可怕 这捏脸游戏sb4还能玩么 sbCH

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>>>在三棱锥S-ABC中,△ABC为正三角形,且A在面SBC上的射影H是△SBC的..
在三棱锥S-ABC中,△ABC为正三角形,且A在面SBC上的射影H是△SBC的垂心,又二面角H-AB-C为300,则&&&&&&&;
题型:填空题难度:偏易来源:不详
试题分析:由H为垂心,得N,M均为垂心,得,,又因为△ABC为正三角形K,F为中点,则可知故可知,答案为。点评:解决的关键是对于二面角的求作,以及垂心的运用,得到线段的比值,属于中档题。
马上分享给同学
据魔方格专家权威分析,试题“在三棱锥S-ABC中,△ABC为正三角形,且A在面SBC上的射影H是△SBC的..”主要考查你对&&空间几何体的三视图&&等考点的理解。关于这些考点的“档案”如下:
现在没空?点击收藏,以后再看。
因为篇幅有限,只列出部分考点,详细请访问。
空间几何体的三视图
中心投影:
光由一点向外散射形成的投影叫做中心投影,其投影的大小随物体与投影中心间距离的变化而变化。
平行投影:
在一束平行光线照射下形成的投影叫做平行投影。在平行投影中,投影线正对着投影面时,叫做正投影,否则叫做斜投影。
空间几何体的三视图:
光线从几何体的前面向后面正投影,得到投影图,叫做几何体的正视图;光线从几何体的左面向右面正投影,得到投影图,叫做几何体的侧视图;从几何体的上面向下面正投影,得到投影图,叫做几何体的俯视图。几何体的正视图、侧视图、俯视图统称为几何体的三视图。 注:正视图反映了物体上下、左右的位置关系,即反映了物体的高度和长度; 俯视图反映了物体左右、前后的位置关系,即反映了物体的长度和宽度; 侧视图反映了物体上下、前后的位置关系,即反映了物体的高度和宽度。 平行投影与中心投影的区别和联系:
①平行投影的投射线都互相平行,中心投影的投射线是由同一个点发出的.如图所示,&②平行投影是对物体投影后得到与物体等大小、等形状的投影;中心投影是对物体投影后得到比原物体大的、形状与原物体的正投影相似的投影.③中心投影和平行投影都是空间图形的基本画法,平行投影包括斜二测画法和三视图.中心投影后的图形与原图形相比虽然改变较多,但直观性强,看起来与人的视觉效果一致,最像原来的物体.④画实际效果图时,一般用中心投影法,画立体几何中的图形时一般用平行投影法.画三视图的规则:
①画三视图的规则是正侧一样高,正俯一样长,俯侧一样宽.即正视图、侧视图一样高,正视图、俯视图一样长,俯视图、侧视图一样宽;②画三视图时应注意:被挡住的轮廓线画成虚线,能看见的轮廓线和棱用实线表示,不能看见的轮廓线和棱用虚线表示,尺寸线用细实线标出;D表示直径,R表示半径;单位不注明时按mm计;③对于简单的几何体,如一块砖,向两个互相垂直的平面作正投影,就能真实地反映它的大小和形状.一般只画出它的正视图和俯视图(二视图).对于复杂的几何体,三视图可能还不足以反映它的大小和形状,还需要更多的投射平面.常见几何体的三视图:
发现相似题
与“在三棱锥S-ABC中,△ABC为正三角形,且A在面SBC上的射影H是△SBC的..”考查相似的试题有:
760759833322786104831186339737825337【转帖】[分享]&BLIZZCON&欧美各队使用的脚本(Scripts)
BLIZZCON 欧美各队使用的脚本(Scripts)
看到有帖子讨论欧美队伍在BLIZZCON上使用的宏,现在贡献出部分重要的.其他一些框体移动,缩放宏就不写了.借由此贴希望下次中国队伍不会再吃这方面的亏...
<img src="http://simg.sinajs.cn/blog7style/images/common/sg_trans.gif" real_src ="http://img4.ngacn.cc/ngabbs/post/smile/21.gif" ALT=""
TITLE="【转帖】[分享]&BLIZZCON&欧美各队使用的脚本(Scripts)" />
声明:部分脚本的版权归Diziet/Kollektiv/Firebug.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
/RUN的使用方法:
1.保存成.txt文件,然后一条条复制到聊天栏吧..事实上欧美队伍是这么做的...
2.中级:每一行/run 做成一个宏,拖出来一个个点一遍.
3.进阶: 使用以下宏绑定各个宏的快捷键,然后按快捷键...NUMPAD1 是小键盘数字键1,以此类推,
A,B,C..为你做的宏的名字)
/run sbc=SetBindingMsbc("NUMPAD1","A");sbc("NUMPAD2","B");sbc("NUMPAD3","C");sbc("NUMPAD4","D");sbc("NUMPAD5","E");sbc("NUMPAD6","F");sbc("NUMPAD7","G");sbc("NUMPAD8","H");sbc("NUMPAD9","I");sbc("ALT-NUMPAD1","J");sbc("ALT-NUMPAD2","K")
/run sbc("SHIFT-F3","SF3");sbc("SHIFT-F4","SF4");sbc("SHIFT-F5","SF5");sbc("SHIFT-F6","SF6");sbc("SHIFT-F7","SF7");sbc("SHIFT-F8","SF8");sbc("SHIFT-F9","SF9");sbc("SHIFT-F10","SF10");SaveBindings(1)
LUA的用方法(PS: 多数的脚本去掉 /RUN 就是LUA 格式, 一些例外我会给出单独的LUA)
1.新建一个文件夹命名为myaddon (名字可自定)
2.在这个文件夹内用写字板新建2个文件: myaddon.lua 和myaddon.toc
3.myaddon.lua中写入你需要的LUA, 可一次写入多个.
