常用技巧範例
更新於 2026年10月18日
每個技巧都是一個小而完整的輸出循環:左邊是 KRC 文字,右邊是相同內容的 JSON。將它貼到建立器中(「文字與 JSON」 — 「貼上」),即可看到它在「欄位」與「規則」頁面上的樣子。法術 ID 都是取自 Wowhead 的真實 ID。頁面最後有完整的輸出循環。
在刷新時段內刷新 DoT#
DoT 不存在時施放,剩餘時間在 30% 以下時刷新:在這段刷新時段(pandemic)內刷新,不會損失任何持續時間。不存在的光環剩餘時間為 0,因此刷新要另外用一個含 .up 的群組。
rotation "技巧:在刷新時段內刷新 DoT"
buff1 Garrote_DoT = "目標身上的絞喉 [703]"
slot1 Garrote = "絞喉"
slot4 Mutilate = "截肢"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Garrote when # 絞喉
Garrote_DoT.down # 沒有 DoT
or
Garrote_DoT.up and Garrote_DoT.duration <= 30 # 刷新時段
use Mutilate when # 截肢
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:在刷新時段內刷新 DoT",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 1, "alias": "Garrote_DoT", "label": "目標身上的絞喉 [703]", "spell": 703}
],
"slots": [
{"n": 1, "alias": "Garrote", "label": "絞喉", "spell": 703},
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329}
],
"rules": [
{"use": "Garrote", "name": "絞喉", "when": [
{"all": ["Garrote_DoT.down"], "comment": "沒有 DoT"},
{"all": ["Garrote_DoT.up", "Garrote_DoT.duration <= 30"], "comment": "刷新時段"}
]},
{"use": "Mutilate", "name": "截肢"}
]
}
- 在 3 個以上目標時,若不想對快死的目標施放新的 DoT,請在「沒有 DoT」群組加上
TargetHP >= 50,並為 1–2 個目標另外加一個群組Garrote_DoT.down and enemies <= 2。 - 持續時間會變動的長效 DoT(割裂:4 秒,每個連擊點數再加 4 秒)也是同樣的寫法:百分比是以該次施放的持續時間計算。
依連擊點數使用產生技能與消耗技能#
7 點連擊點數中有 5 點以上時使用消耗技能,少於 5 點時使用產生技能。門檻設在兩個級距的中間,請參閱連擊點數對照表。
rotation "技巧:產生技能與消耗技能"
slot3 Envenom = "毒化"
slot4 Mutilate = "截肢"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Envenom when # 毒化
Combo_Points >= 70 # 連擊點數 5+
use Mutilate when # 截肢
Combo_Points < 70 # 連擊點數少於 5
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:產生技能與消耗技能",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 3, "alias": "Envenom", "label": "毒化", "spell": 32645},
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329}
],
"rules": [
{"use": "Envenom", "name": "毒化", "when": [
{"all": ["Combo_Points >= 70"], "comment": "連擊點數 5+"}
]},
{"use": "Mutilate", "name": "截肢", "when": [
{"all": ["Combo_Points < 70"], "comment": "連擊點數少於 5"}
]}
]
}
條件為 Combo_Points < 70 的產生技能不會讓連擊點數溢出:連擊點數達到 5 點以上時,即使消耗技能還無法使用(能量不足),產生技能也不會觸發,KeyRota 會等待。
資源累積#
不要一有點數就立刻消耗;維持增益效果並累積能量:在毒化的增益快結束時、死亡印記期間,或能量充足時才使用毒化。其他時候,連擊點數在 5 點以上時沒有任何規則符合,KeyRota 會等待更多能量:這就是資源累積。
rotation "技巧:累積能量"
buff3 Envenom_Buff = "毒化 [32645]"
buff4 Deathmark_DoT = "目標身上的死亡印記 [360194]"
slot3 Envenom = "毒化"
slot4 Mutilate = "截肢"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Envenom when # 毒化
Combo_Points >= 70 and Envenom_Buff.down # 沒有增益
or
Combo_Points >= 70 and Envenom_Buff.duration <= 20 # 增益快結束
or
Combo_Points >= 70 and Deathmark_DoT.up # 死亡印記期間
