模式示例
更新于 2026年10月18日
每个模式都是一个小而完整的循环:左侧是 KRC 文本,右侧是对应的 JSON。把它粘贴到构建器中(“文本和 JSON”——“粘贴”),即可看到它在“槽位”和“规则”页面上的样子。法术 ID 均为真实 ID,取自 Wowhead。文末有完整循环。
在刷新窗口内刷新的 DoT#
DoT 不存在时施放,剩余 30% 及以下时刷新:在这个窗口内刷新不会有任何损失。不存在的光环剩余时间为 0,因此刷新要用一个带 .up 的单独组。
rotation "模式:带刷新窗口的 DoT"
buff1 Garrote_DoT = "目标身上的锁喉 [703]"
slot1 Garrote = "锁喉"
slot4 Mutilate = "毁伤"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Garrote when # 锁喉
Garrote_DoT.down # 没有流血
or
Garrote_DoT.up and Garrote_DoT.duration <= 30 # 刷新窗口
use Mutilate when # 毁伤
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:带刷新窗口的 DoT",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 1, "alias": "Garrote_DoT", "label": "目标身上的锁喉 [703]", "spell": 703}
],
"slots": [
{"n": 1, "alias": "Garrote", "label": "锁喉", "spell": 703},
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329}
],
"rules": [
{"use": "Garrote", "name": "锁喉", "when": [
{"all": ["Garrote_DoT.down"], "comment": "没有流血"},
{"all": ["Garrote_DoT.up", "Garrote_DoT.duration <= 30"], "comment": "刷新窗口"}
]},
{"use": "Mutilate", "name": "毁伤"}
]
}
- 在 3+ 个目标时,为了避免给快死的目标上新 DoT,可以在“没有流血”组中加上
TargetHP >= 50,并为一到两个目标另加一个Garrote_DoT.down and enemies <= 2组。 - 持续时间可变的长 DoT(割裂:4 秒 + 每个连击点 4 秒)也是同样的写法:百分比按这一次施放的持续时间计算。
按连击点数使用生成技能和消耗技能#
7 点连击点中达到 5 点以上时使用消耗技能,否则使用生成技能。阈值设在两档之间的中点,见连击点数对照表。
rotation "模式:生成技能与消耗技能"
slot3 Envenom = "毒伤"
slot4 Mutilate = "毁伤"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Envenom when # 毒伤
Combo_Points >= 70 # 5+ 个连击点
use Mutilate when # 毁伤
Combo_Points < 70 # 少于 5 个连击点
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:生成技能与消耗技能",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 3, "alias": "Envenom", "label": "毒伤", "spell": 32645},
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329}
],
"rules": [
{"use": "Envenom", "name": "毒伤", "when": [
{"all": ["Combo_Points >= 70"], "comment": "5+ 个连击点"}
]},
{"use": "Mutilate", "name": "毁伤", "when": [
{"all": ["Combo_Points < 70"], "comment": "少于 5 个连击点"}
]}
]
}
带 Combo_Points < 70 的生成技能不会让连击点溢出:达到 5 点以上时,即使消耗技能还没就绪(能量不足),它也不会触发,KeyRota 会等待。
资源积攒#
不要立刻消耗,而是保持增益效果并积攒能量:在毒伤增益快结束时、目标身上有死亡印记时或能量充足时使用毒伤。其余时间,在 5 个以上连击点时没有规则符合,KeyRota 会等待更多能量:这就是资源积攒(攒能量)。
rotation "模式:攒能量"
buff3 Envenom_Buff = "毒伤 [32645]"
buff4 Deathmark_DoT = "目标身上的死亡印记 [360194]"
slot3 Envenom = "毒伤"
slot4 Mutilate = "毁伤"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Envenom when # 毒伤
Combo_Points >= 70 and Envenom_Buff.down # 没有增益
or
Combo_Points >= 70 and Envenom_Buff.duration <= 20 # 增益快结束
or
Combo_Points >= 70 and Deathmark_DoT.up # 目标身上有死亡印记
or
Combo_Points >= 70 and Energy >= 70 # 避免能量溢出
