ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -4048,7 +4048,21 @@
        #初始化状态
        curNPC.SetSpeed(curNPC.GetOrgSpeed())
        curNPC.SetAtkInterval(curNPC.GetBaseAtkInterval())
        #扩展属性
        npcDataEx = GetNPCDataEx(curNPC.GetNPCID())
        if npcDataEx:
            GameObj.SetAtkSpeed(curNPC, npcDataEx.GetAtkSpeed())
            GameObj.SetSuperHitRateReduce(curNPC, npcDataEx.GetSuperHitRateReduce())
            GameObj.SetFaintRate(curNPC, npcDataEx.GetFaintRate())
            GameObj.SetFaintDefRate(curNPC, npcDataEx.GetFaintDefRate())
            GameObj.SetComboRate(curNPC, npcDataEx.GetComboRate())
            GameObj.SetComboDefRate(curNPC, npcDataEx.GetComboDefRate())
            GameObj.SetAtkBackRate(curNPC, npcDataEx.GetAtkBackRate())
            GameObj.SetAtkBackDefRate(curNPC, npcDataEx.GetAtkBackDefRate())
            GameObj.SetSuckHPPer(curNPC, npcDataEx.GetSuckHPPer())
            GameObj.SetSuckHPDefPer(curNPC, npcDataEx.GetSuckHPDefPer())
#        #先清空异常
#        if curNPC.GetAbnormalState() != IPY_GameWorld.sctInvalid:
#            curNPC.SetAbnormalState(IPY_GameWorld.sctInvalid)
@@ -4090,38 +4104,21 @@
        GameObj.SetMaxHP(curNPC, PropDict["MaxHP"])
        curNPC.SetHit(PropDict["Hit"])
        curNPC.SetMiss(PropDict["Miss"])
        GameObj.SetAtkSpeed(curNPC, PropDict.get("AtkSpeed", 0))
        
#        curPlayerPropDict["SkillAtkRate"] = curPlayer.GetSkillAtkRate() # 技能攻击比例加成
#        curPlayerPropDict["SkillAtkRateReduce"] = PlayerControl.GetSkillAtkRateReduce(curPlayer) # 技能攻击比例减少
#        curPlayerPropDict["LuckyHitRate"] = curPlayer.GetLuckyHitRate() # 会心一击几率
#        curPlayerPropDict["LuckyHitVal"] = curPlayer.GetLuckyHitVal() # 会心一击伤害固定值
#        curPlayerPropDict["LuckyHitRateReduce"] = PlayerControl.GetLuckyHitRateReduce(curPlayer) # 会心一击概率抗性
#        curPlayerPropDict["LuckyHitReduce"] = PlayerControl.GetLuckyHitReduce(curPlayer) # 会心一击伤害减免固定值
#        curPlayerPropDict["SuperHitRate"] = curPlayer.GetSuperHitRate() # 暴击概率
#        curPlayerPropDict["SuperHit"] = curPlayer.GetSuperHit() # 暴击伤害固定值
#        curPlayerPropDict["SuperHitRateReduce"] = PlayerControl.GetSuperHitRateReduce(curPlayer) # 暴击概率抗性
#        curPlayerPropDict["SuperHitReduce"] = PlayerControl.GetSuperHitReduce(curPlayer) # 暴击伤害抗性固定值
#        curPlayerPropDict["IceAtk"] = curPlayer.GetIceAtk() # 真实伤害            固定值
#        curPlayerPropDict["IceDef"] = curPlayer.GetIceDef() # 真实伤害防御        固定值
#        curPlayerPropDict["IgnoreDefRate"] = curPlayer.GetIgnoreDefRate() # 无视防御几率
#        curPlayerPropDict["IgnoreDefRateReduce"] = PlayerControl.GetIgnoreDefRateReduce(curPlayer) # 