or
Combo_Points >= 70 and Energy >= 70 # 避免能量溢出
use Mutilate when # 截肢
Combo_Points < 70
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:累積能量",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 3, "alias": "Envenom_Buff", "label": "毒化 [32645]", "spell": 32645},
{"n": 4, "alias": "Deathmark_DoT", "label": "目標身上的死亡印記 [360194]", "spell": 360194}
],
"slots": [
{"n": 3, "alias": "Envenom", "label": "毒化", "spell": 32645},
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329}
],
"rules": [
{"use": "Envenom", "name": "毒化", "when": [
{"all": ["Combo_Points >= 70", "Envenom_Buff.down"], "comment": "沒有增益"},
{"all": ["Combo_Points >= 70", "Envenom_Buff.duration <= 20"], "comment": "增益快結束"},
{"all": ["Combo_Points >= 70", "Deathmark_DoT.up"], "comment": "死亡印記期間"},
{"all": ["Combo_Points >= 70", "Energy >= 70"], "comment": "避免能量溢出"}
]},
{"use": "Mutilate", "name": "截肢", "when": [
{"all": ["Combo_Points < 70"]}
]}
]
}
Energy >= 70門檻可避免能量溢出。Envenom_Buff.duration <= 20群組在沒有增益時也會觸發(剩餘時間為 0);.down群組是為了讓規則更清楚。- 調整資源累積時只需更改能量門檻:調低就會更早消耗,調高就會累積更久。
單一目標與多目標#
玩家用目標模式按鍵設定目標模式(依序切換「自動」、「單體」、「範圍」);在「自動」模式下,由規則依敵人數決定。每條 AoE 規則有兩個群組:「範圍」模式,以及「自動」模式且有 2 個以上敵人;單一目標規則則是「單體」模式,以及「自動」模式且最多 1 個敵人。
rotation "技巧:單一目標與多目標"
slot3 Envenom = "毒化"
slot4 Mutilate = "截肢"
slot6 Fan_of_Knives = "飛舞刀刃"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Envenom when # 毒化
Combo_Points >= 70
use Fan_of_Knives when # 飛舞刀刃:2+ 個目標
aoe == 1 and Combo_Points < 70 # 「範圍」模式
or
st == 0 and enemies >= 2 and Combo_Points < 70 # 「自動」模式,2+ 個敵人
use Mutilate when # 截肢:單一目標
st == 1 and Combo_Points < 70 # 「單體」模式
or
aoe == 0 and enemies <= 1 and Combo_Points < 70 # 「自動」模式,1 個敵人
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:單一目標與多目標",
"specID": 259,
"enemies": {"range": 8, "combatOnly": true},
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 3, "alias": "Envenom", "label": "毒化", "spell": 32645},
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329},
{"n": 6, "alias": "Fan_of_Knives", "label": "飛舞刀刃", "spell": 51723}
],
"rules": [
{"use": "Envenom", "name": "毒化", "when": [
{"all": ["Combo_Points >= 70"]}
]},
{"use": "Fan_of_Knives", "name": "飛舞刀刃:2+ 個目標", "when": [
{"all": ["aoe == 1", "Combo_Points < 70"], "comment": "「範圍」模式"},
{"all": ["st == 0", "enemies >= 2", "Combo_Points < 70"], "comment": "「自動」模式,2+ 個敵人"}
]},
{"use": "Mutilate", "name": "截肢:單一目標", "when": [
{"all": ["st == 1", "Combo_Points < 70"], "comment": "「單體」模式"},
{"all": ["aoe == 0", "enemies <= 1", "Combo_Points < 70"], "comment": "「自動」模式,1 個敵人"}
]}
]
}
st == 0 and enemies >= 2的意思是「不是『單體』模式」:在「範圍」模式下,規則本來就會透過第一個群組觸發。enemies <= 1比enemies == 1更安全:單一目標時,敵人可能沒有被計算到。- 計數半徑(
