本帖最后由 michael_han1986 于 2019-3-11 17:32 编辑
确实,我自己也觉得略微有点过分,不过想到蛮子5+3可以泄怒刷CD保持对戒,DH也能回憎回戒律保持对戒,差不多是一个意思,当然,还需要自己手动打多重,或在其他必要的时候手动打闪避(例如元素戒火元素之前,回满憎恨,在火元素期间打出更多的多重、集束箭;在冰元素之前回憎,在冰元素期间打集束箭等等)
现在暂时插入了两句
.IfTrue(ctx => ctx.Skill.Player.Stats.ResourcePctHatred < 20).ThenCastElseContinue()//憎恨值百分比小于20%
.IfSecondaryResourceAmountIsBelow(ctx => 25).ThenCastElseContinue()//戒律值小于25,暂时无法判断不洁套的前提
但是还不能判断减耗塔、护盾塔、手腕减伤、不洁套
自用或许可以,分享给大家用可能适用性还不足
[AppleScript] 纯文本查看 复制代码 [266258]
EN_266258=Pylon_Channeling
CN_266258=塔_减耗塔
TW_266258=塔_引能秘壇
if (pwr == Hud.Sno.SnoPowers.Generic_PagesBuffInfiniteCasting.Sno){
yield return new BuffRule(pwr) { IconIndex = 0, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false}; //减耗塔
}
[AppleScript] 纯文本查看 复制代码
[266254]
EN_266254=Pylon_Shield
CN_266254=塔_护盾塔
TW_266254=塔_防護秘壇
if (pwr == Hud.Sno.SnoPowers.Generic_PagesBuffInvulnerable.Sno){
yield return new BuffRule(pwr) { IconIndex = 0, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false}; //护盾塔
}
[AppleScript] 纯文本查看 复制代码
[423244]
EN_423244=Set_Unhallowed Essence(4)
CN_423244=套装_邪秽之精(4)
TW_423244=套裝_邪瀆精華(4)
if (pwr == 423244){
yield return new BuffRule(pwr) { IconIndex = 1, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false}; //邪秽之精4件Unhallowed Essence
}
[AppleScript] 纯文本查看 复制代码
[441517]
EN_441517=LegendaryItems_Wraps of Clarity
CN_441517=传奇物品_明彻裹腕
TW_441517=傳奇物品_澄明裹腕
if (pwr == Hud.Sno.SnoPowers.WrapsOfClarity.Sno){
yield return new BuffRule(pwr) { IconIndex = 1, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
}
找是找了,但是构成语句不会写,尬
下面是全能法戒的sno,如果能写出判断火元素(或冰、或电、或物理)期间仅保持减伤和对戒,无视憎恨的话,那么就可以把另一条关于憎恨的百分比条件写的高一些了
但如果不能将全能法戒的sno写进判断条件,那另一条关于憎恨的百分比条件就设置的低一些
[AppleScript] 纯文本查看 复制代码
if (pwr == Hud.Sno.SnoPowers.Cindercoat.Sno){}
if (pwr == Hud.Sno.SnoPowers.CoilsOfTheFirstSpider.Sno){}
if (pwr == Hud.Sno.SnoPowers.ConventionOfElements.Sno){
yield return new BuffRule(pwr) { IconIndex = 1, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
yield return new BuffRule(pwr) { IconIndex = 2, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
yield return new BuffRule(pwr) { IconIndex = 3, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
yield return new BuffRule(pwr) { IconIndex = 4, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
yield return new BuffRule(pwr) { IconIndex = 5, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
yield return new BuffRule(pwr) { IconIndex = 6, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
yield return new BuffRule(pwr) { IconIndex = 7, MinimumIconCount = 1, ShowTimeLeft = true, ShowStacks = false};
}
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