[PvP心得] 6.0敏锐、刺杀盗贼pvp指南(随版本更新)
[collapse=界面lua]local frame = CreateFrame(&Frame&) frame:RegisterEvent(&PLAYER_LOGIN&) frame:RegisterEvent(&ADDON_LOADED&) frame:RegisterEvent(&PLAYER_ENTERING_WORLD&) SLASH_AF1 = &/af& local function eventHandler(self,event,arg1)
if event == &PLAYER_LOGIN& then
TargetFrameToT:ClearAllPoints()
TargetFrameToT:SetPoint(&BOTTOMRIGHT&,TargetFrame,-15,-10)
FocusFrameToT:ClearAllPoints()
FocusFrameToT:SetPoint(&BOTTOMRIGHT&,FocusFrame,-15,-10)
FocusFrameSpellBar:SetScale(1.2)
TargetFrameSpellBar:SetScale(1.2)
PlayerFrame:SetScale(1.2)
TargetFrame:SetScale(1.2)
FocusFrame:SetScale(1.2)
ComboFrame:SetScale(1.2)
FocusFrameSpellBar:SetScale(1.0)
TargetFrameSpellBar:SetScale(1.2)
ArenaEnemyFrames:SetScale(1.4)
BuffFrame:SetScale(1.2)
TemporaryEnchantFrame:SetScale(1.2)
ConsolidatedBuffs:SetScale(1.2)
UIErrorsFrame:SetAlpha(0)
end end frame:SetScript(&OnEvent&,eventHandler)--[玩家头像伤害隐藏]local p=PlayerHitIp.Show=p.Hp:Hide()local p=PetHitIp.Show=p.Hp:Hide()--[关闭失控警报]local f=CreateFrame(&Frame&) f:RegisterEvent(&LOSS_OF_CO***OL_ADDED&) f:RegisterEvent(&LOSS_OF_CO***OL_UPDATE&) f:SetScript(&OnEvent&,function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)--[战斗指示] local t = CreateFrame(&Frame&, UIParent) t.t = t:CreateTexture() t.t:SetTexture(&Interface\\CHARACTERFRAME\\UI-StateIcon.blp&) t.t:SetTexCoord(0.5,1,0,0.49); t.t:SetAllPoints(t) t:SetWidth(30) t:SetHeight(30) t:SetPoint(&CENTER&, TargetFrame, &CENTER&, 29, 26) t:Show() local function FrameOnUpdate(self)
if UnitAffectingCombat(&target&) then
self:Show()
self:Hide()
end end local g = CreateFrame(&Frame&) g:SetScript(&OnUpdate&, function(self) FrameOnUpdate(t) end) local f = CreateFrame(&Frame&, UIParent) f.t = f:CreateTexture() f.t:SetTexture(&Interface\\CHARACTERFRAME\\UI-StateIcon.blp&) f.t:SetTexCoord(0.5,1,0,0.49); f.t:SetAllPoints(f) f:SetWidth(30) f:SetHeight(30) f:SetPoint(&CENTER&, FocusFrame, &CENTER&, 29, 26) f:Show() local function FrameOnUpdateFocus(self)
if UnitAffectingCombat(&focus&) then
self:Show()
self:Hide()
end end local g = CreateFrame(&Frame&) g:SetScript(&OnUpdate&, function(self) FrameOnUpdateFocus(f) end)--[M键大地图显示当前及鼠标指向坐标] WorldMapButton:HookScript(&OnUpdate&, function(self)
if not self.coordText then
self.coordText = WorldMapFrame:CreateFontString(nil, &ARTWORK&, &GameFontGreen&)
self.coordText:SetPoint(&BOTTOMLEFT&, WorldMapPositioningGuide, &BOTTOMLEFT&, 130, 10)
local px, py = GetPlayerMapPosition(&player&)
local x, y = GetCursorPosition()
local width, height, scale = self:GetWidth(), self:GetHeight(), self:GetEffectiveScale()
local centerX, centerY = self:GetCenter()
x, y = (x/scale - (centerX - (width/2))) / width, (centerY + (height/2) - y/scale) / height
if px == 0 and py == 0 and (x & 1 or y & 1 or x & 0 or y & 0) then
self.coordText:SetText(&&)
elseif px == 0 and py == 0 then
self.coordText:SetText(format(&当前:
%d, %d&, x*100, y*100))
elseif x & 1 or y & 1 or x & 0 or y & 0 then
self.coordText:SetText(format(&玩家:
%d, %d&, px*100, py*100))
self.coordText:SetText(format(&玩家:
%d, %d&, px*100, py*100, x*100, y*100))
end end)--[右上角小地图显示当前坐标] MinimapCluster:SetScript(&OnUpdate&, function()
local px, py = GetPlayerMapPosition(&player&)
local zone = GetMinimapZoneText()
if px == 0 and py == 0 then
MinimapZoneText:SetText(zone)
MinimapZoneText:SetText((format(&(%d,%d)&, px*100, py*100))..zone)
end end) MinimapCluster:HookScript(&OnEvent&, function(self, event, ...)