4.myaddon.toc中写入
## Interface:
40300&&--插件版本号,改为与魔兽版本一致
## Title: myaddon
--游戏内插件所显示的名字
## Notes:我是个小小的插件哦 --插件描述
myaddon.lua&&--索要加载的步骤2中制作的lua文件名,可同时加载数个
5.把整个文件夹放入魔兽目录/interface/addons/ 即可.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
利用游戏内置秒表自动监视反制类法术监视
/run AID={};for
AID["arena"..i]=1;AID["arenapet"..i]=1
GSI=GetSpellIINTIDS={[GSI(2139)]=24,[GSI(19647)]=24,[GSI(691)]=1};StopwatchFrame:Show()
/run local f=CreateFrame("Frame");f:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");f:SetScript("OnEvent",function(f,e,u,s,_)if((AID[u])
and INTIDS[s])then
Stopwatch_StartCountdown(0,0,INTIDS[s]);Stopwatch_Play();end
敌对打断监视interruptabr
li={,,52,,,44572}cd={24,24,5,45,60,27,10,10,10,10,10,45}
fl=0;ic=40;xp=-500;yp=320;n=6;sfc=CooldownFrame_SetTcrf=CreateFce=math.ih=IsInIgsi=GetSpellIup=UIParent
pe="PLAYER_ENTERING_WORLD"cdf="Cooldown"
/run function cf(i,s,x,y)local _,_,t=gsi(s)local f=crf("Frame",nil,up)f:SetPoint("CENTER",x,y)f:SetSize(ic,ic)f.t =
f:CreateTexture(nil,"BORDER")f.t:SetAllPoints(true)f.t:SetTexture(t)f.c=CreateFrame(cdf,nil,f)f.c:SetAllPoints(f)return
/run function ud(f,ls,lc)f:SetScript("OnEvent",function(_,_,_,e,_,_,_,b,_,_,_,_,_,s)if((bit.band(b,0x40)
== 0x40)and e=="SPELL_CAST_SUCCESS"and s==ls)then
sfc(f.c,GetTime(),lc,1)end end)f:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")end
/run for i,s
in ipairs(li)do
_G["ib"..i] =
cf(i,s,xp+(ic+5)*ce((i-1)%n),yp-(ic+5)*ce(i/n))ud(_G["ib"..i],s,cd[i])end
/run ik=crf("Frame")ik:SetScript("OnEvent",function()local
_,t=ih()for i,s
in ipairs(li)do local
f=_G["ib"..i]if(t=="arena"or
fl==0)then f:Show()f.c:Show()else
f:Hide()f.c:Hide()end end end)ik:RegisterEvent(pe)
/run UFP = "UnitFramePortrait_Update"; UICC =
"Interface\\TargetingFrame\\UI-Classes-Circles";
CIT = CLASS_ICON_TCOORDS;SP,CA="SetPoint","ClearAllPoints";NO=function() end
/run hooksecurefunc(UFP,function(s) if
s.portrait then if
UnitIsPlayer(s.unit) then local t=CIT[select(2,UnitClass(s.unit))]
then s.portrait:SetTexture(UICC) s.portrait:SetTexCoord(unpack(t))
s.portrait:SetTexCoord(0,1,0,1) end end end)
职业头像仅对玩家有效版(lua)(npc将使用原始头像)
hooksecurefunc("UnitFramePortrait_Update",function(self)
&&&&&&&&if
self.portrait then
&&&&&&&&&&&&&&&&if
UnitIsPlayer(self.unit)
then&&&&&&&&&&&&&&&&
&&&&&&&&&&&&&&&&&&&&&&&&local
t = CLASS_ICON_TCOORDS[select(2, UnitClass(self.unit))]
&&&&&&&&&&&&&&&&&&&&&&&&if
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&self.portrait:SetTexture("Interface\\TargetingFrame\\UI-Classes-Circles")
&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&self.portrait:SetTexCoord(unpack(t))
&&&&&&&&&&&&&&&&&&&&&&&&end
&&&&&&&&&&&&&&&&else
&&&&&&&&&&&&&&&&&&&&&&&&self.portrait:SetTexCoord(0,1,0,1)
&&&&&&&&&&&&&&&&end
&&&&&&&&end
头像姓名框职业颜色(目标和焦点)
/run zf = CreateFrame("FRAME") zf:RegisterEvent("PLAYER_ENTERING_WORLD")
zf:RegisterEvent("PARTY_MEMBERS_CHANGED")
zf:RegisterEvent("PLAYER_TARGET_CHANGED")
zf:RegisterEvent(S.C)
/run function zz(self, event, td) if
(event == S.C and td ~= "target") then return
UnitIsPlayer("target") then
_, class =
UnitClass("target"); c =
RAID_CLASS_COLORS[class];
_G[S.A]:SetVertexColor(c.r, c.g, c.B); _G[S.A]:SetAlpha(1); end
/run zf:SetScript("OnEvent",
zz);ff = CreateFrame("FRAME") ff:RegisterEvent("PLAYER_ENTERING_WORLD")
ff:RegisterEvent("PARTY_MEMBERS_CHANGED")
ff:RegisterEvent("PLAYER_FOCUS_CHANGED")
ff:RegisterEvent(S.C)
/run function ft(self, event, td) if
(event == S.C and td ~= "focus") then return
UnitIsPlayer("focus") then
_, class =
UnitClass("focus"); c =
RAID_CLASS_COLORS[class];
_G[S.B]:SetVertexColor(c.r, c.g, c.B); _G[S.B]:SetAlpha(1) end
/run ff:SetScript("OnEvent",
POWER AURAS (宏做出POWER AURAS插件的效果, 在我以前一个帖子有提到过, 改变spell
id(法术ID)监视你需要的技能,下面例子监视自身触发的4个AURAS. 基本原理就是利用游戏内置的法术触发监视)
/run SAF=SpellActivationOverlayFrame
SAS=SpellActivationOverlay_ShowOverlay
SAH=SpellActivationOverlay_HideOverlays
/run FO1="TEXTURES\\SPELLACTIVATIONOVERLAYS\\ART_OF_WAR.BLP";FO2="TEXTURES\\SPELLACTIVATIONOVERLAYS\\FROZEN_FINGERS.BLP";FO3="TEXTURES\\SPELLACTIVATIONOVERLAYS\\BRAIN_FREEZE.BLP";FO4="TEXTURES\\SPELLACTIVATIONOVERLAYS\\LOCK_AND_LOAD.BLP"
/run PS1=CreateFrame("FRAME");PS2=CreateFrame("FRAME");PS3=CreateFrame("FRAME");PS4=CreateFrame("FRAME")
/run PS1:RegisterEvent("UNIT_AURA");PS1:SetScript('OnEvent',function() o=0 for
