From 69af48cc1a7c0a6b71b3464b15bd8ffba4958b5c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期四, 22 十一月 2018 20:42:32 +0800
Subject: [PATCH] 4919 [主干]增加玩家战力流向记录

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py |   22 +++++++++++++++-------
 1 files changed, 15 insertions(+), 7 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
index b776166..129f1b8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/AttackLogic/AttackCommon.py
@@ -58,6 +58,7 @@
 import NetPackCommon
 import FamilyRobBoss
 import FBCommon
+import ChNPC
 
 import datetime
 import math
@@ -1470,7 +1471,10 @@
     if npcType == IPY_GameWorld.ntElf:
         # ntElf 定义为人物使用对地持续性技能,并且人物可以移动,则需要ntElf做依托物的情况
         # 那么ntElf执行人物的伤害计算和被动触发效果
-        owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+        # 2018-11-16 Elf 支持主人为NPC
+        # owner = NPCCommon.GetSummonNPCOwner(IPY_GameWorld.gotPlayer, attacker)
+        
+        owner = NPCCommon.GetSummonOwnerDetel(attacker)
         return attacker if not owner else owner
     
     return attacker
@@ -1507,7 +1511,7 @@
             # 理论伤害一致, 多加点预算伤害避免计算误差
             #hurtValue = min(ShareDefine.Def_UpperLimit_DWord, hurtValue+10)
             #atkObj.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, int(hurtValue*1.2))
-            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*10 + atkObj.GetSuperHit()   # 加入被动计算不准确改成估算
+            hurtValue = atkObj.GetMaxAtk()*atkSkillPer*20   # 加入被动计算不准确改成估算
             
         clientValue, hurtType = SkillShell.GetClientHurtByObj(defObj.GetID(), defObjType)
         if clientValue <= hurtValue:
@@ -1531,15 +1535,16 @@
         if absorbHurt <= defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax):
             maxValue = min(absorbHurt + absortValue, defObj.GetDictByKey(ChConfig.Def_PlayerKey_AbsorbShieldMax))
             defObj.SetDict(ChConfig.Def_PlayerKey_AbsorbShield, maxValue)    # 记录护盾吸收的伤害用于爆炸
-    
+
     # buff减少伤害百分比
     reducePer = PassiveBuffEffMng.GetValueByPassiveBuffTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
+    
     # 被攻击被动技能特殊减免 受到单次伤害超过生命上限10%时候,减免50%伤害,CD10秒
     defObj.SetDict(ChConfig.Def_PlayerKey_curHurtValue, hurtValue)
     reducePer += PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(defObj, atkObj, None, ChConfig.TriggerType_ReduceHurtHPPer)
     hurtValue = int(hurtValue*(max(ChConfig.Def_MaxRateValue - reducePer, 0))*1.0/ChConfig.Def_MaxRateValue)
     
-    
+
     # 斩杀,濒死等情况的处理
     if PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(atkObj, defObj, curSkill, ChConfig.TriggerType_AttackKill):
         # 斩杀
@@ -1562,7 +1567,6 @@
         remainHP = min(dMaxHP, max(0, dHP - hurtValue)) # 剩余血量
     
     remainHP = int(remainHP)    #防范
-
     if defObjType == IPY_GameWorld.gotPlayer:
         GameObj.SetHP(defObj, remainHP, False)
             
@@ -1895,7 +1899,7 @@
         return 0, ChConfig.Def_HurtType_Miss
     hurtFormula = hurtDist[hurtFormulaKey]
     hurtValue = int(eval(FormulaControl.GetCompileFormula(hurtFormulaKey, hurtFormula)))
-    
+
     if hurtType == ChConfig.Def_HurtType_Normal and SuppressValueRealmRate > 10000:
         # 存在压制
         return hurtValue, ChConfig.Def_HurtType_RealmSupress
@@ -2454,7 +2458,7 @@
 # @param curObjDetel 对象实例
 # @return 返回值无意义
 # @remarks 理对象死亡逻辑
-def DoLogic_ObjDead(curObjDetel):
+def DoLogic_ObjDead(atkObj, curObjDetel, curSkill, tick):
     if GameObj.GetHP(curObjDetel) > 0:
         return
     
@@ -2465,6 +2469,10 @@
         return
     
     #---NPC处理---
+    if not ChNPC.OnCheckCanDie(atkObj, curObjDetel, curSkill, tick):
+        GameObj.SetHP(curObjDetel, 1)
+        return
+    
     npcControl = NPCCommon.NPCControl(curObjDetel)
     npcControl.SetKilled()
     return

--
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