// 一键换装:保存装备
	INT QuickChange::Lua_SaveSuit( LuaPlus::LuaState* state )
	{
		LuaStack args(state);
		if( !args[ 2 ].IsInteger() ) return 0;
		if( !args[ 3 ].IsInteger() ) return 0;

		int isSend = args[ 2 ].GetInteger(); // 是否发送
		int suitId = args[ 3 ].GetInteger(); // 套装id

		// 填充需要保存的装备guid
		if( isSend == 0 )
		{
			int idx = args[ 4 ].GetInteger();			// 一套中的装备点

			// server guid
			int world = args[ 5 ].GetInteger();			
			int server = args[ 6 ].GetInteger();		
			int serial = args[ 7 ].GetInteger();	

			int index = args[ 8 ].GetInteger();		// 一套中的套装索引

			// 读取装备guid
			CCharacterData* pData = ((CObject_Character*)CObjectManager::GetMe()->GetMySelf())->GetCharacterData();
			if( index == 0 )
			{
				_SUIT_SETTING aSuit;
				pData->Set_EquipSuit(suitId, aSuit);
			}

			_SUIT_SETTING aSuit = pData->Get_EquipSuit(suitId);
			if( world == -1 )
			{
				return 0;
			}

			// 设置装备guid
			_ITEM_GUID item_guid;
			item_guid.m_World = (BYTE)world;
			item_guid.m_Server = (BYTE)server;
			item_guid.m_Serial = (INT)serial;
			aSuit.m_EquipData[idx] = item_guid;
			pData->Set_EquipSuit(suitId, aSuit);
		}
		// 发送保存装备消息
		else if( isSend == 1 )
		{
			char* name = (char*)args[ 4 ].GetString();	// 套装名字
			CCharacterData* pData = ((CObject_Character*)CObjectManager::GetMe()->GetMySelf())->GetCharacterData();
			_SUIT_SETTING aSuit = pData->Get_EquipSuit(suitId);
			sprintf( aSuit.m_SuitName, name, sizeof(CHAR)*MAX_SUIT_NAME_SIZE );
			pData->Set_EquipSuit(suitId, aSuit);

			CGameInterface::GetMe()->PacketItem_SaveSuit(suitId);
		}

		return 0;
	}
	//一键换装:得到装备套装的名字
	INT QuickChange::Lua_GetSuitName( LuaPlus::LuaState* state )
	{
		LuaStack args(state);
		if( !(args[2].IsInteger()) )return 0;

		INT suitId = args[2].GetInteger();

		// 读取装备guid
		CCharacterData* pData = ((CObject_Character*)CObjectManager::GetMe()->GetMySelf())->GetCharacterData();
		_SUIT_SETTING aSuit = pData->Get_EquipSuit(suitId);

		state->PushString( aSuit.m_SuitName );

		return 1;


	}
	INT	SuperTooltips::GetItemDesc(LuaPlus::LuaState* state)
	{
		// 不利用保存的指针。要重新得到指针。 
		m_pActionItem = (CActionItem*)CActionSystem::GetMe()->GetAction(m_nActionId);

		if(!m_pActionItem)
		{
			state->PushString("");
			return 1;
		}

		STRING type( m_pActionItem->GetType_String() );
		if( type == "changesuit" )
		{
			CCharacterData* pData = ((CObject_Character*)CObjectManager::GetMe()->GetMySelf())->GetCharacterData();
			INT id = pData->Get_EquipSuitId();

			_SUIT_SETTING aSuit = pData->Get_EquipSuit( id );
			STRING name(aSuit.m_SuitName);
			if( !name.empty() )
			{
				CHAR szTemp[100];	
				_snprintf(szTemp, 10, "%s套装", name.c_str());
				state->PushString(szTemp);

			}
			else
			{
				CHAR szTemp[100];	
				_snprintf(szTemp, 10, "这是自定义的第%d套套装", id);
				state->PushString(szTemp);
			}

			return 1;
		}

		//得到详细说明.
		state->PushString(m_pActionItem->GetDesc());
		return 1;
	}