(client) feat:实现技能树界面,实现地图生成器,实现维度指定,实现规则瓦片定义,实现逃跑逻辑,实现消息定义,实现武器动画,实现受击动画 fix: 修复单攻击子弹击中多个目标,修复人物属性计算错误 (#56)

Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com>
Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/56
This commit is contained in:
2025-09-19 08:26:54 +08:00
parent 78849e0cc5
commit 87a8abe86c
282 changed files with 19364 additions and 8824 deletions

View File

@@ -1,71 +1,87 @@
<?xml version="1.0" encoding="utf-8"?>
<Define>
<!-- 贴图部分 -->
<!-- 女仆行走贴图 -->
<ImageDef>
<defName>testPawnAnimation</defName>
<path>res:Character/Test/Body/idle_down</path>
<wCount>5</wCount>
<hCount>1</hCount>
<defName>Character_Maid_Walk</defName>
<path>Resources\Character\女仆行走.png</path>
<wCount>12</wCount>
<hCount>8</hCount>
</ImageDef>
<ImageDef>
<defName>testPawn</defName>
<path>Resources\Character\test.png</path>
<wCount>4</wCount>
<hCount>4</hCount>
</ImageDef>
<!-- 人物定义 -->
<!-- 玩家角色的详细定义 -->
<CharacterDef>
<defName>testPawn</defName>
<label>测试小人</label>
<description>用于测试功能的角色</description>
<defName>maid</defName>
<label>女仆</label>
<description>一个可爱的女仆角色</description>
<!-- 角色基础属性 -->
<attributes>
<health>100</health>
<moveSpeed>2</moveSpeed>
<!-- 更多 attributesDef 中的属性... -->
</attributes>
<affiliation>player</affiliation>
<!-- 角色所属阵营 -->
<affiliation>player</affiliation> <!-- 引用 AffiliationDef 的 defName -->
<!-- 角色不同状态和朝向的绘制指令 -->
<drawingOrder>
<!-- Idle states -->
<idle_up>
<textures>
<li>testPawn_0</li>
<li>Character_Maid_Walk_37</li>
</textures>
</idle_up>
<idle_down>
<textures>
<li>testPawn_4</li>
<li>Character_Maid_Walk_1</li>
</textures>
</idle_down>
<idle_left>
<textures>
<li>testPawn_8</li>
<li>Character_Maid_Walk_13</li>
</textures>
</idle_left>
<idle_right>
<textures>
<li>testPawn_12</li>
<li>Character_Maid_Walk_25</li>
</textures>
</idle_right>
<!-- Walk states -->
<walk_up>
<FPS>5.0</FPS>
<textures>
<li>testPawn_1</li>
<li>Character_Maid_Walk_36</li>
<li>Character_Maid_Walk_37</li>
<li>Character_Maid_Walk_38</li>
<li>Character_Maid_Walk_37</li>
</textures>
</walk_up>
<walk_down>
<FPS>5.0</FPS>
<textures>
<li>testPawn_5</li>
<li>Character_Maid_Walk_0</li>
<li>Character_Maid_Walk_1</li>
<li>Character_Maid_Walk_2</li>
<li>Character_Maid_Walk_1</li>
</textures>
</walk_down>
<walk_left>
<FPS>5.0</FPS>
<textures>
<li>testPawn_9</li>
<li>Character_Maid_Walk_12</li>
<li>Character_Maid_Walk_13</li>
<li>Character_Maid_Walk_14</li>
<li>Character_Maid_Walk_13</li>
</textures>
</walk_left>
<walk_right>
<FPS>5.0</FPS>
<textures>
<li>testPawn_13</li>
<li>Character_Maid_Walk_24</li>
<li>Character_Maid_Walk_25</li>
<li>Character_Maid_Walk_26</li>
<li>Character_Maid_Walk_25</li>
</textures>
</walk_right>
@@ -113,109 +129,37 @@
</textures>
</rangedAttack_right>
</drawingOrder>
<!-- 角色的AI行为树 -->
<behaviorTree>
<!-- 行为树的根节点 -->
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<!-- 如果HP低于50尝试攻击 -->
<Node className="JobGiver_AttackJob"/>
<!-- 否则随机游荡 -->
<Node className="JobGiver_RandomWander"/>
</Node>
<!-- 如果上方条件不满足,则默认随机游荡 -->
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
<CharacterDef>
<defName>HighHP</defName>
<label>耐肘王</label>
<description>超高的血条,有了耐肘王,一个人就有一百个人的力量了!</description>
<attributes>
<health>10000</health>
<moveSpeed>2</moveSpeed>
</attributes>
<affiliation>player</affiliation>
<drawingOrder>
<idle_down name="Body" FPS="4">
<textures>
<li>testPawnAnimation_0</li>
<li>testPawnAnimation_1</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_4</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_1</li>
