function CheckCompositeCommonBind(sysarg, consumes, nCount) local nMaxCount = 0 local bBind = false for k,v in pairs(consumes)do if(v.id ~= 0)then --有多少绑定材料 local haveCount = Actor.getItemCount(sysarg, v.id, 0, 0, 1) --能合成多少个绑定的道具 local giveCount,fGiveCount = math.modf(haveCount / v.count) --如果获得数量大于0且有余数 if(0 < haveCount and fGiveCount ~= 0)then bBind = true end if(nMaxCount < giveCount)then nMaxCount = giveCount end --BaseFuc_Print(haveCount,giveCount,fGiveCount) end end if(bBind == true)then nMaxCount = nMaxCount + 1 end if(nCount < nMaxCount)then nMaxCount = nCount end --BaseFuc_Print("nMaxCount",bBind, nMaxCount) return nMaxCount end