enemies.range)請依你的 AoE 技能設定:飛舞刀刃的作用範圍是 8 碼。
由 Burst 控制冷卻技能,以及「只在冷卻技能期間」#
cd == 1 是 Burst 按鈕。大型冷卻技能只在 Burst 開啟時才按,關閉 Burst 就能保留它,例如在首領進入免疫的階段之前。能強化冷卻技能效果期間的技能,只在該期間內按:此處的消失只在目標身上有死亡印記時使用,王禍則在死亡印記期間或死亡印記還要很久才好時使用。
rotation "技巧:Burst"
buff1 Garrote_DoT = "目標身上的絞喉 [703]"
buff2 Rupture_DoT = "目標身上的割裂 [1943]"
buff4 Deathmark_DoT = "目標身上的死亡印記 [360194]"
buff10 Vanish_Buff = "消失 [11327]"
slot1 Garrote = "絞喉"
slot4 Mutilate = "截肢"
slot8 Deathmark = "死亡印記"
slot9 Kingsbane = "王禍"
slot10 Vanish = "消失"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Garrote when # 潛行中的絞喉
Vanish_Buff.up
use Deathmark when # 死亡印記
cd == 1 and Garrote_DoT.up and Rupture_DoT.up # Burst 開啟,DoT 都在
use Kingsbane when # 王禍
cd == 1 and Deathmark_DoT.up and Combo_Points < 50 # 死亡印記期間,連擊點數 0–3
or
cd == 1 and Deathmark.cd >= 44 and Combo_Points < 50 # 距離死亡印記還有 52 秒以上
use Vanish when # 消失
Deathmark_DoT.up and Combo_Points < 65 # 死亡印記期間,連擊點數 0–4
use Mutilate when # 截肢
Combo_Points < 70
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:Burst",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 1, "alias": "Garrote_DoT", "label": "目標身上的絞喉 [703]", "spell": 703},
{"n": 2, "alias": "Rupture_DoT", "label": "目標身上的割裂 [1943]", "spell": 1943},
{"n": 4, "alias": "Deathmark_DoT", "label": "目標身上的死亡印記 [360194]", "spell": 360194},
{"n": 10, "alias": "Vanish_Buff", "label": "消失 [11327]", "spell": 11327}
],
"slots": [
{"n": 1, "alias": "Garrote", "label": "絞喉", "spell": 703},
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329},
{"n": 8, "alias": "Deathmark", "label": "死亡印記", "spell": 360194},
{"n": 9, "alias": "Kingsbane", "label": "王禍", "spell": 385627},
{"n": 10, "alias": "Vanish", "label": "消失", "spell": 1856, "offGcd": true, "queue": true}
],
"rules": [
{"use": "Garrote", "name": "潛行中的絞喉", "when": [
{"all": ["Vanish_Buff.up"]}
]},
{"use": "Deathmark", "name": "死亡印記", "when": [
{"all": ["cd == 1", "Garrote_DoT.up", "Rupture_DoT.up"], "comment": "Burst 開啟,DoT 都在"}
]},
{"use": "Kingsbane", "name": "王禍", "when": [
{"all": ["cd == 1", "Deathmark_DoT.up", "Combo_Points < 50"], "comment": "死亡印記期間,連擊點數 0–3"},
{"all": ["cd == 1", "Deathmark.cd >= 44", "Combo_Points < 50"], "comment": "距離死亡印記還有 52 秒以上"}
]},
{"use": "Vanish", "name": "消失", "when": [
{"all": ["Deathmark_DoT.up", "Combo_Points < 65"], "comment": "死亡印記期間,連擊點數 0–4"}
]},
{"use": "Mutilate", "name": "截肢", "when": [
{"all": ["Combo_Points < 70"]}
]}
]
}
- 消失不佔 GCD,但同時也開啟了「佇列視窗」(O + Q):否則它會在王禍之後、GCD 進行中立刻被按下,此時王禍的連擊點數還沒入帳,檢查到的會是舊的點數。
- 關閉 Burst,死亡印記與王禍就會等待;消失則等待死亡印記。
- 王禍在 0–3 個連擊點數時使用:之後還會再獲得 5 點,不會有任何浪費。