_,_,_,_,_,_,_,_,_,_,id=UnitAura("Player",i) if
id==64343 then SAS(SAF,64343,FO1,"RIGHT",.5,255,50,50,false,true)
o=1 end end if o==0
then SAH(SAF,64343) end end)
/run PS2:RegisterEvent("UNIT_AURA");PS2:SetScript('OnEvent',function() o=0 for
_,_,_,_,_,_,_,_,_,_,id=UnitAura("Player",i) if
id==44544 then SAS(SAF,44544,FO2,"TOP",.5,255,255,255,false,true)
o=1 end end if o==0
then SAH(SAF,44544) end end)
/run PS3:RegisterEvent("UNIT_AURA");PS3:SetScript('OnEvent',function() o=0 for
_,_,_,_,_,_,_,_,_,_,id=UnitAura("Player",i) if
id==57761 then SAS(SAF,57761,FO3,"LEFT",.5,255,255,255,true,false)
o=1 end end if o==0
then SAH(SAF,57761) end end)
/run PS4:RegisterEvent("UNIT_AURA");PS4:SetScript('OnEvent',function() o=0 for
_,_,_,_,_,_,_,_,_,_,id=UnitAura("Player",i) if
id==91024 then SAS(SAF,91024,FO4,"BOTTOM",.8,255,255,255,true,true)
o=1 end end if o==0
then SAH(SAF,91024) end end)
LoseControl (实现 losecontrol插件的功能,在竞技场框体右边显示控制技能)
RMP={[8]=1,[70]=1,[8]=1,[8757]=1,[12]=1,[3302]=1,[7357]=1,[4021]=1};
LC={[3259]=1,[964]=1,[882]=1,[8044]=1,[511]=1,[118]=1,[511]=1,[8]=1,[572]=1,[105]=1,[23]=1,[9021]=1,[1476]=1};
/run table.insert(LC, 7922, 1);table.insert(LC, 1833,
1);table.insert(LC, 1330, 1);table.insert(LC, 2094,
1);table.insert(LC, 6770, 1);table.insert(LC, 80354, 1)
/run d="Debuff";TT="TargetDebuffFrameTemplate";L="LEFT";R="RIGHT";F="Frame";UA="UNIT_AURA";OE="OnEvent";AR="arena";UD=UnitDAE="ArenaEnemyFrame";d1="Debuff1";D=RefreshDCF=CreateFBO="Border";T="TOP";B="BOTTOM"
g1=CF(F);g1:RegisterEvent(UA);g2=CF(F);g2:RegisterEvent(UA);g3=CF(F);g3:RegisterEvent(UA);h1=CF(F);h1:RegisterEvent(UA);h2=CF(F);h2:RegisterEvent(UA);h3=CF(F);h3:RegisterEvent(UA);q1=CF(F);q1:RegisterEvent(UA);q2=CF(F);q2:RegisterEvent(UA)
/run function DoDebuffs(f,aura,template,R1,R2)
j=1,16 do local
l = f:GetName()..local n=l..j;local c=CF(F,n,f,template);c.unit=f.c:SetPoint(R1,_G[l..(j-1)],R2);_G[n..BO]:SetAlpha(0);end
/run f1=_G[AE.."1"];
g1:SetScript(OE,function(self,event,a1) if
a1==f1.unit then D(f1,a1,16,nil,1);end end) DoDebuffs(f1,d,TT,L,R)
b=_G[f1:GetName()..d1];b:ClearAllPoints();b:SetPoint(L,f1,R,2,-2);
/run f2=_G[AE.."2"];
g2:SetScript(OE,function(self,event,a2) if
a2==f2.unit then D(f2,a2,16,nil,1);end end) DoDebuffs(f2,d,TT,L,R)
b=_G[f2:GetName()..d1];b:ClearAllPoints();b:SetPoint(L,f2,R,2,-2);
/run f3=_G[AE.."3"];
g3:SetScript(OE,function(self,event,a3) if
a3==f3.unit then D(f3,a3,16,nil,1);end end) DoDebuffs(f3,d,TT,L,R)
b=_G[f3:GetName()..d1];b:ClearAllPoints();b:SetPoint(L,f3,R,2,-2);
/run h1:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD(AR.."1",j);q=f1:GetName()..d..j if (not
RMP[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(1.4);end end end)
/run h2:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD(AR.."2",j);q=f2:GetName()..d..j if (not
RMP[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(1.4);end end end)
/run h3:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD(AR.."3",j);q=f3:GetName()..d..j if (not
RMP[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(1.4);end end end)
/run p1=_G["PlayerFrame"];
q1:SetScript(OE,function(self,event,a1) if
a1==p1.unit then D(p1,a1,16,nil,1);end end) DoDebuffs(p1,d,TT,T,B)
b=_G[p1:GetName()..d1];b:ClearAllPoints();b:SetPoint("CENTER", 55, 46.5);b.SetPoint =
function() end
/run q2:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD("player",j);q=p1:GetName()..d..j
LC[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(2);end end end)/run
RMP={[8]=1,[70]=1,[8]=1,[8757]=1,[12]=1,[3302]=1,[7357]=1,[4021]=1};
LC={[3259]=1,[964]=1,[882]=1,[8044]=1,[511]=1,[118]=1,[511]=1,[8]=1,[572]=1,[105]=1,[23]=1,[9021]=1,[1476]=1};
/run table.insert(LC, 7922, 1);table.insert(LC, 1833,
1);table.insert(LC, 1330, 1);table.insert(LC, 2094,
1);table.insert(LC, 6770, 1);table.insert(LC, 80354, 1)
/run d="Debuff";TT="TargetDebuffFrameTemplate";L="LEFT";R="RIGHT";F="Frame";UA="UNIT_AURA";OE="OnEvent";AR="arena";UD=UnitDAE="ArenaEnemyFrame";d1="Debuff1";D=RefreshDCF=CreateFBO="Border";T="TOP";B="BOTTOM"
g1=CF(F);g1:RegisterEvent(UA);g2=CF(F);g2:RegisterEvent(UA);g3=CF(F);g3:RegisterEvent(UA);h1=CF(F);h1:RegisterEvent(UA);h2=CF(F);h2:RegisterEvent(UA);h3=CF(F);h3:RegisterEvent(UA);q1=CF(F);q1:RegisterEvent(UA);q2=CF(F);q2:RegisterEvent(UA)
