ap, subGunType));
                float effectGridValue = this.GetEffectGridValue(EffectGridType.skill, subGunType);
            }
            int num8 = this.life;

            if (isFullLife)
            {
                num8 = this.maxLife;
            }

            float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("deffence_effect", 0, ',');
            float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("deffence_effect", 1, ',');
            float floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("deffence_effect", 2, ',');
            float floatFromStringArray4 = Game_Config_Info_Func.GetFloatFromStringArray("deffence_effect", 3, ',');
            float floatFromStringArray5 = Game_Config_Info_Func.GetFloatFromStringArray("deffence_effect", 4, ',');
            float floatFromStringArray6 = Game_Config_Info_Func.GetFloatFromStringArray("deffence_effect", 5, ',');

            return((int)(floatFromStringArray * (float)Mathf.CeilToInt((float)num8 * ((floatFromStringArray2 + (float)num4) / floatFromStringArray2) * (floatFromStringArray3 * floatFromStringArray4 / Mathf.Max(floatFromStringArray4 - (float)num6 / floatFromStringArray6, 1f) - floatFromStringArray5))));
        }
Beispiel #6
0
        public void UpdateData()
        {
            foreach (var item in im.catchdatasummery.gun_info)
            {
                if (gun_id == item.Value.id)
                {
                    info = item.Value;
                    break;
                }
                info = item.Value;
            }



            float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("life_basic", 0, ',');
            float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("life_basic", 1, ',');
            float floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("life_basic", 2, ',');

            this.maxLife = Mathf.CeilToInt((floatFromStringArray + ((float)this.level - 1f) * floatFromStringArray2) * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_life") * this.info.ratioLife / floatFromStringArray3) * this.number;

            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("power_basic", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("power_basic", 1, ',');
            this.basePow          = Mathf.CeilToInt(floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_pow") * (float)this.info.ratioPow / floatFromStringArray2);
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("power_grow", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("power_grow", 1, ',');
            floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("power_grow", 2, ',');
            this.maxAddPow        = Mathf.CeilToInt((float)(this.level - 1) * floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_pow") * (float)this.info.ratioPow * this.info.eatRatio / floatFromStringArray2 / floatFromStringArray3);
            this.pow      = this.basePow + this.additionPow;
            this.favorPow = Math.Sign(this.favorRatio) * Mathf.CeilToInt(Mathf.Abs((float)this.pow * this.favorRatio));
            this.pow     += this.favorPow;

