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- <UserControl xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
- xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
- xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
- xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
- xmlns:converters="clr-namespace:Trinity.UI.UIComponents.Converters"
- mc:Ignorable="d" Foreground="{DynamicResource TextBrush}" Background="#434343" Padding="10,0,0,0"
- d:DesignHeight="1150" d:DesignWidth="390">
- <UserControl.Resources>
- <ResourceDictionary>
- <!-- Don't format this line otherwise Db can't open config window -->
- <ResourceDictionary.MergedDictionaries>
- <ResourceDictionary Source="Template.xaml"/>
- </ResourceDictionary.MergedDictionaries>
- <converters:EnumBooleanConverter x:Key="EnumBooleanConverter" />
- <converters:PropertyValueConverter x:Key="propertyValueConverter" />
- <converters:FlagsEnumValueConverter x:Key="flagsEnumValueBooleanConverter"/>
- <converters:BoolToVisibilityConverter x:Key="VisibleWhenTrueConverter" TrueValue="Visible" FalseValue="Collapsed"/>
- <converters:EnumToVisibilityConverter x:Key="EnumToVisibilityConverter" TrueValue="Visible" FalseValue="Collapsed"/>
- <converters:BoolInverterConverter x:Key="BoolInverterConverter" />
- <converters:EnumVisibilityConverter x:Key="EnumVisibilityConverter" />
- </ResourceDictionary>
- </UserControl.Resources>
- <ScrollViewer>
- <StackPanel DockPanel.Dock="Top" Margin="0,10,5,0">
- <GroupBox>
- <GroupBox.Header>增强功能说明</GroupBox.Header>
- <StackPanel>
- <TextBlock TextWrapping="Wrap">1、鼠标移动到功能文字描述上,会有更详细的文字描述。</TextBlock>
- <TextBlock TextWrapping="Wrap">2、星号"*"标注的功能表示需要赞助后才能使用。</TextBlock>
- <TextBlock TextWrapping="Wrap">3、井号"#"标注的功能表示除了黑白灰策略可用外,官方或者其他第三方策略也可以使用该增强功能。</TextBlock>
- <TextBlock TextWrapping="Wrap">4、如果同时出现多个符号标注的功能,则都会满足。</TextBlock>
- <TextBlock TextWrapping="Wrap"></TextBlock>
- </StackPanel>
- </GroupBox>
- <!-- 模式设置 -->
- <GroupBox>
- <GroupBox.Header>模式设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <RadioButton GroupName="AgraelMode" Content="自动" IsChecked="{Binding Path=MyAddSets.AgraelMode, Converter={StaticResource EnumBooleanConverter}, ConverterParameter=Auto}" ToolTip="自动动态识别为单人模式或者是组队模式,如果有队友掉线,会自动切换为单人模式更安全" />
- <!-- Agrael -->
- <RadioButton GroupName="AgraelMode" Content="单人" IsChecked="{Binding Path=MyAddSets.AgraelMode, Converter={StaticResource EnumBooleanConverter}, ConverterParameter=Single}" ToolTip="强制使用单人模式"/>
- <!-- Agrael -->
- <RadioButton GroupName="AgraelMode" Content="组队(*)" IsChecked="{Binding Path=MyAddSets.AgraelMode, Converter={StaticResource EnumBooleanConverter}, ConverterParameter=Team}" ToolTip="强制使用组队模式" />
- <!-- Agrael -->
- <RadioButton GroupName="AgraelMode" Content="手动(S)" IsChecked="{Binding Path=MyAddSets.AgraelMode, Converter={StaticResource EnumBooleanConverter}, ConverterParameter=Manual}" ToolTip="强制使用手动模式" />
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <!-- 公共设置 -->
- <GroupBox>
- <GroupBox.Header>公共设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5" Columns="2">