if event == &ZONE_CHANGED_NEW_AREA& and not WorldMapFrame:IsShown() then
SetMapToCurrentZone()
end end) WorldMapFrame:HookScript(&OnHide&, SetMapToCurrentZone) MiniMapWorldMapButton:Hide() MinimapZoneTextButton:SetScript(&OnClick&, function()
if ACTIVE_CHAT_EDIT_BOX then
ACTIVE_CHAT_EDIT_BOX:Insert(&我在 &..MinimapZoneText:GetText())
ToggleFrame(WorldMapFrame)
end end) MinimapZoomIn:Hide() MinimapZoomOut:Hide() Minimap:EnableMouseWheel(true) Minimap:SetScript(&OnMouseWheel&, function(self, y)
if y & 0 then
MinimapZoomIn:Click()
MinimapZoomOut:Click()
end end) Minimap:SetMovable(true) Minimap:SetClampedToScreen(true) Minimap:SetScript(&OnMouseDown&, function(self)
if IsShiftKeyDown() then
self:ClearAllPoints()
self:StartMoving()
end end) Minimap:HookScript(&OnMouseUp&, function(self) self:StopMovingOrSizing() end)--[一键收取邮件或者金币] local deletedelay, t = 0.5, 0 local takingOnlyCash = false local button, button2, waitForMail, doNothing, openAll, openAllCash, openMail, lastopened, stopOpening, onEvent, needsToWait, copper_to_pretty_money, total_cash local _G = _G local baseInboxFrame_OnClick function doNothing() end function openAll()
if GetInboxNumItems() == 0 then return end
button:SetScript(&OnClick&, nil)
button2:SetScript(&OnClick&, nil)
baseInboxFrame_OnClick = InboxFrame_OnClick
InboxFrame_OnClick = doNothing
button:RegisterEvent(&UI_ERROR_MESSAGE&)
openMail(GetInboxNumItems()) end function openAllCash()
takingOnlyCash = true
openAll() end function openMail(index)
if not InboxFrame:IsVisible() then return stopOpening(&Need a mailbox.&) end
if index == 0 then return stopOpening(&Reached the end.&, true) end
local _, _, _, _, money, COD, _, numItems = GetInboxHeaderInfo(index)
if not takingOnlyCash then
if money & 0 or (numItems and numItems & 0) and COD &= 0 then
AutoLootMailItem(index)
needsToWait = true
elseif money & 0 then
TakeInboxMoney(index)
needsToWait = true
if total_cash then total_cash = total_cash - money end
local items = GetInboxNumItems()
if (numItems and numItems & 0) or (items & 1 and index &= items) then
lastopened = index
button:SetScript(&OnUpdate&, waitForMail)
stopOpening(&All done.&, true)
end end function waitForMail(this, arg1)
t = t + arg1
if (not needsToWait) or (t & deletedelay) then
if not InboxFrame:IsVisible() then return stopOpening(&Need a mailbox.&) end
needsToWait = false
button:SetScript(&OnUpdate&, nil)
local _, _, _, _, money, COD, _, numItems = GetInboxHeaderInfo(lastopened)
if money & 0 or ((not takingOnlyCash) and COD &= 0 and numItems and (numItems & 0)) then
--The lastopened index inbox item still contains stuff we want
openMail(lastopened)
openMail(lastopened - 1)
end end function stopOpening(msg, hide_minimap_button, ...)
button:SetScript(&OnUpdate&, nil)
button:SetScript(&OnClick&, openAll)
button2:SetScript(&OnClick&, openAllCash)
if baseInboxFrame_OnClick then
InboxFrame_OnClick = baseInboxFrame_OnClick
button:UnregisterEvent(&UI_ERROR_MESSAGE&)
takingOnlyCash = false
total_cash = nil
needsToWait = false
if hide_minimap_button then MiniMapMailFrame:Hide() end
if msg then DEFAULT_CHAT_FRAME:AddMessage(&OpenAll: &..msg, ...) end end function onEvent(frame, event, arg1, arg2, arg3, arg4)
if event == &UI_ERROR_MESSAGE& then
if arg1 == ERR_INV_FULL then
stopOpening(&Stopped, inventory is full.&)
end end local function makeButton(id, text, w, h, x, y)
