敌人配方
本页收录 38 个经典敌人机制,覆盖《杀戮尖塔》《月圆之夜》等卡牌游戏中的意图、轮转、阶段、召唤、逃跑、目标选择与 Boss 行为,并全部还原为可编辑的 GCS 流图
配方总览
| 序号 | 机制 | 实现效果 |
|---|---|---|
| 1 | 半血分裂 | 用于生命低于阈值后用分裂行为替代普通行动 |
| 2 | 逃跑倒计时 | 用于先预告逃跑,倒计时结束后移除敌人 |
| 3 | 偷取并消耗卡牌 | 用于从玩家手牌随机选择一张并移入消耗牌堆 |
| 4 | 时间扭曲出牌上限 | 用于施加每场战斗一次的状态,限制过长的连续出牌 |
| 5 | 开场飞行 | 用于战斗开始时获得有限层数的飞行 |
| 6 | 生命阈值模式切换 | 用于生命低于阈值后从普通攻击模式切换到防御阶段 |
| 7 | Deterministic Intent Sequence | 按固定顺序循环敌人意图 |
| 8 | Weighted Random Intents | 按权重从多个敌人意图中随机选择 |
| 9 | HP Threshold Boss Phases | 根据生命百分比分派 Boss 阶段 |
| 10 | Opening Move and Periodic Special | 组合开场技、周期技能与普通行动 |
| 11 | Charge and Delayed Attack | 先展示蓄力意图,再在延迟回合结算攻击 |
| 12 | Summon Minions with a Cap | 召唤随从并限制场上数量 |
| 13 | Sacrifice and Revival | 随机献祭单位并执行复活 |
| 14 | Enrage over Time | 让敌人随行动持续获得力量和护甲 |
| 15 | Lowest HP and Random Targeting | 从单位集合中选择最低生命目标 |
| 16 | Per-Target Chain Attack | 逐个遍历目标并执行链式攻击 |
| 17 | Hand Disruption and Curses | 随机丢弃手牌并向牌堆塞入诅咒 |
| 18 | Deck Top Bottom and Shuffle | 移动弃牌堆卡牌并控制抽牌堆顺序 |
| 19 | Battle Combo Meter | 用战斗变量记录并消费连击数 |
| 20 | Cross-Graph Internal Event | 通过内部事件连接不同资产的流图 |
| 21 | External GES Event | 通过 GES 事件连接 GCS 与外部系统 |
| 22 | Boss Phase Broadcast | 在生命阈值触发 Boss 阶段广播 |
| 23 | Strawman | 这是演示数据库中 Strawman 敌人的完整意图与行动流图 |
| 24 | Pyre Effigy | 这是演示数据库中 Pyre Effigy 敌人的完整意图与行动流图 |
| 25 | Gibbet Priest | 这是演示数据库中 Gibbet Priest 敌人的完整意图与行动流图 |
| 26 | Stitched Hound | 这是演示数据库中 Stitched Hound 敌人的完整意图与行动流图 |
| 27 | Hex Acolyte | 这是演示数据库中 Hex Acolyte 敌人的完整意图与行动流图 |
| 28 | Candle Magus | 这是演示数据库中 Candle Magus 敌人的完整意图与行动流图 |
| 29 | Ashen Hierarch | 这是演示数据库中 Ashen Hierarch 敌人的完整意图与行动流图 |
| 30 | Hex Hound | 这是演示数据库中 Hex Hound 敌人的完整意图与行动流图 |
| 31 | Plague Stalker | 这是演示数据库中 Plague Stalker 敌人的完整意图与行动流图 |
| 32 | Spore Brute | 这是演示数据库中 Spore Brute 敌人的完整意图与行动流图 |
| 33 | Mire Reaper | 这是演示数据库中 Mire Reaper 敌人的完整意图与行动流图 |
| 34 | Bog Polyp | 这是演示数据库中 Bog Polyp 敌人的完整意图与行动流图 |
| 35 | Lantern Sister | 这是演示数据库中 Lantern Sister 敌人的完整意图与行动流图 |
| 36 | Order Knight | 这是演示数据库中 Order Knight 敌人的完整意图与行动流图 |
| 37 | Gilded Bishop | 这是演示数据库中 Gilded Bishop 敌人的完整意图与行动流图 |
| 38 | Stringed Squire | 这是演示数据库中 Stringed Squire 敌人的完整意图与行动流图 |
展开任一机制即可按节点顺序搭建,并点击预览查看原始分辨率流图
半血分裂
逃跑倒计时
偷取并消耗卡牌
时间扭曲出牌上限
开场飞行
生命阈值模式切换
Deterministic Intent Sequence
Weighted Random Intents
HP Threshold Boss Phases
Opening Move and Periodic Special
Charge and Delayed Attack
Summon Minions with a Cap
Sacrifice and Revival
Enrage over Time
Lowest HP and Random Targeting
Per-Target Chain Attack
Hand Disruption and Curses
Deck Top Bottom and Shuffle
Battle Combo Meter
Cross-Graph Internal Event
External GES Event
Boss Phase Broadcast
Strawman
这是演示数据库中 Strawman 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Strawman,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Leaf Intent→Change Armor→Play Effect→Loop→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 8;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Deal Damage:TargetSource = Opponent,Amount = 4;Leaf Intent:Intent = Defend;Loop:Count = 3;Deal Damage:TargetSource = Opponent,Amount = 3;Leaf Intent:Intent = Multi;Weighted Random Pattern:Weights = [50,25,25] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Pyre Effigy
这是演示数据库中 Pyre Effigy 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Pyre Effigy,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 14;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 2;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 12;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Defend;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 3;Change Status:TargetSource = Opponent,Status = Weak,Mode = Delta,Amount = 1;Leaf Intent:Intent = Debuff;Change Status:TargetSource = Self,Status = Strength,Mode = Delta,Amount = 2;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Buff;Weighted Random Pattern:Weights = [35,25,20,20] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Gibbet Priest