</textures>
</idle_down>
</drawingOrder>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<!-- 死亡动画 (示例中未提供,但结构在此) -->
<!-- <deathAnimation>
<nodeName>DeathEffect</nodeName>
<FPS>15.0</FPS>
<textures>
<li>DeathAnim_Frame1</li>
<li>DeathAnim_Frame2</li>
</textures>
</deathAnimation> -->
<!-- 死亡时触发的事件 (示例中未提供,但结构在此) -->
<!-- <deathEffects>
<li>Event_Explosion</li>
<li>Event_DropLoot</li>
</deathEffects> -->
</CharacterDef>
<CharacterDef>
<defName>HighSpeed</defName>
<label>跑得快</label>
<description>超高速度,只要跑的够快,摄像机也追不上</description>
<attributes>
<health>100</health>
<moveSpeed>20</moveSpeed>
</attributes>
<affiliation>player</affiliation>
<drawingOrder>
<idle_down name="Body" FPS="4">
<textures>
<li>testPawnAnimation_0</li>
<li>testPawnAnimation_1</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_4</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_1</li>
</textures>
</idle_down>
</drawingOrder>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
<CharacterDef>
<defName>powerMan</defName>
<label>超人</label>
<description>跑到又快又难肘</description>
<attributes>
<health>10000</health>
<moveSpeed>20</moveSpeed>
</attributes>
<affiliation>player</affiliation>
<drawingOrder>
<idle_down name="Body" FPS="4">
<textures>
<li>testPawnAnimation_0</li>
<li>testPawnAnimation_1</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_4</li>
<li>testPawnAnimation_3</li>
<li>testPawnAnimation_2</li>
<li>testPawnAnimation_1</li>
</textures>
</idle_down>
</drawingOrder>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
</CharacterDef>
</Define>

View File

@@ -1,20 +1,26 @@
<?xml version="1.0" encoding="utf-8"?>
<Define>
<BehaviorTreeDef>
<defName>BasicMonsterBehavior</defName>
<Node className="ThinkNode_Selector">
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="ThinkNode_Conditional" value="HasWeapon()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_FleeJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</Node>
</BehaviorTreeDef>
<MonsterDef>
<defName>chicken</defName>
<label>不大聪明</label>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>123</health>
<health>2</health> <!-- 123 -> approx 2 (round down) -->
</attributes>
<weapon>Claw</weapon>
<drawingOrder>
@@ -36,17 +42,11 @@
<MonsterDef>
<defName>big</defName>
<label>大聪明</label>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="EntityHealth(50)">
<Node className="JobGiver_AttackJob"/>
<Node className="JobGiver_RandomWander"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<moveSpeed>1</moveSpeed>
<health>123</health>
<health>2</health> <!-- 123 -> approx 2 (round down) -->
</attributes>
<weapon>TestGun</weapon>
<drawingOrder>
@@ -69,16 +69,11 @@
<defName>MonsterA1</defName>
<label>A怪物1 (普通)</label>
<description>机械类型怪物拥有远程攻击能力。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>4600</health>
<defense>100</defense>
<health>60</health> <!-- 4600 -> 60 (scaled) -->
<defense>10</defense> <!-- 100 -> 10 -->
<moveSpeed>2.5</moveSpeed>
</attributes>
<weapon>Weapon_MonsterA1</weapon>
@@ -104,22 +99,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterA2</defName>
<label>A怪物2 (普通)</label>
<description>更快的机械远程怪物。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6000</health>
<defense>10</defense>
<health>80</health> <!-- 6000 -> 80 (scaled) -->
<defense>1</defense> <!-- 10 -> 1 -->
<moveSpeed>4</moveSpeed>
</attributes>
<weapon>Weapon_MonsterA2</weapon>
@@ -145,22 +134,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterB1</defName>
