//广播地面火球效果 private void PosGuideBefore(ObjCharacter caster, ObjPlayer target, Vector2 pos, int d) { //var mTable = Table.GetSkill(5150); if (target == null) { return; } var buffId = 1060; var replyMsg = new BuffResultMsg(); var temp = new BuffResult { Type = BuffType.HT_EFFECT, BuffTypeId = buffId, ViewTime = Extension.AddTimeDiffToNet(d) }; temp.Param.Add(5150); temp.TargetObjId = target.ObjId; temp.Param.Add((int)(pos.X * 100)); temp.Param.Add((int)(pos.Y * 100)); temp.Param.Add((int)(caster.GetDirection().X *1000)); temp.Param.Add((int)(caster.GetDirection().Y *1000)); temp.Param.Add(1500); //mTable.CastParam[1] replyMsg.buff.Add(temp); target.BroadcastBuffList(replyMsg); SceneServerControl.Timer.CreateTrigger(DateTime.Now.AddMilliseconds(1400 + d), () => { FireCast(pos); }); if (MyRandom.Random(10000) < 5000) { DropItem(2, MyRandom.Random(MinGold, MaxGold), pos); var max = pos2.Count; if (IsInspired(target)) { max = Math.Max(GoldNumInspireMax, 0); } else { max = Math.Max(GoldNumMax, 0); } // 修改掉落的堆数 走配置 跟是否鼓舞有关系 oldList = pos2.RandRange(0, max); for (int i = 0; i < oldList.Count; ++i) { DropItem(2, MyRandom.Random(MinGold, MaxGold), oldList[i]); } } }