这是演示数据库中 Gibbet Priest 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Gibbet Priest,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Leaf Intent→Change Armor→Play Effect→Spawn Unit→Weighted Random Pattern→Change HP→Change Status→HP Threshold Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 12;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 10;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Defend;Spawn Unit:Unit = Stitched Hound,MaxOnField = 1;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Special;Weighted Random Pattern:Weights = [45,25,30];Spawn Unit:Unit = Stitched Hound,MaxOnField = 2;Deal Damage:TargetSource = Opponent,Amount = 10;Leaf Intent:Intent = Special;Change HP:TargetSource = Self,Mode = Delta,Amount = 14;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Heal;Deal Damage:TargetSource = Opponent,Amount = 18;Change Status:TargetSource = Opponent,Status = Bleed,Mode = Delta,Amount = 2;Leaf Intent:Intent = Hidden;Deal Damage:TargetSource = Opponent,Amount = 8;Change Status:TargetSource = Opponent,Status = Bleed,Mode = Delta,Amount = 2;Leaf Intent:Intent = Attack;Weighted Random Pattern:Weights = [30,25,25,20];HP Threshold Pattern:Thresholds = [50] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Stitched Hound
这是演示数据库中 Stitched Hound 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Stitched Hound,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 5;Change Status:TargetSource = Opponent,Status = Bleed,Mode = Delta,Amount = 1;Leaf Intent:Intent = Attack;Change Status:TargetSource = Opponent,Status = Bleed,Mode = Delta,Amount = 2;Deal Damage:TargetSource = Opponent,Amount = 3;Leaf Intent:Intent = Debuff;Weighted Random Pattern:Weights = [60,40] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Hex Acolyte
这是演示数据库中 Hex Acolyte 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Hex Acolyte,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 5;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 1;Leaf Intent:Intent = Attack;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 2;Leaf Intent:Intent = Debuff;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 2;Change Status:TargetSource = Opponent,Status = Drained,Mode = Delta,Amount = 1;Leaf Intent:Intent = Debuff;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Deal Damage:TargetSource = Opponent,Amount = 4;Leaf Intent:Intent = Defend;Weighted Random Pattern:Weights = [35,30,20,15] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Candle Magus
这是演示数据库中 Candle Magus 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Candle Magus,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Change Status→Play Effect→Deal Damage→Play Effect(Shake)→Leaf Intent→Change HP→Weighted Random Pattern - 参数按真实资产配置:
Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 3;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Debuff;Change Status:TargetSource = Opponent,Status = Confused,Mode = Delta,Amount = 2;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Debuff;Change Status:TargetSource = Self,Status = Ritual,Mode = Delta,Amount = 1;Deal Damage:TargetSource = Opponent,Amount = 8;Leaf Intent:Intent = Buff;Change HP:TargetSource = Self,Mode = Delta,Amount = 12;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 1;Leaf Intent:Intent = Heal;Deal Damage:TargetSource = Opponent,Amount = 12;Leaf Intent:Intent = Attack;Weighted Random Pattern:Weights = [25,20,20,20,15] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Ashen Hierarch
这是演示数据库中 Ashen Hierarch 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Ashen Hierarch,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Change Status→Play Effect→Deal Damage→Play Effect(Shake)→Leaf Intent→Spawn Unit→Weighted Random Pattern→Change HP→HP Threshold Pattern - 参数按真实资产配置:
Change Status:TargetSource = Self,Status = Ritual,Mode = Delta,Amount = 1;Deal Damage:TargetSource = Opponent,Amount = 8;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 2;Leaf Intent:Intent = Attack;Deal Damage:TargetSource = Opponent,Amount = 12;Leaf Intent:Intent = Attack;Spawn Unit:Unit = Hex Hound,MaxOnField = 1;Deal Damage:TargetSource = Opponent,Amount = 6;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 2;Leaf Intent:Intent = Special;Weighted Random Pattern:Weights = [35,30,35];Change Status:TargetSource = Self,Status = Ritual,Mode = Delta,Amount = 1;Deal Damage:TargetSource = Opponent,Amount = 10;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 3;Leaf Intent:Intent = Attack;Spawn Unit:Unit = Hex Hound,MaxOnField = 2;Deal Damage:TargetSource = Opponent,Amount = 8;Leaf Intent:Intent = Special;Change HP:TargetSource = Self,Mode = Delta,Amount = 12;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 2;Leaf Intent:Intent = Heal;Deal Damage:TargetSource = Opponent,Amount = 14;Change Status:TargetSource = Opponent,Status = Confused,Mode = Delta,Amount = 2;Leaf Intent:Intent = Hidden;Weighted Random Pattern:Weights = [30,25,25,20];HP Threshold Pattern:Thresholds = [50] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Hex Hound
