zzz自由配队
/ 13 min read
由于原作没做嘉音的特殊连携检测(蓝色光波),加不了特殊支援,比较可惜。
此外可能牺牲特殊机制,那也没啥办法,需要手动微调,懒得搞。
放置玩家主打一个甩技能。
切人逻辑调试了很久,最终通过把切人移到战斗逻辑外解决。
基本很完善了,日后出新人也是随便组,不会受限于模板指定配置。
# ℹ️ Basic Information / 基础信息
author: "MAJIKO&FairyAI"
version: "5.0"
team_list: [] # Empty list allows random team composition / 空列表允许随机组队
description: |
🌀 无脑作战系统 - 完全独立的未识别角色适配版本
# ⚠️ KNOWN ISSUES / 已知问题
# 1. 快速支援可能无效 - 部分情况下快速支援检测可能失效
# 2. 未识别角色不会用技能 - 源码限制导致未识别角色无法正常使用E键和Q键技能
# 🔧 解决方案:本配置通过强制按键尝试来绕过此限制
# ========================================
# ⏱️ Detection Intervals / 检测间隔配置
# ========================================
check_dodge_interval: 0.05
check_agent_interval: [0.4, 0.6]
check_special_attack_interval: [0.4, 0.6]
check_ultimate_interval: [0.4, 0.6]
check_chain_interval: [0.9, 1.1]
check_quick_interval: [0.9, 1.1]
auto_lock_interval: 5
scenes:
# ========================================
# 🚀 Priority 1: Dodge System / 闪避系统
# ========================================
- triggers: ["闪避识别-黄光", "闪避识别-红光", "闪避识别-声音"]
priority: 90
handlers:
# Yellow flash - Direct character switching / 黄光 - 直接切人
- states: "[闪避识别-黄光]"
debug_name: "黄光直接切人"
operations:
- op_name: "按键-切换角色-下一个"
post_delay: 0.2
- op_name: "按键-普通攻击"
post_delay: 0.1
repeat: 3
- op_name: "设置状态"
state: "自定义-黄光切人"
seconds: 2
# Red flash and sound - Character switch dodge / 红光和声音 - 切人闪避(完全独立实现)
- states: "![自定义-动作不打断, 0, 999]{1, 1} & ([闪避识别-红光])"
debug_name: "红光切人闪避"
operations:
# - op_name: "按键-切换角色-下一个"
# post_delay: 0.1
- op_name: "按键-闪避"
post_delay: 0.1
repeat: 4
- op_name: "按键-普通攻击"
post_delay: 0.1
repeat: 2
- op_name: "设置状态"
state: "自定义-红光切人闪避"
seconds: 1
# ========================================
# 🔗 Priority 2: Chain Attack System / 连携技系统
# ========================================
- triggers: ["按键可用-连携技"]
priority: 66
handlers:
- states: "[按键可用-连携技]"
operations:
- op_name: "按键-连携技-右"
post_delay: 0.5
- op_name: "设置状态"
state: "自定义-连携换人"
seconds: 2
# ========================================
# 🆘 Priority 3: Quick Support System / 快速支援系统
# ========================================
- triggers: ["按键可用-快速支援"]
priority: 50
handlers:
- states: "[按键可用-快速支援] & ![自定义-快速支援冷却, 0, 3]"
debug_name: "快速支援切人触发"
operations:
- op_name: "设置状态"
state: "自定义-快速支援冷却"
seconds: 3
- op_name: "按键-快速支援"
post_delay: 0.2
- op_name: "设置状态"
state: "自定义-快速支援换人"
seconds: 2
# ========================================
# 🔄 Priority 4: Support Switching Logic / 支援不站场
# ========================================
- triggers: ["前台-支援"]
priority: 33
handlers:
- states: "[前台-支援] & ![自定义-动作不打断, 0, 999] & ![自定义-支援切人冷却, 0, 3]"
debug_name: "支援角色切人"
operations:
- op_name: "按键-普通攻击"
post_delay: 0.1
repeat: 3
- op_name: "按键-切换角色-下一个"
post_delay: 0.2
- op_name: "设置状态"
state: "自定义-支援切人冷却"
seconds: 3
# ========================================
# ❤️ Priority 4: Health Management / 血量管理
# ========================================
# - triggers: ["前台-血量扣减"]
# interval: 2
# handlers:
# - states: "[前台-血量扣减]{1, 100} & ![自定义-动作不打断, 0, 999]"
# operations:
# - op_name: "设置状态"
# state: "自定义-血量扣减"
# ========================================
# ⚔️ Priority 5: Main Combat Loop / 主战斗循环 - 完全独立实现
# ========================================
- triggers: []
