private double getShield() { return(new double[] { 50, 80, 110, 140, 170 }[W.Level - 1] +0.4f * player.AbilityPower()); }
public static float Q(Obj_AI_Base enemy) { switch (SelectCalculatorStyle()) { case 1: return((float)ObjectManager.Player.CalcDamage(enemy, Damage.DamageType.Magical, QDamage[Spells.Q.Level - 1] + 0.7 * Lux.AbilityPower())); case 2: return((float)ObjectManager.Player.CalcDamage(enemy, Damage.DamageType.Magical, Spells.Q.GetDamage(enemy))); } return(0.0f); }