ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/SummonNPC_Attack_Player.py
@@ -32,6 +32,8 @@
import ChEquip
import SkillShell
import ChNPC
import GameObj
import TurnAttack
#---------------------------------------------------------------------
#---------------------------------------------------------------------
@@ -62,7 +64,8 @@
    
    #人物的召唤兽,不能攻击自己的主人
    if GameWorld.IsSameObj(summonOwner, curTagPlayer) :
        return ChNPC.OnGetOwnerRelation(curSummonNPC, curTagPlayer)
        #return ChNPC.OnGetOwnerRelation(curSummonNPC, curTagPlayer)
        return ChConfig.Type_Relation_Friend , ChConfig.Def_PASysMessage_None
    
    #判断主人的攻击模式,判断是否可以攻击这个玩家
    if not AttackCommon.CheckPlayerAttackMode_Player(summonOwner, curTagPlayer):
@@ -85,7 +88,7 @@
#  @remarks 攻击
def DoAttack(curSummonNPC, curTagPlayer, skill, skillValue, skillPercent, skillHurtList, tick):
    
    curTagPlayerHPBeforeAtk = curTagPlayer.GetHP()
    curTagPlayerHPBeforeAtk = GameObj.GetHP(curTagPlayer)
    
    hurtType = AttackCommon.GetHurtHP(curSummonNPC, curTagPlayer, skill, 
                                      skillValue, skillPercent, tick)
@@ -120,7 +123,7 @@
#  @remarks 处理攻击后的结果
def AttackResult(curSummonNPC, curTagPlayer, skill, tick):
    #防守方血量
    curTagPlayerHP = curTagPlayer.GetHP()
    curTagPlayerHP = GameObj.GetHP(curTagPlayer)
    curTagPlayerFBHP = FBLogic.OnGetFBCurHP(curTagPlayer)
    
    #防守方被动Buff触发
@@ -149,7 +152,10 @@
            AttackCommon.OnPlayerHitPlayer(curPlayer, curTagPlayer, tick)
        
        return
    if TurnAttack.SetKilled(curTagPlayer):
        return
    if curPlayer != None:
        #执行玩家击杀玩家逻辑
        AttackCommon.OnPlayerKillPlayer(curPlayer, curTagPlayer, tick)