ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCAI/AICommon.py
@@ -480,12 +480,13 @@
        if SkillShell.GetSkillFireAim(useSkill) == ChConfig.Def_UseSkillAim_Obj:
            # 主目标对象判定, 不能释放则不进入队列
            curSkillUseTag = SkillShell.GetSkillAffectTag(useSkill)
            hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
            if not hurtTypeList:
                continue
            if tagObjType not in hurtTypeList:
                continue
            if curSkillUseTag != ChConfig.Def_UseSkillTag_AppointNPC:
                hurtTypeList = ChConfig.Def_Dict_UseSkillTag_ObjType.get(curSkillUseTag)
                if not hurtTypeList:
                    continue
                if tagObjType not in hurtTypeList:
                    continue
        
        if triggerDict != {}:
            if not CheckSkillTrigger(curNPC, triggerDict, index, tick):
@@ -502,7 +503,7 @@
        return False
    
    useSkillList.sort() # 按使用次数优先升序排,使用次数低的优先判断使用
    #GameWorld.DebugLog('技能使用顺序 = useSkillList%s' % str(useSkillList), curNPC.GetID())
    GameWorld.DebugLog('技能使用顺序 = useSkillList%s' % str(useSkillList), curNPC.GetID())
    
    for useCnt, index, useSkill in useSkillList:
        if DoNPCUseSkill(curNPC, curTag, useSkill, tagDist, tick):
@@ -519,9 +520,10 @@
# @return 布尔值
def CheckSkillTrigger(curNPC, triggerDict, npcSkillindex, tick):
    skillInfo = triggerDict.get(npcSkillindex)
    if skillInfo != None:
        #当前血量
        hpPercent = int(curNPC.GetHP()/float(GameObj.GetMaxHP(curNPC))*100)
        hpPercent = int(GameObj.GetHP(curNPC)/float(GameObj.GetMaxHP(curNPC))*100)
        checkHP = skillInfo[0]
        
        #血量未到