引導保護#
遊戲會在部分引導的最後一擊之前稍早結束引導,此時下一次按鍵就會截斷它。保護的方法是利用引導本身的光環:光環剩餘超過 8% 時,任何規則都不成立。這個條件要加入每條規則的每一個群組。引導欄位上的旗標 C 可以避免在引導開始時重複按下。
rotation "技巧:引導保護"
buff10 Killing_Spree_Buff = "狂舞殘殺,引導 [51690]"
slot8 Killing_Spree = "狂舞殘殺"
slot9 Dispatch = "抹殺"
slot11 Sinister_Strike = "邪惡攻擊"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Killing_Spree when # 狂舞殘殺
Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8
use Dispatch when # 抹殺
Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8
use Sinister_Strike when # 邪惡攻擊
Combo_Points < 80 and Killing_Spree_Buff.duration <= 8
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:引導保護",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 10, "alias": "Killing_Spree_Buff", "label": "狂舞殘殺,引導 [51690]", "spell": 51690}
],
"slots": [
{"n": 8, "alias": "Killing_Spree", "label": "狂舞殘殺", "spell": 51690, "channel": true},
{"n": 9, "alias": "Dispatch", "label": "抹殺", "spell": 2098},
{"n": 11, "alias": "Sinister_Strike", "label": "邪惡攻擊", "spell": 193315}
],
"rules": [
{"use": "Killing_Spree", "name": "狂舞殘殺", "when": [
{"all": ["Combo_Points >= 80", "Killing_Spree_Buff.duration <= 8"]}
]},
{"use": "Dispatch", "name": "抹殺", "when": [
{"all": ["Combo_Points >= 80", "Killing_Spree_Buff.duration <= 8"]}
]},
{"use": "Sinister_Strike", "name": "邪惡攻擊", "when": [
{"all": ["Combo_Points < 80", "Killing_Spree_Buff.duration <= 8"]}
]}
]
}
- 為什麼用
<= 8而不是.down:沒有引導時,光環剩餘時間為 0,條件成立;引導期間,只需等到最後 8%,不必在引導結束後再多等零點幾秒。 - 如果讀不到光環,每條規則中的這個條件都會不成立,KeyRota 就什麼都不按:寧可少按一下,也不要截斷引導。因此引導的光環一定要加入 Better Assistant 設定檔。
在佇列視窗內按下不佔 GCD 的巨集#
「不佔 GCD」有兩種:
- O:按鈕會立即按下,即使正處於 GCD 中。骰個不停(延長命運之骰)就是這樣才不會浪費時間。
- O + Q:按鈕本身不佔 GCD,但它的巨集或結果與 GCD 有關。第二行是狂舞殘殺(佔用 GCD)的能量刺激巨集,會在 GCD 最後的佇列視窗內按下,狂舞殘殺就能緊接在能量刺激之後施放。
#showtooltip 能量刺激
/cast 能量刺激
/cast 狂舞殘殺
rotation "技巧:不佔 GCD"
buff2 Triple_Threat = "命運之骰,3 級 [1214935]"
buff3 Jackpot = "命運之骰,4 級 [1214937]"
buff6 Adrenaline_Rush_Buff = "能量刺激 [13750]"
slot1 Adrenaline_Rush = "能量刺激 + 狂舞殘殺(巨集)"
slot4 Keep_It_Rolling = "骰個不停"
slot11 Sinister_Strike = "邪惡攻擊"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Adrenaline_Rush when # 能量刺激(巨集帶出狂舞殘殺)
Adrenaline_Rush_Buff.down and Combo_Points >= 7 and Combo_Points < 80 # 連擊點數 1–5:0 點時巨集中的狂舞殘殺放不出來
use Keep_It_Rolling when # 骰個不停
Triple_Threat.up
or
Jackpot.up
use Sinister_Strike when # 邪惡攻擊
Combo_Points < 80
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:不佔 GCD",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 2, "alias": "Triple_Threat", "label": "命運之骰,3 級 [1214935]", "spell": 1214935},
{"n": 3, "alias": "Jackpot", "label": "命運之骰,4 級 [1214937]", "spell": 1214937},