<label>B怪物1 (普通)</label>
<description>防御较高的机械近战怪物。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>5000</health>
<defense>400</defense>
<health>70</health> <!-- 5000 -> 70 (scaled) -->
<defense>40</defense> <!-- 400 -> 40 -->
<moveSpeed>1</moveSpeed>
</attributes>
<weapon>Weapon_MonsterB1</weapon>
@@ -186,22 +169,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterB2</defName>
<label>B怪物2 (普通)</label>
<description>高血高防的机械近战怪物。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>8000</health>
<defense>500</defense>
<health>100</health> <!-- 8000 -> 100 (scaled) -->
<defense>50</defense> <!-- 500 -> 50 -->
<moveSpeed>1.5</moveSpeed>
</attributes>
<weapon>Weapon_MonsterB2</weapon>
@@ -227,22 +204,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterC1</defName>
<label>C怪物1 (精英)</label>
<description>血量和防御极高的精英机械近战怪物。击杀后掉落10能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>22000</health>
<defense>800</defense>
<health>300</health> <!-- 22000 -> 300 (scaled) -->
<defense>80</defense> <!-- 800 -> 80 -->
<moveSpeed>1</moveSpeed>
</attributes>
<weapon>Weapon_MonsterC1</weapon>
@@ -268,22 +239,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>10</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterC2</defName>
<label>C怪物2 (精英)</label>
<description>血量极高的精英机械近战怪物攻击力强大。击杀后掉落10能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>22000</health>
<defense>450</defense>
<health>300</health> <!-- 22000 -> 300 (scaled) -->
<defense>45</defense> <!-- 450 -> 45 -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterC2</weapon>
@@ -309,23 +274,17 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>10</tag_dropEnergyOnDefeat>
</MonsterDef>
<!-- Hybrid Monsters -->
<MonsterDef>
<defName>MonsterD1</defName>
<label>D怪物1 (普通)</label>
<description>混合类型怪物拥有远程攻击能力。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6400</health>
<defense>50</defense>
<health>85</health> <!-- 6400 -> 85 (scaled) -->
<defense>5</defense> <!-- 50 -> 5 -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterD1</weapon>
@@ -351,22 +310,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterD2</defName>
<label>D怪物2 (普通)</label>
<description>混合类型怪物高速远程攻击。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>7200</health>
<defense>0</defense>
<health>95</health> <!-- 7200 -> 95 (scaled) -->
<defense>0</defense> <!-- 0 -> 0 (no change) -->
<moveSpeed>3</moveSpeed>
</attributes>
<weapon>Weapon_MonsterD2</weapon>
@@ -392,22 +345,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterE1</defName>
<label>E怪物1 (普通)</label>
<description>混合类型近战怪物高速。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6550</health>
<defense>240</defense>
<health>90</health> <!-- 6550 -> 90 (scaled) -->
<defense>24</defense> <!-- 240 -> 24 -->
<moveSpeed>3</moveSpeed>
</attributes>
<weapon>Weapon_MonsterE1</weapon>
@@ -433,22 +380,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterE2</defName>
<label>E怪物2 (普通)</label>
<description>更强大的混合类型近战怪物。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>9120</health>
<defense>320</defense>
<health>120</health> <!-- 9120 -> 120 (scaled) -->
<defense>32</defense> <!-- 320 -> 32 -->
<moveSpeed>3</moveSpeed>
</attributes>
<weapon>Weapon_MonsterE2</weapon>
@@ -474,22 +415,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterF1</defName>
<label>F怪物1 (关卡11BOSS)</label>
<description>关卡BOSS血量和防御极高近战爆发强。击杀后掉落50能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>42000</health>