use Mutilate when # 毁伤
Combo_Points < 70
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:攒能量",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 3, "alias": "Envenom_Buff", "label": "毒伤 [32645]", "spell": 32645},
{"n": 4, "alias": "Deathmark_DoT", "label": "目标身上的死亡印记 [360194]", "spell": 360194}
],
"slots": [
{"n": 3, "alias": "Envenom", "label": "毒伤", "spell": 32645},
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329}
],
"rules": [
{"use": "Envenom", "name": "毒伤", "when": [
{"all": ["Combo_Points >= 70", "Envenom_Buff.down"], "comment": "没有增益"},
{"all": ["Combo_Points >= 70", "Envenom_Buff.duration <= 20"], "comment": "增益快结束"},
{"all": ["Combo_Points >= 70", "Deathmark_DoT.up"], "comment": "目标身上有死亡印记"},
{"all": ["Combo_Points >= 70", "Energy >= 70"], "comment": "避免能量溢出"}
]},
{"use": "Mutilate", "name": "毁伤", "when": [
{"all": ["Combo_Points < 70"]}
]}
]
}
- 阈值
Energy >= 70可以避免能量溢出。 Envenom_Buff.duration <= 20组在没有增益时(剩余 0)也会触发;.down组只是为了清晰起见。- 调整积攒行为只需修改能量阈值:调低会更早消耗,调高会积攒更久。
单目标和多目标#
玩家用目标模式键设置目标模式(依次切换“自动”“单体”“群体”);在“自动”模式下,由规则根据敌人数决定。每条 AoE 规则有两个组:“‘群体’模式”和“‘自动’模式且 2+ 个敌人”;单体规则则有“‘单体’模式”和“‘自动’模式且至多一个敌人”。
rotation "模式:单目标与多目标"
slot3 Envenom = "毒伤"
slot4 Mutilate = "毁伤"
slot6 Fan_of_Knives = "刀扇"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Envenom when # 毒伤
Combo_Points >= 70
use Fan_of_Knives when # 刀扇:2+ 个目标
aoe == 1 and Combo_Points < 70 # “群体”模式
or
st == 0 and enemies >= 2 and Combo_Points < 70 # “自动”模式,2+ 个敌人
use Mutilate when # 毁伤:单体
st == 1 and Combo_Points < 70 # “单体”模式
or
aoe == 0 and enemies <= 1 and Combo_Points < 70 # “自动”模式,一个敌人
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:单目标与多目标",
"specID": 259,
"enemies": {"range": 8, "combatOnly": true},
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 3, "alias": "Envenom", "label": "毒伤", "spell": 32645},
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329},
{"n": 6, "alias": "Fan_of_Knives", "label": "刀扇", "spell": 51723}
],
"rules": [
{"use": "Envenom", "name": "毒伤", "when": [
{"all": ["Combo_Points >= 70"]}
]},
{"use": "Fan_of_Knives", "name": "刀扇:2+ 个目标", "when": [
{"all": ["aoe == 1", "Combo_Points < 70"], "comment": "“群体”模式"},
{"all": ["st == 0", "enemies >= 2", "Combo_Points < 70"], "comment": "“自动”模式,2+ 个敌人"}
]},
{"use": "Mutilate", "name": "毁伤:单体", "when": [
{"all": ["st == 1", "Combo_Points < 70"], "comment": "“单体”模式"},
{"all": ["aoe == 0", "enemies <= 1", "Combo_Points < 70"], "comment": "“自动”模式,一个敌人"}
]}
]
}
st == 0 and enemies >= 2表示“不是‘单体’模式”:在“群体”模式下,规则无论如何都会通过第一个组触发。enemies <= 1比enemies == 1更稳妥:单目标时,敌人可能未被统计。- 计数半径(
