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^1^T^SItems^T^N1^T^SEnabled^N1^SDescription^S當滿足條件時自動施放^SScript^S--坐骑状态~Jif~`IsMounted("player")==1~`then~J~`~`~`~`return;~Jend^SGUID^N1^SIcon^SInterface\Icons\Ability_Warrior_SavageBlow^SName^S坐骑状态^t^N2^T^SGUID^N2^SName^S自定义保命^SScript^S--自动保命~Jif~`BeeUnitAffectingCombat()~`then~J~`~`~`~`if~`UnitHealth("player")/UnitHealthMax("player")<0.45~`and~`BeeIsRun("治疗石")~`then~J~`~`~`~`~`~`~`~`BeeRun("治疗石");~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`elseif~`UnitHealth("player")/UnitHealthMax("player")<0.60~`and~`BeeIsRun("符文治疗注射器")~`then~J~`~`~`~`~`~`~`~`BeeRun("符文治疗注射器");~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~Jend~Jif~`BeeUnitHealth("player","%")<20~`and~`BeeIsRun("恢复","player")~`and~`BeePlayerBuffTime("恢复")<0~`and~`BeeGetComboPoints()>1~`then~J~`~`~`~`BeeRun("恢复","player");~J~`~`~`~`return;~Jend;^SEnabled^N1^SIcon^SInterface\Icons\Ability_Warrior_Safeguard^SDescription^S當滿足條件時自動施放^t^N3^T^SGUID^N3^SScript^S--攻击最近的目标~Jif~`not~`UnitExists("target")~`and~`not~`UnitIsDeadOrGhost("player")~`and~`UnitCanAttack("player","target")~`then~J~`~`~`~`BeeAttack(0,0);~Jend^SDescription^S當滿足條件時自動施放^SEnabled^N1^SIcon^SInterface\Icons\Ability_Whirlwind^SName^S自动寻找目标^t^N4^T^SEnabled^N1^SName^S脚踢打断施法(自定义)^SDescription^S當滿足條件時自動施放^SGUID^N4^SIcon^SInterface\Icons\Spell_Arcane_PortalShattrath^SScript^Slocal~`NeedBreak~`=~`"赫希斯之耳语,愤怒,血泪,火球术,云雾冲击,冰川冲击,奥术飞弹,灵魂震击,治疗之环,生命吸取,恐惧,圣光术,快速治疗,强效治疗术,魔能火球,冰霜新星,神圣新星,治疗之触,愈合,寒冰箭雨,飓风,烈焰,治疗波,献祭,滋养,次级治疗波,苦修,变形术,暗影修补,圣光闪现,召唤太阳宝珠,黑暗契约,黑暗治疗,暗影打击,烈焰风暴,暗影愈合,寒冰箭,熔岩箭,强制之握,震爆,混乱之箭,黑暗命令,血泪,治疗链"~J~Jif~`BeeStringFind(NeedBreak,BeeUnitCastSpellName())~`and~`BeeTargetBuffTime("保护祝福")==-1~`then~J~`~`~`~`if~`BeeIsRun("脚踢")~`then~J~`~`~`~`~`~`~`~`BeeRun("脚踢");~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~Jend^t^N5^T^SEnabled^N1^SName^S嫁祸诀窍(焦点)^SDescription^S當滿足條件時自動施放^SGUID^N6^SIcon^SInterface\Icons\Spell_Fire_FireArmor^SScript^Sif~`BeeUnitPlayerControlled("focus")~`and~`BeeIsRun("嫁祸诀窍","focus")~`and~`BeeUnitMana()<60~`and~`BeeRange(focus)<=20~`then~`~J~`~`~`~`BeeRun("嫁祸诀窍","focus");~J~`~`~`~`return;~`~Jend^t^N6^T^SEnabled^N1^SDescription^S當滿足條件時自動施放^SName^S一般攻击循环(必选)^SGUID^N5^SIcon^SInterface\Icons\Spell_DeathKnight_SummonDeathCharger^SScript^Slocal~`Tbl~`=~`BeeUnitBuffList("target")~Jlocal~`buff~`=~`BeeUnitBuffList("player")~J--群体~Jif~`~`IsShiftKeyDown()~`~`then~`~J~`~`~`~`if~`BeeUnitMana()>51~`and~`BeeIsRun("/cast~`刀扇")~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`刀扇");~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~J~`~`~`~`--单体~J~`~`~`~`if~`BeePlayerBuff("潜行")~`and~`BeeUnitMana()>100~`and~`BeeIsRun("/cast~`伏击")~`then~J~`~`~`~`~`~`~`~`BeeRun("伏击");~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~Jelse~J~`~`~`~`--输出~J~`~`~`~`if~`BeeTargetDeBuffTime("割裂")<6~`and~`~`BeeUnitMana()<50~`and~`BeeGetComboPoints()<3~`and~`BeeIsRun("毁伤")~`~`then~J~`~`~`~`~`~`~`~`BeeRun("毁伤");~`~`~`~`~`~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~J~`~`~`~`if~`BeeTargetDeBuffTime("割裂")>1~`and~`~`BeeUnitMana()>16~`and~`not~`BeeStringFind("血之饥渴",buff)~`and~`BeeIsRun("/cast~`血之饥渴")~`~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