<defense>770</defense>
<health>420</health> <!-- 42000 -> 420 (scaled) -->
<defense>70</defense> <!-- 770 -> 70 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterF1</weapon>
@@ -515,22 +450,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>50</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MonsterF2</defName>
<label>F怪物2 (关卡11BOSS)</label>
<description>终极关卡BOSS超高血量和攻击力。击杀后掉落50能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>48000</health>
<defense>560</defense>
<health>480</health> <!-- 48000 -> 480 (scaled) -->
<defense>50</defense> <!-- 560 -> 50 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_MonsterF2</weapon>
@@ -556,23 +485,17 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>50</tag_dropEnergyOnDefeat>
</MonsterDef>
<!-- Biological Monsters -->
<MonsterDef>
<defName>MaskMonster1</defName>
<label>面具1/2/3 (普通)</label>
<description>快速生物近战怪物。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>4800</health>
<defense>66</defense>
<health>60</health> <!-- 4800 -> 60 (scaled) -->
<defense>7</defense> <!-- 66 -> 7 (scaled) -->
<moveSpeed>8</moveSpeed>
</attributes>
<weapon>Weapon_MaskMonster</weapon>
@@ -598,22 +521,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>MaskMonster4</defName>
<label>面具4/5/6 (精英)</label>
<description>更强大的快速精英生物近战怪物。击杀后掉落10能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>9600</health>
<defense>132</defense>
<health>120</health> <!-- 9600 -> 120 (scaled) -->
<defense>13</defense> <!-- 132 -> 13 (scaled) -->
<moveSpeed>8</moveSpeed>
</attributes>
<weapon>Weapon_MaskMonsterElite</weapon>
@@ -639,22 +556,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>10</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>HologramMonster1</defName>
<label>全息1/2 (普通)</label>
<description>特殊的生物近战怪物无移动速度。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>6666</health>
<defense>-66</defense>
<health>90</health> <!-- 6666 -> 90 (scaled) -->
<defense>-7</defense> <!-- -66 -> -7 (scaled) -->
<moveSpeed>0</moveSpeed>
</attributes>
<weapon>Weapon_HologramMonster</weapon>
@@ -680,22 +591,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>HologramMonster3</defName>
<label>全息3/4 (精英)</label>
<description>更强大的精英生物近战怪物无移动速度。击杀后掉落10能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>16666</health>
<defense>-166</defense>
<health>200</health> <!-- 16666 -> 200 (scaled) -->
<defense>-17</defense> <!-- -166 -> -17 (scaled) -->
<moveSpeed>0</moveSpeed>
</attributes>
<weapon>Weapon_HologramMonsterElite</weapon>
@@ -721,22 +626,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>10</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>SnakeMonster1</defName>
<label>蛇1/2/3 (普通)</label>
<description>生物远程怪物。击杀后掉落5能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>5630</health>
<defense>78</defense>
<health>75</health> <!-- 5630 -> 75 (scaled) -->
<defense>8</defense> <!-- 78 -> 8 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_SnakeMonster</weapon>
@@ -762,22 +661,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>5</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>SnakeMonster4</defName>
<label>蛇4/5/6 (精英)</label>
<description>更强大的精英生物远程怪物。击杀后掉落10能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>11260</health>
<defense>156</defense>
<health>150</health> <!-- 11260 -> 150 (scaled) -->
<defense>16</defense> <!-- 156 -> 16 (scaled) -->
<moveSpeed>2</moveSpeed>
</attributes>
<weapon>Weapon_SnakeMonsterElite</weapon>
