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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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。
遊戲中的巨集(欄位 1)
#showtooltip 能量刺激
/cast 能量刺激
/cast 狂舞殘殺
KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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)。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

遊戲中的巨集
#showtooltip 死亡凋零
/cast [@player] 死亡凋零
KRC 文字
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
JSON
{
  "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。

KRC 文字
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
JSON
{
  "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。

KRC 文字:刺殺,團隊副本
KRC 文字
rotation "刺殺,團隊副本 v2.8:Burst 按鈕、Method 12.1、SimulationCraft、頂尖日誌"

# 刺殺,團隊副本。依據:Method 指南(12.1 版)、SimulationCraft 動作列表與 Warcraft Logs 頂尖玩家。
# 忽略主圖示:開啟。死亡印記與王禍僅在 Burst 開啟時使用;消失僅在目標身上有死亡印記時使用。
# 連擊點數以 7 點的百分比計:3 = 43%,4 = 57%,5 = 71%,6 = 86%,7 = 100%。

# v2.4:王禍僅在 0–3 個連擊點數時使用(之後嚴厲襲擊再給 5 點),消失在 0–4 點時使用(潛行中的絞喉給 3 點)。
# v2.5:僅當兩個流血中只有一個是新上的時才使用赤紅風暴;此前它會連續按好幾次。
# v2.6:Burst 開啟且死亡印記就緒或已在目標身上時,無論目標生命力多少都施放絞喉與割裂。
# v2.7 與 v2.8:沒有流血的新目標、Burst 開啟、死亡印記就緒、附近 2+ 個敵人:先用赤紅風暴複製流血(連擊點數不限),再用死亡印記。

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]"
buff5	Improved_Garrote = "強化絞喉 [392401]"
buff6	Darkest_Night = "深沉暗夜 [457280]"
buff7	Blindside = "洞悉要害 [121153]"
buff8	Stealth_Buff = "潛行 [1784]"
buff9	Stealth_Sub = "潛行(欺敵) [115191]"
buff10	Vanish_Buff = "消失 [11327]"
slot1	Garrote = "絞喉"
slot2	Rupture = "割裂"
slot3	Envenom = "毒化"
slot4	Mutilate = "截肢"
slot5	Ambush = "伏擊"
slot6	Fan_of_Knives = "飛舞刀刃"
slot7	Crimson_Tempest = "赤紅風暴"
slot8	Deathmark = "死亡印記"
slot9	Kingsbane = "王禍"
slot10	Vanish = "消失"
slot11	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

# === 潛行 ===
use Garrote when  # 潛行中的絞喉
	Stealth_Buff.up  # 潛行中
	or
	Stealth_Sub.up  # 潛行中(欺敵)
	or
	Vanish_Buff.up  # 消失之後立即

use Garrote when  # 絞喉:強化絞喉時段
	Improved_Garrote.up and Garrote_DoT.down  # 時段已開,目標身上沒有絞喉
	or
	Improved_Garrote.up and Garrote_DoT.duration <= 78  # SimulationCraft:18 秒剩 14 秒時刷新

# === 冷卻技能(Burst 按鈕) ===
use Deathmark when  # 死亡印記
	cd == 1 and Garrote_DoT.up and Rupture_DoT.up and Kingsbane.cd <= 3 and Envenom_Buff.duration >= 35 and Stealth_Buff.down and Stealth_Sub.down  # Burst 開啟,流血都在,王禍就緒,毒化還剩 2 秒以上

use Kingsbane when  # 王禍
	cd == 1 and Garrote_DoT.up and Rupture_DoT.up and Envenom_Buff.up and Deathmark_DoT.up and Combo_Points < 50 and Stealth_Buff.down and Stealth_Sub.down  # Burst 開啟,目標身上有死亡印記,0–3 個連擊點數
	or
	cd == 1 and Garrote_DoT.up and Rupture_DoT.up and Envenom_Buff.up and Deathmark.cd >= 44 and Combo_Points < 50 and Stealth_Buff.down and Stealth_Sub.down  # Burst 開啟,距離死亡印記還有 52 秒以上,0–3 個連擊點數

use Vanish when  # 消失
	Deathmark_DoT.up and Improved_Garrote.down and Combo_Points < 65 and Stealth_Buff.down and Stealth_Sub.down  # 目標身上有死亡印記,0–4 個連擊點數(潛行中的絞喉給 3 點)