            using (List <Equip_With_User_Info> .Enumerator enumerator = this.equipList.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    Equip_With_User_Info current = enumerator.Current;//没有get_Current这个函数
                    this.pow += current.pow;
                }
            }
            if (this.fairy == null)
            {
                this.fairyPow = 0;
            }
            else
            {
                this.fairyPow = Mathf.CeilToInt((float)this.pow * this.fairy.pow / 100f);
            }
            this.pow             += this.fairyPow;
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("rate_basic", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("rate_basic", 1, ',');
            this.baseRate         = Mathf.CeilToInt(floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_rate") * (float)this.info.ratioRate / floatFromStringArray2);
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("rate_grow", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("rate_grow", 1, ',');
            floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("rate_grow", 2, ',');
            this.maxAddRate       = Mathf.CeilToInt((float)(this.level - 1) * floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_rate") * (float)this.info.ratioRate * this.info.eatRatio / floatFromStringArray2 / floatFromStringArray3);
            this.rate             = this.baseRate + this.additionRate;
            using (List <Equip_With_User_Info> .Enumerator enumerator2 = this.equipList.GetEnumerator())
            {
                while (enumerator2.MoveNext())
                {
                    Equip_With_User_Info current2 = enumerator2.Current;
                    this.rate += current2.rate;
                }
            }
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("hit_basic", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("hit_basic", 1, ',');
            this.baseHit          = Mathf.CeilToInt(floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_hit") * (float)this.info.ratioHit / floatFromStringArray2);
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("hit_grow", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("hit_grow", 1, ',');
            floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("hit_grow", 2, ',');
            this.maxAddHit        = Mathf.CeilToInt((float)(this.level - 1) * floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_hit") * (float)this.info.ratioHit * this.info.eatRatio / floatFromStringArray2 / floatFromStringArray3);
            this.hit      = this.baseHit + this.additionHit;
            this.favorHit = Math.Sign(this.favorRatio) * Mathf.CeilToInt(Mathf.Abs((float)this.hit * this.favorRatio));
            this.hit     += this.favorHit;
            using (List <Equip_With_User_Info> .Enumerator enumerator3 = this.equipList.GetEnumerator())
            {
                while (enumerator3.MoveNext())
                {
                    Equip_With_User_Info current3 = enumerator3.Current;
                    this.hit += current3.hit;
                }
            }
            if (this.fairy == null)
            {
                this.fairyHit = 0;
            }
            else
            {
                this.fairyHit = Mathf.CeilToInt((float)this.hit * this.fairy.hit / 100f);
            }
            this.hit             += this.fairyHit;
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("dodge_basic", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("dodge_basic", 1, ',');
            this.baseDodge        = Mathf.CeilToInt(floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_dodge") * (float)this.info.ratioDodge / floatFromStringArray2);
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("dodge_grow", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("dodge_grow", 1, ',');
            floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("dodge_grow", 2, ',');
            this.maxAddDodge      = Mathf.CeilToInt((float)(this.level - 1) * floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_dodge") * (float)this.info.ratioDodge * this.info.eatRatio / floatFromStringArray2 / floatFromStringArray3);
            this.dodge            = this.baseDodge + this.additionDodge;
            this.favorDodge       = Math.Sign(this.favorRatio) * Mathf.CeilToInt(Mathf.Abs((float)this.dodge * this.favorRatio));
            this.dodge           += this.favorDodge;
            using (List <Equip_With_User_Info> .Enumerator enumerator4 = this.equipList.GetEnumerator())
            {
                while (enumerator4.MoveNext())
                {
                    Equip_With_User_Info current4 = enumerator4.Current;
                    this.dodge += current4.dodge;
                }
            }
            if (this.fairy == null)
            {
                this.fairyDodge = 0;
            }
            else
            {
                this.fairyDodge = Mathf.CeilToInt((float)this.dodge * this.fairy.dodge / 100f);
            }
            this.dodge   += this.fairyDodge;
            this.piercing = this.info.armorPiercing;
            this.equipAp  = 0;
            using (List <Equip_With_User_Info> .Enumerator enumerator5 = this.equipList.GetEnumerator())
            {
                while (enumerator5.MoveNext())
                {
                    Equip_With_User_Info current5 = enumerator5.Current;
                    this.equipAp += current5.armor_piercing;
                }
            }
            this.piercing        += this.equipAp;
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("armor_basic", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("armor_basic", 1, ',');
            floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("armor_basic", 2, ',');
            this.armor            = Mathf.CeilToInt((floatFromStringArray + (float)(this.level - 1) * floatFromStringArray2) * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_armor") * (float)this.info.ratioArmor / floatFromStringArray3);
            using (List <Equip_With_User_Info> .Enumerator enumerator6 = this.equipList.GetEnumerator())
            {
                while (enumerator6.MoveNext())
                {
                    Equip_With_User_Info current6 = enumerator6.Current;
                    this.armor += current6.armor;
                }
            }
            if (this.fairy == null)
            {
                this.fairyArmor = 0;
            }
            else
            {
                this.fairyArmor = Mathf.CeilToInt((float)this.armor * this.fairy.armor / 100f);
            }
            this.armor += this.fairyArmor;
            this.crit   = this.info.ratioCrit;
            using (List <Equip_With_User_Info> .Enumerator enumerator7 = this.equipList.GetEnumerator())
            {
                while (enumerator7.MoveNext())
                {
                    Equip_With_User_Info current7 = enumerator7.Current;
                    this.crit += current7.critical_percent;
                }
            }
            this.criHarmRate = 50;
            using (List <Equip_With_User_Info> .Enumerator enumerator8 = this.equipList.GetEnumerator())
            {
                while (enumerator8.MoveNext())
                {
                    Equip_With_User_Info current8 = enumerator8.Current;
                    this.criHarmRate += current8.critical_harm_rate;
                }
            }
            if (this.fairy == null)
            {
                this.fairyCriHarmRate = 0;
            }
            else
            {
                this.fairyCriHarmRate = Mathf.CeilToInt((float)this.criHarmRate * this.fairy.critDamage / 100f);
            }
            this.criHarmRate    += this.fairyCriHarmRate;
            this.nightResistance = 0f;
            using (List <Equip_With_User_Info> .Enumerator enumerator9 = this.equipList.GetEnumerator())
            {
                while (enumerator9.MoveNext())
                {
                    Equip_With_User_Info current9 = enumerator9.Current;
                    this.nightResistance += (float)current9.nightResistance;
                }
            }
            this.nightResistance /= 100f;
            floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("speed_basic", 0, ',');
            floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("speed_basic", 1, ',');
            this.speed            = Mathf.CeilToInt(floatFromStringArray * Game_Config_Info_Func.GetGunBasicAttribute(this.info.type, "basic_attribute_speed") * (float)this.info.ratioSpeed / floatFromStringArray2);
            using (List <Equip_With_User_Info> .Enumerator enumerator10 = this.equipList.GetEnumerator())
            {
                while (enumerator10.MoveNext())
                {
                    Equip_With_User_Info current10 = enumerator10.Current;
                    this.speed += current10.speed;
                }
            }
            this.bulletNumber = 0;
            using (List <Equip_With_User_Info> .Enumerator enumerator11 = this.equipList.GetEnumerator())
            {
                while (enumerator11.MoveNext())
                {
                    Equip_With_User_Info current11 = enumerator11.Current;
                    this.bulletNumber += current11.bullet_number_up;
                }
            }
            //guiling
            using (List <Equip_With_User_Info> .Enumerator enumerator12 = this.equipList.GetEnumerator())
            {
                while (enumerator12.MoveNext())
                {
                    Equip_With_User_Info current12 = enumerator12.Current;
                    if (current12.info.skill != 0)
                    {
                        this.GetSkill(enumSkill.eNormal).id = current12.info.skill;
                        break;
                    }
                    this.InitSkills();
                }
            }
            if (this.equipList.Count() == 0 && this.mVecSkill.Count() != 0)
            {
                this.InitSkills();
            }
        }
Beispiel #7
0
        public int GetAtkPoint(bool isNight, bool isFullLife, bool basePoint, SubGunType subGunType = SubGunType.None, bool countFairy = true)
        {
            int num  = this.pow;
            int num2 = this.rate;
            int num3 = this.hit;
            int num4 = this.dodge;
            int num5 = this.crit;
            int num6 = this.armor;
            int num7 = this.piercing; //穿甲