{"n": 6, "alias": "Adrenaline_Rush_Buff", "label": "能量刺激 [13750]", "spell": 13750}
],
"slots": [
{"n": 1, "alias": "Adrenaline_Rush", "label": "能量刺激 + 狂舞殘殺(巨集)", "spell": 13750, "offGcd": true, "queue": true},
{"n": 4, "alias": "Keep_It_Rolling", "label": "骰個不停", "spell": 381989, "offGcd": true},
{"n": 11, "alias": "Sinister_Strike", "label": "邪惡攻擊", "spell": 193315}
],
"rules": [
{"use": "Adrenaline_Rush", "name": "能量刺激(巨集帶出狂舞殘殺)", "when": [
{"all": ["Adrenaline_Rush_Buff.down", "Combo_Points >= 7", "Combo_Points < 80"], "comment": "連擊點數 1–5:0 點時巨集中的狂舞殘殺放不出來"}
]},
{"use": "Keep_It_Rolling", "name": "骰個不停", "when": [
{"all": ["Triple_Threat.up"]},
{"all": ["Jackpot.up"]}
]},
{"use": "Sinister_Strike", "name": "邪惡攻擊", "when": [
{"all": ["Combo_Points < 80"]}
]}
]
}
巨集欄位的 ID 是巨集主要法術的 ID(能量刺激,13750):Better Assistant 會依此將巨集的法術放入欄位,KeyRota 則從快捷列上的巨集按鈕讀取按鍵。
依生命力使用防禦技能#
生命力低於門檻時使用治療或防禦技能,而且只在面板上開啟「治療/防禦」時使用。此欄位設為戰鬥中顯示(「戰鬥中」,"show": "combat"),這樣沒有目標時也能使用。這條規則放在第一條:生命力低時,它比傷害更重要。
rotation "技巧:依生命力使用防禦技能"
slot4 Mutilate = "截肢"
slot11 Crimson_Vial = "赤紅藥瓶"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Crimson_Vial when # 赤紅藥瓶
defensives == 1 and PlayerHP <= 40 # 生命力 40% 以下
use Mutilate when # 截肢
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:依生命力使用防禦技能",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329},
{"n": 11, "alias": "Crimson_Vial", "label": "赤紅藥瓶", "spell": 185311, "show": "combat"}
],
"rules": [
{"use": "Crimson_Vial", "name": "赤紅藥瓶", "when": [
{"all": ["defensives == 1", "PlayerHP <= 40"], "comment": "生命力 40% 以下"}
]},
{"use": "Mutilate", "name": "截肢"}
]
}
「治療/防禦」預設為關閉:想要自動使用防禦技能時,請在快速設定面板中開啟它。
觸發效果:依增益或依高亮#
請依增益效果檢查觸發效果:在刺殺團隊副本輸出循環中,洞悉要害的增益效果(Blindside.up)會讓伏擊規則成立。如果遊戲會在觸發時高亮按鈕,規則也可以讀取高亮狀態(Ambush.glow),但前提是你在快捷列上確實看得到這種發光。
rotation "技巧:觸發效果"
buff7 Blindside = "洞悉要害 [121153]"
slot4 Mutilate = "截肢"
slot5 Ambush = "伏擊"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Ambush when # 伏擊(洞悉要害)
Blindside.up and Combo_Points < 70
use Mutilate when # 截肢
Combo_Points < 70
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:觸發效果",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 7, "alias": "Blindside", "label": "洞悉要害 [121153]", "spell": 121153}
],
"slots": [
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329},
{"n": 5, "alias": "Ambush", "label": "伏擊", "spell": 8676}
],
"rules": [
{"use": "Ambush", "name": "伏擊(洞悉要害)", "when": [
{"all": ["Blindside.up", "Combo_Points < 70"]}
]},
{"use": "Mutilate", "name": "截肢", "when": [
{"all": ["Combo_Points < 70"]}
]}
]
}
充能#
有充能的法術在兩次充能都在,或第二次充能快恢復時使用,這樣充能時間就不會閒置。範例:獵人的鋒銳射擊(2 次充能)。