local button = CreateFrame(&Button&, id, InboxFrame, &UIPanelButtonTemplate&)
button:SetWidth(w)
button:SetHeight(h)
button:SetPoint(&CENTER&, InboxFrame, &TOP&, x, y)
button:SetText(text)
return button end button = makeButton(&OpenAllButton&, &Take All&, 60, 25, -50, -410) button:SetScript(&OnClick&, openAll) button:SetScript(&OnEvent&, onEvent) button2 = makeButton(&OpenAllButton2&, &Take Cash&, 60, 25, 20, -410) button2:SetScript(&OnClick&, openAllCash) button:SetScript(&OnEnter&, function()
GameTooltip:SetOwner(button, &ANCHOR_RIGHT&)
GameTooltip:AddLine(string.format(&%d messages&, GetInboxNumItems()), 1, 1, 1)
GameTooltip:Show() end) button:SetScript(&OnLeave&, function() GameTooltip:Hide() end) function copper_to_pretty_money(c)
if c & 10000 then
return (&%d|cffffd700g|r%d|cffc7c7cfs|r%d|cffeda55fc|r&):format(c/10000, (c/100)%100, c%100)
elseif c & 100 then
return (&%d|cffc7c7cfs|r%d|cffeda55fc|r&):format((c/100)%100, c%100)
return (&%d|cffeda55fc|r&):format(c%100)
end end button2:SetScript(&OnEnter&, function()
if not total_cash then
total_cash = 0
for index=0, GetInboxNumItems() do
total_cash = total_cash + select(5, GetInboxHeaderInfo(index))
GameTooltip:SetOwner(button, &ANCHOR_RIGHT&)
GameTooltip:AddLine(copper_to_pretty_money(total_cash), 1, 1, 1)
GameTooltip:Show() end) button2:SetScript(&OnLeave&, function() GameTooltip:Hide() end) --[脱战回收内存] local F = CreateFrame(&Frame&) F:RegisterEvent(&PLAYER_REGEN_ENABLED&) F:SetScript(&OnEvent&, function() _G.collectgarbage(&collect&) end)frame:SetScript(&OnEvent&, eventHandler)--[网格界面校正]SLASH_EA1 = &/align&local fSlashCmdList[&EA&] = function()
f = CreateFrame('Frame', nil, UIParent)
f:SetAllPoints(UIParent)
local w = GetScreenWidth() / 64
local h = GetScreenHeight() / 36
for i = 0, 64 do
local t = f:CreateTexture(nil, 'BACKGROUND')
if i == 32 then
t:SetTexture(1, 0, 0, 0.5)
t:SetTexture(0, 0, 0, 0.5)
t:SetPoint('TOPLEFT', f, 'TOPLEFT', i * w - 1, 0)
t:SetPoint('BOTTOMRIGHT', f, 'BOTTOMLEFT', i * w + 1, 0)
for i = 0, 36 do
local t = f:CreateTexture(nil, 'BACKGROUND')
if i == 18 then
t:SetTexture(1, 0, 0, 0.5)
t:SetTexture(0, 0, 0, 0.5)
t:SetPoint('TOPLEFT', f, 'TOPLEFT', 0, -i * h + 1)
t:SetPoint('BOTTOMRIGHT', f, 'TOPRIGHT', 0, -i * h - 1)
endend---[默认的目标和焦点头像背景职业染色]------------------------------------------------local frame = CreateFrame(&FRAME&) frame:RegisterEvent(&GROUP_ROSTER_UPDATE&) frame:RegisterEvent(&PLAYER_TARGET_CHANGED&) frame:RegisterEvent(&PLAYER_FOCUS_CHANGED&) frame:RegisterEvent(&UNIT_FACTION&) local function eventHandler(self, event, ...) if UnitIsPlayer(&target&) then c = RAID_CLASS_COLORS[select(2, UnitClass(&target&))] TargetFrameNameBackground:SetVertexColor(c.r, c.g, c.b) end if UnitIsPlayer(&focus&) then c = RAID_CLASS_COLORS[select(2, UnitClass(&focus&))] FocusFrameNameBackground:SetVertexColor(c.r, c.g, c.b) end end frame:SetScript(&OnEvent&, eventHandler) for _, BarTextures in pairs({TargetFrameNameBackground, FocusFrameNameBackground}) do BarTextures:SetTexture(&Interface\\TargetingFrame\\UI-StatusBar&) end---[宝珠移动]------------------------------------------------PriestBarFrame:ClearAllPoints()PriestBarFrame:SetPoint(&CENTER&, UIParent, &CENTER&, 0, -120)PriestBarFrame:SetScale(1.2)PriestBarFrame:SetAlpha(1.0) ---[图腾移动]------------------------------------------------TotemFrame:ClearAllPoints()TotemFrame:SetPoint(&CENTER&, UIParent, &CENTER&, 