# === 流血 ===
use Crimson_Tempest when  # 赤紅風暴:為死亡印記把流血複製到新目標
	cd == 1 and Deathmark.cd <= 3 and Garrote_DoT.down and Rupture_DoT.down and Envenom_Buff.up and enemies >= 2  # 連擊點數不限

# 不給快死的小怪上新流血(同 SimulationCraft 的「目標還能活 12 秒以上」):1–2 個目標與「單體」模式下總是施放;
# 3+ 個目標時,僅當目標生命力 50% 以上,或 Burst 開啟且死亡印記就緒,或目標身上已有死亡印記。
use Garrote when  # 絞喉:維持
	Garrote_DoT.down and Combo_Points < 95 and enemies <= 2
	or
	Garrote_DoT.down and Combo_Points < 95 and st == 1
	or
	Garrote_DoT.down and Combo_Points < 95 and TargetHP >= 50  # 3+ 個目標:只給活得久的目標
	or
	Garrote_DoT.down and Combo_Points < 95 and cd == 1 and Deathmark.cd <= 3  # Burst 開啟且死亡印記就緒:生命力不限
	or
	Garrote_DoT.down and Combo_Points < 95 and Deathmark_DoT.up  # 目標身上有死亡印記(複製的流血)
	or
	Garrote_DoT.up and Garrote_DoT.duration <= 30 and Combo_Points < 95  # 刷新時段(已在目標身上)

use Rupture when  # 割裂
	Combo_Points >= 70 and Rupture_DoT.down and enemies <= 2
	or
	Combo_Points >= 70 and Rupture_DoT.down and st == 1
	or
	Combo_Points >= 70 and Rupture_DoT.down and TargetHP >= 50  # 3+ 個目標:只給活得久的目標
	or
	Combo_Points >= 70 and Rupture_DoT.down and cd == 1 and Deathmark.cd <= 3  # Burst 開啟且死亡印記就緒
	or
	Combo_Points >= 70 and Rupture_DoT.down and Deathmark_DoT.up  # 目標身上有死亡印記
	or
	Combo_Points >= 70 and Rupture_DoT.up and Rupture_DoT.duration <= 25 and Darkest_Night.down  # 刷新;不要把深沉暗夜的 7 個連擊點數花在這裡

# === 產生技能:最多 5 個連擊點數,深沉暗夜期間最多 7 個 ===

# 新上割裂後立即用一次赤紅風暴(4+ 個目標時新上絞喉後也用),其餘時間用飛舞刀刃。
# 兩個流血只能有一個是新的(94% 以上):赤紅風暴之後兩個都是新的,下一次就會等待。
use Crimson_Tempest when  # 赤紅風暴:新上割裂或絞喉後立即擴散流血
	aoe == 1 and Darkest_Night.down and Combo_Points < 70 and Garrote_DoT.up and Rupture_DoT.up and Rupture_DoT.duration >= 94 and Garrote_DoT.duration < 94
	or
	aoe == 1 and Darkest_Night.down and Combo_Points < 70 and Garrote_DoT.up and Rupture_DoT.up and Garrote_DoT.duration >= 94 and Rupture_DoT.duration < 94
	or
	aoe == 1 and Darkest_Night.up and Combo_Points < 95 and Garrote_DoT.up and Rupture_DoT.up and Rupture_DoT.duration >= 94 and Garrote_DoT.duration < 94
	or
	aoe == 1 and Darkest_Night.up and Combo_Points < 95 and Garrote_DoT.up and Rupture_DoT.up and Garrote_DoT.duration >= 94 and Rupture_DoT.duration < 94
	or
	st == 0 and enemies >= 4 and Darkest_Night.down and Combo_Points < 70 and Garrote_DoT.up and Rupture_DoT.up and Rupture_DoT.duration >= 94 and Garrote_DoT.duration < 94
	or
	st == 0 and enemies >= 4 and Darkest_Night.down and Combo_Points < 70 and Garrote_DoT.up and Rupture_DoT.up and Garrote_DoT.duration >= 94 and Rupture_DoT.duration < 94
	or
	st == 0 and enemies >= 4 and Darkest_Night.up and Combo_Points < 95 and Garrote_DoT.up and Rupture_DoT.up and Rupture_DoT.duration >= 94 and Garrote_DoT.duration < 94
	or
	st == 0 and enemies >= 4 and Darkest_Night.up and Combo_Points < 95 and Garrote_DoT.up and Rupture_DoT.up and Garrote_DoT.duration >= 94 and Rupture_DoT.duration < 94
	or
	st == 0 and enemies >= 2 and enemies <= 3 and Darkest_Night.down and Combo_Points < 70 and Garrote_DoT.up and Rupture_DoT.up and Rupture_DoT.duration >= 94 and Garrote_DoT.duration < 94  # 2–3 個目標:僅在新上割裂之後
	or
	st == 0 and enemies >= 2 and enemies <= 3 and Darkest_Night.up and Combo_Points < 95 and Garrote_DoT.up and Rupture_DoT.up and Rupture_DoT.duration >= 94 and Garrote_DoT.duration < 94  # 2–3 個目標:僅在新上割裂之後

