238 lines
7.1 KiB
C#
238 lines
7.1 KiB
C#
using CodeStage.AntiCheat.ObscuredTypes;
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using Newtonsoft.Json;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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public enum eBattleType
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{
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All, Shield, OneHand, Bow, Staff, TwoHand, DualWeapon,
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}
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[Serializable]
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public class ClassConfigTableData : TableDataBase
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{
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// ObscuredInt 적용
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ObscuredInt _ClassID;
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public int n_ClassID
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{
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get { return _ClassID; }
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set { _ClassID = value; _ClassID.RandomizeCryptoKey(); }
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} // 영웅의 직업을 분류하기 위한 고유 ID
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ObscuredInt _Tier;
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public int n_Tier
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{
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get { return _Tier; }
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set { _Tier = value; _Tier.RandomizeCryptoKey(); }
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} // Tier
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public string s_AnimationController { get; set; }
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public string s_JobIcon { get; set; }
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public string s_WeaponLHPrefab { get; set; }
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public int n_WeaponLHIndex;
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public string s_WeaponRHPrefab { get; set; }
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public int n_WeaponRHIndex;
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public string s_SlashPrefab { get; set; }
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public float f_SlashStartDelay;
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public eBattleType e_BattleType { get; set; }
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public float f_Scale;
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ObscuredFloat _AttackRange;
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public float f_AttackRange
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{
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get { return _AttackRange; }
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set { _AttackRange = value; _AttackRange.RandomizeCryptoKey(); }
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} // 공격 범위
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ObscuredFloat _AttackSPD;
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public float f_AttackSPD
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{
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get { return _AttackSPD; }
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set { _AttackSPD = value; _AttackSPD.RandomizeCryptoKey(); }
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} // 공격 범위
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ObscuredFloat _MoveSPD;
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public float f_MoveSPD
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{
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get { return _MoveSPD; }
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set { _MoveSPD = value; _MoveSPD.RandomizeCryptoKey(); }
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} // 공격 범위
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public eMainStatType e_MainStatType { get; set; } // 주스텟 타입
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// ObscuredInt 적용
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ObscuredInt _DefaultStr;
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public int n_DefaultStr
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{
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get { return _DefaultStr; }
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set { _DefaultStr = value; _DefaultStr.RandomizeCryptoKey(); }
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} // 기본 보유 힘 수치
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ObscuredInt _DefaultDex;
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public int n_DefaultDex
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{
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get { return _DefaultDex; }
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set { _DefaultDex = value; _DefaultDex.RandomizeCryptoKey(); }
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} // 기본 보유 민첩 수치
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ObscuredInt _DefaultInt;
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public int n_DefaultInt
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{
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get { return _DefaultInt; }
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set { _DefaultInt = value; _DefaultInt.RandomizeCryptoKey(); }
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} // 기본 보유 지능 수치
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ObscuredInt _DefaultLuk;
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public int n_DefaultLuk
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{
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get { return _DefaultLuk; }
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set { _DefaultLuk = value; _DefaultLuk.RandomizeCryptoKey(); }
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} // 기본 보유 행운 수치
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ObscuredInt _DefaultHP;
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public int n_DefaultHP
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{
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get { return _DefaultHP; }
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set { _DefaultHP = value; _DefaultHP.RandomizeCryptoKey(); }
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} // 기본 보유 HP 수치
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ObscuredInt _DefaultMP;
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public int n_DefaultMP
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{
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get { return _DefaultMP; }
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set { _DefaultMP = value; _DefaultMP.RandomizeCryptoKey(); }
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} // 기본 보유 MP 수치
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ObscuredInt _ExtraSkill;
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public int n_ExtraSkill
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{
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get { return _ExtraSkill; }
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set { _ExtraSkill = value; _ExtraSkill.RandomizeCryptoKey(); }
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} // 고유 패시브 스킬 ID
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ObscuredInt _AcquiredSkill1;
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public int n_AcquiredSkill1
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{
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get { return _AcquiredSkill1; }
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set { _AcquiredSkill1 = value; _AcquiredSkill1.RandomizeCryptoKey(); }
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} // 개방 시 얻게 될 스킬 ID1
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ObscuredInt _AcquiredSkill2;
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public int n_AcquiredSkill2
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{
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get { return _AcquiredSkill2; }