/run function DoDebuffs(f,aura,template,R1,R2)
j=1,16 do local
l = f:GetName()..local n=l..j;local c=CF(F,n,f,template);c.unit=f.c:SetPoint(R1,_G[l..(j-1)],R2);_G[n..BO]:SetAlpha(0);end
/run f1=_G[AE.."1"];
g1:SetScript(OE,function(self,event,a1) if
a1==f1.unit then D(f1,a1,16,nil,1);end end) DoDebuffs(f1,d,TT,L,R)
b=_G[f1:GetName()..d1];b:ClearAllPoints();b:SetPoint(L,f1,R,2,-2);
/run f2=_G[AE.."2"];
g2:SetScript(OE,function(self,event,a2) if
a2==f2.unit then D(f2,a2,16,nil,1);end end) DoDebuffs(f2,d,TT,L,R)
b=_G[f2:GetName()..d1];b:ClearAllPoints();b:SetPoint(L,f2,R,2,-2);
/run f3=_G[AE.."3"];
g3:SetScript(OE,function(self,event,a3) if
a3==f3.unit then D(f3,a3,16,nil,1);end end) DoDebuffs(f3,d,TT,L,R)
b=_G[f3:GetName()..d1];b:ClearAllPoints();b:SetPoint(L,f3,R,2,-2);
/run h1:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD(AR.."1",j);q=f1:GetName()..d..j if (not
RMP[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(1.4);end end end)
/run h2:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD(AR.."2",j);q=f2:GetName()..d..j if (not
RMP[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(1.4);end end end)
/run h3:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD(AR.."3",j);q=f3:GetName()..d..j if (not
RMP[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(1.4);end end end)
/run p1=_G["PlayerFrame"];
q1:SetScript(OE,function(self,event,a1) if
a1==p1.unit then D(p1,a1,16,nil,1);end end) DoDebuffs(p1,d,TT,T,B)
b=_G[p1:GetName()..d1];b:ClearAllPoints();b:SetPoint("CENTER", 55, 46.5);b.SetPoint =
function() end
/run q2:SetScript(OE,function(self,event,a1)for
_,_,_,_,_,_,_,_,_,_,id=UD("player",j);q=p1:GetName()..d..j
LC[id]) then _G[q]:Hide();_G[q]:SetScale(.01);else
_G[q]:Show();_G[q]:SetScale(2);end end end)
类似Bartender动作条
MultiBarBottomRight:SetScale(0.72);MultiBarBottomLeft:SetScale(0.72);MainMenuBar:ClearAllPoints();MainMenuBar:SetPoint("CENTER",
UIParent, "CENTER", 0,
-800);MainMenuBar.SetPoint = function() end
i=1,12 do local
s,t=_G["MultiBarBottomRightButton"..i],_G["MultiBarBottomLeftButton"..i];s[CA](s);s[SP](s,"CENTER",-310+i*38.5,625);t[CA](t);t[SP](t,"CENTER",200+i*38.5,662)
所有框体点击穿透(防止误选,完全键盘流适用)
h={PlayerFrame,TargetFrame,FocusFrame,PetFrame,MultiBarBottomLeft,MainMenuBar,MainMenuBarArtFrame,MultiBarBottomRight,MultiBarLeft,BuffFrame,Minimap,MinimapCluster,MultiBarRight,ArenaEnemyFrames,ArenaEnemyFrame1,ArenaEnemyFrame2,ArenaEnemyFrame3}
/run for _,s
in ipairs( h) do
s:EnableMouse(false);
c={s:GetChildren()}; for _,v
in ipairs(c) do
then v:EnableMouse(false);
end end end
竞技场框架显示递减
DRt={{84,},{118,203,,,,51514}}
/run drx=110;drs=40;dp="RIGHT";dre="COMBAT_LOG_EVENT_UNFILTERED"drp="PLAYER_ENTERING_WORLD"dra="ARENA_OPPONENT_UPDATE"LoadAddOn("Blizzard_ArenaUI")function
gaef(f,n)return
_G["ArenaEnemyFrame"..n.."HealthBar"]end
/run function rDR(f)f.e=1;f.t:SetTexture(nil)f.c:Hide()end function
sDR(f)f.e=f.e+1;f.c:Show()end function gDRt(i,j)return
_G["drc"..i..":"..j]end function
runDR(f,n)CooldownFrame_SetTimer(f.c,GetTime(),18,1)eDR(f,n)sDR(f)oDR(n)end
/run function eDR(f,n)local t=1;f:SetScript("OnUpdate",function(s,e)t=t+e;if(t&=18)then
f:SetScript("OnUpdate",nil)rDR(f)oDR(n)end end)end
function cDR(f,n,s)if
f.e&4 then local
_,_,t=GetSpellInfo(s)f.t:SetTexture(t)runDR(f,n)end end
/run function oDR(n)local r=1;for j in
ipairs(DRt)do local
f=gDRt(n,j)f:SetPoint(dp,gaef(f,n),dp,drx+(r-1)*50,0)r=r+1;end end
function uDR(n,s)for i,t
in ipairs(DRt)do
in ipairs(t)do
then cDR(gDRt(n,i),n,s)end end end end
/run function DRc(i,j)local f=CreateFrame("Frame",nil,UIParent)f:SetSize(drs,drs)f.t=f:CreateTexture(nil,"BORDER")f.t:SetAllPoints(true)f.c=CreateFrame("Cooldown",nil,f)f.c:SetAllPoints(f)f.e=1
/run function clDR(_,e,_,_,_,_,_,d,_,_,_,s)if(e=="SPELL_AURA_REMOVED"
or e=="SPELL_AURA_REFRESH")then for
i=1,5 do local
ag=UnitGUID("arena"..i)if(ag ~=
nil and d==ag)then uDR(i,s)end end end end
/run function iDRt(o,m)for
ipairs(DRt)do local
f=gDRt(i,j)rDR(f)if o
then f:Show()end end end end for
ipairs(DRt)do
_G["drc"..i..":"..j]=DRc(i,j)end end
/run dt=CreateFrame("Frame")dt:SetScript("OnEvent",function(_,e,...)if
e==dre then clDR(...)elseif e==dra then
iDRt(1,GetNumArenaOpponents())else
iDRt(nil,5)end