rotation "技巧:充能"
slot1 Barbed_Shot = "鋒銳射擊"
slot2 Kill_Command = "擊殺命令"
resource1 PlayerHP
resource2 TargetHP
resource3 Focus
use Barbed_Shot when # 鋒銳射擊
Barbed_Shot.charges >= 2 # 兩次充能都在
or
Barbed_Shot.charges == 1 and Barbed_Shot.cd <= 20 # 第二次充能快好了
use Kill_Command when # 擊殺命令
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:充能",
"specID": 253,
"resources": ["PlayerHP", "TargetHP", "Focus"],
"slots": [
{"n": 1, "alias": "Barbed_Shot", "label": "鋒銳射擊", "spell": 217200},
{"n": 2, "alias": "Kill_Command", "label": "擊殺命令", "spell": 34026}
],
"rules": [
{"use": "Barbed_Shot", "name": "鋒銳射擊", "when": [
{"all": ["Barbed_Shot.charges >= 2"], "comment": "兩次充能都在"},
{"all": ["Barbed_Shot.charges == 1", "Barbed_Shot.cd <= 20"], "comment": "第二次充能快好了"}
]},
{"use": "Kill_Command", "name": "擊殺命令"}
]
}
對於有充能的法術,.cd 是下一次充能的恢復時間:Barbed_Shot.cd <= 20 表示恢復時間剩餘不超過 20%。
與目標的距離#
目標在近戰範圍外、但在遠程技能射程內時,與其閒著,不如改按遠程技能。沒有目標時距離未知,規則不會觸發。
rotation "技巧:距離"
slot10 Pistol_Shot = "手槍射擊"
slot11 Sinister_Strike = "邪惡攻擊"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Pistol_Shot when # 手槍射擊:目標太遠
target.distance >= 10 and target.distance <= 20 and Combo_Points < 80
use Sinister_Strike when # 邪惡攻擊
Combo_Points < 80
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:距離",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 10, "alias": "Pistol_Shot", "label": "手槍射擊", "spell": 185763},
{"n": 11, "alias": "Sinister_Strike", "label": "邪惡攻擊", "spell": 193315}
],
"rules": [
{"use": "Pistol_Shot", "name": "手槍射擊:目標太遠", "when": [
{"all": ["target.distance >= 10", "target.distance <= 20", "Combo_Points < 80"]}
]},
{"use": "Sinister_Strike", "name": "邪惡攻擊", "when": [
{"all": ["Combo_Points < 80"]}
]}
]
}
近戰規則不需要檢查距離:目標太遠時法術無法使用,KeyRota 會自動換下一條規則。
移動#
面板上的「移動」按鈕是你給輸出循環的訊號:「我現在得跑位」。要怎麼應對由輸出循環決定,例如改用遠程技能。
rotation "技巧:移動"
slot10 Pistol_Shot = "手槍射擊"
slot11 Sinister_Strike = "邪惡攻擊"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Pistol_Shot when # 移動中使用手槍射擊
movement == 1 and Combo_Points < 80
use Sinister_Strike when # 邪惡攻擊
movement == 0 and Combo_Points < 80
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:移動",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 10, "alias": "Pistol_Shot", "label": "手槍射擊", "spell": 185763},
{"n": 11, "alias": "Sinister_Strike", "label": "邪惡攻擊", "spell": 193315}
],
"rules": [
{"use": "Pistol_Shot", "name": "移動中使用手槍射擊", "when": [
{"all": ["movement == 1", "Combo_Points < 80"]}
]},
{"use": "Sinister_Strike", "name": "邪惡攻擊", "when": [
{"all": ["movement == 0", "Combo_Points < 80"]}
]}
]
}
地面法術#
「地面法術」按鈕允許使用需要放置在地面上的法術。KeyRota 只會按下按鍵,因此位置由巨集決定:[@player] 是在你的腳下,[@cursor] 是在游標下方。
