ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/KillScreenNPC.py
@@ -16,7 +16,6 @@
#
# 模块详细说明
import LogUI
import IPY_GameWorld
import GameWorld
import ChConfig
@@ -24,7 +23,8 @@
import AttackCommon
import GameObj
import NPCCommon
import GameLogic_SealDemon
import GameLogic_ZhuXianTower
## GM命令执行入口
#  @param curPlayer 当前玩家
@@ -32,11 +32,10 @@
#  @return None
#  @remarks 函数详细说明.
def OnExec(curPlayer, playerList):
    if curPlayer.GetMapID() == ChConfig.Def_FBMapID_SealDemon:
        #封魔坛击杀怪
        gameWorld = GameWorld.GetGameWorld()
        lineID = gameWorld.GetPropertyID() - 1
        gameWorld.SetGameWorldDict(GameLogic_SealDemon.FBDict_RemainHP % lineID, 1)
    if curPlayer.GetMapID() == ChConfig.Def_FBMapID_ZhuXianTower:
        #诛仙塔击杀怪
        GameWorld.GetGameFB().SetGameFBDict(GameLogic_ZhuXianTower.FBDict_RemainHP, 1)
        return
    
    isMapAllNPC = 0
@@ -84,15 +83,18 @@
        return
    if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie:
        return
    if curNPC.GetType() not in [IPY_GameWorld.ntMonster]:
    if curNPC.GetType() not in [IPY_GameWorld.ntMonster, ChConfig.ntMonsterTime]:
        return
    if not curNPC.GetVisible():
        return
    curHP = GameObj.GetHP(curNPC)
    if curPlayer.GetTeamID() > 0:
        AttackCommon.AddHurtValue(curNPC, curPlayer.GetTeamID(), ChConfig.Def_NPCHurtTypeTeam, curHP)
        AttackCommon.AddTeamPlayerHurtValue(curNPC, curPlayer.GetTeamID(), curPlayer.GetPlayerID(), curHP)
    else:
        AttackCommon.AddHurtValue(curNPC, curPlayer.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, curHP)
    AttackCommon.NPCAddObjInHurtList(curPlayer, curNPC, curHP, curHP)
    #if curPlayer.GetTeamID() > 0:
    #    AttackCommon.AddHurtValue(curNPC, curPlayer.GetTeamID(), ChConfig.Def_NPCHurtTypeTeam, curHP)
    #    AttackCommon.AddTeamPlayerHurtValue(curNPC, curPlayer.GetTeamID(), curPlayer.GetPlayerID(), curHP)
    #else:
    #    AttackCommon.AddHurtValue(curNPC, curPlayer.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, curHP)
    
    #统一调用攻击结束动作
    GameObj.SetHP(curNPC, 0)