`血之饥渴");~`~`~`~`~`~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~J~`~`~`~`if~`BeeIsRun("/cast~`毒伤")~`and~`BeePlayerBuffTime("切割")<3~`and~`BeeGetComboPoints()>1~`and~`BeePlayerBuffTime("切割")>0~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`毒伤");~J~`~`~`~`return;end~J~`~`~`~`if~`BeePlayerBuffTime("切割")<3~`~`and~`BeeGetComboPoints()>1~`and~`BeeIsRun("/cast~`切割",nogoal)~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`切割",nogoal);~J~`~`~`~`return;end~J~`~`~`~`if~`BeeTargetDeBuffTime("割裂")<2~`and~`BeeGetComboPoints()>=4~`and~`BeeIsRun("割裂")~`then~`~`~`~`~`BeeRun("割裂");~`~`~`~`~`return;end~J~`~`~`~`if~`BeeIsRun("/cast~`毒伤")~`and~`BeeGetComboPoints()>=3~`and~`BeePlayerBuffTime("毒伤")<1~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`毒伤");~J~`~`~`~`return;end~J~`~`~`~`if~`BeeIsRun("/cast~`毒伤")~`and~`BeeGetComboPoints()==5~`and~`BeeUnitMana()>90~`~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`毒伤");~J~`~`~`~`return;end~J~`~`~`~`if~`BeeUnitHealth("target","%")>35~`and~`BeeIsRun("毁伤")~`and~`BeeGetComboPoints()<=4~`then~J~`~`~`~`~`~`~`~`BeeRun("毁伤");~J~`~`~`~`return;end~J~`~`~`~`if~`BeeUnitHealth("target","%")<35~`and~`BeeIsRun("毁伤")~`and~`BeeGetComboPoints()<4~`and~`BeeUnitMana()>=100~`then~J~`~`~`~`~`~`~`~`BeeRun("毁伤");~J~`~`~`~`return;end~J~`~`~`~`if~`BeeIsRun("毁伤")~`and~`BeeGetComboPoints()<5~`and~`BeeUnitMana()>=95~`then~J~`~`~`~`~`~`~`~`BeeRun("毁伤");~J~`~`~`~`return;end~Jend~Jif~`~`IsShiftKeyDown()~`~`then~`~J~`~`~`~`--嫁祸诀窍:当嫁祸诀窍可用时~J~`~`~`~`if~`~`BeeUnitAffectingCombat()~`and~`BeeIsRun("/cast~`嫁祸诀窍","targettarget")~`then~`~J~`~`~`~`~`~`~`~`BeeRun("/cast~`嫁祸诀窍","targettarget");~`~`~J~`~`~`~`~`~`~`~`return;~`~J~`~`~`~`end;~J~`~`~`~`--潜行:非战斗状态下~J~`~`~`~`if~`not~`BeeUnitAffectingCombat()~`and~`~`BeeIsRun("潜行")~`~`then~`BeeRun("潜行");return;end~`~`~`~J~`~`~`~`--伏击:当处于潜行状态下时~J~`~`~`~`if~`~`BeePlayerBuffTime("消失")>=0~`~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`伏击");~`~`~`~`~`~`~`~`~`~`return;~`~`~`~`~`~`end~`~`~`~`~J~`~`~`~`if~`~`BeeStringFind("潜行",BeeUnitBuffList("player"))~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`伏击");~`~`~`~`~`~`~`~`~`~`return;~`~`~`~`~`~`end~`~`~`~`~J~`~`~`~`--切割:当切割buff不存在~`且连击点大于0时~J~`~`~`~`if~`not~`BeeStringFind("血之饥渴",buff)~`and~`BeeUnitMana()>16~`and~`BeeTargetDeBuffTime("割裂")>1~`then~`BeeRun("/cast~`血之饥渴");~`~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~J~`~`~`~`if~`not~`BeeTargetBuffTime("血之饥渴")<2~`and~`BeeUnitMana()>16~`and~`BeeTargetDeBuffTime("割裂")>1~`then~`BeeRun("/cast~`血之饥渴");return;end~J~`~`~`~`--切割:当切割buff持续时间小于1~`且连击点大于0时~J~`~`~`~`if~`BeePlayerBuffTime("切割")<1~`~`and~`BeeGetComboPoints()>1~`and~`BeeIsRun("/cast~`切割")~`then~J~`~`~`~`~`~`~`~`BeeRun("/cast~`切割");~`~`~`~`~`~J~`~`~`~`~`~`~`~`return;~J~`~`~`~`end~J~`~`~`~`~Jend^t^N7^T^SEnabled^B^SDescription^S當滿足條件時自動施放^SScript^S--手套工程~Jif~`~`BeeIsRun("/use~`10")~`then~J~`~`~`~`BeeRun("/use~`10");~Jend~Jif~`BeeIsRun("/cast~`冷血")~`then~J~`~`~`~`BeeRun("/cast~`冷血");~Jend^SGUID^N7^SIcon^SInterface\Icons\INV_Misc_QuestionMark^SName^S暴发^t^t^SName^S毁伤盗贼^SVariable^T^t^SVersion^N2011080201^t^^
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