use Fan_of_Knives when  # 飛舞刀刃:單體,深沉暗夜,還差 1 個連擊點數
	st == 1 and Darkest_Night.up and Combo_Points >= 80 and Combo_Points < 95
	or
	aoe == 0 and enemies <= 1 and Darkest_Night.up and Combo_Points >= 80 and Combo_Points < 95

use Fan_of_Knives when  # 飛舞刀刃:2+ 個目標
	aoe == 1 and Darkest_Night.down and Combo_Points < 70
	or
	aoe == 1 and Darkest_Night.up and Combo_Points < 95
	or
	st == 0 and enemies >= 2 and Darkest_Night.down and Combo_Points < 70
	or
	st == 0 and enemies >= 2 and Darkest_Night.up and Combo_Points < 95

use Ambush when  # 伏擊(洞悉要害)
	Blindside.up and st == 1 and Darkest_Night.down and Combo_Points < 70
	or
	Blindside.up and st == 1 and Darkest_Night.up and Combo_Points < 95
	or
	Blindside.up and aoe == 0 and enemies <= 1 and Darkest_Night.down and Combo_Points < 70
	or
	Blindside.up and aoe == 0 and enemies <= 1 and Darkest_Night.up and Combo_Points < 95

use Mutilate when  # 截肢
	st == 1 and Darkest_Night.down and Combo_Points < 70
	or
	st == 1 and Darkest_Night.up and Combo_Points < 95
	or
	aoe == 0 and enemies <= 1 and Darkest_Night.down and Combo_Points < 70
	or
	aoe == 0 and enemies <= 1 and Darkest_Night.up and Combo_Points < 95

# === 消耗:5+ 個連擊點數(深沉暗夜期間 7 個) ===
# SimulationCraft:不要馬上按,而是讓毒化保持不斷:增益最後 1 秒、目標身上有死亡印記時、能量快滿時,4+ 個目標時更早。
use Envenom when  # 毒化
	Darkest_Night.down and Combo_Points >= 70 and Envenom_Buff.down
	or
	Darkest_Night.down and Combo_Points >= 70 and Envenom_Buff.duration <= 20  # 約剩 1 秒
	or
	Darkest_Night.down and Combo_Points >= 70 and Deathmark_DoT.up
	or
	Darkest_Night.down and Combo_Points >= 70 and Energy >= 70  # 避免能量溢出
	or
	Darkest_Night.down and Combo_Points >= 70 and Energy >= 30 and enemies >= 4
	or
	Darkest_Night.up and Combo_Points >= 95 and Envenom_Buff.down
	or
	Darkest_Night.up and Combo_Points >= 95 and Envenom_Buff.duration <= 20
	or
	Darkest_Night.up and Combo_Points >= 95 and Deathmark_DoT.up
	or
	Darkest_Night.up and Combo_Points >= 95 and Energy >= 70
	or
	Darkest_Night.up and Combo_Points >= 95 and Energy >= 30 and enemies >= 4

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、CJSON、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…」。