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.MovingDetection}" ToolTip="在移动中也会检测状态,会更精准的使用技能,但是会占用一定的系统资源,处理量不够可以关闭。但是如果处理量足够,打开以后,技能使用会更智能,更准确">移动检测状态</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.StrengthenMovement}" ToolTip="前置条件为【移动检测状态】打开。任何时候使用跳跃,冲锋,瞬移,灵魂,灵魂行走城内来进行强化移动">城内强化移动</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.DisplacementSkillsPreventJamming}" ToolTip="跳跃,冲锋,瞬移,灵魂,灵魂行走等技能预防被卡位">使用移动法术防止卡位</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.WaitConditionsForRes}" ToolTip="必须满足策略制定的一些条件后,才复活">满足条件再复活</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.GreaterRiftIgnoreMobs}" ToolTip="大秘境不再攻击小怪">大秘境忽略小怪(#)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NephalemRiftIgnoreMobs}" ToolTip="小秘境不再攻击小怪">小秘境忽略小怪(#)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NephalemRiftIgnoreWhite}" ToolTip="小秘境不再拾取白装">小秘境忽略白装(#)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NephalemRiftIgnoreBlue}" ToolTip="小秘境不再拾取蓝装">小秘境忽略蓝装(#)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NephalemRiftIgnoreGolden}" ToolTip="小秘境不再拾取黄装">小秘境忽略黄装(#)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.PreventSkippingConcern}" ToolTip="勾选后会最大可能预防漏塔,漏精英,漏进度球等,如果处理量不足,可以考虑关闭">加强防漏塔、精英、进度球等(*#)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.ReduceInjuryEechniqueBackToTown}" ToolTip="大秘境中使用回城触发回城肩减伤">使用回城肩减伤</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.SmartSkipsDangerousMonsters}" ToolTip="勾选后会根据当前实际情况分析并跳过认为危险的怪物">智能跳过危险怪(*)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.SmartIgnoreTargetMonster}" ToolTip="勾选后会根据当前实际情况分析并忽略已经选为目标的怪物,比较占用处理量,如果处理量不足,可以考虑关闭">智能忽略目标怪(*)</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.UseConventionElementOnly}" ToolTip="勾选以后,职业的部分技能将按照全能法戒的元素使用,具体情况根据当前职业流派">根据全能法戒元素使用技能</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.IgnoreCoEunlessGRift}" ToolTip="触发在大秘境否则忽略'根据全能法戒元素使用技能'选项.">忽略全能法戒Buff除非在大秘境</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.IntelligentSnapshot}" ToolTip="智能根据流派,在最近时间卡快照,比如轰击圣教军卡宝藏腰带与全能法戒元素同步等">智能卡快照</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.AttackAccordingToSurroundings}" ToolTip="勾选后受到环境影响的攻击技能将按照当前环境释放,例如法师电疗多头蛇在怪多的情况不释放,怪少释放.">环境影响攻击技能按照环境释放</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.SurvivalPriority}" ToolTip="勾选后将更积极的进行躲避,也不会去踩比较危险的神目圈等,但是聚怪效率降低,输出会降低,经验效率会降低,不建议勾选.">生存优先</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.IntelligentNeglectMinions}" ToolTip="如果勾选,会根据当时的环境与人物情况,智能判定是否继续攻击爪牙.">智能忽略爪牙</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.IgnoreShrineEunlessNRift}" ToolTip="如果勾选,除了小秘境,不会开塔.">忽略塔,除非在小秘境</CheckBox>
- </UniformGrid>
- <StackPanel>
- <!-- Agrael -->
- <TextBlock Text="核眼/神目距离目标有效范围" FontWeight="Normal" ToolTip="核眼/神目指环的圈距离目标有效范围" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="100" Minimum="2"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.OculusBuffRange}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.AttackOculusBuffOnly}" ToolTip="如果勾选,则会忽略掉不能攻击到主目标的核眼/神目指环圈,如果隔障碍隔墙的圈踩得多,可以勾上。">只踩能攻击到主目标的核眼/神目指环圈</CheckBox>
- </StackPanel>
- <StackPanel>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.EnableRiftValueAlwaysKillClusterValue}" ToolTip="勾选后会强制攻击设置范围内,总进度大于X的怪群,如果处理量不足,可以考虑关闭">开启强制攻击范围内进度高于x%的怪物群(#)</CheckBox>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding MyAddSets.EnableRiftValueAlwaysKillClusterValue}"
- Interval="500" Maximum="100" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="0.1"
- Value="{Binding Path=MyAddSets.RiftValueAlwaysKillClusterValue}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="强制攻击的怪堆的具体进度值。" />