无视防御概率抗性
#        curPlayerPropDict["IgnoreDefReducePer"] = PlayerControl.GetIgnoreDefReducePer(curPlayer) # 无视防御伤害减免
#        curPlayerPropDict["DamagePVE"] = PlayerControl.GetDamagePVE(curPlayer) # 伤害输出计算固定值PVE
#        curPlayerPropDict["DamagePerPVP"] = PlayerControl.GetDamagePerPVP(curPlayer) # 伤害输出计算百分比PVP
#        curPlayerPropDict["DamagePerPVPReduce"] = PlayerControl.GetDamagePerPVPReduce(curPlayer) # 伤害输出计算百分比PVP减少
#        curPlayerPropDict["DamagePVP"] = PlayerControl.GetDamagePVP(curPlayer) # PVP固定伤害
#        curPlayerPropDict["DamagePVPReduce"] = PlayerControl.GetDamagePVPReduce(curPlayer) # PVP固定减伤
#        curPlayerPropDict["FinalHurt"] = PlayerControl.GetFinalHurt(curPlayer) # 最终固定伤害增加
#        curPlayerPropDict["FinalHurtReduce"] = PlayerControl.GetFinalHurtReduce(curPlayer) # 最终固定伤害减少
#        curPlayerPropDict["FinalHurtPer"] = PlayerControl.GetFinalHurtPer(curPlayer) # 最终伤害百分比
#        curPlayerPropDict["FinalHurtReducePer"] = PlayerControl.GetFinalHurtReducePer(curPlayer) # 最终伤害减少百分比
#        curPlayerPropDict["OnlyFinalHurt"] = PlayerControl.GetOnlyFinalHurt(curPlayer) # 额外输出伤害
#        curPlayerPropDict["DamChanceDef"] = PlayerControl.GetDamChanceDef(curPlayer) # 20%的概率抵御伤害比率
#        curPlayerPropDict["NPCHurtAddPer"] = PlayerControl.GetNPCHurtAddPer(curPlayer) # 对怪物伤害加成
#        curPlayerPropDict["AtkBackHPPer"] = PlayerControl.GetAtkBackHPPer(curPlayer) # 攻击回复血量固定值
#        curPlayerPropDict["PVPAtkBackHP"] = PlayerControl.GetPVPAtkBackHP(curPlayer) # PVP攻击回血
#        curPlayerPropDict["FaintRate"] = PlayerControl.GetFaintRate(curPlayer) # 触发击晕
#        curPlayerPropDict["FaintDefRate"] = PlayerControl.GetFaintDefRate(curPlayer) # 击晕抵抗
        curNPC.SetSuperHitRate(PropDict["SuperHitRate"])
        GameObj.SetSuperHitRateReduce(curNPC, PropDict["SuperHitRateReduce"])
        GameObj.SetFaintRate(curNPC, PropDict["FaintRate"])
        GameObj.SetFaintDefRate(curNPC, PropDict["FaintDefRate"])
        GameObj.SetComboRate(curNPC, PropDict.get("ComboRate", 0)) # 后面加的属性做兼容
        GameObj.SetComboDefRate(curNPC, PropDict.get("ComboDefRate", 0))
        GameObj.SetAtkBackRate(curNPC, PropDict.get("AtkBackRate", 0))
        GameObj.SetAtkBackDefRate(curNPC, PropDict.get("AtkBackDefRate", 0))
        GameObj.SetSuckHPPer(curNPC, PropDict.get("SuckHPPer", 0))
        GameObj.SetSuckHPDefPer(curNPC, PropDict.get("SuckHPDefPer", 0))
        GameWorld.DebugLog("SetPVPNPCPlayerAttr: objID=%s,NPCID=%s,pvpPlayerID=%s,maxHP=%s"
                           % (curNPC.GetID(), curNPC.GetNPCID(), pvpPlayerID, GameObj.GetMaxHP(curNPC)))
        return
    
    def SetHelpBattleRobotRebornAttr(self, fightPower):