/// <summary> /// 构造物理防御值 /// </summary> /// <param name="StdItem"></param> /// <param name="dr"></param> /// <returns></returns> public static int MakeAC(int Ac, int Ac2, int nItemsACPowerRate) { return(HUtil32.MakeLong( (UInt16)HUtil32.Round(Ac * GetActualAcMacPowerRate(nItemsACPowerRate)) , (UInt16)HUtil32.Round(Ac2 * GetActualAcMacPowerRate(nItemsACPowerRate)) )); }
/// <summary> /// 构造魔法攻击值 /// </summary> /// <param name="StdItem"></param> /// <param name="dr"></param> /// <returns></returns> public static int MakeMC(double Mc, double Mc2, int nItemsPowerRate) { return(HUtil32.MakeLong( (UInt16)HUtil32.Round(Mc * GetActualScMcDcPowerRate(nItemsPowerRate)) , (UInt16)HUtil32.Round(Mc2 * GetActualScMcDcPowerRate(nItemsPowerRate)) )); }
/// <summary> /// 构造魔法防御值 /// </summary> /// <param name="StdItem"></param> /// <param name="dr"></param> /// <returns></returns> public static int MakeMAC(double Mac, double Mac2, int nItemsACPowerRate) { return(HUtil32.MakeLong( (UInt16)HUtil32.Round(Mac * GetActualAcMacPowerRate(nItemsACPowerRate)) , (UInt16)HUtil32.Round(Mac2 * GetActualAcMacPowerRate(nItemsACPowerRate)) )); }