这是演示数据库中 Hex Hound 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Hex Hound,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Loop→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 6;Change Status:TargetSource = Opponent,Status = Burn,Mode = Delta,Amount = 1;Leaf Intent:Intent = Attack;Loop:Count = 2;Deal Damage:TargetSource = Opponent,Amount = 4;Leaf Intent:Intent = Multi;Weighted Random Pattern:Weights = [60,40] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Plague Stalker
这是演示数据库中 Plague Stalker 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Plague Stalker,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Loop→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 6;Change Status:TargetSource = Opponent,Status = Marked,Mode = Delta,Amount = 1;Leaf Intent:Intent = Attack;Change Status:TargetSource = Opponent,Status = Marked,Mode = Delta,Amount = 2;Leaf Intent:Intent = Debuff;Change Status:TargetSource = Opponent,Status = Restricted,Mode = Delta,Amount = 1;Leaf Intent:Intent = Debuff;Loop:Count = 3;Deal Damage:TargetSource = Opponent,Amount = 3;Leaf Intent:Intent = Multi;Weighted Random Pattern:Weights = [35,25,20,20] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Spore Brute
这是演示数据库中 Spore Brute 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Spore Brute,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Change HP→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 8;Change Status:TargetSource = Opponent,Status = Poison,Mode = Delta,Amount = 3;Leaf Intent:Intent = Attack;Change Status:TargetSource = Opponent,Status = Weak,Mode = Delta,Amount = 2;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Debuff;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Defend;Change HP:TargetSource = Self,Mode = Delta,Amount = 12;Leaf Intent:Intent = Heal;Change Status:TargetSource = Self,Status = Thorns,Mode = Delta,Amount = 3;Change Armor:TargetSource = Self,Mode = Delta,Amount = 6;Leaf Intent:Intent = Buff;Weighted Random Pattern:Weights = [30,20,20,15,15] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Mire Reaper
这是演示数据库中 Mire Reaper 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Mire Reaper,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Weighted Random Pattern→Change HP→HP Threshold Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 14;Change Status:TargetSource = Opponent,Status = Poison,Mode = Delta,Amount = 2;Leaf Intent:Intent = Attack;Change Status:TargetSource = Opponent,Status = Poison,Mode = Delta,Amount = 3;Change Status:TargetSource = Opponent,Status = Weak,Mode = Delta,Amount = 2;Leaf Intent:Intent = Debuff;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Deal Damage:TargetSource = Opponent,Amount = 8;Leaf Intent:Intent = Defend;Weighted Random Pattern:Weights = [40,30,30];Deal Damage:TargetSource = Opponent,Amount = 18;Change Status:TargetSource = Opponent,Status = Poison,Mode = Delta,Amount = 3;Leaf Intent:Intent = Attack;Change Status:TargetSource = Opponent,Status = Poison,Mode = Delta,Amount = 2;Change Status:TargetSource = Opponent,Status = Curse,Mode = Delta,Amount = 1;Change Status:TargetSource = Self,Status = Thorns,Mode = Delta,Amount = 3;Leaf Intent:Intent = Special;Change HP:TargetSource = Self,Mode = Delta,Amount = 14;Change Status:TargetSource = Opponent,Status = Poison,Mode = Delta,Amount = 2;Leaf Intent:Intent = Heal;Deal Damage:TargetSource = Opponent,Amount = 20;Leaf Intent:Intent = Hidden;Weighted Random Pattern:Weights = [30,25,25,20];HP Threshold Pattern:Thresholds = [40] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Bog Polyp
这是演示数据库中 Bog Polyp 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Bog Polyp,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Change Status→Play Effect→Leaf Intent→Deal Damage→Play Effect(Shake)→Weighted Random Pattern - 参数按真实资产配置:
Change Status:TargetSource = Opponent,Status = Curse,Mode = Delta,Amount = 1;Leaf Intent:Intent = Debuff;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Attack;Weighted Random Pattern:Weights = [55,45] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Lantern Sister
