| Core/NetworkPackage/DTCFile/ServerPack/H05_PlayerMove/DTC0501_tagObjMove.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0608_tagNPCDie.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GA_NpcFightSgzcZZ.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 | |
| Fight/GameActor/GActorPlayerBase.cs | ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史 |
Core/NetworkPackage/DTCFile/ServerPack/H05_PlayerMove/DTC0501_tagObjMove.cs
@@ -40,7 +40,8 @@ } } if (_actor.ActorType == GameObjType.gotPlayer) if (_actor.ActorType == GameObjType.gotPlayer || _actor is GA_NpcFightSgzcZZ) { GActorPlayerBase _player = _actor as GActorPlayerBase; if (_player != null) Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0608_tagNPCDie.cs
@@ -47,36 +47,38 @@ } _actor.SetAnimatorSpeed(1); GActorFight _actorFight = _actor as GActorFight; if (_actor is GActorNpcNoFight || !_actor.HasState(GAStaticDefine.State_DeadHash)) { GAMgr.Instance.Release(_actor); } else if (_actor is GActorNpcFight) else if (_actor is GActorNpcFight || _actor is GA_NpcFightSgzcZZ) { if (_targetFight != null) if (_actorFight != null) { GA_Hero _hero = PlayerDatas.Instance.hero; if (_hero != null) { if (_hero.SelectTarget != null && _targetFight.ServerInstID == _hero.SelectTarget.ServerInstID) if (_hero.SelectTarget != null && _actorFight.ServerInstID == _hero.SelectTarget.ServerInstID) { SelectionManager.Release(SelectionManager.E_Type.Red); } } if (_targetFight.State == E_ActorState.AutoRun) if (_actorFight.State == E_ActorState.AutoRun) { _targetFight.StopPathFind(); _actorFight.StopPathFind(); } _targetFight.ActorInfo.serverDie = true; _targetFight.ReleaseName(); _targetFight.ReleaseShadow(); _targetFight.SkillMgr.Clear(); GAMgr.Instance.DoDelayDie(_targetFight); _actorFight.ActorInfo.serverDie = true; _actorFight.ReleaseName(); _actorFight.ReleaseShadow(); _actorFight.SkillMgr.Clear(); GAMgr.Instance.DoDelayDie(_actorFight); GActorFight _killer = GAMgr.Instance.GetBySID(vNetData.KillerID) as GActorFight; @@ -97,11 +99,11 @@ if (_transToMainUser) { _targetFight.Die(vNetData.KillerID / 10); _actorFight.Die(vNetData.KillerID / 10); } else { _targetFight.Die(vNetData.KillerID); _actorFight.Die(vNetData.KillerID); } } else @@ -117,17 +119,17 @@ _content = string.Format("DTC0608_tagNPCDie => {0} 死亡的时候凶手: {1} 已经将招式: {2} 演示完毕, 这里直接死亡.", vNetData.ObjID, vNetData.KillerID, vNetData.Reason); RuntimeLogUtility.AddLog_Red(_content, (uint)vNetData.ObjID); #endif _targetFight.Die(vNetData.KillerID); _actorFight.Die(vNetData.KillerID); } } else { _targetFight.Die(vNetData.KillerID); _actorFight.Die(vNetData.KillerID); } } else { _targetFight.Die(); _actorFight.Die(); } } } Core/NetworkPackage/DTCFile/ServerPack/H06_PlayerVsNPC/DTC0614_tagUseSkillPos.cs
@@ -329,7 +329,8 @@ // 这里对怪物释放技能做一些特殊处理 // 怪物这里不再进行队列处理 // 收到包就立即处理 if (_attacker.ActorType == GameObjType.gotNPC) if (_attacker.ActorType == GameObjType.gotNPC && !(_attacker is GA_NpcFightSgzcZZ)) { GActorNpcFight _npcFight = _attacker as GActorNpcFight; @@ -421,7 +422,8 @@ } // 对其他玩家释放技能的处理 else if (_attacker.ActorType == GameObjType.gotPlayer) else if (_attacker.ActorType == GameObjType.gotPlayer || _attacker is GA_NpcFightSgzcZZ) { if (vNetData.ObjID != PlayerDatas.Instance.PlayerId) { Fight/GameActor/GA_NpcFightSgzcZZ.cs
@@ -101,6 +101,7 @@ EquipRandomInfo _info = null; foreach (var _key in _dict.Keys) { Debug.LogFormat("确定信息, 当前等级: {0}, 配置等级: {1}", m_H0406.CurLV, _key); if (m_H0406.CurLV <= _key) { _info = _dict[_key]; Fight/GameActor/GActorPlayerBase.cs
@@ -2250,6 +2250,16 @@ return 12600 + index; } } else if(this is GA_NpcFightSgzcZZ) { switch (JobSetup.Job) { case 1: return 12000 + index; case 2: return 12100 + index; } } else { return JobSetup.ComAtkIdList[index];