- </StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <StackPanel>
- <CheckBox IsChecked="{Binding Path=MyAddSets.EnableBossParagonPrimaryAttributes}">启用Boss战斗巅峰切换(#)</CheckBox>
- <TextBlock Text="Boss战" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding MyAddSets.EnableBossParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.BossParagonPrimaryAttributes}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="设置Boss战斗时,主属性变为该值,剩余点数加到体能。" />
- <TextBlock Text="平常战" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding MyAddSets.EnableBossParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.UsuallyParagonPrimaryAttributes}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="设置平常战斗时,主属性变为该值,剩余点数加到体能。" />
- </StackPanel>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <GroupBox Grid.Row="1" Header="设置清理背包条件 - 官方原版是每次必定清理背包 (鼠标放文字上看详细说明)">
- <!-- TownRun Settings -->
- <Grid Margin="5">
- <Grid.RowDefinitions>
- <RowDefinition Height="Auto" />
- <RowDefinition Height="Auto"/>
- <RowDefinition Height="Auto"/>
- <RowDefinition Height="Auto"/>
- </Grid.RowDefinitions>
- <Grid.ColumnDefinitions>
- <ColumnDefinition Width="2*" />
- <ColumnDefinition Width="3*" />
- </Grid.ColumnDefinitions>
- <!-- Agrael -->
- <CheckBox Grid.Row="0" Grid.Column="0" IsChecked="{Binding Path=MyAddSets.EnableIntelligentFinishing}" ToolTip="关闭的话就会次次整理包裹。默认设置大概3次整理一次包裹,如果不会设置就默认或者不开启该功能">开启智能整理包裹(#)</CheckBox>
- <CheckBox Grid.Row="0" Grid.Column="1" IsChecked="{Binding Path=MyAddSets.GetReportalForGreaterRift}" ToolTip="组队着重经验切勿勾选,需求装备只能队长勾选。大米boss死后,如果包满会回城清空再传回来捡取,再点宝石。" IsEnabled="{Binding MyAddSets.EnableIntelligentFinishing}">防大米捡不完装备和不点宝石(#)</CheckBox>
- <TextBlock Grid.Row="1" Grid.Column="0" Text="在城外(默认2就可以了)" ToolTip="默认2就可以了"/>
- <Slider Grid.Row="1" Grid.Column="1" Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="59" Minimum="0" SmallChange="1" LargeChange="10"
- TickFrequency="1" TickPlacement="BottomRight" IsSnapToTickEnabled="True"
- Value="{Binding Path=MyAddSets.FreeBagSlotsOutTown}" IsEnabled="{Binding MyAddSets.EnableIntelligentFinishing}" />
- <TextBlock Grid.Row="2" Grid.Column="0" Text="在城內(至少大于1次大米捡的数量)" ToolTip="至少设定的格子足够保证一次大米捡完装备的格子数"/>
- <Slider x:Name="InTownBackpackSpaceSlider" Grid.Row="2" Grid.Column="1" Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="59" Minimum="0" SmallChange="1" LargeChange="10"
- TickFrequency="1" TickPlacement="BottomRight" IsSnapToTickEnabled="True"
- Value="{Binding Path=MyAddSets.FreeBagSlotsInTown}" IsEnabled="{Binding MyAddSets.EnableIntelligentFinishing}"/>
- <!--<TextBlock Grid.Row="2" Grid.Column="0" Grid.ColumnSpan="2" TextWrapping="Wrap" Text="Warning! a low backpack space setting may cause additional trips back and forth in town and some cube features that rely on having sufficient space may not function properly." FontWeight="Bold" Foreground="OrangeRed"
- Visibility="{Binding Value, ElementName=InTownBackpackSpaceSlider, Converter={StaticResource sliderValueToVisibilityConverter},ConverterParameter=10}" TextAlignment="Center"/>
- -->
- </Grid>
- </GroupBox>
- <GroupBox>
- <GroupBox.Header>关键点设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5" Columns="2">
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.ProgressionGlobeKeyPoint}" ToolTip="勾选后会关注进度球关键点,如果关注进度球关键点,则会在走出很远以后结束战斗还会回到进度球关键点吃球。">启用关注进度球关键点</CheckBox>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <GroupBox>