priority: 5
handlers:
# ========================================
# Force Combo Skills for Unrecognized Characters / 未识别角色专用连招 - 最高优先级
# ========================================
# 基于源码分析:未识别角色不会有"按键可用-特殊攻击"和"按键可用-终结技"状态,需要无条件强制尝试
# 执行顺序:特殊技 → 终结技(优化等待) → 持续普攻
- states: "![自定义-强制连招, 0, 5] & ![前台-击破] & ![前台-强攻] & ![前台-支援] & ![前台-防护] & ![前台-异常]"
debug_name: "未识别角色连招"
operations:
- op_name: "设置状态"
state: "自定义-强制连招"
seconds: 10
# Step 1: Special Attack (E) / 第一步:特殊技
- op_name: "按键-特殊攻击"
post_delay: 0.1
- op_name: "按键-特殊攻击"
post_delay: 0.1
- op_name: "等待秒数"
seconds: 0.3
# Step 2: Ultimate (Q) / 第二步:终结技
- op_name: "按键-终结技"
post_delay: 0.1
# Step 3: Quick Normal Attacks / 第三步:快速普攻
- op_name: "按键-普通攻击"
post_delay: 0.1
repeat: 25
# ========================================
# Ultimate Skills - Highest Priority / 终结技 - 最高优先级
# ========================================
- states: "[按键可用-终结技] & ![自定义-动作不打断, 0, 999]"
operations:
- op_name: "按键-终结技"
post_delay: 0.1
- op_name: "等待秒数"
seconds: 3
# ========================================
# Special Skills - High Priority / 特殊技 - 高优先级
# ========================================
- states: "[按键可用-特殊攻击] & ![自定义-动作不打断, 0, 999]"
operations:
- op_name: "按键-特殊攻击"
post_delay: 0.1
- op_name: "等待秒数"
seconds: 0.3
# ========================================
# Character Switching Logic / 切人逻辑
# ========================================
# Support characters - attack then switch / 支援角色 - 攻击后切人
# - states: "[前台-支援] & ![自定义-动作不打断, 0, 999]"
# operations:
# - op_name: "按键-普通攻击"
# post_delay: 0.1
# repeat: 3
# - op_name: "按键-切换角色-下一个"
# post_delay: 0.2
# Team rotation / 队伍轮换 - 添加冷却,避免频繁切换
# - states: "([后台-1-击破,7,12] | [后台-1-强攻,7,12] | [后台-1-防护,7,12] | [后台-1-异常,7,12] | [后台-1-支援,7,12] | [后台-2-击破,7,12] | [后台-2-强攻,7,12] | [后台-2-防护,7,12] | [后台-2-异常,7,12] | [后台-2-支援,7,12]) & ![自定义-切人冷却, 0, 7]"
# debug_name: "队伍轮换切人"
# operations:
# - op_name: "设置状态"
# state: "自定义-切人冷却"
# seconds: 7
# - op_name: "按键-切换角色-下一个"
# post_delay: 0.1
# ========================================
# Universal Basic Combat / 通用基础战斗 - 适配所有角色包括未识别
# ========================================
- states: "![自定义-动作不打断, 0, 999]"
operations:
- op_name: "按键-普通攻击"
post_delay: 0.1
# ========================================
# 📝 CONFIG NOTES / 配置说明
# ========================================
#
# ⭐ [CORE] 无脑作战系统 - 专为未识别角色设计
#
# 🔍 [ISSUE] 源码分析发现:
# auto_battle_agent_context.py:786
# 未识别角色永远不会有"按键可用-特殊攻击"和"按键可用-终结技"状态
#
# 🛠️ [SOLUTION] 核心逻辑:
# ├── 黄光闪避:直接切人+普攻
# ├── 红光闪避:闪避+普攻
# ├── 连携技:直接使用
# ├── 快速支援:切人逻辑(5秒冷却)
# ├── 血量管理:状态设置
# └── 主战斗循环:优先级5
# ├── 未识别角色强制连招:最高优先级(每10秒执行)
# │ └── E键 → Q键 → 持续普攻
# ├── 终结技:高优先级(已识别角色)
# ├── 特殊技:中优先级(已识别角色)
# ├── 支援角色:攻击后切人
# ├── 队伍轮换:后台角色切换(7秒冷却)
# └── 基础普攻:兜底逻辑
#
# ✅ [FEATURES]
# ✓ 完全独立,不依赖外部文件
# ✓ 支持所有角色类型包括未识别角色
# ✓ 优先级清晰:终结技 > 特殊技 > 普攻
# ========================================