近期,魔兽世界国服再度上线啦。小伙伴们又能够回归国服畅享游戏乐趣了呢。在这款游戏里存在着众多各异的宏,这些宏对我们大有裨益。那接下来呢,我就为大家展示一下魔兽世界巫妖王之怒(WLK)版本中痛苦术的一键输出宏汇总。痛苦术在游戏里是一个颇具特色的职业,其输出手法较为复杂,而这些宏能够极大地简化操作流程,让玩家更高效地进行游戏输出,无论是在副本战斗还是在野外打怪,合理运用这些宏都能提升玩家的游戏体验。
魔兽世界wlk痛苦术一键输出宏一览
一键输出宏:
在脚本(script)中,定义了两个本地变量。其中变量n被设定为一个包含三个元素{"Abomi","Sarge","Immol"}的表(table),而变量s则是一个包含三个元素{"腐蚀术","痛苦诅咒","献祭"}的表。这两个变量或许在特定的脚本功能中有一定的关联或者用途,也许是用于游戏中的技能与角色的关联设定之类的,例如可能是将表n中的角色与表s中的技能相对应,从而在游戏逻辑中实现角色施展相应技能的操作。
For k taking on the values from 1 to 3, we set f to nil. Then, for j within the range of 1 to 16, we obtain d by using the "UnitDebuff" function with "target" and j as parameters. Here, when we talk about this process, it's important to note that in programming scenarios like this, the act of initializing a variable (such as setting f to nil) is often a crucial step for various reasons. It could be for memory management, to ensure that the variable is in a known state before further operations. And the loop for j is likely used to iterate through all possible debuff indices to check or perform some actions related to the unit's debuffs.
If the variable d exists and the function strfind(d, n[k]) returns a true value, then set f equal to 1 and break out of the loop. This operation is carried out for each relevant iteration until the end of the loop is reached.
If f is not true, then the spell should be cast by name, specifically s[k]. After that, break out of the loop. And this is the end of this section. It's important to note that in many programming scenarios, this kind of code structure is used to handle conditional operations related to spell - casting mechanisms. For example, if a certain condition (represented by f) is not met, the program proceeds to cast a spell based on the name stored in s[k]. This could be part of a larger game development context where spells are an important gameplay element, and the code is designed to ensure that the correct spell is cast at the appropriate time.
痛苦术士风筝版:
/local variables n, s, k, j, d, f are set here. The variable n is an array containing the elements "Abomi", "Requi", "Sarge", and the variable s is an array that has elements like "腐蚀术", "生命虹吸", "痛苦诅咒".For k in {1, 3} do f = nil For j in {1, 16} do d = UnitDebuff("target", j) end end 是在保持原意基础上拓展的新内容:在这个程序段的运行逻辑中,k的取值从1到3进行循环操作。每一次循环开始时,先将变量f设置为nil,这可能是为了清除之前可能存在于f中的数据或者状态。,当j从1到16进行循环时,针对目标(这里用"target"表示)获取其第j个减益效果(通过UnitDebuff函数)并赋值给d。这样的双层循环结构往往用于对目标的不同状态或者属性进行全面的检查或者操作,例如在游戏开发中可能用于检测角色(即这里的目标)身上不同类型的负面状态。
如果变量d存在,并且在d中能找到n[k](这里假设n是一个数组或者某种数据结构,k是其索引),那么就令f等于1,跳出当前循环;整个过程到这里结束。
若f不成立的话,那就通过名称来施展法术(s[k]);中断操作;到此为止;结束这一流程。
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