这是演示数据库中 Lantern Sister 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Lantern Sister,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Change HP→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 10;Change Status:TargetSource = Opponent,Status = Silence,Mode = Delta,Amount = 1;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Deal Damage:TargetSource = Opponent,Amount = 5;Leaf Intent:Intent = Defend;Change HP:TargetSource = Self,Mode = Delta,Amount = 14;Leaf Intent:Intent = Heal;Change Status:TargetSource = Self,Status = Strength,Mode = Delta,Amount = 2;Change Status:TargetSource = Self,Status = Regeneration,Mode = Delta,Amount = 1;Leaf Intent:Intent = Buff;Weighted Random Pattern:Weights = [30,25,25,20] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Order Knight
这是演示数据库中 Order Knight 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Order Knight,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Weighted Random Pattern→Change HP→HP Threshold Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 12;Change Status:TargetSource = Self,Status = Strength,Mode = Delta,Amount = 2;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 10;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Defend;Change Status:TargetSource = Self,Status = Metallicize,Mode = Delta,Amount = 2;Change Status:TargetSource = Self,Status = Strength,Mode = Delta,Amount = 1;Leaf Intent:Intent = Buff;Weighted Random Pattern:Weights = [45,30,25];Deal Damage:TargetSource = Opponent,Amount = 14;Change Status:TargetSource = Self,Status = Strength,Mode = Delta,Amount = 2;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 10;Change Status:TargetSource = Self,Status = Metallicize,Mode = Delta,Amount = 2;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Defend;Deal Damage:TargetSource = Opponent,Amount = 22;Leaf Intent:Intent = Hidden;Change HP:TargetSource = Self,Mode = Delta,Amount = 12;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Leaf Intent:Intent = Heal;Weighted Random Pattern:Weights = [35,25,20,20];HP Threshold Pattern:Thresholds = [50] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Gilded Bishop
这是演示数据库中 Gilded Bishop 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Gilded Bishop,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Leaf Intent→Change Armor→Play Effect→Spawn Unit→Weighted Random Pattern→Change HP→Change Status→HP Threshold Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 11;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 12;Deal Damage:TargetSource = Opponent,Amount = 7;Leaf Intent:Intent = Defend;Spawn Unit:Unit = Stringed Squire,MaxOnField = 1;Deal Damage:TargetSource = Opponent,Amount = 6;Leaf Intent:Intent = Special;Weighted Random Pattern:Weights = [35,30,35];Spawn Unit:Unit = Stringed Squire,MaxOnField = 2;Deal Damage:TargetSource = Opponent,Amount = 9;Leaf Intent:Intent = Special;Change HP:TargetSource = Self,Mode = Delta,Amount = 14;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Leaf Intent:Intent = Heal;Deal Damage:TargetSource = Opponent,Amount = 16;Change Status:TargetSource = Opponent,Status = Frozen,Mode = Delta,Amount = 1;Leaf Intent:Intent = Hidden;Change Armor:TargetSource = Self,Mode = Delta,Amount = 14;Deal Damage:TargetSource = Opponent,Amount = 8;Change Status:TargetSource = Opponent,Status = Frozen,Mode = Delta,Amount = 1;Leaf Intent:Intent = Defend;Weighted Random Pattern:Weights = [25,25,25,25];HP Threshold Pattern:Thresholds = [50] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链

Stringed Squire
这是演示数据库中 Stringed Squire 敌人的完整意图与行动流图
搭建步骤
- 在 FlowGraph 中打开
Stringed Squire,以On Enemy Behavior Start作为入口 - 按以下顺序添加节点:
On Enemy Behavior Start→Deal Damage→Play Effect(Shake)→Change Status→Play Effect→Leaf Intent→Change Armor→Weighted Random Pattern - 参数按真实资产配置:
Deal Damage:TargetSource = Opponent,Amount = 5;Change Status:TargetSource = Opponent,Status = Frozen,Mode = Delta,Amount = 1;Leaf Intent:Intent = Attack;Change Armor:TargetSource = Self,Mode = Delta,Amount = 8;Deal Damage:TargetSource = Opponent,Amount = 3;Leaf Intent:Intent = Defend;Weighted Random Pattern:Weights = [60,40] - 从左到右连接控制流,再按截图把数据输出接到对应的暴露输入
运行时会先展示所选意图,再执行截图中的完整行动链






