enemies.range)取自你的 AoE 技能:刀扇的作用范围是 8 码。
Burst 冷却技能与“只在冷却期间”#
cd == 1 是 Burst 按钮。大冷却技能只在 Burst 开启时按下;关闭 Burst 就能保留它,例如在首领免疫的阶段之前。凡是能增强冷却窗口的技能都只在窗口期间按下:这里,消失只在目标身上有死亡印记时使用,君王之灾在目标身上有死亡印记或离死亡印记还很久时使用。
rotation "模式:Burst"
buff1 Garrote_DoT = "目标身上的锁喉 [703]"
buff2 Rupture_DoT = "目标身上的割裂 [1943]"
buff4 Deathmark_DoT = "目标身上的死亡印记 [360194]"
buff10 Vanish_Buff = "消失 [11327]"
slot1 Garrote = "锁喉"
slot4 Mutilate = "毁伤"
slot8 Deathmark = "死亡印记"
slot9 Kingsbane = "君王之灾"
slot10 Vanish = "消失"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Garrote when # 潜行中的锁喉
Vanish_Buff.up
use Deathmark when # 死亡印记
cd == 1 and Garrote_DoT.up and Rupture_DoT.up # Burst 开启,流血都在
use Kingsbane when # 君王之灾
cd == 1 and Deathmark_DoT.up and Combo_Points < 50 # 目标身上有死亡印记,0-3 个连击点
or
cd == 1 and Deathmark.cd >= 44 and Combo_Points < 50 # 距离死亡印记还有 52 秒以上
use Vanish when # 消失
Deathmark_DoT.up and Combo_Points < 65 # 目标身上有死亡印记,0-4 个连击点
use Mutilate when # 毁伤
Combo_Points < 70
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:Burst",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 1, "alias": "Garrote_DoT", "label": "目标身上的锁喉 [703]", "spell": 703},
{"n": 2, "alias": "Rupture_DoT", "label": "目标身上的割裂 [1943]", "spell": 1943},
{"n": 4, "alias": "Deathmark_DoT", "label": "目标身上的死亡印记 [360194]", "spell": 360194},
{"n": 10, "alias": "Vanish_Buff", "label": "消失 [11327]", "spell": 11327}
],
"slots": [
{"n": 1, "alias": "Garrote", "label": "锁喉", "spell": 703},
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329},
{"n": 8, "alias": "Deathmark", "label": "死亡印记", "spell": 360194},
{"n": 9, "alias": "Kingsbane", "label": "君王之灾", "spell": 385627},
{"n": 10, "alias": "Vanish", "label": "消失", "spell": 1856, "offGcd": true, "queue": true}
],
"rules": [
{"use": "Garrote", "name": "潜行中的锁喉", "when": [
{"all": ["Vanish_Buff.up"]}
]},
{"use": "Deathmark", "name": "死亡印记", "when": [
{"all": ["cd == 1", "Garrote_DoT.up", "Rupture_DoT.up"], "comment": "Burst 开启,流血都在"}
]},
{"use": "Kingsbane", "name": "君王之灾", "when": [
{"all": ["cd == 1", "Deathmark_DoT.up", "Combo_Points < 50"], "comment": "目标身上有死亡印记,0-3 个连击点"},
{"all": ["cd == 1", "Deathmark.cd >= 44", "Combo_Points < 50"], "comment": "距离死亡印记还有 52 秒以上"}
]},
{"use": "Vanish", "name": "消失", "when": [
{"all": ["Deathmark_DoT.up", "Combo_Points < 65"], "comment": "目标身上有死亡印记,0-4 个连击点"}
]},
{"use": "Mutilate", "name": "毁伤", "when": [
{"all": ["Combo_Points < 70"]}
]}
]
}
- 消失不占 GCD,但同时开启了“法术队列窗口”(O + Q):否则它会在君王之灾之后的 GCD 中途立即按下,此时君王之灾的连击点还没到账,检查的会是旧的数值。
- 关闭 Burst,死亡印记和君王之灾就会等待;消失则等待死亡印记。
- 君王之灾在 0–3 个连击点时使用:之后还会获得 5 点,一点都不会浪费。
引导保护#
游戏会在最后一击之前稍早结束某些引导,此时下一次按键就会打断引导。保护手段是引导自身的光环:只要它的剩余时间超过 8%,任何规则都不成立。该条件要加到每条规则的每个组中。引导槽位上的标记 C 可以防止在引导开始时重复按下。
rotation "模式:引导保护"
buff10 Killing_Spree_Buff = "影舞步,引导 [51690]"
slot8 Killing_Spree = "影舞步"
slot9 Dispatch = "斩击"
slot11 Sinister_Strike = "影袭"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Killing_Spree when # 影舞步
Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8
use Dispatch when # 斩击
Combo_Points >= 80 and Killing_Spree_Buff.duration <= 8
use Sinister_Strike when # 影袭
Combo_Points < 80 and Killing_Spree_Buff.duration <= 8
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:引导保护",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 10, "alias": "Killing_Spree_Buff", "label": "影舞步,引导 [51690]", "spell": 51690}
],
"slots": [
{"n": 8, "alias": "Killing_Spree", "label": "影舞步", "spell": 51690, "channel": true},
{"n": 9, "alias": "Dispatch", "label": "斩击", "spell": 2098},
{"n": 11, "alias": "Sinister_Strike", "label": "影袭", "spell": 193315}
],
"rules": [
{"use": "Killing_Spree", "name": "影舞步", "when": [
{"all": ["Combo_Points >= 80", "Killing_Spree_Buff.duration <= 8"]}
]},
{"use": "Dispatch", "name": "斩击", "when": [
{"all": ["Combo_Points >= 80", "Killing_Spree_Buff.duration <= 8"]}
]},
{"use": "Sinister_Strike", "name": "影袭", "when": [
{"all": ["Combo_Points < 80", "Killing_Spree_Buff.duration <= 8"]}
]}
]
}
- 为什么用
<= 8而不是.down:没有引导时光环剩余为 0,条件成立;引导期间,它只等待最后 8%,而不会在引导结束后再多等零点几秒。 - 如果光环未被读取,条件在每条规则中都为假,KeyRota 什么也不按:宁可少按一次,也不要打断引导。因此,引导的光环必须在 Better Assistant 配置中。
法术队列窗口内的不占 GCD 宏#
“不占 GCD”有两种:
- O:按钮立即按下,即使正处于 GCD 中。时运继延(延长命运骨骰)就是这样做到不浪费时间的。
- O + Q:按钮本身不占 GCD,但它的宏或结果依赖 GCD。第二行是影舞步(占用 GCD)的冲动宏会在 GCD 即将结束时的法术队列窗口内按下,影舞步紧接着冲动施放。
#showtooltip 冲动
/cast 冲动
/cast 影舞步
rotation "模式:不占 GCD"
buff2 Triple_Threat = "命运骨骰,3 级 [1214935]"
buff3 Jackpot = "命运骨骰,4 级 [1214937]"
buff6 Adrenaline_Rush_Buff = "冲动 [13750]"
slot1 Adrenaline_Rush = "冲动 + 影舞步(宏)"
slot4 Keep_It_Rolling = "时运继延"
slot11 Sinister_Strike = "影袭"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Adrenaline_Rush when # 冲动(宏里带影舞步)
Adrenaline_Rush_Buff.down and Combo_Points >= 7 and Combo_Points < 80 # 1-5 个连击点:0 点时宏里的影舞步放不出来
use Keep_It_Rolling when # 时运继延
Triple_Threat.up
or
Jackpot.up
use Sinister_Strike when # 影袭
Combo_Points < 80
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:不占 GCD",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 2, "alias": "Triple_Threat", "label": "命运骨骰,3 级 [1214935]", "spell": 1214935},
{"n": 3, "alias": "Jackpot", "label": "命运骨骰,4 级 [1214937]", "spell": 1214937},
{"n": 6, "alias": "Adrenaline_Rush_Buff", "label": "冲动 [13750]", "spell": 13750}
],
"slots": [
{"n": 1, "alias": "Adrenaline_Rush", "label": "冲动 + 影舞步(宏)", "spell": 13750, "offGcd": true, "queue": true},
{"n": 4, "alias": "Keep_It_Rolling", "label": "时运继延", "spell": 381989, "offGcd": true},
{"n": 11, "alias": "Sinister_Strike", "label": "影袭", "spell": 193315}
],
"rules": [
{"use": "Adrenaline_Rush", "name": "冲动(宏里带影舞步)", "when": [
{"all": ["Adrenaline_Rush_Buff.down", "Combo_Points >= 7", "Combo_Points < 80"], "comment": "1-5 个连击点:0 点时宏里的影舞步放不出来"}
]},
{"use": "Keep_It_Rolling", "name": "时运继延", "when": [
{"all": ["Triple_Threat.up"]},
{"all": ["Jackpot.up"]}
]},
{"use": "Sinister_Strike", "name": "影袭", "when": [
{"all": ["Combo_Points < 80"]}
]}
]
}
宏槽位的 ID 是宏中主法术的 ID(冲动,13750):Better Assistant 据此把宏的法术放入槽位,KeyRota 则从你动作条上的宏按钮读取按键。
按生命值使用防御技能#
生命值低于阈值时使用治疗或防御技能,且只在面板上的“治疗 / 防御”开启时使用。该槽位在战斗中显示(“战斗中”,"show": "combat"),这样没有目标时也能使用。这条规则放在最前:生命值低时,它比伤害更重要。
rotation "模式:按生命值使用防御技能"
slot4 Mutilate = "毁伤"
slot11 Crimson_Vial = "猩红之瓶"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Crimson_Vial when # 猩红之瓶
defensives == 1 and PlayerHP <= 40 # 生命值 40% 及以下
use Mutilate when # 毁伤
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:按生命值使用防御技能",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329},
{"n": 11, "alias": "Crimson_Vial", "label": "猩红之瓶", "spell": 185311, "show": "combat"}
],
"rules": [
{"use": "Crimson_Vial", "name": "猩红之瓶", "when": [
{"all": ["defensives == 1", "PlayerHP <= 40"], "comment": "生命值 40% 及以下"}
]},
{"use": "Mutilate", "name": "毁伤"}
]
}
“治疗 / 防御”默认关闭:想要自动使用防御技能时,请在快速设置面板上开启它。
触发效果:按增益或按高亮#
按增益效果检查触发:在奇袭团队副本循环中,侧袭增益(Blindside.up)允许伏击规则触发。如果游戏会在触发时高亮按钮,规则也可以读取高亮(Ambush.glow),但前提是你在动作条上确实看到了这种高亮。
rotation "模式:触发效果"
buff7 Blindside = "侧袭 [121153]"
slot4 Mutilate = "毁伤"
slot5 Ambush = "伏击"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Ambush when # 伏击(侧袭)
Blindside.up and Combo_Points < 70
use Mutilate when # 毁伤
Combo_Points < 70
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:触发效果",
"specID": 259,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 7, "alias": "Blindside", "label": "侧袭 [121153]", "spell": 121153}
],
"slots": [
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329},
{"n": 5, "alias": "Ambush", "label": "伏击", "spell": 8676}
],
"rules": [
{"use": "Ambush", "name": "伏击(侧袭)", "when": [
{"all": ["Blindside.up", "Combo_Points < 70"]}
]},
{"use": "Mutilate", "name": "毁伤", "when": [
{"all": ["Combo_Points < 70"]}
]}
]
}
充能#
有充能的法术在有两层充能或第二层快恢复时按下,这样它的充能恢复永远不会闲置。示例:猎人的倒刺射击(2 层充能)。
rotation "模式:充能"
slot1 Barbed_Shot = "倒刺射击"
slot2 Kill_Command = "杀戮命令"
resource1 PlayerHP
