/script MoveForwardStart(GetTime() * 1000);
/script MoveForwardStop((GetTime()+0.6) * 1000);
/script TurnRightStart((GetTime() + 0.2) * 1000);
/script TurnRightStop((GetTime() + 1.5) * 1000);
/施放 背刺(等级 2)
这是我的
首先要看懂api 函数
学过程序的人应该没有什么问题
没有学过的只能画画瓢了
Movement Functions Description
MoveBackwardStart(starttime); The player begins moving forward at the specified time.
MoveBackwardStop(stoptime); The player stops moving forward at the specified time.
MoveForwardStart(starttime); The player begins moving forward.
MoveForwardStop(time); The player ceases moving forward at the specified time.
MovePanelToCenter(); Moves the current left frame to the center.
MovePanelToLefT() Moves the current panel to the left.
RemoveFriend(name) Remove people from the friends list.
StrafeLeftStart(StartTime); The player begins strafing at the specified time.
StrafeLeftStop(stoptime); The player ceases strafing at the specified time.
StrafeRightStart(starttime); The player begins strafing right at the specified time.
StrafeRightStop(stoptime); The player stops strafing right at the specified time.
tremove(table, index) Removes the value from the indexed slot
TurnLeftStart(starttime); The player begins moving forward at the specified time.
TurnLeftStop(arg1); The player stops turning left at the specified time.
TurnRightStart(starttime); The player begins turning right at the specified time.
TurnRightStop(stoptime); The player stops turning right at the specified time.
以上是所有移动的函数
首先大家要排除网上的一些误倒
什么战士的逃跑宏,那个根本只能用于ui里面,如果放在宏里面是不可用的
(幸好在网上看到这个否则肯定永远做不出来移动的宏
Arguments
(Number startTime)
startTime
Begin moving backward at this time
)
从函数声明和定义上判断,需要传入一个整数变量
这就简单了
利用GetGameTime - Returns the time in-game.
得到游戏里面的时间,作为变量传入
/script MoveForwardStart(GetTime() * 1000);
这时候得到是毫秒,所以需要*1000 转换为秒
向前跑1秒
/script MoveForwardStop((GetTime()+0.6) * 1000);
跑动后0.6秒停止
/script TurnRightStart((GetTime() + 0.2) * 1000);
用0.2秒转身
/script TurnRightStop((GetTime() + 1.5) * 1000);
停止转身
/施放 背刺(等级 2)
所有的move 都必须有一个开始,一个停止,否这回不停的执行上一个move动作
时间长短需要自行调节,可能有的需要快点 或者慢点
Unit Functions
AssistUnit("unit") - Instructs your character to assist the specified unit.
CheckInteractDistance("unit",distIndex)
DropItemOnUnit("unit") - Drops an item from the cursor onto a unitt.
FollowUnit("unit")
SpellCanTargetUnit("unit")
SpellTargetUnit("unit")
StartDuelUnit("unit") - Challenge a unit to a duel.
TargetUnit("unit") - Selects the specified id as the current target.
TargetUnitsPet("unit") - Targets the specified unit's pet, if one exists.
UnitAffectingCombat("unit") - ? (NEW IN 1300).
UnitArmor("unit") - Returns the armor statistics relevant to the specified unit.
UnitAttackBothHands("unit") - Returns information about the unit's melee attacks.
UnitAttackPower("unit") - Returns the Unit's melee attack power and modifiers.
UnitAttackSpeed("unit") - Returns the unit's melee attack speed for each hand.
UnitBuff("unit", index) - Retrieves info about a buff of a certain unit.
UnitCanAssist("unit", "otherUnit") - Returns true if the first unit can assist the second, false otherwise.
UnitCanAttack("unit", "otherUnit") - Returns true if the first unit can attack the second, false otherwise.
UnitCanCooperate("unit", "otherUnit") - Returns true if the first unit can cooperate with the second, false otherwise.
UnitCharacterPoints("unit") - ?.
UnitClass("unit") - Returns the class name of the specified unit (e.g., "Warrior" or "Shaman").
UnitClassification("unit") - Returns the classification of the specified unit (e.g., "elite" or "worldboss").
UnitCreatureFamily("unit") - Returns the type of creature of the specified unit (e.g., "Crab").
UnitCreatureType("unit") - Returns the classification type of creature of the specified unit (e.g., "Beast").
UnitDamage("unit") - Returns the damage statistics relevant to the specified unit.
UnitDebuff("unit", index) - Retrieves info about a debuff of a certain unit.
UnitDefense("unit") - ?.
UnitExists("unit") - Returns true if the specified unit exists, false otherwise.
UnitFactionGroup("unit") - Returns the faction group id and name of the specified unit. (eg. "Alliance")
UnitFacing("unit") - Returns the direction in which the unit is facing (Counterclockwise radians, from North) - REMOVED IN 1300 -- Flickering 16:51, 22 Mar 2005 (EST)
UnitHealth("unit") - Returns the current health, in points, of the specified unit.
UnitHealthMax("unit") - Returns the maximum health, in points, of the specified unit.