            if (!countFairy)          //妖精
            {
                num  -= this.fairyPow;
                num3 -= this.fairyHit;
                num4 -= this.fairyDodge;
                num6 -= this.fairyArmor;
            }
            if (!basePoint)
            {
                num  = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("pow"), (float)num * this.GetEffectGridValue(EffectGridType.pow, subGunType) * this.powbuffTemp));
                num2 = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("rate"), (float)num2 * this.GetEffectGridValue(EffectGridType.rate, subGunType)));
                num3 = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("hit"), (float)num3 * this.GetEffectGridValue(EffectGridType.hit, subGunType) * this.hitbuffTemp));
                num4 = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("dodge"), (float)num4 * this.GetEffectGridValue(EffectGridType.dodge, subGunType) * this.dodgebuffTemp));
                num5 = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("critical_percent"), (float)num5 * this.GetEffectGridValue(EffectGridType.crit, subGunType) * this.critbuffTemp));
                num6 = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("armor"), (float)num6 * this.GetEffectGridValue(EffectGridType.armor, subGunType) * this.armorbuffTemp));
                num7 = Mathf.CeilToInt(Mathf.Max(Game_Config_Info_Func.GetMinAttribute("armor_piercing"), (float)num7 * this.GetEffectGridValue(EffectGridType.ap, subGunType)));
                float effectGridValue = this.GetEffectGridValue(EffectGridType.skill, subGunType);
            }
            int num8 = this.life;

