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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
7Deterministic Intent Sequence按固定顺序循环敌人意图
8Weighted Random Intents按权重从多个敌人意图中随机选择
9HP Threshold Boss Phases根据生命百分比分派 Boss 阶段
10Opening Move and Periodic Special组合开场技、周期技能与普通行动
11Charge and Delayed Attack先展示蓄力意图,再在延迟回合结算攻击
12Summon Minions with a Cap召唤随从并限制场上数量
13Sacrifice and Revival随机献祭单位并执行复活
14Enrage over Time让敌人随行动持续获得力量和护甲
15Lowest HP and Random Targeting从单位集合中选择最低生命目标
16Per-Target Chain Attack逐个遍历目标并执行链式攻击
17Hand Disruption and Curses随机丢弃手牌并向牌堆塞入诅咒
18Deck Top Bottom and Shuffle移动弃牌堆卡牌并控制抽牌堆顺序
19Battle Combo Meter用战斗变量记录并消费连击数
20Cross-Graph Internal Event通过内部事件连接不同资产的流图
21External GES Event通过 GES 事件连接 GCS 与外部系统
22Boss Phase Broadcast在生命阈值触发 Boss 阶段广播
23Strawman这是演示数据库中 Strawman 敌人的完整意图与行动流图
24Pyre Effigy这是演示数据库中 Pyre Effigy 敌人的完整意图与行动流图
25Gibbet Priest这是演示数据库中 Gibbet Priest 敌人的完整意图与行动流图
26Stitched Hound这是演示数据库中 Stitched Hound 敌人的完整意图与行动流图
27Hex Acolyte这是演示数据库中 Hex Acolyte 敌人的完整意图与行动流图
28Candle Magus这是演示数据库中 Candle Magus 敌人的完整意图与行动流图
29Ashen Hierarch这是演示数据库中 Ashen Hierarch 敌人的完整意图与行动流图
30Hex Hound这是演示数据库中 Hex Hound 敌人的完整意图与行动流图
31Plague Stalker这是演示数据库中 Plague Stalker 敌人的完整意图与行动流图
32Spore Brute这是演示数据库中 Spore Brute 敌人的完整意图与行动流图
33Mire Reaper这是演示数据库中 Mire Reaper 敌人的完整意图与行动流图
34Bog Polyp这是演示数据库中 Bog Polyp 敌人的完整意图与行动流图
35Lantern Sister这是演示数据库中 Lantern Sister 敌人的完整意图与行动流图
36Order Knight这是演示数据库中 Order Knight 敌人的完整意图与行动流图
37Gilded Bishop这是演示数据库中 Gilded Bishop 敌人的完整意图与行动流图
38Stringed 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

用于生命低于阈值后用分裂行为替代普通行动

搭建步骤

  1. 在 FlowGraph 中打开 半血分裂,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartHP Threshold PatternLeaf IntentSequenceSpawn UnitDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

流图会直接完成对应机制,不把关键行为藏进代码

半血分裂 FlowGraph
逃跑倒计时

用于先预告逃跑,倒计时结束后移除敌人

搭建步骤

  1. 在 FlowGraph 中打开 逃跑倒计时,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartEvery N TurnsLeaf IntentSelf UnitKill Unit
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

流图会直接完成对应机制,不把关键行为藏进代码

逃跑倒计时 FlowGraph
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

搭建步骤

  1. 在 FlowGraph 中打开 偷取并消耗卡牌,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartLeaf IntentCard PilesRandom ElementsMove Cards
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

流图会直接完成对应机制,不把关键行为藏进代码

偷取并消耗卡牌 FlowGraph
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

搭建步骤

  1. 在 FlowGraph 中打开 时间扭曲出牌上限,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartOnce Per BattleChange Status
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

流图会直接完成对应机制,不把关键行为藏进代码

时间扭曲出牌上限 FlowGraph
开场飞行

用于战斗开始时获得有限层数的飞行

搭建步骤

  1. 在 FlowGraph 中打开 开场飞行,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartOnce Per BattleChange Status
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

流图会直接完成对应机制,不把关键行为藏进代码

开场飞行 FlowGraph
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

搭建步骤

  1. 在 FlowGraph 中打开 生命阈值模式切换,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartHP Threshold PatternLeaf IntentChange ArmorDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

流图会直接完成对应机制,不把关键行为藏进代码

生命阈值模式切换 FlowGraph
Deterministic Intent Sequence

按固定顺序循环敌人意图

搭建步骤

  1. 在 FlowGraph 中打开 Deterministic Intent Sequence,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartSequence PatternLeaf IntentDeal DamageChange ArmorChange Status
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Deterministic Intent Sequence FlowGraph
Weighted Random Intents

按权重从多个敌人意图中随机选择

搭建步骤

  1. 在 FlowGraph 中打开 Weighted Random Intents,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartWeighted Random PatternLeaf IntentDeal DamageChange StatusChange Energy
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Weighted Random Intents FlowGraph
HP Threshold Boss Phases

根据生命百分比分派 Boss 阶段

搭建步骤

  1. 在 FlowGraph 中打开 HP Threshold Boss Phases,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartHP Threshold PatternLeaf IntentDeal DamageChange StatusChange Armor
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

HP Threshold Boss Phases FlowGraph
Opening Move and Periodic Special

组合开场技、周期技能与普通行动

搭建步骤

  1. 在 FlowGraph 中打开 Opening Move and Periodic Special,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartOnce Per BattleEvery N TurnsLeaf IntentChange StatusDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Opening Move and Periodic Special FlowGraph
Charge and Delayed Attack

先展示蓄力意图,再在延迟回合结算攻击

搭建步骤

  1. 在 FlowGraph 中打开 Charge and Delayed Attack,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartLeaf IntentDelayed TriggerDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Charge and Delayed Attack FlowGraph
Summon Minions with a Cap

召唤随从并限制场上数量

搭建步骤

  1. 在 FlowGraph 中打开 Summon Minions with a Cap,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartLeaf IntentSpawn Unit
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Summon Minions with a Cap FlowGraph
Sacrifice and Revival

随机献祭单位并执行复活

搭建步骤

  1. 在 FlowGraph 中打开 Sacrifice and Revival,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartAll EnemiesRandom ElementsKill UnitRevive Unit
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Sacrifice and Revival FlowGraph
Enrage over Time

让敌人随行动持续获得力量和护甲

搭建步骤

  1. 在 FlowGraph 中打开 Enrage over Time,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartChange StatusChange Armor
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Enrage over Time FlowGraph
Lowest HP and Random Targeting

从单位集合中选择最低生命目标

搭建步骤

  1. 在 FlowGraph 中打开 Lowest HP and Random Targeting,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartAll UnitsSortPick ElementDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Lowest HP and Random Targeting FlowGraph
Per-Target Chain Attack

逐个遍历目标并执行链式攻击

搭建步骤

  1. 在 FlowGraph 中打开 Per-Target Chain Attack,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartAll UnitsForeachDeal DamageWait
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Per-Target Chain Attack FlowGraph
Hand Disruption and Curses

随机丢弃手牌并向牌堆塞入诅咒

搭建步骤

  1. 在 FlowGraph 中打开 Hand Disruption and Curses,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartCard PilesRandom ElementsMove CardsAdd Cards
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Hand Disruption and Curses FlowGraph
Deck Top Bottom and Shuffle

移动弃牌堆卡牌并控制抽牌堆顺序

搭建步骤

  1. 在 FlowGraph 中打开 Deck Top Bottom and Shuffle,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartCard PilesTakeMove CardsShuffle Draw Pile
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Deck Top Bottom and Shuffle FlowGraph
Battle Combo Meter

用战斗变量记录并消费连击数

搭建步骤

  1. 在 FlowGraph 中打开 Battle Combo Meter,以 On Card Played 作为入口
  2. 按以下顺序添加节点:On Card PlayedCards Played This TurnCountMath BinarySet VariableDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Battle Combo Meter FlowGraph
Cross-Graph Internal Event

通过内部事件连接不同资产的流图

搭建步骤

  1. 在 FlowGraph 中打开 Cross-Graph Internal Event,以 On Card Played 作为入口
  2. 按以下顺序添加节点:On Card PlayedRaise Internal EventOn Internal EventDeal Damage
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Cross-Graph Internal Event FlowGraph
External GES Event

通过 GES 事件连接 GCS 与外部系统

搭建步骤

  1. 在 FlowGraph 中打开 External GES Event,以 On Card Played 作为入口
  2. 按以下顺序添加节点:On Card PlayedRaise GES EventOn GES EventChange Status
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

External GES Event FlowGraph
Boss Phase Broadcast

在生命阈值触发 Boss 阶段广播

搭建步骤

  1. 在 FlowGraph 中打开 Boss Phase Broadcast,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartSelf UnitUnit InfoConstantConditionBranchRaise Internal Event
  3. 参数保持截图中的真实资产配置,只替换属于当前项目的内容引用
  4. 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

运行时会按截图中的控制流和数据线执行完整机制

Boss Phase Broadcast FlowGraph
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

  1. 在 FlowGraph 中打开 Strawman,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Leaf IntentChange ArmorPlay EffectLoopWeighted Random Pattern
  3. 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]
  4. 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

Strawman FlowGraph
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

  1. 在 FlowGraph 中打开 Pyre Effigy,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Gibbet Priest,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Leaf IntentChange ArmorPlay EffectSpawn UnitWeighted Random PatternChange HPChange StatusHP Threshold Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Stitched Hound,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Hex Acolyte,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Candle Magus,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartChange StatusPlay EffectDeal DamagePlay Effect(Shake)Leaf IntentChange HPWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Ashen Hierarch,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartChange StatusPlay EffectDeal DamagePlay Effect(Shake)Leaf IntentSpawn UnitWeighted Random PatternChange HPHP Threshold Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Hex Hound,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentLoopWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Plague Stalker,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentLoopWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Spore Brute,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorChange HPWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Mire Reaper,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random PatternChange HPHP Threshold Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Bog Polyp,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartChange StatusPlay EffectLeaf IntentDeal DamagePlay Effect(Shake)Weighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Lantern Sister,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorChange HPWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Order Knight,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random PatternChange HPHP Threshold Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Gilded Bishop,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Leaf IntentChange ArmorPlay EffectSpawn UnitWeighted Random PatternChange HPChange StatusHP Threshold Pattern
  3. 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]
  4. 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 FlowGraph
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

  1. 在 FlowGraph 中打开 Stringed Squire,以 On Enemy Behavior Start 作为入口
  2. 按以下顺序添加节点:On Enemy Behavior StartDeal DamagePlay Effect(Shake)Change StatusPlay EffectLeaf IntentChange ArmorWeighted Random Pattern
  3. 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]
  4. 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 FlowGraph
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