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更新配置表
This commit is contained in:
44
gdconf/game_data_config/xml/gcg_ai/ai_easy_1.xml
Normal file
44
gdconf/game_data_config/xml/gcg_ai/ai_easy_1.xml
Normal file
@@ -0,0 +1,44 @@
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<root entry_id="main">
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<BehaviorTree ID="main">
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<Selector>
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<Sequence>
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<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
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||||
<Action name="DoPassNode" />
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</Sequence>
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||||
<Sequence>
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<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
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||||
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<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"/>
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<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"/>
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<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_TALENT" param2="2" param3="170" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10"/>
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<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenRebootPlan" param1="1" param2="" param3="6" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
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<Action name="ActionSortAndExecPlan" />
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</Sequence>
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<Sequence>
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<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
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<Action name="DoPassNode" />
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</Sequence>
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<Sequence>
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<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
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||||
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_RESONANCE" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ARTIFACT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_TALENT" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_WEAPON" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ITEM" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ALLY" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionRedraw" />
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</Sequence>
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</Selector>
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</BehaviorTree>
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</root>
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47
gdconf/game_data_config/xml/gcg_ai/ai_easy_2.xml
Normal file
47
gdconf/game_data_config/xml/gcg_ai/ai_easy_2.xml
Normal file
@@ -0,0 +1,47 @@
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<root entry_id="main">
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<BehaviorTree ID="main">
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||||
<Selector>
|
||||
<Sequence>
|
||||
<Condition name="ConditionCheckIsRerollPhase" desc="是否是重投阶段" />
|
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<Action name="DoPassNode" />
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</Sequence>
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||||
<Sequence>
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<Condition name="ConditionCheckIsActionPhase" desc="是否是行动阶段" />
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||||
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<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"/>
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<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"/>
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<Action name="ActionGenPlayCardPlan" param1="GCG_TAG_TALENT" param2="2" param3="170" param4="SPECIFY:3;SAME:2;COST_VOID:1;RECHARGE:10"/>
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<Action name="ActionGenCharacterPlan" param1="GCG_SKILL_TAG_Q" param2="180" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30" param4="1"/>
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||||
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="6" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
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||||
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<Action name="ActionGenPlayCardPlan" param1="" param2="2" param3="0" param4="SPECIFY:3;SAME:2;RECHARGE:2;COST_VOID:1" param5="-50" param6="-50"/>
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<Action name="ActionGenChangeCharacterPlan" param1="BEHAVIOR_CONFIG_CHANGE_CHARACTER_SORT_TYPE_MAX_HP" param2="0" param3="-1000"/>
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<Action name="ActionSortAndExecPlan" />
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</Sequence>
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<Sequence>
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<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
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||||
<Action name="DoPassNode" />
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||||
</Sequence>
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||||
<Sequence>
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||||
<Condition name="ConditionCheckIsDrawPhase" desc="是否是更换手牌" />
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||||
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||||
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_RESONANCE" param2="2" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<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" />
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||||
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_ALLY" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
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||||
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<Action name="ActionRedraw" />
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</Sequence>
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||||
</Selector>
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||||
</BehaviorTree>
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||||
</root>
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||||
47
gdconf/game_data_config/xml/gcg_ai/ai_easy_3.xml
Normal file
47
gdconf/game_data_config/xml/gcg_ai/ai_easy_3.xml
Normal file
@@ -0,0 +1,47 @@
|
||||
<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"/>
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||||
<Action name="ActionGenChangeToCanAttackCharacter" param1="GCG_SKILL_TAG_Q" param2="170" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
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||||
<Action name="ActionGenCharacterPlan" param1="" param2="160" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
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||||
<Action name="ActionGenChangeToCanAttackCharacter" param1="" param2="150" param3="SPECIFY:3;SAME:3;COST_VOID:-30"/>
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||||
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||||
<Action name="ActionGenRebootPlan" param1="1" param2="" param3="3" param4="120" param5="SPECIFY:2;SAME:2;RECHARGE:-10;COST_VOID:2"/>
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||||
|
||||
<Action name="ActionGenPlayCardPlan" param1="" param2="2" param3="0" param4="SPECIFY:3;SAME:2;RECHARGE:2;COST_VOID:1" param5="-50" param6="-50"/>
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||||
<Action name="ActionGenChangeCharacterPlan" param1="BEHAVIOR_CONFIG_CHANGE_CHARACTER_SORT_TYPE_MAX_HP" param2="0" param3="-1000"/>
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||||
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||||
<Action name="ActionSortAndExecPlan" />
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||||
</Sequence>
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||||
<Sequence>
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||||
<Condition name="ConditionCheckIsSelectOnstageCharacterPhase" desc="是否是换人" />
|
||||
<Action name="DoPassNode" />
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||||
</Sequence>
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||||
<Sequence>
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||||
<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" />
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||||
<Action name="ActionReserveHandCardByTag" param1="GCG_TAG_PLACE" param2="1" param3="SPECIFY:3;SAME:3;COST_VOID:3" param4="0" />
|
||||
|
||||
<Action name="ActionRedraw" />
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||||
</Sequence>
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||||
</Selector>
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||||
</BehaviorTree>
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||||
</root>
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||||
30
gdconf/game_data_config/xml/gcg_ai/ai_easy_noob.xml
Normal file
30
gdconf/game_data_config/xml/gcg_ai/ai_easy_noob.xml
Normal file
@@ -0,0 +1,30 @@
|
||||
<root entry_id="main">
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||||
<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>
|
||||
50
gdconf/game_data_config/xml/gcg_ai/ai_hard.xml
Normal file
50
gdconf/game_data_config/xml/gcg_ai/ai_hard.xml
Normal file
@@ -0,0 +1,50 @@
|
||||
<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>
|
||||
31
gdconf/game_data_config/xml/gcg_ai/ai_hard_nocard.xml
Normal file
31
gdconf/game_data_config/xml/gcg_ai/ai_hard_nocard.xml
Normal file
@@ -0,0 +1,31 @@
|
||||
<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>
|
||||
22
gdconf/game_data_config/xml/gcg_ai/default_ai.xml
Normal file
22
gdconf/game_data_config/xml/gcg_ai/default_ai.xml
Normal file
@@ -0,0 +1,22 @@
|
||||
<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>
|
||||
Reference in New Issue
Block a user