ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -129,12 +129,12 @@
            return realmNPCIpyData.GetLV()
    return curNPC.GetLV()
def GetNPCDataEx(npcID):
    ## 获取NPC扩展数据表,可热更
    npcDataEx = IpyGameDataPY.GetIpyGameDataNotLog("NPCEx", npcID)
def GetNPCDataPy(npcID):
    ## 获取NPC数据表,py自定义的表,可热更
    npcDataEx = IpyGameDataPY.GetIpyGameDataNotLog("NPC", npcID)
    if not npcDataEx:
        if False: # 不可能成立的条件,只为了 . 出代码提示
            npcDataEx = IpyGameDataPY.IPY_NPCEx()
            npcDataEx = IpyGameDataPY.IPY_NPC()
        return npcDataEx
    return npcDataEx
@@ -142,11 +142,9 @@
def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV)      # NPC表中此字段含义改成境界等级
def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制
def GetFightPowerLackAtkLimit(curNPC): # 战力不足限制攻击,默认不限制
    npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
    return npcDataEx.GetFightPowerLackAtkLimit() if npcDataEx else 0
def GetSuppressFightPower(curNPC):
    npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
    return npcDataEx.GetSuppressFightPower() if npcDataEx else curNPC.GetThunderDef() # 雷防代表压制战力
    return 0
def GetSuppressFightPower(curNPC): # 压制战力
    return 0
def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(min(value, ShareDefine.Def_UpperLimit_DWord))
def GetCommendFightPower(curNPC): return curNPC.GetFireDef() # 火防代表推荐战力
def GetDropOwnerType(curNPC): return curNPC.GetThunderAtk() # 雷攻代表掉落归属类型
@@ -1124,19 +1122,18 @@
            
    # C++设置npc死亡
    notifyClient = True
    tfMgr = TurnAttack.GetTurnFightMgr()
    turnFight = tfMgr.getNPCTurnFight(objID)
    if turnFight:
        notifyClient = False # 回合制战斗的由py自己通知
        # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
        clientPack = ChNetSendPack.tagNPCDisappear()
        clientPack.NPCID = [objID]
        clientPack.Count = len(clientPack.NPCID)
        turnFight.addBatPack(clientPack)
    #tfMgr = TurnAttack.GetTurnFightMgr()
    #turnFight = tfMgr.getNPCTurnFight(objID)
    #if turnFight:
    #    notifyClient = False # 回合制战斗的由py自己通知
    #    # //04 07 NPC消失#tagNPCDisappear 此处通知消失,与回合制死亡区分
    #    clientPack = ChNetSendPack.tagNPCDisappear()
    #    clientPack.NPCID = [objID]
    #    clientPack.Count = len(clientPack.NPCID)
    #    turnFight.addBatPack(clientPack)
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID), notifyClient)
    tfMgr.delNPCGUID(objID)
    return
def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
@@ -2444,13 +2441,13 @@
    
    def __notifyAppear(self):
        ## //04 06 NPC出现#tagNPCAppear,可能也有 04 08 玩家召唤NPC出现#tagPlayerSummonNPCAppear,卡牌先简化,只使用0406
        curNPC = self.__Instance
        objID = curNPC.GetID()
        turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(objID)
        if not turnFight:
            # 非回合制怪保留原通知
            curNPC.NotifyAppear()
            return
        #curNPC = self.__Instance
        #objID = curNPC.GetID()
        #turnFight = TurnAttack.GetTurnFightMgr().getNPCTurnFight(objID)
        #if not turnFight:
        #    # 非回合制怪保留原通知
        #    curNPC.NotifyAppear()
        #    return
        
        # 回合制怪不通知,统一由 // B4 24 回合战斗初始化 #tagSCTurnFightInit
        return
@@ -2583,7 +2580,7 @@
                                 ChConfig.AttrID_MaxHP:3000000000,
                                 })
        else:
            npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
            npcDataEx = GetNPCDataPy(curNPC.GetNPCID())
            if not npcDataEx:
                return
            heroAttrDict.update({