@@ -803,22 +696,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>10</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>RatMonster1</defName>
<label>鼠鼠1 (普通)</label>
<description>弱小的生物近战怪物每11秒移动一次。击杀后掉落1能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>111</health>
<defense>1</defense>
<health>3</health> <!-- 111 -> 3 (scaled) -->
<defense>0</defense> <!-- 1 -> 0 (scaled) -->
<moveSpeed>11</moveSpeed>
</attributes>
<weapon>Weapon_RatMonster</weapon>
@@ -844,22 +731,16 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>1</tag_dropEnergyOnDefeat>
</MonsterDef>
<MonsterDef>
<defName>RatMonster2</defName>
<label>鼠鼠2 (精英)</label>
<description>更强大的精英生物近战怪物每22秒移动一次。击杀后掉落2能量。</description>
<behaviorTree>
<Node className="ThinkNode_Conditional" value="HasEnemyInSight()">
<Node className="JobGiver_AttackJob"/>
</Node>
<Node className="JobGiver_RandomWander"/>
</behaviorTree>
<behaviorTree>BasicMonsterBehavior</behaviorTree>
<affiliation>monster</affiliation>
<attributes>
<health>222</health>
<defense>2</defense>
<health>5</health> <!-- 222 -> 5 (scaled) -->
<defense>0</defense> <!-- 2 -> 0 (scaled) -->
<moveSpeed>22</moveSpeed>
</attributes>
<weapon>Weapon_RatMonsterElite</weapon>
@@ -885,7 +766,6 @@
</textures>
</rangedAttack_down>
</drawingOrder>
<tag_dropEnergyOnDefeat>2</tag_dropEnergyOnDefeat>
</MonsterDef>
</Define>
</Define>

View File

@@ -6,36 +6,42 @@
<path>res:Texture/Monster/机械/A怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterA2Texture</defName>
<path>res:Texture/Monster/机械/A怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterB1Texture</defName>
<path>res:Texture/Monster/机械/B怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterB2Texture</defName>
<path>res:Texture/Monster/机械/B怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterC1Texture</defName>
<path>res:Texture/Monster/机械/C怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>MechanicalMonsterC2Texture</defName>
<path>res:Texture/Monster/机械/C怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- ImageDefs for Hybrid Monsters -->
@@ -44,36 +50,42 @@
<path>res:Texture/Monster/混合/D怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterD2Texture</defName>
<path>res:Texture/Monster/混合/D怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterE1Texture</defName>
<path>res:Texture/Monster/混合/E怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterE2Texture</defName>
<path>res:Texture/Monster/混合/E怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterF1Texture</defName>
<path>res:Texture/Monster/混合/F怪物1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<ImageDef>
<defName>HybridMonsterF2Texture</defName>
<path>res:Texture/Monster/混合/F怪物2</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- ImageDefs for Biological Monsters -->
@@ -82,6 +94,7 @@
<path>res:Texture/Monster/生物/面具1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- <ImageDef>
<defName>BiologicalMaskMonster4Texture</defName>
@@ -94,6 +107,7 @@
<path>res:Texture/Monster/生物/全息1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- <ImageDef>
<defName>BiologicalHologramMonster3Texture</defName>
@@ -106,6 +120,7 @@
<path>res:Texture/Monster/生物/蛇1</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
<!-- <ImageDef>
<defName>BiologicalSnakeMonster4Texture</defName>
@@ -131,6 +146,7 @@
<path>res:Texture/Bullet/GenericBullet</path>
<wCount>1</wCount>
<hCount>1</hCount>
<pixelsPerUnit>1500</pixelsPerUnit>
</ImageDef>
</Define>
</Define>