end)dt:RegisterEvent(dra)dt:RegisterEvent(drp)dt:RegisterEvent(dre)
CD计时(Omnicc) (如要去除图像上buffs和debuffs的计时,则将ps=10 改为 ps=1)
/run cs=20;ps=10;ctp="CENTER"ptp="BOTTOMRIGHT"cp=5;ct=UNIT_NAME_FONT;crt=2;cDB={}action={}ccf=CreateFgac=GetActionCol="OUTLINE"cpe="PLAYER_ENTERING_WORLD"cau="ACTIONBAR_UPDATE_COOLDOWN"co="OnUpdate"
/run function rt(f)f.e=nil f.t:SetText("")f:SetScript(co,nil)end function
sf(f,v)f.t:SetFont(ct,f.s*v,ol)end function acv(b)local
x=b.cooldown x.a=b.action action[x]=x end function
scv(p,f,po,s)if(s&1)then
f.t:SetPoint(po,p)end f.s=s;end
/run function sr(f,e)if(e&60)then
sf(f,0.7)if(f.s==cs)then
return"%d:d",e,e
return"%dm",e+60,e
end elseif(e&=cp)then
sf(f,1)f.t:SetTextColor(1,1,0,1)return"%d",e
elseif(e&0)then sf(f,0.9)f.t:SetTextColor(1,0,0,1)return"%.1f",e
/run function suc(f)if not
f.e then f.e=1;f:SetScript(co,function(s,e)f.c=f.c+e;local
fo,v1,v2=sr(f,f.r-f.c)if not
fo then rt(f)elseif not v2 then
f.t:SetFormattedText(fo,v1)else
f.t:SetTextColor(1,1,1,1)f.t:SetFormattedText(fo,v1/60,v2`)end
end)end end
/run function scs(p,f)if(p:GetSize()&35)then
scv(p,f,ptp,ps)else
scv(p,f,ctp,cs)end end function gict(f)local c=ccf("Frame",nil,f)c:SetFrameLevel(f:GetFrameLevel()+5)c.t=c:CreateFontString(nil,"OVERLAY")c.t:SetAllPoints(c)scs(f:GetParent(),c)return
/run function gct(f)if not
cDB[f]then local
c=gict(f)c:SetSize(c.s*crt,c.s*crt)sf(c,1)cDB[f]=c;end return
cDB[f]end function cvf(f,s,d)local c=gct(f)if(s and
d)then c.b=s;c.d=d;if(s&0
and d&1.5)then c.c=0;c.r=d-(GetTime()-s);suc(c)else
rt(c)end end end
/run function cvc(DB)for c in
pairs(DB)do
then local s,d=gac(c.a)cvf(c,s,d)end end end function
pcv(_,e)if
e==cau then cvc(action)else
cvc(cDB)end end for _,b
in pairs(ActionBarButtonEventsFrame.frames)do
/run vc=ccf("Frame")vc:SetScript("OnEvent",pcv)vc:RegisterEvent(cpe)vc:RegisterEvent(cau)hooksecurefunc(getmetatable(ActionButton1Cooldown).__index,"SetCooldown",cvf)hooksecurefunc("SetActionUIButton",acv)
快捷键隐藏
/run for i =
_G["BonusActionButton"..i.."HotKey"]:Hide() end
/run for i =
_G["MultiBarBottomLeftButton"..i.."HotKey"]:Hide()
/run for i =
_G["MultiBarBottomRightButton"..i.."HotKey"]:Hide()
宏名称隐藏
/run for i =
_G["BonusActionButton"..i.."Name"]:Hide() end
/run for i =
_G["MultiBarBottomLeftButton"..i.."Name"]:Hide()
/run for i =
_G["MultiBarBottomRightButton"..i.."Name"]:Hide()
去除秒表的边框
/run StopwatchFrame:SetScale(.01)
/run StopwatchFrame:SetPoint("TOPLEFT",81000,0)
/run StopwatchTicker:SetScale(100)
/run StopwatchTicker:SetPoint("TOPLEFT",-430,-730)
/run StopwatchFrame:SetMovable(false)
移动默认竞技场对手施法条
/run V={B="ArenaEnemyFrame"}
_G[V.B..i]:SetScale(1.23); _G[V.B..i.."CastingBar"]:SetPoint("RIGHT",95,0);
目标和焦点显示血量和百分比
/run TF=CreateFrame("Frame")TFHB=TargetFrameHealthBar.TextSTTSB=TextStatusBar_CapDisplayOfNumericValue
/run FF=CreateFrame("Frame")FFHB=FocusFrameHealthBar.TextSTTSB=TextStatusBar_CapDisplayOfNumericValue
/run TF:SetScript("OnUpdate",
function(target)TFHB:SetText(TTSB(UnitHealth("target")).."/"..TTSB(UnitHealthMax("target")).." ("..format("%.0f", ((UnitHealth("target")/UnitHealthMax("target"))*100)).."%)") end)
/run FF:SetScript("OnUpdate",
function(focus)FFHB:SetText(TTSB(UnitHealth("focus")).."/"..TTSB(UnitHealthMax("focus")).." ("..format("%.0f", ((UnitHealth("focus")/UnitHealthMax("focus"))*100)).."%)") end)
目标和焦点显示血量和百分比LUA版
hooksecurefunc("TextStatusBar_UpdateTextString",
function(textStatusBar)
textStatusBar == TargetFrameHealthBar and not
GetCVarBool("statusTextPercentage") and not
textStatusBar.showPercentage then
local t = TargetFrameTextureFrameHealthBarText:GetText()
t = string.match(t, "[^%/%(]+")
TargetFrameTextureFrameHealthBarText:SetText(t.."("..tostring(math.ceil((UnitHealth("target")
/ UnitHealthMax("target")) *
100)).."%)")
textStatusBar == FocusFrameHealthBar and not
GetCVarBool("statusTextPercentage") and not
textStatusBar.showPercentage then
local f = FocusFrameTextureFrameHealthBarText:GetText()
f = string.match(f, "[^%/%(]+")
FocusFrameTextureFrameHealthBarText:SetText(f.."("..tostring(math.ceil((UnitHealth("focus")
/ UnitHealthMax("focus")) *
100)).."%)")
竞技场敌方徽章监视
/run USS="UNIT_SPELLCAST_SUCCEEDED";OE="OnEvent";PvP="Interface\\Icons\\inv_jewelry_trinketpvp_01";F="Frame";CF=CreateFBO="Border";PvPT="PvP
Trinket";EMFH="Every Man for
