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发表于 2023-5-11 14:25:01
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^1^T^SItems^T^N1^T^SGUID^N1^SScript^Sif~`(IsMounted("player")==1~`or~`~J~`~`~`~`not~`BeeUnitAffectingCombat("player")~`or~`~J~`~`~`~`not~`UnitIsDeadOrGhost("target")==1~`~`or~`~J~`~`~`~`BeePlayerBuffTime("潜行")~`>=1)~`~Jand~`UnitExists("target")==1~`~`then~`~J~`~`~`~`return~Jend^SEnabled^N1^SDescription^S满足条件继续运行^SIcon^SInterface\Icons\INV_Misc_QuestionMark^SName^S运行条件^t^N2^T^SGUID^N3^SScript^Sif~`~`BeeIsRun("冷血","nogoal")~`then~`BeeRun("冷血","nogoal")~`~J~`~`~`~`return;~Jend^SEnabled^N1^SDescription^SCD好了就开^SIcon^SInterface\Icons\INV_Misc_QuestionMark^SName^S自动冷血^t^N3^T^SGUID^N2^SName^S输出循环^SDescription^S左shift刀扇~`ALT嫁祸焦点^SEnabled^B^SIcon^SInterface\Icons\INV_Misc_QuestionMark^SScript^Slocal~`nl=~`BeeUnitMana()~Jlocal~`ljd~`=~`BeeGetComboPoints()~J--local~`tarbuff~`=~`BeeUnitBuffList("target")~Jlocal~`playerbuff~`=~`BeeUnitBuffList("player")~J~J--加入爆发技能~J~J--保命~Jif~`BeeUnitHealth("player","%")<50~`and~`BeeIsRun("邪能治疗石")~`then~`~J~`~`~`~`BeeRun("邪能治疗石")~`~J~`~`~`~`return~Jend~Jif~`BeeUnitHealth("player","%")<30~`and~`BeeIsRun("符文治疗药水")~`then~`~J~`~`~`~`BeeRun("符文治疗药水")~J~`~`~`~`return~Jend~J~J--刀扇~Jif~`IsLeftShiftKeyDown()~`then~`~`~`~`~`~`~`~J~`~`~`~`if~`BeeIsRun("刀扇","nogoal")~`then~`~J~`~`~`~`~`~`~`~`BeeRun("/startattack\n/cast~`刀扇","nogoal")~`~J~`~`~`~`~`~`~`~`return~J~`~`~`~`end~J~`~`~`~`return~Jend~J~J--ALT嫁祸焦点~Jif~`IsLeftAltKeyDown()~`and~`BeeRange("focus")<=20~`~`and~`BeeIsRun("嫁祸诀窍","focus")~`~`then~J~`~`~`~`BeeRun("嫁祸诀窍","focus")~J~`~`~`~`return~Jend~J--精英锁喉~`普通怪伏击~Jif~`IsStealthed("player")==1~`then~J~`~`~`~`if~`nl>=60~`and~`BeeTargetDeBuffTime("锁喉")<1~`and~`BeeIsRun("锁喉")~`and~`~`BeeIsRun("伏击")~`then~`~`~J~`~`~`~`~`~`~`~`BeeRun("锁喉")~`~`~J~`~`~`~`else~`~`~J~`~`~`~`~`~`~`~`BeeRun("伏击")~`~J~`~`~`~`end~`~J~`~`~`~`--~`if~`not~`BeeUnitClassification("target")~`and~`BeeIsRun("伏击")~`then~J~`~`~`~`--~`BeeRun("伏击")~`~J~`~`~`~`--~`return~J~`~`~`~`--~`end~Jend~Jif~`BeeUnitHealthSpells("target",10,"毒伤")~`then~J~`~`~`~`return~Jend~J--血之饥渴~Jif~`BeePlayerBuffTime("血之饥渴")<=3~`then~`~`~`~`~`~J~`~`~`~`if~`nl>=15~`and~`BeeIsRun("血之饥渴","target")~`~`then~`~`~J~`~`~`~`~`~`~`~`BeeRun("血之饥渴","target")~`~J~`~`~`~`~`~`~`~`return~J~`~`~`~`end~J~`~`~`~`if~`BeeIsRun("血之饥渴")~`==false~`and~`ljd>=1~`then~`~`~J~`~`~`~`~`~`~`~`BeeRun("割裂")~J~`~`~`~`~`~`~`~`return~J~`~`~`~`end~Jend~J~Jif~`BeePlayerBuffTime("血之饥渴")>4~`then~J~`~`~`~`if~`~`BeePlayerBuffTime("切割")<3~`then~`~`~`~`~`~`~J~`~`~`~`~`~`~`~`if~`ljd>0~`and~`BeeStringFind("切割",playerbuff)~`and~`BeeIsRun("毒伤")~`then~`~J~`~`~`~`~`~`~`~`~`~`~`~`BeeRun("毒伤")~`~J~`~`~`~`~`~`~`~`~`~`~`~`return~J~`~`~`~`~`~`~`~`end~J~`~`~`~`~`~`~`~`if~`not~`BeeStringFind("切割",playerbuff)~`and~`ljd>0~`and~`BeeIsRun("切割")~`then~`~J~`~`~`~`~`~`~`~`~`~`~`~`BeeRun("切割")~J~`~`~`~`~`~`~`~`~`~`~`~`return~J~`~`~`~`~`~`~`~`end~J~`~`~`~`end~J~`~`~`~`if~`~`BeePlayerBuffTime("切割")>3~`then~J~`~`~`~`~`~`~`~`if~`ljd>=3~`and~`BeePlayerBuffTime("毒伤")<1~`and~`BeeIsRun("毒伤")~`and~`nl>=85~`then~J~`~`~`~`~`~`~`~`~`~`~`~`BeeRun("毒伤")~`~J~`~`~`~`~`~`~`~`~`~`~`~`return~J~`~`~`~`~`~`~`~`end~J~`~`~`~`~`~`~`~`if~`BeePlayerBuffTime("毒伤")>=2~`and~`BeeIsRun("毁伤")~`then~`~J~`~`~`~`~`~`~`~`~`~`~`~`BeeRun("毁伤")~`~J~`~`~`~`~`~`~`~`~`~`~`~`return~J~`~`~`~`~`~`~`~`end~J~`~`~`~`end~J~`~`~`~`if~`nl>=90~`and~`BeeIsRun("毁伤")~`then~`~J~`~`~`~`~`~`~`~`BeeRun("毁伤")~`~J~`~`~`~`~`~`~`~`return~J~`~`~`~`end~Jend~`^t^t^SCD^N0.5^SVariable^T^t^SName^S毁伤^t^^ |
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