ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -606,7 +606,7 @@
                              dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee)
    return
def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp"):
def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp", extraVirtualItemList=[]):
    ## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
    
    mapID = PlayerControl.GetCustomMapID(curPlayer)
@@ -640,6 +640,21 @@
            virtualItemDropList.append([itemID, dropItemDataStr])
        
    # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
    if extraVirtualItemList: #只显示假掉落
        for itemInfo in extraVirtualItemList:
            itemID, itemCount, isAuctionItem = itemInfo
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
            dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
            # 散开掉落
            if isDropDisperse:
                for _ in xrange(itemCount):
                    virtualItemDropList.append([itemID, dropItemDataStr])
            else:
                virtualItemDropList.append([itemID, dropItemDataStr])
            curItem.Clear()
    gameMap = GameWorld.GetMap()
    index = 0
    for posX, posY in ChConfig.Def_DropItemAreaMatrix: