add sample-node-config.json
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[{"desc":"BOSS对话","input":["{对象}?"],"doc":"+ 使用event_level表中的事件ID(事件逻辑见事件表)\n","args":[{"desc":"事件ID","type":"int","name":"event_id"}],"name":"BossTalk"},{"desc":"获取自己的单位","output":["{单位}"],"name":"GetSelfAvatar"},{"desc":"炮手被动","args":[{"desc":"间隔","type":"int","name":"lock"},{"desc":"排除技能id","type":"int?","name":"ex1"},{"desc":"排除技能id","type":"int?","name":"ex2"},{"desc":"排除技能id","type":"int?","name":"ex3"},{"desc":"排除技能id","type":"int?","name":"ex4"},{"desc":"排除技能id","type":"int?","name":"ex5"}],"name":"Passive1010200"},{"desc":"获取单位数量","output":["数量(int)"],"args":[{"desc":"阵营1\/2","type":"int?","name":"camp"},{"desc":"角色","type":"boolean?","name":"role"},{"desc":"怪物","type":"boolean?","name":"monster"},{"desc":"子弹","type":"boolean?","name":"bullet"},{"desc":"机器人","type":"boolean?","name":"robot"}],"doc":"+ 默认全地图\n","name":"GetAvatarCount"},{"desc":"始终返回失败","doc":"+ 只能有一个子节点,多个仅执行第一个\n+ 不管子节点是否成功都返回失败\n","name":"AlwaysFail"},{"desc":"复活","name":"Realive"},{"desc":"加怒气点","input":["{作用目标}?"],"doc":"+ 是正常的怒气产消,会用于正常逻辑的怒气消耗\n+ 默认目标为自己\n+ 仅使用一次,是指本次释放技能所有被勾选“仅使用一次”的addAp节点最多加一次\n","args":[{"desc":"点数","type":"int","name":"add"},{"desc":"是否只加一次","type":"boolean?","name":"once"}],"name":"AddAp"},{"desc":"比较公共血量(千分比)","args":[{"desc":">","type":"int?","name":"gt"},{"desc":">=","type":"int?","name":"ge"},{"desc":"==","type":"int?","name":"eq"},{"desc":"<=","type":"int?","name":"le"},{"desc":"<","type":"int?","name":"lt"}],"doc":"+ 直接针对地图中的公共血量\n","name":"CmpShareHp"},{"desc":"查找敌人","output":["目标单位"],"args":[{"desc":"x","type":"int?","name":"x"},{"desc":"y","type":"int?","name":"y"},{"desc":"宽","type":"lua?","name":"w"},{"desc":"高","type":"lua?","name":"h"},{"desc":"查找类型","type":"string?","name":"type"},{"desc":"怪物类型","type":"int?","name":"monster_type"},{"desc":"以子弹为中心","type":"boolean?","name":"bullet"},{"desc":"忽略碰撞体积","type":"boolean?","name":"no_collision"},{"desc":"考虑自身体积","type":"boolean?","name":"self_collision"},{"desc":"距离优先","type":"boolean?","name":"dis_priority"}],"doc":"+ 返回单目标,判定优先级:威胁值最高,当威胁值相等时选最近那一个\n+ 没找到返回失败\n","name":"FindEnemy"},{"desc":"放范围内权重最大的技能","input":["{目标}"],"doc":"+ 当多个技能都可以满足释放条件时,按权重释放,被动技能不参与\n","output":["{技能id}"],"name":"LaunchSkillWithWeight"},{"desc":"设置朝向","args":[{"desc":"反向","type":"boolean?","name":"anti"},{"desc":"指定朝向","type":"int?","name":"face"}],"doc":"+ 1为右,-1为左\n+ 指定朝向优先\n","name":"SetFace"},{"desc":"随机移动","args":[{"desc":"只向前随机","type":"boolean?","name":"face"},{"desc":"范围","type":"int?","name":"range"}],"doc":"+ 无法移动返回失败\n+ 移动过程中返回正在运行状态,达到目的地返回成功\n","name":"MoveRandom"},{"desc":"贝塞尔曲线运动","input":["[路点]","{作用单位}"],"doc":"+ 子弹专用运动曲线,人物带测\n+ 飞行过程返回正在运行,抵达返回成功,前端假象,后端瞬移,最好不要在飞行过程做碰撞\n+ 所输入路点少于两个返回失败\n","args":[{"desc":"时间","type":"int","name":"time"},{"desc":"子弹","type":"boolean?","name":"bullet"}],"name":"BezierCurve"},{"desc":"正在待机","name":"IsIdle"},{"desc":"获取范围内怪物数量","output":["数量(int)"],"args":[{"desc":"怪物id","type":"int?","name":"monsterid"},{"desc":"x","type":"int?","name":"x"},{"desc":"y","type":"int?","name":"y"},{"desc":"宽","type":"lua?","name":"w"},{"desc":"高","type":"lua?","name":"h"},{"desc":"以子弹为中心","type":"boolean?","name":"bullet"},{"desc":"忽略碰撞体积","type":"boolean?","name":"no_collision"}],"name":"GetMonsterCountInRange"},{"desc":"否为主角","input":["{对象}"],"name":"IsRole"},{"desc":"获取buff时间","output":["帧数(int)"],"args":[{"desc":"首层id","type":"int?","name":"buffid"}],"doc":"+ 获取BUFF当前剩余时间\n+ 当同ID的BUFF同时存在不止一个时,按最大层数的BUFF的结果\n","name":"GetBuffTime"},{"desc":"自增","input":["变量"],"doc":"+ 所输入变量为空,返回失败\n+ 变量稳定加1\n","args":[{"desc":"值","type":"lua?","name":"add"}],"name":"AddValue"},{"desc":"怪物寻敌(读配置警戒范围)","output":["[{目标}]"],"args":[{"desc":"查找类型","type":"string?","name":"type"},{"desc":"忽略碰撞体积","type":"boolean?","name":"no_collision"},{"desc":"考虑自身体积","type":"boolean?","Line truncated
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