resource2 TargetHP
resource3 Focus
use Barbed_Shot when # 倒刺射击
Barbed_Shot.charges >= 2 # 两层充能
or
Barbed_Shot.charges == 1 and Barbed_Shot.cd <= 20 # 第二层快好了
use Kill_Command when # 杀戮命令
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:充能",
"specID": 253,
"resources": ["PlayerHP", "TargetHP", "Focus"],
"slots": [
{"n": 1, "alias": "Barbed_Shot", "label": "倒刺射击", "spell": 217200},
{"n": 2, "alias": "Kill_Command", "label": "杀戮命令", "spell": 34026}
],
"rules": [
{"use": "Barbed_Shot", "name": "倒刺射击", "when": [
{"all": ["Barbed_Shot.charges >= 2"], "comment": "两层充能"},
{"all": ["Barbed_Shot.charges == 1", "Barbed_Shot.cd <= 20"], "comment": "第二层快好了"}
]},
{"use": "Kill_Command", "name": "杀戮命令"}
]
}
对于有充能的法术,.cd 是下一层充能的恢复进度:Barbed_Shot.cd <= 20 表示它的充能恢复还剩不超过 20%。
与目标的距离#
当目标超出近战范围、但仍在远程技能射程内时,按远程技能,而不是闲着。没有目标时距离未知,规则不会触发。
rotation "模式:距离"
slot10 Pistol_Shot = "手枪射击"
slot11 Sinister_Strike = "影袭"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Pistol_Shot when # 手枪射击:目标较远
target.distance >= 10 and target.distance <= 20 and Combo_Points < 80
use Sinister_Strike when # 影袭
Combo_Points < 80
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:距离",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 10, "alias": "Pistol_Shot", "label": "手枪射击", "spell": 185763},
{"n": 11, "alias": "Sinister_Strike", "label": "影袭", "spell": 193315}
],
"rules": [
{"use": "Pistol_Shot", "name": "手枪射击:目标较远", "when": [
{"all": ["target.distance >= 10", "target.distance <= 20", "Combo_Points < 80"]}
]},
{"use": "Sinister_Strike", "name": "影袭", "when": [
{"all": ["Combo_Points < 80"]}
]}
]
}
近战规则不需要检查距离:如果目标太远,法术无法使用,KeyRota 会自动检查下一条规则。
移动#
面板上的“移动”按钮是你给循环的信号:“我马上要跑位了”。由循环决定该怎么做,例如改用远程技能。
rotation "模式:移动"
slot10 Pistol_Shot = "手枪射击"
slot11 Sinister_Strike = "影袭"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
use Pistol_Shot when # 移动中的手枪射击
movement == 1 and Combo_Points < 80
use Sinister_Strike when # 影袭
movement == 0 and Combo_Points < 80
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:移动",
"specID": 260,
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"slots": [
{"n": 10, "alias": "Pistol_Shot", "label": "手枪射击", "spell": 185763},
{"n": 11, "alias": "Sinister_Strike", "label": "影袭", "spell": 193315}
],
"rules": [
{"use": "Pistol_Shot", "name": "移动中的手枪射击", "when": [
{"all": ["movement == 1", "Combo_Points < 80"]}
]},
{"use": "Sinister_Strike", "name": "影袭", "when": [
{"all": ["movement == 0", "Combo_Points < 80"]}
]}
]
}
地面目标法术#
“地面法术”按钮允许使用需要放置在地面上的法术。KeyRota 只负责按键,因此位置由宏决定:[@player] 表示脚下,[@cursor] 表示鼠标指针处。
#showtooltip 枯萎凋零
/cast [@player] 枯萎凋零