UnitInParty("unit") - Returns true if the specified unit is in the same party as the player, false otherwise.
UnitIsCharmed("unit") - Returns true if the specified unit is charmed, false otherwise.
UnitIsConnected("unit") - Returns 1 if the specified unit is connected or npc, nil if offline or not a valid unit.
UnitIsCorpse("unit") - Returns true if the specified unit is a corpse, false otherwise.
UnitIsDead("unit") - Returns true if the specified unit is dead, false otherwise.
UnitIsDeadOrGhost("unit") - Returns true if the specified unit is dead or a ghost, false otherwise.
UnitIsEnemy("unit", "otherUnit") - Returns true if the specified units are enemies, false otherwise.
UnitIsFriend("unit", "otherUnit") - Returns true if the specified units are friends, false otherwise.
UnitIsGhost("unit") - Returns true if the specified unit is a ghost, false otherwise.
UnitIsPVP("unit") - Returns true if the specified unit is flagged for PVP, false otherwise.
UnitIsPVPFreeForAll("unit") - Returns true if the specified unit is flagged for free-for-all PVP, false otherwise.
UnitIsPartyLeader("unit") - Returns true if the specified unit is the leader of the player's party, false otherwise.
UnitIsPlayer("unit") - Returns true if the specified unit is a player character, false otherwise.
UnitIsPlusMob("unit") - Returns true if the specified unit is a mob, more powerful than its nominal level, false otherwise (e.g., "elite" mobs) - Rumors of its demise were incorrect -- my bad -- Flickering 13:39, 25 Mar 2005 (EST)
UnitIsTapped("unit") - Returns true if the specified unit is tapped, false otherwise.
UnitIsTappedByPlayer("unit") - Returns true if the specified unit is tapped by a player, false otherwise.
UnitIsTrivial("unit") - Returns true if the specified unit is trivial (Trivial means the unit is "grey" to the player. --Antiarc 16:02, 30 Jan 2005 (EST)), false otherwise.
UnitIsUnit("unit", "otherUnit") - Returns true if the two specified units refer to the same unit (e.g., "player" and "target" can refer to the same unit), false otherwise.
UnitLevel("unit") - Returns the level of the unit referred to by the local naming schema.
UnitMana("unit") - Returns the current mana (or energy,rage,etc), in points, of the specified unit.
UnitManaMax("unit") - Returns the maximum mana (or energy,rage,etc), in points, of the specified unit.
UnitName("unit") - Returns the name of the unit referred to by the local naming schema.
UnitPVPName("unit") - ?.
UnitPlayerControlled("unit") - Returns true if the specified unit is controlled by a player, false otherwise.
UnitPowerType("unit") - Returns a number corresponding to the power type (e.g., mana, rage or energy) of the specified unit.
UnitRace("unit") - Returns the race name of the specified unit (e.g., "Human" or "Troll").
UnitRangedAttack("unit") - Returns the ranged attack number of the unit.
UnitRangedAttackPower("unit") - Returns the ranged attack power of the unit.
UnitRangedDamage("unit") - Returns the ranged attack speed and damage of the unit.
UnitReaction("unit", "otherUnit") - Returns a number corresponding to the reaction (aggressive, neutral or friendly) of the first unit towards the second unit.
UnitResistance("unit", "resistanceIndex") - Returns the resistance statistics relevant to the specified unit and resistance type.
UnitSex("unit") - Returns 1 if the specified unit is female, zero otherwise.
UnitStat("unit", statIndex) - Returns the statistics relevant to the specified unit and basic attribute (e.g., strength or intellect).
UnitXP("unit") - Returns the number of experience points the specified unit has in their current level.
UnitXPMax("unit") - Returns the number of experience points the specified unit needs to reach their next level.
这是所有判断unit(对象 所有npc或玩家的函数)
可以自行载游戏里面的测试
"unit"
用"player" 自己
或者"target" 选中的对象
代替
好像也只能解释到这样的程度了
如果还不懂 就开个专集讨论了
(或建议开始学习编程,只要理解概念就可以了)
- 本文固定链接: https://www.fengshen.cn/2005/05/转贴贼背刺宏,以及一些非常重要的说明/storyofwind/
- 转载请注明: fengshen 发表于 Dream of Wind | 一梦风神

8错支持
真正PK的时候都是在不停的移动,不听的转~!你的这个宏肯本没有用~!有用的比如说 主副手武器切换释放技能的宏这样的才有用~!
高手之所以是高手,就是因为不用宏也可以做的更好,一般情况下,我的猎人只用标记警告宏,只不过为了提醒队友我的攻击目标而以,其他的情况下,几乎是不用宏的。操作差可以一点一点的练上去的。
逃跑用宏?
背刺也要用宏?
奇怪世界哦,我看高人的介绍方面都是手动的,至少背刺用不用宏好用我不知道,但是逃跑也要用宏那就很奇怪了,怎么跑啊?在荆棘谷这种怪物密度大的地方,不怕被群殴阿。
有人用过么
我试过那种延时好像行不通
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