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set { _AcquiredSkill2 = value; _AcquiredSkill2.RandomizeCryptoKey(); }
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} // 개방 시 얻게 될 스킬 ID2
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ObscuredInt _AcquiredSkill3;
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public int n_AcquiredSkill3
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{
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get { return _AcquiredSkill3; }
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set { _AcquiredSkill3 = value; _AcquiredSkill3.RandomizeCryptoKey(); }
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} // 개방 시 얻게 될 스킬 ID3
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public string Get_JobName() { return table_localtext.Ins.Get_Text(n_ClassID); }
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public eMainStatType Get_MainStat()
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{
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switch (e_MainStatType)
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{
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case eMainStatType.STR:
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case eMainStatType.STR_DEX:
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case eMainStatType.STR_INT:
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return eMainStatType.STR;
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case eMainStatType.DEX:
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case eMainStatType.DEX_STR:
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case eMainStatType.DEX_INT:
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return eMainStatType.DEX;
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case eMainStatType.INT:
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case eMainStatType.INT_STR:
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case eMainStatType.INT_DEX:
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return eMainStatType.INT;
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default:
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return eMainStatType.LUCK;
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}
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}
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public eStat Get_MainStatToStat()
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{
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switch (e_MainStatType)
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{
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case eMainStatType.STR:
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case eMainStatType.STR_DEX:
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case eMainStatType.STR_INT:
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return eStat.STR;
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case eMainStatType.DEX:
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case eMainStatType.DEX_STR:
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case eMainStatType.DEX_INT:
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return eStat.DEX;
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case eMainStatType.INT:
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case eMainStatType.INT_STR:
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case eMainStatType.INT_DEX:
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return eStat.INT;
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default:
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return eStat.LUK;
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}
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}
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public int Get_DefaultMainStatValue()
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{
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switch (Get_MainStatToStat())
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{
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case eStat.STR: return n_DefaultStr;
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case eStat.DEX: return n_DefaultDex;
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case eStat.INT: return n_DefaultInt;
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case eStat.LUK: return n_DefaultLuk;
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}
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return 0;
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}
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}
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public class table_classconfig : table_missionbase
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{
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public static table_classconfig Ins;
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List<ClassConfigTableData> tableDatas;
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Dictionary<int, ClassConfigTableData> dic_Data = new Dictionary<int, ClassConfigTableData>();
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protected override void Awake()
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{
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base.Awake();
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Ins = this;
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}
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protected override void Start()
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{
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tableDatas = JsonConvert.DeserializeObject<List<ClassConfigTableData>>(json_last);
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for (int i = 0; i < Get_DataList().Count; i++)
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{
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var temp = Get_DataList()[i];
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dic_Data.Add(temp.n_ClassID, temp);
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}
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base.Start();
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}
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public ClassConfigTableData Get_Data_orNull(int id) { return dic_Data[id]; }
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public List<ClassConfigTableData> Get_DataList() { return tableDatas; }
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public int Get_PureStat(eStat stat, ServerData sdata)
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{
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var rtnVale = 0;
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for (int i = 0; i < sdata.PC.Obtain.Count; i++)
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{
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var classData = Get_Data_orNull(sdata.PC.Obtain[i]);
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switch (stat)
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{
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case eStat.STR: rtnVale += classData.n_DefaultStr; break;
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case eStat.DEX: rtnVale += classData.n_DefaultDex; break;
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case eStat.INT: rtnVale += classData.n_DefaultInt; break;
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case eStat.LUK: rtnVale += classData.n_DefaultLuk; break;
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}
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}
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rtnVale += sdata.PC.Get_Stat(stat);
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return rtnVale;
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}
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public int Get_TotalPureStat(ServerData sdata)
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{
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return Get_PureStat(eStat.STR, sdata) + Get_PureStat(eStat.DEX, sdata) + Get_PureStat(eStat.INT, sdata) + Get_PureStat(eStat.LUK, sdata);
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}
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} |