#showtooltip 死亡凋零
/cast [@player] 死亡凋零
rotation "技巧:地面法術"
slot1 Death_and_Decay = "死亡凋零(巨集 @player)"
resource1 PlayerHP
resource2 TargetHP
resource3 Runes
resource4 Runic_Power
use Death_and_Decay when # 死亡凋零
ground_spells == 1 and enemies >= 2 # 「地面法術」開啟,2+ 個敵人
{
"format": "keyrota-rotation",
"version": 1,
"title": "技巧:地面法術",
"specID": 250,
"resources": ["PlayerHP", "TargetHP", "Runes", "Runic_Power"],
"slots": [
{"n": 1, "alias": "Death_and_Decay", "label": "死亡凋零(巨集 @player)", "spell": 43265}
],
"rules": [
{"use": "Death_and_Decay", "name": "死亡凋零", "when": [
{"all": ["ground_spells == 1", "enemies >= 2"], "comment": "「地面法術」開啟,2+ 個敵人"}
]}
]
}
完整的入門輸出循環#
建立器範例中的輸出循環:兩個 DoT、一個產生技能、一個會累積資源的消耗技能、一個防禦技能,以及由 Burst 控制的死亡印記。
rotation "刺殺:範例 v1"
# KeyRota 說明文件中的範例:兩個流血、一個產生技能、一個存能量的消耗技能,
# 低生命力時的防禦,以及由 Burst 按鈕控制的死亡印記。
# 連擊點數以 7 點的百分比計:5 點 = 71%,門檻 70 = 5 點以上。
buff1 Garrote_DoT = "目標身上的絞喉 [703]"
buff2 Rupture_DoT = "目標身上的割裂 [1943]"
buff3 Envenom_Buff = "毒化 [32645]"
buff4 Deathmark_DoT = "目標身上的死亡印記 [360194]"
slot1 Garrote = "絞喉"
slot2 Rupture = "割裂"
slot3 Envenom = "毒化"
slot4 Mutilate = "截肢"
slot5 Deathmark = "死亡印記"
slot6 Crimson_Vial = "赤紅藥瓶"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
# --- 防禦:僅在「治療/防禦」開啟時 ---
use Crimson_Vial when # 赤紅藥瓶
defensives == 1 and PlayerHP <= 40 # 生命力 40% 以下
# --- 冷卻技能:僅在 Burst 開啟時 ---
use Deathmark when # 死亡印記
cd == 1 and Garrote_DoT.up and Rupture_DoT.up and Envenom_Buff.up # Burst 開啟,流血與毒化都在
# --- 流血 ---
use Garrote when # 絞喉
Garrote_DoT.down # 沒有流血
or
Garrote_DoT.up and Garrote_DoT.duration <= 30 # 刷新時段:剩餘 30% 以下
use Rupture when # 割裂
Combo_Points >= 70 and Rupture_DoT.down # 5+ 個連擊點數,沒有流血
or
Combo_Points >= 70 and Rupture_DoT.up and Rupture_DoT.duration <= 30 # 5+ 個連擊點數,刷新時段
# --- 消耗:5+ 個連擊點數,存能量 ---
use Envenom when # 毒化
Combo_Points >= 70 and Envenom_Buff.down # 沒有增益
or
Combo_Points >= 70 and Envenom_Buff.up and Envenom_Buff.duration <= 20 # 增益快結束
or
Combo_Points >= 70 and Energy >= 70 # 避免能量溢出
or
Combo_Points >= 70 and Deathmark_DoT.up # 目標身上有死亡印記
# --- 產生技能:少於 5 個連擊點數 ---
use Mutilate when # 截肢
Combo_Points < 70 # 少於 5 個連擊點數
{
"format": "keyrota-rotation",
"version": 1,
"title": "刺殺:範例 v1",
"specID": 259,
"ignoreMainIcon": true,
"enemies": {"range": 8, "combatOnly": true},
"notes": [
"KeyRota 說明文件中的範例:兩個流血、一個產生技能、一個存能量的消耗技能,",
"低生命力時的防禦,以及由 Burst 按鈕控制的死亡印記。",
"連擊點數以 7 點的百分比計:5 點 = 71%,門檻 70 = 5 點以上。"
],
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 1, "alias": "Garrote_DoT", "label": "目標身上的絞喉 [703]", "spell": 703},
{"n": 2, "alias": "Rupture_DoT", "label": "目標身上的割裂 [1943]", "spell": 1943},