            if (isFullLife)
            {
                num8 = this.maxLife;
            }
            int num9  = this.info.special + this.bulletNumber;
            int num10 = num3;

            if (isNight)
            {
                num10 = Mathf.CeilToInt((float)num3 * (1f + (float)im.catchdatasummery.Game_Config_info_Func.GetDouble("night_hit_debuff") * (1f - this.nightResistance)));
            }
            GunType type = this.info.type;
            int     result;

            if (type != GunType.machinegun)
            {
                if (type != GunType.shotgun)
                {
                    float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_normal", 0, ',');
                    float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_normal", 1, ',');
                    float floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_normal", 2, ',');
                    float floatFromStringArray4 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_normal", 3, ',');
                    float floatFromStringArray5 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_normal", 4, ',');
                    float floatFromStringArray6 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_normal", 5, ',');
                    result = Mathf.CeilToInt(floatFromStringArray * Mathf.Ceil((float)num8 / (float)this.maxLife * (float)this.number) * (((float)num + (float)num7 / floatFromStringArray6) * ((float)this.criHarmRate / 100f * (float)num5 / 100f + 1f) * (float)num2 / floatFromStringArray5 * (float)num10 / ((float)num10 + floatFromStringArray3) + floatFromStringArray4));
                }
                else
                {
                    float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 0, ',');
                    float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 1, ',');
                    float floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 2, ',');
                    float floatFromStringArray4 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 3, ',');
                    float floatFromStringArray5 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 4, ',');
                    float floatFromStringArray6 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 5, ',');
                    float floatFromStringArray7 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 6, ',');
                    float floatFromStringArray8 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 7, ',');
                    float floatFromStringArray9 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_sg", 8, ',');
                    result = Mathf.CeilToInt(floatFromStringArray * Mathf.Ceil((float)num8 / (float)this.maxLife * (float)this.number) * (floatFromStringArray7 * (float)num9 * ((float)num + (float)num7 / floatFromStringArray6) * ((float)this.criHarmRate / 100f * (float)num5 / 100f + 1f) / ((float)num9 * floatFromStringArray5 / (float)num2 + floatFromStringArray8 + floatFromStringArray9 * (float)num9) * (float)num10 / ((float)num10 + floatFromStringArray3) + floatFromStringArray4));
                }
            }
            else
            {
                float floatFromStringArray  = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 0, ',');
                float floatFromStringArray2 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 1, ',');
                float floatFromStringArray3 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 2, ',');
                float floatFromStringArray4 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 3, ',');
                float floatFromStringArray5 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 4, ',');
                float floatFromStringArray6 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 5, ',');
                float floatFromStringArray7 = Game_Config_Info_Func.GetFloatFromStringArray("attack_effect_mg", 6, ',');
                result = Mathf.CeilToInt(floatFromStringArray * Mathf.Ceil((float)num8 / (float)this.maxLife * (float)this.number) * ((float)num9 * ((float)num + (float)num7 / floatFromStringArray7) * ((float)this.criHarmRate / 100f * (float)num5 / 100f + 1f) / ((float)num9 / 3f + floatFromStringArray3 + floatFromStringArray4 / (float)num2) * (float)num10 / ((float)num10 + floatFromStringArray5) + floatFromStringArray6));
            }
            return(result);
        }