Himself";UC=UnitCAE="ArenaEnemyFrame"
/run function TrS(f,x,y,cd,T,s,h,n) f:SetPoint("LEFT",AE..n,"Right",x,y)f:SetSize(s,s)f.c=CF("Cooldown",cd)f.c:SetAllPoints(f)f.t=f:CreateTexture(nil,BO)f.t:SetAllPoints()f.t:SetTexture(T);if
h then end f:RegisterEvent(USS) end
/run function Tr(f,cd,U,N,T)if(U==T
and (N==PvPT or N==EMFH))then
f:Show();CooldownFrame_SetTimer(cd,GetTime(),120,1) C=UC(T)end
/run t1=CF(F);TrS(t1,0,0,"cd1",PvP,28,true,1);t2=CF(F);TrS(t2,0,0,"cd2",PvP,28,true,2);t3=CF(F)TrS(t3,0,0,"cd3",PvP,28,true,3)
/run t1:SetScript(OE,function(_,_,U,N)Tr(t1,cd1,U,N,"arena1")end);t2:SetScript(OE,function(_,_,U,N)Tr(t2,cd2,U,N,"arena2")end);t3:SetScript(OE,function(_,_,U,N)Tr(t3,cd3,U,N,"arena3")end)
竞技场徽章监视LUA格式 (测试命令 /baf)
local trinkets = {}
local events = CreateFrame("Frame")
function events:ADDON_LOADED(addonName)
addonName ~= "Blizzard_ArenaUI" then
&&&&&&&&return
arenaFrame, trinket
i = 1, MAX_ARENA_ENEMIES do
&&&&&&&&arenaFrame
= "ArenaEnemyFrame"..i
&&&&&&&&trinket
= CreateFrame("Cooldown",
arenaFrame.."Trinket",
ArenaEnemyFrames)
&&&&&&&&trinket:SetPoint("Right",
arenaFrame, 29, -5)
&&&&&&&&trinket:SetSize(30,
&&&&&&&&trinket.icon
= trinket:CreateTexture(nil, "BACKGROUND")
&&&&&&&&trinket.icon:SetAllPoints()
&&&&&&&&trinket.icon:SetTexture("Interface\\Icons\\inv_jewelry_trinketpvp_01")
&&&&&&&&trinket:Hide()
&&&&&&&&trinkets["arena"..i]
&&&&self:UnregisterEvent("ADDON_LOADED")
function events:UNIT_SPELLCAST_SUCCEEDED(unitID, spell, rank,
lineID, spellID)
not trinkets[unitID] then
&&&&&&&&return
spellID == 59752 or spellID == 42292 then
&&&&&&&&CooldownFrame_SetTimer(trinkets[unitID],
GetTime(), 120, 1)
&&&&&&&&SendChatMessage("Trinket
used by: "..GetUnitName(unitID, true),
&&&&elseif
spellID == 7744 then
&&&&&&&&CooldownFrame_SetTimer(trinkets[unitID],
GetTime(), 45, 1)
&&&&&&&&SendChatMessage("WotF
used by: "..GetUnitName(unitID, true),
function events:PLAYER_ENTERING_WORLD()
_, instanceType = IsInInstance()
instanceType == "arena"
&&&&&&&&self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
&&&&elseif
self:IsEventRegistered("UNIT_SPELLCAST_SUCCEEDED") then
&&&&&&&&self:UnregisterEvent("UNIT_SPELLCAST_SUCCEEDED")
&&&&&&&&for
_, trinket in pairs(trinkets) do
&&&&&&&&&&&&trinket:SetCooldown(0,
&&&&&&&&&&&&trinket:Hide()
&&&&&&&&end
SLASH_BAF1 = "/baf"
SlashCmdList["BAF"] =
function(msg, editBox)
not IsAddOnLoaded("Blizzard_ArenaUI") then
&&&&&&&&LoadAddOn("Blizzard_ArenaUI")
&&&&ArenaEnemyFrames:Show()
arenaFrame
i = 1, MAX_ARENA_ENEMIES do
&&&&&&&&arenaFrame
= _G["ArenaEnemyFrame"..i]
&&&&&&&&arenaFrame.classPortrait:SetTexture("Interface\\TargetingFrame\\UI-Classes-Circles")
&&&&&&&&arenaFrame.classPortrait:SetTexCoord(unpack(CLASS_ICON_TCOORDS["WARRIOR"]))
&&&&&&&&arenaFrame.name:SetText("Dispelme")
&&&&&&&&arenaFrame:Show()
&&&&&&&&CooldownFrame_SetTimer(trinkets["arena"..i],
GetTime(), 120, 1)
events:SetScript("OnEvent",
function(self, event, ...) return
self[event](self, ...) end)
events:RegisterEvent("ADDON_LOADED")
events:RegisterEvent("PLAYER_ENTERING_WORLD")
玩家对目标debuff增大(lua) (修改2-3行数字改变大小)
local function UpdateTargetAuraPositions(self, auraName, numAuras,
numOppositeAuras, largeAuraList, updateFunc, maxRowWidth,
AURA_OFFSET_Y = 3;
LARGE_AURA_SIZE = 30;
SMALL_AURA_SIZE = 20;
offsetY = AURA_OFFSET_Y;
rowWidth = 0;
firstBuffOnRow = 1;
i=1, numAuras do
&&&&&&&&if
( largeAuraList[i] ) then
&&&&&&&&&&&&size
= LARGE_AURA_SIZE;
&&&&&&&&&&&&offsetY
= AURA_OFFSET_Y + AURA_OFFSET_Y;
&&&&&&&&else
&&&&&&&&&&&&size
= SMALL_AURA_SIZE;
&&&&&&&&end
&&&&&&&&if
( i == 1 ) then
&&&&&&&&&&&&rowWidth
&&&&&&&&&&&&self.auraRows
= self.auraRows + 1;
&&&&&&&&else
&&&&&&&&&&&&rowWidth
= rowWidth + size + offsetX;
&&&&&&&&end
&&&&&&&&if
( rowWidth & maxRowWidth ) then
&&&&&&&&&&&&updateFunc(self,
auraName, i, numOppositeAuras, firstBuffOnRow, size, offsetX,
&&&&&&&&&&&&rowWidth
&&&&&&&&&&&&self.auraRows
= self.auraRows + 1;
&&&&&&&&&&&&firstBuffOnRow
&&&&&&&&&&&&offsetY
= AURA_OFFSET_Y;
&&&&&&&&else
&&&&&&&&&&&&updateFunc(self,
auraName, i, numOppositeAuras, i - 1, size, offsetX,
&&&&&&&&end
hooksecurefunc("TargetFrame_UpdateAuraPositions",
UpdateTargetAuraPositions)
--[[crapcleaner]]
local f = CreateFrame("Frame")
f:SetScript("OnEvent",
function()
&& local c = 0