0, -120)TotemFrame:SetScale(1.2)TotemFrame:SetAlpha(1.0) ---[圣能移动]------------------------------------------------PaladinPowerBar:ClearAllPoints()PaladinPowerBar:SetPoint(&CENTER&, UIParent, &CENTER&, 0, -120)PaladinPowerBar:SetScale(1.2)PaladinPowerBar:SetAlpha(1.0)---[符能移动]------------------------------------------------RuneFrame:ClearAllPoints()RuneFrame:SetPoint(&CENTER&, UIParent, &CENTER&, 0, -120)RuneFrame:SetScale(1.2)RuneFrame:SetAlpha(1.0)---[鸟德移动]------------------------------------------------EclipseBarFrame:ClearAllPoints()EclipseBarFrame:SetPoint(&CENTER&, UIParent, &CENTER&, 0, -120) EclipseBarFrame:SetScale(1.2)EclipseBarFrame:SetAlpha(1.0) ---[武僧移动]------------------------------------------------MonkHarmonyBar:ClearAllPoints()MonkHarmonyBar:SetPoint(&CENTER&, UIParent, &CENTER&, 0,-120)MonkHarmonyBar:SetScale(1.2)MonkHarmonyBar:SetAlpha(1.0) ---[碎片移动]------------------------------------------------WarlockPowerFrame:ClearAllPoints()WarlockPowerFrame:SetPoint(&CENTER&, UIParent, &CENTER&, 0,-120)WarlockPowerFrame:SetScale(1.2)WarlockPowerFrame:SetAlpha(1.0) ---[移动宝宝并隐藏姓名]------------------------------------------------PetFrame:SetScript(&OnShow&, nil) PetFrame:SetParent(UIParent) PetFrame:SetScale(1.2)PetFrame:ClearAllPoints() PetFrame:SetPoint(&TOP&, PlayerFrame, &BOTTOM&, -30, 180) PetName:Hide()--[技能施法加速闪光]local bars = {&ActionButton&,&MultiBarBottomLeftButton&,&MultiBarBottomRightButton&} for _,bar in ipairs(bars) do for i = 1,12 do local btn = getglobal(bar..i) local name = getglobal(bar..i..&Name&) local hotkey = getglobal(bar..i..&HotKey&) local border = getglobal(bar..i..&Border&) btn:SetPushedTexture([[Interface\Cooldown\star4]]) btn:GetPushedTexture():SetBlendMode(&ADD&) btn:GetPushedTexture():SetTexCoord(0.2,0.8,0.2,0.8) btn:GetPushedTexture():SetVertexColor(1.5,1.5,1) end end--施法延时显示local playertimer, targettimer, lagmeterlagmeter = CastingBarFrame:CreateTexture(nil, &BACKGROUND&);lagmeter:SetHeight(CastingBarFrame:GetHeight());lagmeter:SetWidth(0);lagmeter:SetPoint(&RIGHT&, CastingBarFrame, &RIGHT&, 0, 0);lagmeter:SetTexture(1, 0, 0, 1); -- red colorhooksecurefunc(CastingBarFrame, &Show&, function()down, up, lag = GetNetStats();local castingmin, castingmax = CastingBarFrame:GetMinMaxValues();local lagvalue = ( lag / 1000 ) / ( castingmax - castingmin );if ( lagvalue & 0 ) thenlagvalue = 0; elseif ( lagvalue & 1 ) then lagvalue = 1; lagmeter:SetWidth(CastingBarFrame:GetWidth() * lagvalue);end); --[隐藏宏名称]local r={&MultiBarBottomLeft&, &MultiBarBottomRight&, &Action&, &MultiBarLeft&, &MultiBarRight&} for b=1,#r do for i=1,12 do _G[r[b]..&Button&..i..&Name&]:SetAlpha(0) end end--[盗贼控制剃减图标显示]USD=&UNIT_SPELLCAST_SUCCEEDED&;OT=&OnEvent&;FR=&Frame&;RF=CreateFRD=&Border&;UE=UnitName CS=RF(FR) CS.c=RF(&Cooldown&,&CST&,CS.t) CS:RegisterEvent(USD) CS.c:SetAllPoints(CS) CS:SetPoint(&TOPRIGHT&,PlayerFrame,-2,4)CS:SetSize(22,22)CS:Hide()CS.t=CS:CreateTexture(nil,RD)CS.t:SetAllPoints()CS.t:SetTexture(&Interface\\Icons\\ability_cheapshot&) CS:SetScript(OT,function(self,event,...)if UE(select(1,...))==UE(&player&)and select(5,...)==1833 then CST:SetCooldown(GetTime(),23)CS:Show()CS.elapsed = 0 CS:SetScript('OnUpdate', function(self, elapsed)if self.elapsed & 24 then self:SetScript('OnUpdate', nil) self:Hide() else self.elapsed = self.elapsed + elapsed end end)end if UE(select(1,...))==UE(&player&)and select(5,...)