rotation "模式:地面法术"
slot1 Death_and_Decay = "枯萎凋零(宏 @player)"
resource1 PlayerHP
resource2 TargetHP
resource3 Runes
resource4 Runic_Power
use Death_and_Decay when # 枯萎凋零
ground_spells == 1 and enemies >= 2 # “地面法术”开启,2+ 个敌人
{
"format": "keyrota-rotation",
"version": 1,
"title": "模式:地面法术",
"specID": 250,
"resources": ["PlayerHP", "TargetHP", "Runes", "Runic_Power"],
"slots": [
{"n": 1, "alias": "Death_and_Decay", "label": "枯萎凋零(宏 @player)", "spell": 43265}
],
"rules": [
{"use": "Death_and_Decay", "name": "枯萎凋零", "when": [
{"all": ["ground_spells == 1", "enemies >= 2"], "comment": "“地面法术”开启,2+ 个敌人"}
]}
]
}
完整的入门循环#
来自构建器示例的循环:两个 DoT、一个生成技能、一个带攒能量逻辑的消耗技能、一个防御技能,以及由 Burst 控制的死亡印记。
rotation "奇袭:示例 v1"
# KeyRota 文档中的示例:两个流血、一个生成技能、一个攒能量的消耗技能,
# 低生命值时的防御,以及由 Burst 按钮控制的死亡印记。
# 连击点按 7 点的百分比计:5 点 = 71%,阈值 70 = 5 点以上。
buff1 Garrote_DoT = "目标身上的锁喉 [703]"
buff2 Rupture_DoT = "目标身上的割裂 [1943]"
buff3 Envenom_Buff = "毒伤 [32645]"
buff4 Deathmark_DoT = "目标身上的死亡印记 [360194]"
slot1 Garrote = "锁喉"
slot2 Rupture = "割裂"
slot3 Envenom = "毒伤"
slot4 Mutilate = "毁伤"
slot5 Deathmark = "死亡印记"
slot6 Crimson_Vial = "猩红之瓶"
resource1 PlayerHP
resource2 TargetHP
resource3 Energy
resource4 Combo_Points
# --- 防御:仅在“治疗 / 防御”开启时 ---
use Crimson_Vial when # 猩红之瓶
defensives == 1 and PlayerHP <= 40 # 生命值 40% 及以下
# --- 冷却技能:仅在 Burst 开启时 ---
use Deathmark when # 死亡印记
cd == 1 and Garrote_DoT.up and Rupture_DoT.up and Envenom_Buff.up # Burst 开启,流血和毒伤都在
# --- 流血 ---
use Garrote when # 锁喉
Garrote_DoT.down # 没有流血
or
Garrote_DoT.up and Garrote_DoT.duration <= 30 # 刷新窗口:剩余 30% 及以下
use Rupture when # 割裂
Combo_Points >= 70 and Rupture_DoT.down # 5+ 个连击点,没有流血
or
Combo_Points >= 70 and Rupture_DoT.up and Rupture_DoT.duration <= 30 # 5+ 个连击点,刷新窗口
# --- 消耗:5+ 个连击点,攒能量 ---
use Envenom when # 毒伤
Combo_Points >= 70 and Envenom_Buff.down # 没有增益
or
Combo_Points >= 70 and Envenom_Buff.up and Envenom_Buff.duration <= 20 # 增益快结束
or
Combo_Points >= 70 and Energy >= 70 # 避免能量溢出
or
Combo_Points >= 70 and Deathmark_DoT.up # 目标身上有死亡印记
# --- 生成技能:少于 5 个连击点 ---
use Mutilate when # 毁伤
Combo_Points < 70 # 少于 5 个连击点
{
"format": "keyrota-rotation",
"version": 1,
"title": "奇袭:示例 v1",
"specID": 259,
"ignoreMainIcon": true,
"enemies": {"range": 8, "combatOnly": true},
"notes": [
"KeyRota 文档中的示例:两个流血、一个生成技能、一个攒能量的消耗技能,",
"低生命值时的防御,以及由 Burst 按钮控制的死亡印记。",
"连击点按 7 点的百分比计:5 点 = 71%,阈值 70 = 5 点以上。"
],
"resources": ["PlayerHP", "TargetHP", "Energy", "Combo_Points"],
"auras": [
{"n": 1, "alias": "Garrote_DoT", "label": "目标身上的锁喉 [703]", "spell": 703},
{"n": 2, "alias": "Rupture_DoT", "label": "目标身上的割裂 [1943]", "spell": 1943},