s=1,GetContainerNumSlots(b) do
local l = GetContainerItemLink(b, s)
&&&&&&&&&&&&local
p = select(11, GetItemInfo(l))*select(2, GetContainerItemInfo(b,
&&&&&&&&&&&&if
select(3, GetItemInfo(l))==0 and p&0 then
&&&&&&&&&&&&&&
UseContainerItem(b, s)
&&&&&&&&&&&&&&
PickupMerchantItem()
&&&&&&&&&&&&&&
&&&&&&&&&&&&end
&&&&&&local
g, s, c = math.floor(c/10000) or 0, math.floor((c000)/100) or 0,
&&&&&&DEFAULT_CHAT_FRAME:AddMessage("Your
vendor trash has been sold and you earned".." |cffffffff"..g.."|cffffc125g|r".." |cffffffff"..s.."|cffc7c7cfs|r".." |cffffffff"..c.."|cffeda55fc|r"..".",255,255,255)&&--"Your
vendor trash has been sold and you earned"
f:RegisterEvent("MERCHANT_SHOW")
去除盗贼连击点边框(lua)(比如1个连击点时只显示1个单独的连击点,其余4个空的连击点不会显示)
function ComboFrame_Update()
&& local comboPoints =
GetComboPoints(PlayerFrame.unit, "target");
&& local comboPoint,
comboPointHighlight, comboPointS
comboPoints & 0 ) then
( not ComboFrame:IsShown() ) then
ComboFrame:Show();
UIFrameFadeIn(ComboFrame, COMBOFRAME_FADE_IN);
&&&&&&local
fadeInfo = {};
i=1, MAX_COMBO_POINTS,1 do
comboPointHighlight = getglobal("ComboPoint"..i.."Highlight");
comboPointShine = getglobal("ComboPoint"..i.."Shine");
comboPoint = getglobal("ComboPoint"..i)
&= comboPoints ) then
&&&&&&&&&&&&if
( i & COMBO_FRAME_LAST_NUM_POINTS ) then
&&&&&&&&&&&&&&
-- Fade in the highlight and set a function that triggers when it
is done fading
&&&&&&&&&&&&&&
fadeInfo.mode = "IN";
&&&&&&&&&&&&&&
fadeInfo.timeToFade = COMBOFRAME_HIGHLIGHT_FADE_IN;
&&&&&&&&&&&&&&
fadeInfo.finishedFunc = ComboPointShineFadeIn;
&&&&&&&&&&&&&&
fadeInfo.finishedArg1 = comboPointS
&&&&&&&&&&&&&&
UIFrameFade(comboPointHighlight, fadeInfo);
&&&&&&&&&&&&end
&&&&&&&&&&&&comboPoint:Show()
&&&&&&&&&&&&comboPointHighlight:SetAlpha(0);
&&&&&&&&&&&&comboPointShine:SetAlpha(0);
&&&&&&&&&&&&comboPoint:Hide()
&&&&&&ComboPoint1Highlight:SetAlpha(0);
&&&&&&ComboPoint1Shine:SetAlpha(0);
&&&&&&ComboFrame:Hide();
&& COMBO_FRAME_LAST_NUM_POINTS =
技能栏距离指示(距离外变红)
/run hooksecurefunc("ActionButton_OnEvent",function(self,
event, ...) if (
event == "PLAYER_TARGET_CHANGED" ) then
self.newTimer = self.rangeTimer end end)
/run hooksecurefunc("ActionButton_UpdateUsable",function(self)
local icon = _G[self:GetName().."Icon"] local valid =
IsActionInRange(self.action) if (
valid == 0 ) then icon:SetVertexColor(1.0, 0.1, 0.1) end end)
/run RATM=rangeTimer
/run hooksecurefunc("ActionButton_OnUpdate",function(self,
elapsed) local RATM = self.newTimer if (
RATM ) then RATM = RATM - elapsed if (
RATM &= 0 ) then ActionButton_UpdateUsable(self) RATM =
TOOLTIP_UPDATE_TIME end self.newTimer = RATM end end)
技能栏距离指示(距离外变红)LUA:
hooksecurefunc("ActionButton_OnEvent",function(self,
event, ...)
&&&&&&&&if
( event == "PLAYER_TARGET_CHANGED" ) then
&&&&&&&&&&&&&&&&self.newTimer
= self.rangeTimer
&&&&&&&&end
hooksecurefunc("ActionButton_UpdateUsable",function(self)
&&&&&&&&local
icon = _G[self:GetName().."Icon"]
&&&&&&&&local
valid = IsActionInRange(self.action)
&&&&&&&&if
( valid == 0 ) then
&&&&&&&&&&&&&&&&icon:SetVertexColor(1.0,
&&&&&&&&end
hooksecurefunc("ActionButton_OnUpdate",function(self,
&&&&&&&&local
rangeTimer = self.newTimer
&&&&&&&&if
( rangeTimer ) then
&&&&&&&&&&&&&&&&rangeTimer
= rangeTimer - elapsed
&&&&&&&&&&&&&&&&if
( rangeTimer &= 0 ) then
&&&&&&&&&&&&&&&&&&&&&&&&ActionButton_UpdateUsable(self)
&&&&&&&&&&&&&&&&&&&&&&&&rangeTimer
= TOOLTIP_UPDATE_TIME
&&&&&&&&&&&&&&&&end
&&&&&&&&&&&&&&&&self.newTimer
= rangeTimer
&&&&&&&&end
内置CD秒表监视秒表版本 (其中 109721 为触发buff的法术ID, SW(30)
为内置CD时间, 根据自己需要修改)
/run V=CreateFrame("FRAME")
/run function SW(x) Stopwatch_StartCountdown(0,0,x)
Stopwatch_Play() end
/run V:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
V:SetScript("OnEvent",
function(...) local a,b,c,d,e,f,g,h,i = select(3, ...) if e ==
UnitName("Player") then
local j,k,l,m,n,o = select(12, ...) if l ==
109721 then SW(30) end end end)
饰品/技能 内置CD监视 图标版本
/run t=CreateFrame("Frame")
t:SetPoint("CENTER",0,0)
t:SetSize(40,40)
t.c=CreateFrame("Cooldown","cd1")
t.c:SetAllPoints(t)
t.t=t:CreateTexture(nil,"BORDER")
t.t:SetAllPoints()
t.t:SetTexture("Interface\\Icons\\inv_potion_85
/run t:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
t:SetScript("OnEvent",function(...)local
_,_,_,_,x=select(3, ...)
