ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AIType_105.py
@@ -36,11 +36,13 @@
#  @return None
#  @remarks 执行AI
def ProcessAI(rolePet, tick):
    ## 执行频率, 根据人数降低---------------------------
    if tick - rolePet.GetDictByKey(Def_LastAI1ProTick) < 1500:
        return
    rolePet.SetDict(Def_LastAI1ProTick, tick)
    #-------------------------------------------------------
    #===========================================================================
    # ## 执行频率, 根据人数降低---------------------------
    # if tick - rolePet.GetDictByKey(Def_LastAI1ProTick) < 3000:
    #    return
    # rolePet.SetDict(Def_LastAI1ProTick, tick)
    # #-------------------------------------------------------
    #===========================================================================
    
    curPlayer = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, rolePet)
@@ -58,24 +60,26 @@
        posX, posY = petControl.GetMoveNearPos(curPlayer.GetPosX(), curPlayer.GetPosY(), 1)
        rolePet.ResetPos(posX, posY)
    
    skillManager = rolePet.GetSkillManager()
    for index in range(0, skillManager.GetSkillCount()):
        useSkill = skillManager.GetSkillByIndex(index)
        #已经到尾部了
        if not useSkill or useSkill.GetSkillTypeID() == 0:
            break
        if SkillCommon.isPassiveSkill(useSkill):
            #GameWorld.Log('被动技能不释放不释放 = %s'%(useSkill.GetSkillName()))
            continue
        effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
        if not effect:
            continue
        if GameObj.GetHP(curPlayer)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(curPlayer) >= effect.GetEffectValue(0):
            continue
        AICommon.DoNPCUseSkill(rolePet, curPlayer, useSkill, 0, tick)
    #===========================================================================
    # skillManager = rolePet.GetSkillManager()
    # for index in range(0, skillManager.GetSkillCount()):
    #    useSkill = skillManager.GetSkillByIndex(index)
    #    #已经到尾部了
    #    if not useSkill or useSkill.GetSkillTypeID() == 0:
    #        break
    #
    #    if SkillCommon.isPassiveSkill(useSkill):
    #        #GameWorld.Log('被动技能不释放不释放 = %s'%(useSkill.GetSkillName()))
    #        continue
    #
    #    effect = SkillCommon.GetSkillEffectByEffectID(useSkill, ChConfig.Def_Skill_Effect_HPPerLimit)
    #    if not effect:
    #        continue
    #
    #    if GameObj.GetHP(curPlayer)*ChConfig.Def_MaxRateValue/GameObj.GetMaxHP(curPlayer) >= effect.GetEffectValue(0):
    #        continue
    #
    #    AICommon.DoNPCUseSkill(rolePet, curPlayer, useSkill, 0, tick)
    #===========================================================================
    return