==408 then CST:SetCooldown(GetTime(),25)CS:Show() CS.elapsed = 0 CS:SetScript('OnUpdate', function(self, elapsed)if self.elapsed & 26 then self:SetScript('OnUpdate', nil) self:Hide()else self.elapsed = self.elapsed + elapsed end end)end end) SP=RF(FR) SP.c=RF(&Cooldown&,&SAP&,SP.t) SP:RegisterEvent(USD) SP.c:SetAllPoints(SP) SP:SetPoint(&TOPRIGHT&,PlayerFrame,-25,4)SP:Hide()SP:SetSize(22,22)SP.t=SP:CreateTexture(nil,RD)SP.t:SetAllPoints()SP.t:SetTexture(&Interface\\Icons\\ability_sap&) SP:SetScript(OT,function(self,event,...)if UE(select(1,...))==UE(&player&)and select(5,...)==6770 then SAP:SetCooldown(GetTime(),27)SP:Show()SP.elapsed = 0 SP:SetScript('OnUpdate', function(self, elapsed)if self.elapsed & 28 then self:SetScript('OnUpdate', nil) self:Hide()else self.elapsed = self.elapsed + elapsed end end)end if UE(select(1,...))==UE(&player&)and select(5,...)==1776 then SAP:SetCooldown(GetTime(),23)SP:Show()SP.elapsed = 0 SP:SetScript('OnUpdate', function(self, elapsed)if self.elapsed & 24 then self:SetScript('OnUpdate', nil) self:Hide()else self.elapsed = self.elapsed + elapsed end end)end end) GR=RF(FR) GR.c=RF(&Cooldown&,&GAR&,GR.t) GR.c:SetAllPoints(GR) GR:SetPoint(&TOPRIGHT&,PlayerFrame,-47,4)GR:Hide()GR:SetSize(22,22)GR.t=GR:CreateTexture(nil,RD)GR.t:SetAllPoints()GR.t:SetTexture(&Interface\\Icons\\ability_Rogue_Garrote&) GR:SetScript(OT,function(self,event,...)if UE(select(1,...))==UE(&player&)and select(5,...)==703 then GAR:SetCooldown(GetTime(),23)GR:Show()GR.elapsed = 0 GR:SetScript('OnUpdate', function(self, elapsed)if self.elapsed & 24 then self:SetScript('OnUpdate', nil) self:Hide()else self.elapsed = self.elapsed + elapsed end end)end end) GR:RegisterEvent(USD)--[生命显示方式以K为单位]local function HealthBarText(statusFrame, textString, value, valueMin, valueMax)
if string.find(textString:GetName(), &Health&) or string.find
if valueMax ~= 0 then
local percent = tostring(math.ceil((value / valueMax) * 100))
value = HealthBarText_CapDisplayOfNumericValue(value)
valueMax = HealthBarText_CapDisplayOfNumericValue(valueMax)
textString:SetText(value..&&)
end end hooksecurefunc(&TextStatusBar_UpdateTextStringWithValues&, HealthBarText) function HealthBarText_CapDisplayOfNumericValue(value)
local strLen = strlen(value);
local retString =
if ( strLen & 9 ) then
retString = string.sub(value, 1, -9)..SECOND_NUMBER_CAP;
elseif ( strLen & 4 ) then
retString = string.sub(value, 1, -4)..&K&;
return retS end--[用游戏内宏自制触发效果监视] PSF=CreateFrame(&FRAME&) PSF:RegisterEvent(&UNIT_AURA&); PSF:SetScript('OnEvent',function()
for i=1,40 do
_,_,_,_,_,_,_,_,_,_,id=UnitAura(&Player&,i)
if id==126707 then SpellActivationOverlay_ShowOverlay(SpellActivationOverlayFrame,126707,&TEXTURES\\SPELLACTIVATIONOVERLAYS\\FURY_OF_STORMRAGE.BLP&,&TOP&,1,255,255,255,false,false)
if o==0 then SpellActivationOverlay_HideOverlays(SpellActivationOverlayFrame,126707)
end end) --[自动出售灰色物品] local f = CreateFrame(&Frame&) f:SetScript(&OnEvent&, function()
local c = 0
for b=0,4 do
for s=1,GetContainerNumSlots(b) do
local l = GetContainerItemLink(b, s)
local p = select(11, GetItemInfo(l))*select(2, GetContainerItemInfo(b, s))
if select(3, GetItemInfo(l))==0 and p&0 then
UseContainerItem(b, s)
PickupMerchantItem()
if c&0 then
local g, s, c = math.floor(c/10000) or 0, math.floor((c%1) or 0, c%100
