// // 强化需求 [7/19/2011 ivan edit] //public Item_Enhance Get_Equip_EnhanceLevel( int nIndexPacket) public Item_Enhance Get_Equip_EnhanceLevel(CObject_Item My_Equip) { Item_Enhance itemEnhance = new Item_Enhance(); if (My_Equip == null || My_Equip.GetItemClass() != ITEM_CLASS.ICLASS_EQUIP) { return(itemEnhance); } CObject_Item_Equip equip = My_Equip as CObject_Item_Equip; if (equip == null) { return(itemEnhance); } int enhanceID = equip.GetStrengthIndex(); _DBC_ITEM_ENHANCE pItemEnhance = ObjectSystem.EquipEnchanceDBC.Search_Index_EQU((int)enhanceID); if (pItemEnhance == null) { return(itemEnhance); } _DBC_ITEM_ENCHANCE_RATE pItemEnchanceRate = ObjectSystem.EquipEnchanceRateDBC.Search_Index_EQU(equip.GetCurrentDangCi()); float fRatio = pItemEnchanceRate.nDangCiRatio / 100.0f; pItemEnchanceRate = ObjectSystem.EquipEnchanceRateDBC.Search_Index_EQU((int)equip.GetItemType()); fRatio *= pItemEnchanceRate.nEquipPointRatio / 100.0f; itemEnhance.needMoney = (int)(fRatio * pItemEnhance.needMoney + 0.5f); itemEnhance.addProperty = pItemEnhance.attribute[0];// 因为增加属性的百分比都一样,所以只获取一个就够了[7/19/2011 ivan edit] return(itemEnhance); }