更新配置表

This commit is contained in:
flswld
2023-01-29 13:00:55 +08:00
parent 0ab4fd1d18
commit 5fbe66113e
3108 changed files with 587829 additions and 26766 deletions

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_ARTIFACT" param2="1" param3="200" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_WEAPON" param2="1" param3="190" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_TALENT" param2="2" param3="170" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10"/>
<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="6" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
<Action name="ActionSortAndExecPlan" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_RESONANCE" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ARTIFACT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_TALENT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_WEAPON" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ITEM" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ALLY" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionRedraw" />
</Sequence>
</Selector>
</BehaviorTree>
</root>

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_ARTIFACT" param2="1" param3="200" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_WEAPON" param2="1" param3="190" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_TALENT" param2="2" param3="170" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10"/>
<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="6" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
<Action name="ActionGenPlayCardPlan" param1="" param2="2" param3="0" param4="SPECIFY:3;SAME:2;RECHARGE:2;COST_VOID:1" param5="-50" param6="-50"/>
<Action name="ActionGenChangeCharacterPlan" param1="BEHAVIOR_CONFIG_CHANGE_CHARACTER_SORT_TYPE_MAX_HP" param2="0" param3="-1000"/>
<Action name="ActionSortAndExecPlan" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_RESONANCE" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ARTIFACT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_TALENT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_WEAPON" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ITEM" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ALLY" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionRedraw" />
</Sequence>
</Selector>
</BehaviorTree>
</root>

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_ARTIFACT" param2="1" param3="200" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_WEAPON" param2="1" param3="190" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_TALENT" param2="2" param3="170" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10"/>
<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="3" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
<Action name="ActionGenPlayCardPlan" param1="" param2="2" param3="0" param4="SPECIFY:3;SAME:2;RECHARGE:2;COST_VOID:1" param5="-50" param6="-50"/>
<Action name="ActionGenChangeCharacterPlan" param1="BEHAVIOR_CONFIG_CHANGE_CHARACTER_SORT_TYPE_MAX_HP" param2="0" param3="-1000"/>
<Action name="ActionSortAndExecPlan" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_RESONANCE" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ARTIFACT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_TALENT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_WEAPON" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ITEM" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ALLY" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionRedraw" />
</Sequence>
</Selector>
</BehaviorTree>
</root>

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="3" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
<Action name="ActionSortAndExecPlan" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="DoPassNode" />
</Sequence>
</Selector>
</BehaviorTree>
</root>

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="ActionReserveDiceByRole" desc="按角色保留骰子" />
<Action name="ActionRerollDice" desc="重投" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_ARTIFACT" param2="1" param3="200" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_WEAPON" param2="1" param3="190" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10" param5="-50" param6="-50"/>
<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_TALENT" param2="2" param3="170" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10"/>
<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="3" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
<Action name="ActionGenPlayCardPlan" param1="" param2="2" param3="0" param4="SPECIFY:3;SAME:2;RECHARGE:2;COST_VOID:1" param5="-50" param6="-50"/>
<Action name="ActionGenChangeCharacterPlan" param1="BEHAVIOR_CONFIG_CHANGE_CHARACTER_SORT_TYPE_PROTECTED_PRIOR" param2="0" param3="-1000"/>
<Action name="ActionSortAndExecPlan" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="ActionGenCandidateOnstageCharacter" param1="100" param2="AVAILABLE_COST:10;REST_HP:1;PROTECTED_PRIOR:100"/>
<Action name="ActionSelectOnstage" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_RESONANCE" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ARTIFACT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_TALENT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_WEAPON" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ITEM" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ALLY" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
<Action name="ActionRedraw" />
</Sequence>
</Selector>
</BehaviorTree>
</root>

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="ActionReserveDiceByRole" desc="按角色保留骰子" />
<Action name="ActionRerollDice" desc="重投" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="6" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
<Action name="ActionSortAndExecPlan" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="DoPassNode" />
</Sequence>
</Selector>
</BehaviorTree>
</root>

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<root entry_id="main">
<BehaviorTree ID="main">
<Selector>
<Sequence>
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
<Action name="DoPassNode" />
</Sequence>
<Sequence>
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
<Action name="DoPassNode" />
</Sequence>
</Selector>
</BehaviorTree>
</root>