ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/ChNPC.py
@@ -35,13 +35,9 @@
import ChConfig
import NPCCommon
import NPCCustomRefresh
import GameLogInfo
import time
import math
import ReadChConfig
import PlayerActivity
import SkillCommon
import BuffSkill
import GameObj
import SkillShell
import FBLogic
@@ -458,61 +454,6 @@
#    GameWorld.Log('功能或AI不存在: %s'%curNPC.GetAIType())
    return
#===============================================================================
# def OnUndeathBossHurt(curNPC, hurtHP):
#    npcID = curNPC.GetNPCID()
#    UndeathBossDict = ReadChConfig.GetEvalChConfig("UndeathBoss")
#    if npcID not in UndeathBossDict:
#        return False
#    unitLostHP = UndeathBossDict[npcID] # 叠加一层buff所需掉血量
#
#    curLayerLostHP = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_Undeath_LayerLostHP)
#    updLostHP = curLayerLostHP + hurtHP
#    addLayer = updLostHP / unitLostHP # 增加buff层数, 攻击高的可能一次性加多层
#    #GameWorld.DebugLog("不死boss掉血: curLayerLostHP=%s,hurtHP=%s,updLostHP=%s,unitLostHP=%s,addLayer=%s"
#    #                   % (curLayerLostHP, hurtHP, updLostHP, unitLostHP, addLayer), npcID)
#    if addLayer > 0:
#        curBuffLayer = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_Undeath_BuffLayer)
#        updBuffLyaer = curBuffLayer + addLayer
#        curNPC.SetDict(ChConfig.Def_NPC_Dict_Undeath_BuffLayer, updBuffLyaer)
#        updLostHP = updLostHP % unitLostHP # 更新层累加后剩余的伤害值
#        #GameWorld.DebugLog("    增加NPC字典buff层: curBuffLayer=%s,updBuffLyaer=%s,updLostHP=%s"
#        #                   % (curBuffLayer, updBuffLyaer, updLostHP), npcID)
#        __UpdBossLayerBuff(curNPC, updBuffLyaer)
#
#    curNPC.SetDict(ChConfig.Def_NPC_Dict_Undeath_LayerLostHP, updLostHP)
#    return True
#
# def __UpdBossLayerBuff(curNPC, updBuffLyaer):
#    ''' 更新boss层buff层级 '''
#    buffType = IPY_GameWorld.bfBuff
#    buffTuple = SkillCommon.GetBuffManagerByBuffType(curNPC, buffType)
#    if buffTuple == ():
#        return
#
#    tick = GameWorld.GetGameWorld().GetTick()
#    buffState = buffTuple[0]
#    for i in range(0,buffState.GetBuffCount()):
#        curBuff = buffState.GetBuff(i)
#        curSkill = curBuff.GetSkill()
#        skillID = curSkill.GetSkillID()
#        if not skillID:
#            continue
#
#        for j in range(0, curSkill.GetEffectCount()):
#            curEffect = curSkill.GetEffect(j)
#            effectID = curEffect.GetEffectID()
#            # 层级buff效果
#            if effectID in ChConfig.Def_BuffLayerEffectList:
#                BuffSkill.AddBuffNoRefreshState(curNPC, buffType, curSkill, tick, updBuffLyaer, curNPC)
#                #GameWorld.DebugLog("    更新层级buff效果层数: isOK=%s,skillID=%s,effID=%s,updBuffLyaer=%s"
#                #                   % (isOK, skillID, effectID, updBuffLyaer), curNPC.GetNPCID())
#                break
#
#    NPCCommon.NPCControl(curNPC).RefreshNPCAttrState()
#    return
#===============================================================================
def OnUndeathBossAttacked(curNPC):
    npcID = curNPC.GetNPCID()