DEFAULT_CHAT_FRAME:AddMessage(&卖灰收入&..& |cffffffff&..g..&|cffffc125g|r&..& |cffffffff&..s..&|cffc7c7cfs|r&..& |cffffffff&..c..&|cffeda55fc|r&..&.&,255,255,255)
end end) f:RegisterEvent(&MERCHANT_SHOW&)--[自动修理] local AutoRepair = true local g = CreateFrame(&Frame&) g:RegisterEvent(&MERCHANT_SHOW&) g:SetScript(&OnEvent&, function()
if(AutoRepair==true and CanMerchantRepair()) then
local cost = GetRepairAllCost()
if cost & 0 then
local money = GetMoney()
if IsInGuild() then
local guildMoney = GetGuildBankWithdrawMoney()
if guildMoney & GetGuildBankMoney() then
guildMoney = GetGuildBankMoney()
if guildMoney & cost and CanGuildBankRepair() then
RepairAllItems(1)
print(format(&|cfff07100工会修理花费: %.1fg|r&, cost * 0.0001))
if money & cost then
RepairAllItems()
print(format(&|cffead000修理花费: %.1fg|r&, cost * 0.0001))
print(&Go farm newbie.&)
end end end)--[重载命令]SlashCmdList[&RELOADUI&] = function() ReloadUI() endSLASH_RELOADUI1 = &/rl&[/collapse][collapse=插件][b]只用了ArenaStyle、TellMeWhen和sArena而已,附上TellMeWhen字符串,多职业通用:[/b]^1^T^SNumGroups^N4 ^SGroups^T ^N1^T ^SPoint^T ^Sy^F-7239 ^f-46^Sx ^F3005^f-47 ^t^SScale^F9891 ^f-52^SRows ^N2^SGUID ^STMW:group:1JDZX0JxI_fF^SIcons ^T^N1^T ^SShowTimer^B ^SSort^N1 ^SType^Sunitcooldown ^SName^S42292:~`2:00;~`59752:~`2:00 ^SShowTimerTextnoOCC^B ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N2^T ^SShowTimer^B ^SType^Sunitcooldown ^SName^S408:~`20;~`5246:~`1.5:00;~`105593:~`30;~`19263:~`2:00;~`8122:~`45;~`48707:~`45;~`16188:~`1.5:00;~`8143:~`1:00;~`44572:~`30;~`6789:~`45;~`22812:~`30;~`119392:~`30 ^SShowTimerTextnoOCC^B ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N3^T ^SShowTimer^B ^SType^Sunitcooldown ^SName^S1856:~`1.5:00;~`87160:~`3:00;~`20066:~`15;~`19236:~`2:00;~`49039:~`2:00;~`98007:~`3:00;~`45438:~`5:00;~`5484:~`40;~`5211:~`50;~`119381:~`45 ^SShowTimerTextnoOCC^B ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N4^T ^SShowTimer^B ^SType^Sunitcooldown ^SName^S2094:~`2:00;~`18499:~`30;~`642:~`5:00;~`781:~`20;~`49560:~`25;~`1953:~`15;~`30283:~`30;~`132158:~`1:00;~`115078:~`15 ^SShowTimerTextnoOCC^B ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N5^T ^SShowTimer^B ^SType^Sunitcooldown ^SName^S36554:~`20;~`46968:~`40;~`105421:~`2:00;~`120699:~`1.5:00;~`108194:~`30;~`31661:~`20;~`48020:~`30 ^SShowTimerTextnoOCC^B ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N6^T ^SSort^N1 ^SType^Sunitcooldown ^SName^S23920:~`25;~`47585:~`2:00;~`6766:~`1:00;~`14185:~`5:00;~`11958:~`3:00 ^SShowWhen^N1 ^SEnabled^B ^SUnit^Starget ^t^N7^T ^SShowTimer^B ^SType^Sunitcooldown ^SName^S6552:~`15;~`96231:~`15;~`3355:~`30;~`1766:~`15;~`47476:~`1:00;~`2139:~`24;~`119392:~`30 ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N8^T ^SShowTimer^B ^SType^Sunitcooldown ^SName^S51713:~`1:00;~`112833:~`30;~`1719:~`3:00;~`49206:~`3:00;~`122470:~`1.5:00;~`108978:~`1.5:00;~`113860:~`2:00;~`113858:~`2:00;~`31884:~`2:00;~`***22:~`3:00;~`3045:~`2:00;~`114050:~`3:00 ^SShowWhen^N1 ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^t^SSortPriorities^T ^N1^T ^SMethod^Sduration ^SOrder^N-1 ^t^N2^T ^SMethod^Sid ^t^t^SName^Stagetcd ^t^N2^T ^SPoint^T ^Sy^N62. ^Sx^F-4571 ^f-46^t ^SScale^F6592 ^f-52^SColumns ^N6^SGUID ^STMW:group:1JDZX0Jy6urO^SIcons ^T^N1^T ^SShowTimer^B ^SBuffOrDebuff^SHARMFUL ^SType^Sbuff ^SName^S84617;~`167105;~`B~`34914 ^SShowTimerTextnoOCC^B ^SSettingsPerView^T ^Sicon^T ^STextLayout^Sicon1 ^t^t^SOnlyMine^B ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N2^T ^SShowTimer^B ^SBuffOrDebuff^SHARMFUL ^SType^Sbuff ^SName^S16511 ^SShowTimerTextnoOCC^B ^SOnlyMine^B ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^SIgnoreNomana^B ^SUseActvtnOverlay^B ^t^N3^T ^SShowTimer^B ^SType^Sbuff ^SName^S84745;~`84746;~`84747;~`32645;~`DamageB~`ImmuneToMagicCC;~`ImmuneToMagicCC;~`12328;~`139 ^SShowTimerTextnoOCC^B ^SOnlyMine^B ^SEnabled^B ^SShowTimerText^B ^t^N4^T ^SShowTimer^B ^SBuffOrDebuff^SHARMFUL ^SType^Sbuff ^SName^S79140;~`1715;~`589 ^SShowTimerTextnoOCC^B ^SOnlyMine^B ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^N5^T ^SShowTimer^B ^SType^Sbuff ^SName^S115193;~`1966;~`115189;~`73651;~`63735;~`774 ^SShowTimerTextnoOCC^B ^SOnlyMine^B ^SEnabled^B ^SShowTimerText^B ^t^N6^T ^SShowTimer^B ^SType^Sbuff ^SName^S13750;~`5171;~`114255 ^SOnlyMine^B ^SEnabled^B ^SShowTimerText^B ^SIgnoreNomana^B ^SUseActvtnOverlay^B ^t^t^SSortPriorities^T ^N1^T ^SMethod^Sduration ^SOrder^N-1 ^t^N2^T ^SMethod^Sid ^t^t^SLayoutDirection^N4 ^SName^Sbuff ^t^N3^T ^SPoint^T ^Sy^F9865 ^f-49^Sx ^F-4901^f-46 ^t^SScale^F2021 ^f-51^SColumns ^N1^SGUID ^STMW:group:1K36=maSoBoe^SIcons ^T^N1^T ^SShowTimer^B ^SBuffOrDebuff^SEITHER ^SType^Sbuff ^SName^SS~`163505;~`S~`I~`F~`CrowdC~`DefensiveB~`ImmuneToMagicCC;~`102543;~`DamageBuffs ^SEnabled^B ^SShowTimerText^B ^SUnit^Starget ^t^t^SName^Staget ^t^N4^T ^SPoint^T ^Sy^F4923 ^f-50^Sx ^F0029^f-46 ^t^SScale^F2021 ^f-51^SColumns ^N1^SGUID ^STMW:group:1K37BA32Nv9O^SIcons ^T^N1^T ^SShowTimer^B ^SBuffOrDebuff^SEITHER ^SType^Sbuff ^SName^SS~`163505;~`S~`I~`F~`CrowdC~`DefensiveB~`ImmuneToMagicCC;~`102543;~`DamageBuffs ^SEnabled^B ^SShowTimerText^B ^SUnit^Sfocus ^t^t^SName^Sfocus ^t^t^SLocked^B ^SVersion^N71032 ^t^N71032^S~`~| ^Sprofile^SWindman~`-~`Level~`100~`PvP ^^[/collapse][collapse=宏][b]由于动作条翻条比mop流畅,技能减少,wod的宏没必要再做状态宏,精简了不少:[/b]#showtooltip/Cast [@focus]悶棍/inspect#showtooltip/cleartarget/targetenemyplayer/cast
悶棍/focus [@focus,noexists] [@focus,dead] target#showtooltip/cast 戰鬥就緒/Cast [@focus,harm,exists,modifier:alt] [@mouseover, harm, exists][]擲殺/run local G=GetSpellInfo SetMacroSpell(&2&, G(&擲殺&) or G(&戰鬥就緒&) or &預知&)#showtooltip/cast 速度爆發/Cast [@focus,harm,exists,modifier:alt] [@mouseover, harm, exists][]暗影閃現/run local G=GetSpellInfo SetMacroSpell(&4&, G(&速度爆發&) or G(&暗影閃現&) or &預知&)/施放 疾跑#showtooltip/cast 死亡標記/cast 手裏劍/run local G=GetSpellInfo SetMacroSpell死亡標記&) or G(&手裏劍&) or &預知&)/duel#showtooltip/cast 暗影分身/cast 死從天降/run local G=GetSpellInfo SetMacroSpell(&7&, G(&暗影分身&) or G(&死從天降&) or &預知&)/cast 宿怨/use [combat] 13/use [combat] 德萊尼敏捷藥水#showtooltip 腳踢/Cast [@focus,harm,exists,modifier:alt] [@mouseover, harm, exists][]腳踢/cast [stance:1, @focus]悶棍/inspect/cast 截肢/施放 投擲/script ToggleSheath();/施放 機電師摩托車#showtooltips 毒化/cast 毒化/cast 無敵设置焦点宏/cleartarget [@target, dead] /clearfocus [@focus, dead] /target focus /cleartarget [@focus, noexists] /targetlasttarget /focus target/targetlasttarget/run BattlefieldMinimap:SetScale(2)/run SetCVar(&raidFramesDisplayIncomingHeals&,1)/Cast [@focus] 擲殺/cast [nomodifier, @arena1] 致盲/focus [@arena1]/cast [nomodifier, @arena2] 致盲/focus [@arena2]/cast [nomodifier, @arena3] 致盲/focus [@arena3]#showtooltip/use 治療藥劑/use 治療石/施放 破釜沉舟/施放 狂怒恢復#showtooltip 偷襲/施放 預謀/Cast [@focus,harm,exists,modifier:alt] [@mouseover, harm, exists][]偷襲/施放 預謀/施放 切割/stopattack/cast 剔骨/cast 無敵/施放 割裂/use 萊拉克可麗餅#showtooltip 絞喉/施放 預謀/Cast [@focus,harm,exists,modifier:alt] [@mouseover, harm, exists][]絞喉/施放 暗影之舞/use [combat] 13/use [combat] 德萊尼敏捷藥水/CancelAura 保護聖禦/startattack/施放 背刺/施放 投擲/script ToggleSheath();/施放 酋長的死亡之輪[/collapse][collapse=天赋选择][b]第1层:[/b]敏锐诡诈还是无可替代,刺杀需要爆发可选夜行者配合军装四件套效果消失毒伤,需要起手顺滑可选暗影集中[b]第2层:[/b]法系神经打击,物理备战,死亡投掷还是鸡肋,起码目前还是[b]第3层:[/b]推荐飘忽不定[b]第4层:[/b]敏捷暗刀,刺杀速度爆发,暗影步除非有bufu,不然可放弃[b]第5层:[/b]推荐内出血,徽章解肾击后流血效果还在,插旗可针对性选邪恶计谋[b]第6层:[/b]推荐死标,飞刀没伤害耗能高[b]第7层:[/b]刺杀影子、敏锐死降[/collapse][collapse=属性选择][b]刺杀:[/b]暴击精通[b]敏锐:[/b]双击&暴击=精通&极速[/collapse][collapse=军装效果][b]2件套:[/b]脚踢给3星[b]4件套:[/b]敏锐佯攻+910全能,刺杀消失+5星并且下一个毒伤100%暴击[/collapse][collapse=起手和爆发][b]敏锐起手:[/b][b]法系:[/b]预谋切割-锁喉-伏击-偷袭-剔骨-死标死降剔骨(偷袭结束时用有机会顶掉对手一个控制技能)[b]物理:[/b]预谋切割-偷袭-伏击-割裂-死标肾击[b]混合职业:[/b]1、预谋切割-锁喉-伏击-偷袭-剔骨-死标死降剔骨(双饰品触发竞技场能爆8w)2、预谋切割-偷袭-伏击-割裂-影舞锁喉-伏击-伏击-肾击-伏击x2-剔骨-死标死降剔骨[b]刺杀起手:[/b][b]法系:[/b]锁喉-毁伤-偷袭-毒伤-死标肾击[b]物理:[/b]偷袭-毁伤-割裂-死标肾击[b]爆发:[/b]挂上割裂后满能量影子仇杀-肾击-死标毒伤-无脑毁伤毒伤,适当接消失毒伤[/collapse][collapse=小tips]1、暗刀能作用影舞2、死降免疫控制3、死降起跳后烟雾弹能让死降不生效(具体看敏锐竞技场视频)4、星在自己身上大家都知道,但会每过30秒左右少一星5、伏击打脸,背刺只不能打脸6、影子不可控但很脆7、刀扇命中一个给一星,3个以上目标刀扇打终结技是很好的选择8、t17评级竞技场套装效果不生效9、切割、割裂不需要断了再补,切割最高可以累加到45秒,也就是说剩余11秒时既可以补切割不会浪费,很多时候竞技场里感觉不是爆发时机手上捏着5星可以选择切割或者割裂,比打个剔骨出去好[/collapse][collapse=各职业插旗][b]dk:[/b]伤害高血厚,你都不知道这种怪物是怎么设计出来的,一波晕锁要章一波晕锁打死,即使身上挂着恢复、备战、佯攻还是能把你打残,胜率:0%[b]武僧:[/b]敏锐暗刀穿t17胜率:70%,刺杀基本没机会[b]野德:[/b]敏锐暗刀穿t17胜率:70%,刺杀:40%-60%[b]平衡德:[/b]敏锐暗刀穿t17胜率:90%,刺杀:70%[b]法师:[/b]别小看法爷,出时光、分身的法爷有难度,但总体还是疲弱,胜率:90%[b]ss:[/b]测试服好的ss很少,胜率:90%[b]暗牧:[/b]吊打[b]武器战:[/b]吊打[b]角斗士战:[/b]不太确定,大致胜率:50%-70%[b]狂暴战:[/b]测试服很少狂暴战,大致胜率:50%-60%[b]惩戒:[/b]跟dk一样,不可能的任务[b]萨满:[/b]吊打,不过不要小看元素萨,加血能力超强,不小心可能被翻盘,我就看过宇宙猎被个元素萨吊打,当然这2b用的一键宏,小声说句我之后去吊打了那个sm[b]猎人:[/b]高手猎人不多,刺杀大致胜率:70%-90%,敏锐暗刀穿t17胜率应该更佳[/collapse][collapse=视频][b]敏锐竞技场(新):[/b][flash]/v_show/id_XNzg1NjY5NTY0.html[/flash][b]刺杀竞技场(版本较旧)[/b][flash]/v_show/id_XNzUzOTAxMTUy.html[/flash][b]刺杀决斗(版本较旧)[/b][flash]/v_show/id_XNzUzODk0NTEy.html[/flash][/collapse]总结:盗贼目前属于中上游,前景还是不错的,机制改动基本满意,刺杀整体比敏锐好点,简单粗暴,保持原状即可,buff也不介意,而敏锐适合信仰玩家挖掘打法,战斗虽没玩,但比刺杀还简单粗暴,适合rush型场合(野外、插旗),而blz也在稳步调整当中,希望敏锐剔骨再增加点伤害,常规爆6w就差不多了
好顶赞死降赌博相杀
我去终于来了啊!!顶一个收藏慢慢看~[s:ac:goodjob]
视频看完了,我就想说,敏锐的影舞有暗刀,这天赋就超神。没有暗刀的影舞,还是那样,能干的事不多。但是带个治疗的战斗盗贼明显不那么坑了。天降确实有很大发挥空间。
敏锐的BGM碉堡了
影子只要能被打死就是坑爹天赋,想想高端jjc里灵能魔、治疗图腾。死降对刺杀其实有很好的转火功能,虽然距离近点。刺杀的毁伤斩击受毒伤加成,所以死降转火省暗步,后续有更好追人的能力。30能量的速度爆发打zc用过一次,感觉很影响输出,盗贼想在jjc里打出伤害需要持续的近身,而无限依靠速度爆发会给能量带来很大的负担。或许以后暗步又会逐渐流行,通过合理的搭配技能比如晕使近身后不容易摆脱。
[quote][pid=68652,1]Reply[/pid] [b]Post by [uid=]神彩[/uid] ( 14:39):[/b]影子只要能被打死就是坑爹天赋,想想高端jjc里灵能魔、治疗图腾。死降对刺杀其实有很好的转火功能,虽然距离近点。刺杀的毁伤斩击受毒伤加成,所以死降转火省暗步,后续有更好追人的能力。30能量的速度爆发打zc用过一次,感觉很影响输出,盗贼想在jjc里打出伤害需要持续的近身,而无限依靠速度爆发会给能量带来很大的负担。或许以后暗步又会逐渐流行,通过合理的搭配技能比如晕使近身后不容易摆脱。[/quote]死降动作太大,距离太短,追击效果不是太好,除非像斯拉克那样可以减速黏住,不然我一般选择制造伤害暗步cd太长了,速度爆发虽然耗能30,但是追上后也回得差不多了,关键是能跑影子确实太脆,需要buff下硬度,目前只能在晕锁对手的情况下开影子
刺杀那边起手法系应该写错了法系:锁喉-毁伤-偷袭-剔骨-死标毒伤剔骨换成毒伤
只要暗刀不砍,盗贼的春天就来了~~看到新的视频好high森~~~
必须是8毒伤大法啊。哈哈哈哈哈。
-,-敏锐还是那个佯攻给全能啊。。。好悲剧啊,爆发前还要打个佯攻。现在诡诈是对方很容易看见了吗-,- 是的话 岂不是很烦,以前可以锁喉再偷袭的目标,现在还可以么 会不会锁喉 被对方1个瞬发控制直接打到。难道必须偷袭开略-,-。。。好浪费GCD。敏锐天赋的内出血和欺凌有空你可以计算下伤害收益比例。因为敏锐直接去打肾击的情况基本是负的-,-。 肾击打不出寻找弱点。。没了-,- 咩。。
大致意义就是假设pve套装效果是不存在的话,那盗贼就是被所有职业吊打的节奏么=.=
再去老牛那买二件T17,影舞无消耗能量另外问一下,你这是美服吗? 我今天上了一下国服的PVP服务器,发现送的660的PVP装没看到套装属性
编辑了··国服装备不齐也没有参考意义··
敏锐T17在竞技场和评级的套装效果应该无效的吧 不知道在战场里有用不?野外应该有效 楼主能回答一下不?[s:ac:blink]
军装4件套的特效实在是坑……
好想刷个华戒穿两套~[img]http://img./attachments/mon_/-bc8638067.png[/img]
国服马上就会开启100级PVP测试了,到时候去体验下~那撒,我要一个打十个。。。
敏锐的伏击背刺宏现在用不了了
谁能告诉下为什么,潜行跟影舞的判定数字都改了么??谁做个能用的伏击背刺宏啊
先马了慢慢看