{"n": 3, "alias": "Envenom_Buff", "label": "毒化 [32645]", "spell": 32645},
{"n": 4, "alias": "Deathmark_DoT", "label": "目標身上的死亡印記 [360194]", "spell": 360194}
],
"slots": [
{"n": 1, "alias": "Garrote", "label": "絞喉", "spell": 703, "show": "target"},
{"n": 2, "alias": "Rupture", "label": "割裂", "spell": 1943, "show": "target"},
{"n": 3, "alias": "Envenom", "label": "毒化", "spell": 32645, "show": "target"},
{"n": 4, "alias": "Mutilate", "label": "截肢", "spell": 1329, "show": "target"},
{"n": 5, "alias": "Deathmark", "label": "死亡印記", "spell": 360194, "show": "target"},
{"n": 6, "alias": "Crimson_Vial", "label": "赤紅藥瓶", "spell": 185311, "show": "combat"}
],
"rules": [
{
"use": "Crimson_Vial",
"name": "赤紅藥瓶",
"note": ["--- 防禦:僅在「治療/防禦」開啟時 ---"],
"when": [{"all": ["defensives == 1", "PlayerHP <= 40"], "comment": "生命力 40% 以下"}]
},
{
"use": "Deathmark",
"name": "死亡印記",
"note": ["--- 冷卻技能:僅在 Burst 開啟時 ---"],
"when": [
{
"all": ["cd == 1", "Garrote_DoT.up", "Rupture_DoT.up", "Envenom_Buff.up"],
"comment": "Burst 開啟,流血與毒化都在"
}
]
},
{
"use": "Garrote",
"name": "絞喉",
"note": ["--- 流血 ---"],
"when": [
{"all": ["Garrote_DoT.down"], "comment": "沒有流血"},
{"all": ["Garrote_DoT.up", "Garrote_DoT.duration <= 30"], "comment": "刷新時段:剩餘 30% 以下"}
]
},
{
"use": "Rupture",
"name": "割裂",
"when": [
{"all": ["Combo_Points >= 70", "Rupture_DoT.down"], "comment": "5+ 個連擊點數,沒有流血"},
{
"all": ["Combo_Points >= 70", "Rupture_DoT.up", "Rupture_DoT.duration <= 30"],
"comment": "5+ 個連擊點數,刷新時段"
}
]
},
{
"use": "Envenom",
"name": "毒化",
"note": ["--- 消耗:5+ 個連擊點數,存能量 ---"],
"when": [
{"all": ["Combo_Points >= 70", "Envenom_Buff.down"], "comment": "沒有增益"},
{"all": ["Combo_Points >= 70", "Envenom_Buff.up", "Envenom_Buff.duration <= 20"], "comment": "增益快結束"},
{"all": ["Combo_Points >= 70", "Energy >= 70"], "comment": "避免能量溢出"},
{"all": ["Combo_Points >= 70", "Deathmark_DoT.up"], "comment": "目標身上有死亡印記"}
]
},
{
"use": "Mutilate",
"name": "截肢",
"note": ["--- 產生技能:少於 5 個連擊點數 ---"],
"when": [{"all": ["Combo_Points < 70"], "comment": "少於 5 個連擊點數"}]
}
]
}
完整的團隊副本輸出循環#
實際使用的刺殺團隊副本輸出循環(命縛):15 條規則、Burst、死亡印記期間的消失、用赤紅風暴複製 DoT、AoE 與單一目標、累積能量。
它的 JSON 在下方的檔案中。第二個輸出循環是暴徒(欺詐者),包含能量刺激巨集(O + Q)、骰個不停(O)、狂舞殘殺(C),以及每條規則中的引導保護。
範例檔案#
| 範例 | 檔案 |
|---|---|
| 建立器範例中的入門刺殺輸出循環 | JSON、KRC 文字 |
| 刺殺,團隊副本:15 條規則 | JSON、KRC 文字 |
| 暴徒,團隊副本與傳奇鑰石:13 條規則,旗標 O、OQ、C | JSON、KRC 文字 |
| 最精簡的實用輸出循環 | JSON、KRC 文字 |
| 語法範例:所有條件與旗標(沒有 ID,不適用於實戰) | JSON、KRC 文字 |
每個範例都提供網站支援的所有語言版本:名稱、規則與註解皆已翻譯,條件、法術 ID 與旗標則完全相同。語言標示在檔名中:.en、.ru、.de、.fr、.es、.it、.pt、.ko、.zh、.zh-TW。
開啟檔案的方法:在主視窗中使用「新增」 — 「從檔案…」,或在建立器的「文字與 JSON」頁面使用「開啟…」。