x==UnitName("Player")then
local _,_,y=select(12, ...)
y==109721 then CooldownFrame_SetTimer(cd1,GetTime(),30,1)end end
t=CreateFrame("Frame")
t:SetPoint("CENTER",0,0)
t:SetSize(40,40)
t.c=CreateFrame("Cooldown","cd1")
t.c:SetAllPoints(t)
t.t=t:CreateTexture(nil,"BORDER")
t.t:SetAllPoints()
t.t:SetTexture("Interface\\Icons\\inv_potion_85")
t:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
t:SetScript("OnEvent",function(...)local
_,_,_,_,x=select(3, ...)
x==UnitName("Player")then
local _,_,y=select(12, ...)
y==109721 then CooldownFrame_SetTimer(cd1,GetTime(),30,1)end end
local f=t;
f:SetMovable(true);
f:EnableMouse(true);
f:SetUserPlaced(true);
f:SetScript("OnMouseDown",
f.StartMoving);
f:SetScript("OnMouseUp",
f.StopMovingOrSizing);
Woundman的目标和焦点是否战斗中图标指示(去除/run即为lua版本)
/run z=CreateFrame("Frame")z:SetParent(TargetFrame)z:SetPoint("Right",TargetFrame,0,10)z:SetSize(35,35)z.t=z:CreateTexture(nil,BORDER)z.t:SetAllPoints()z.t:SetTexture("Interface\\Icons\\ABILITY_DUALWIELD")z:Hide()
/runlocal function FrameOnUpdate(self) if
UnitAffectingCombat("target") then self:Show() else
self:Hide() end end local g = CreateFrame("Frame") g:SetScript("OnUpdate", function(self)
FrameOnUpdate(z) end)
/run y=CreateFrame("Frame")y:SetParent(FocusFrame)y:SetPoint("Left",FocusFrame,-40,9)y:SetSize(35,35)y.t=y:CreateTexture(nil,BORDER)y.t:SetAllPoints()y.t:SetTexture("Interface\\Icons\\ABILITY_DUALWIELD")y:Hide()
/run local function FrameOnUpdate(self) if
UnitAffectingCombat("focus")
then self:Show() else
self:Hide() end end local h = CreateFrame("Frame") h:SetScript("OnUpdate", function(self)
FrameOnUpdate(y) end)
自身buff监视(bl=里面为你要监视的自身buff法术id, 删除/run 即为lua]
bl={,,,,472}
/run bs=28;xb=-208;yb=170;br=6;bdr="BORDER"be="UNIT_AURA"cbf=CreateFgi=GetSpellIbm=math.fm=math.st=STANDARD_TEXT_FONT;function
cu(s) return
UnitBuff("player",gi(s))end
/run function Cb(i,s)local _,_,t3=gi(s)local f=cbf("Frame")f:SetSize(bs,bs)f.t=f:CreateTexture(nil,bdr)f.t:SetAllPoints(true)f.t:SetTexture(t3)f.f=f:CreateFontString(nil,bdr)f.f:SetFont(st,12,"OUTLINE")f.f:SetPoint("BOTTOMRIGHT",0,0)return
/run function vb(s,i,row)local b1,_,_,b4=cu(s)local
f=_G["B"..i]if b1
then f:Show()f:SetPoint("CENTER",xb+(bs+5)*bm((row-1)%br),yb-(bs+10)*bm(row/br))if(b4&1)then
f.f:SetText(b4)end row=row+1;end return
/run function ub()for i,s
in ipairs(bl)do local
b,_,_,_,_,_,k=cu(s)if b
then local vt=fm(k-GetTime())if
(vt&=60)then vt=bm(vt/60)_G["B"..i].c:SetText(vt.."m")elseif vt &= 0 then
_G["B"..i].c:SetText(vt.."s")end end end end
/run function
Cc(f)f.c=f:CreateFontString(nil,bdr)f.c:SetFont(st,14,"OUTLINE")f.c:SetPoint("CENTER",0,20)end function
db()for i in
ipairs(bl)do
_G["B"..i]:Hide()end
/run for i,s
in ipairs(bl)do
_G["B"..i]=Cb(i,s)Cc(_G["B"..i])_G["B"..i]:Hide()end function bb()db()local
bw=1;for i,s
in ipairs(bl)do
bw=vb(s,i,bw)end end bk=cbf("Frame")bk:SetScript("OnEvent",bb)bk:SetScript("OnUpdate",ub)bk:RegisterEvent(be)
显示所有地方debuff bug 修复
local addon, ns = ...
local CVAR = "showAllEnemyDebuffs"
local EVENT = "SHOW_ALL_ENEMY_DEBUFFS_TEXT"
local f = CreateFrame("Frame")
f:RegisterEvent("ADDON_LOADED")
f:RegisterEvent("CVAR_UPDATE")
f:SetScript("OnEvent",
function(self, event, ...)
&& self[event](self, ...)
function f:ADDON_LOADED(name)
&& if name
== addon then
&&&&&&SAED_VALUE
= (SAED_VALUE == nil and "1") or SAED_VALUE
&&&&&&SetCVar(CVAR,
nil, EVENT)
&&&&&&SetCVar(CVAR,
SAED_VALUE, EVENT)
function f:CVAR_UPDATE(cvar, value)
&& if cvar
== CVAR then
&&&&&&SAED_VALUE
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