{"n": 3, "alias": "Envenom_Buff", "label": "毒伤 [32645]", "spell": 32645},
{"n": 4, "alias": "Deathmark_DoT", "label": "目标身上的死亡印记 [360194]", "spell": 360194}
],
"slots": [
{"n": 1, "alias": "Garrote", "label": "锁喉", "spell": 703, "show": "target"},
{"n": 2, "alias": "Rupture", "label": "割裂", "spell": 1943, "show": "target"},
{"n": 3, "alias": "Envenom", "label": "毒伤", "spell": 32645, "show": "target"},
{"n": 4, "alias": "Mutilate", "label": "毁伤", "spell": 1329, "show": "target"},
{"n": 5, "alias": "Deathmark", "label": "死亡印记", "spell": 360194, "show": "target"},
{"n": 6, "alias": "Crimson_Vial", "label": "猩红之瓶", "spell": 185311, "show": "combat"}
],
"rules": [
{
"use": "Crimson_Vial",
"name": "猩红之瓶",
"note": ["--- 防御:仅在“治疗 / 防御”开启时 ---"],
"when": [{"all": ["defensives == 1", "PlayerHP <= 40"], "comment": "生命值 40% 及以下"}]
},
{
"use": "Deathmark",
"name": "死亡印记",
"note": ["--- 冷却技能:仅在 Burst 开启时 ---"],
"when": [
{
"all": ["cd == 1", "Garrote_DoT.up", "Rupture_DoT.up", "Envenom_Buff.up"],
"comment": "Burst 开启,流血和毒伤都在"
}
]
},
{
"use": "Garrote",
"name": "锁喉",
"note": ["--- 流血 ---"],
"when": [
{"all": ["Garrote_DoT.down"], "comment": "没有流血"},
{"all": ["Garrote_DoT.up", "Garrote_DoT.duration <= 30"], "comment": "刷新窗口:剩余 30% 及以下"}
]
},
{
"use": "Rupture",
"name": "割裂",
"when": [
{"all": ["Combo_Points >= 70", "Rupture_DoT.down"], "comment": "5+ 个连击点,没有流血"},
{
"all": ["Combo_Points >= 70", "Rupture_DoT.up", "Rupture_DoT.duration <= 30"],
"comment": "5+ 个连击点,刷新窗口"
}
]
},
{
"use": "Envenom",
"name": "毒伤",
"note": ["--- 消耗:5+ 个连击点,攒能量 ---"],
"when": [
{"all": ["Combo_Points >= 70", "Envenom_Buff.down"], "comment": "没有增益"},
{"all": ["Combo_Points >= 70", "Envenom_Buff.up", "Envenom_Buff.duration <= 20"], "comment": "增益快结束"},
{"all": ["Combo_Points >= 70", "Energy >= 70"], "comment": "避免能量溢出"},
{"all": ["Combo_Points >= 70", "Deathmark_DoT.up"], "comment": "目标身上有死亡印记"}
]
},
{
"use": "Mutilate",
"name": "毁伤",
"note": ["--- 生成技能:少于 5 个连击点 ---"],
"when": [{"all": ["Combo_Points < 70"], "comment": "少于 5 个连击点"}]
}
]
}
完整的团队副本循环#
一个真实的奇袭团队副本循环(命缚者):15 条规则,包括 Burst、在目标身上有死亡印记时使用消失、用猩红风暴复制 DoT、AoE 与单体、攒能量。
它的 JSON 见下方的文件。第二个循环是狂徒(欺诈者),包含冲动宏(O + Q)、时运继延(O)、影舞步(C),并在每条规则中都加入了引导保护。
示例文件#
| 示例 | 文件 |
|---|---|
| 构建器示例中的奇袭入门循环 | JSON、KRC 文本 |
| 奇袭,团队副本:15 条规则 | JSON、KRC 文本 |
| 狂徒,团队副本和史诗钥石:13 条规则,标记 O、OQ、C | JSON、KRC 文本 |
| 最简短的实用循环 | JSON、KRC 文本 |
| 语法示例:所有条件和标记(无 ID,不用于实战) | JSON、KRC 文本 |
每个示例都提供网站支持的所有语言版本:名称、规则和注释均已翻译,而条件、法术 ID 和标记完全相同。语言体现在文件名中:.en、.ru、.de、.fr、.es、.it、.pt、.ko、.zh、.zh-TW。
打开文件:在主窗口中选择“新建”——“从文件…”,或在构建器的“文本和 JSON”页面上点击“打开…”。