//마법 데미지 public float SetMagicDamage(BattleChar user, float damCoef, int lv, float coef) { float totalDamage = .0f; if (DC.curHP <= 0) { return(0); } totalDamage = (user.GetMgcATK() * damCoef * (1 + (lv * 0.005f))) - (user.GetMgcATK() * damCoef * (GetMgcDEF() / (50 + (100 - BM.floorLevel) * 1.5f + GetMgcDEF())) * 1.4f) * coef; totalDamage *= buffMgcDAM; if (stateCount != null) { stateCount.addDamage(totalDamage); } print(this.transform.name + " is damaged " + totalDamage); if (SetHP(getHP() - totalDamage) > 0) { DamagedMgc(user); } return(totalDamage); }