大爷 1 год назад
Родитель
Сommit
f03c31302f

+ 1 - 1
Common/CommonAI/Zone/Instance/InstanceUnit.cs

@@ -239,7 +239,7 @@ namespace CommonAI.Zone.Instance
             mBindEvents.Clear();
             if (Info.RemovedEffect != null)
             {
-                Parent.queueEvent(new AddEffectEvent(this.ID, X, Y, Direction, Info.RemovedEffect));
+                Parent.queueEvent(new AddEffectEvent(0/*this.ID*/, X, Y, Direction, Info.RemovedEffect));
             }
         }
 

+ 1 - 6
XmdsCommonServer/Plugin/Units/XmdsInstancePlayer.cs

@@ -1233,7 +1233,6 @@ namespace XmdsCommonServer.Plugin.Units
 				if (mXmdsFocusTarget == null) { break; }
 
 				List<SkillState> list = SkillStatus as List<SkillState>;
-
 				XmdsStateFollowAndAttack current = CurrentState as XmdsStateFollowAndAttack;
 
 				//优先多段攻击技能
@@ -1250,15 +1249,11 @@ namespace XmdsCommonServer.Plugin.Units
 							&& sst.IsCD && sst.IsDone && this.VirtualPlayer.SkillAutoLaunchTest(sst))
 						{
 							//System.Console.WriteLine(" - GetAvailableAutoLaunchSkill - " + sst.ID + ", " + sst.ActionIndex);
-							ret = sst;
-							break;
+							return sst;
 						}
 					}
 				}
 
-				//其次技能.
-				if (ret != null) { break; }
-
                 for (int si = list.Count - 1; si >= 0; --si)
                 {
                     SkillState sst = list[si];

+ 1 - 1
XmdsCommonServer/Plugin/Units/XmdsInstanceUnitStateMachine.cs

@@ -343,7 +343,7 @@ namespace XmdsCommonServer.Plugin.Units
             {
                 var expect_skill = ExpectSkillState;
                 min_distance = unit.BodyBlockSize + targetUnit.BodyBlockSize;
-                max_distance = Math.Max(min_distance, unit.BodyBlockSize + targetUnit.BodyHitSize);
+                max_distance = min_distance;//Math.Max(min_distance, unit.BodyBlockSize + targetUnit.BodyHitSize);
                 bool needCheck = true;
                 if (expect_skill == null)
                 {