- <GroupBox.Header>AOE设置</GroupBox.Header>
- <StackPanel>
- <Border BorderBrush="#ce9345" BorderThickness="1">
- <UniformGrid Margin="5" Columns="2">
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.GetAwayHighRiskAOE}" ToolTip="勾选后启用内置的躲避当前职业惧怕的高危AOE,不需要使用Trinity自带的AOE躲避.">启用内置躲闪高危AOE</CheckBox>
- <StackPanel>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.GetAwayHighRiskMonsterSkill}" IsEnabled="{Binding Path=MyAddSets.GetAwayHighRiskAOE}" ToolTip="启用内置躲闪高危AOE后生效。启用内置的躲避当前职业惧怕的怪物技能.">内置躲避怪物技能</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.GetAwayHighRiskProjectile}" IsEnabled="{Binding Path=MyAddSets.GetAwayHighRiskAOE}" ToolTip="启用内置躲闪高危AOE后生效。勾选后启用内置的躲避当前职业惧怕的飞射物.">内置躲避飞射物</CheckBox>
- </StackPanel>
- </UniformGrid>
- </Border>
- <UniformGrid Margin="5" Columns="2">
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.MergeHighRiskAOEAndTrinityAOE}" ToolTip="勾选后只会把内置高危AOE躲避与T插件的躲避合并计算.">合并计算内置AOE与T插件躲避</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.GetAwayHighRiskAOEEunlessGRift}" ToolTip="勾选后只会在大秘境环境启用内置躲闪高危AOE.">非大秘境忽略内置躲闪高危AOE</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.GetAwayTrinityAOEEunlessGRift}" ToolTip="勾选后只会在大秘境环境启用T插件的躲避.">非大秘境忽略T插件躲避(#)</CheckBox>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <!-- 法师设置 -->
- <GroupBox>
- <GroupBox.Header>法师设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.CloseIntelligentTransfer}" ToolTip="关闭智能传送后,在非boss阶段不会进行智能传送走位,躲避">关闭智能传送</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.CloseBossIntelligentTransfer}" ToolTip="Boss关闭智能传送后,在boss阶段不会进行智能传送走位,躲避">Boss关闭智能传送</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.CloseIntelligentTransferForArchon}" ToolTip="关闭御法者智能传送后,御法者在非boss阶段不会进行智能传送走位,躲避">关闭御法者智能传送</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.CloseBossIntelligentTransferForArchon}" ToolTip="Boss关闭御法者智能传送后,御法者在boss阶段不会进行智能传送走位,躲避">Boss关闭御法者智能传送</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.CloseAllIntelligentTransfer}" ToolTip="小秘境所有智能传送无效">小秘关所有关闭智能传送</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.StationPileHighDamageArchon}" ToolTip="开启后,在高伤害的御法者状态下不会进行智能传送走位,躲避">高伤害御法者强制站撸</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.CommonFormsDoNotHurry}" ToolTip="开启后,如果是条件允许,白人阶段,不会赶路,而是选择刷新黑人或者与怪周旋,变身黑人才赶路">白人阶段不赶路</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.UseConventionElementMorph}" ToolTip="与'根据全能法戒元素使用技能'同时作用,御法者将也根据全能法戒元素变身">根据全能元素御法者变身</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonImmediatelyMorph}" ToolTip="如果勾选上,则忽略所有的变身条件检查,CD一好直接变身,忽略变身条件会导致输出降低等负面影响,不建议勾选">御法者CD好立刻变身</CheckBox>
- </UniformGrid>
- <StackPanel>
- <!-- Agrael -->
- <TextBlock ToolTip="如果怪堆中的怪数量小于这个数,则智能传送时不考虑古帕护腕的减伤" Text="古帕护腕触发最小怪堆怪物数" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="50" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.ParthanMinMonsterCount}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <TextBlock ToolTip="御法者在战斗中使用传送术的延迟" Text="御法者传送术延迟 (毫秒)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider ToolTip="御法者在战斗中使用传送术的延迟" Template="{DynamicResource SliderEditable}"
- Interval="1" Maximum="8000" Minimum="0"
- SmallChange="100" LargeChange="500" TickFrequency="100"
- TickPlacement="BottomRight" IsSnapToTickEnabled="True"
- Value="{Binding Path=MyAddSets.ArchonTeleportDelay}"
- HorizontalAlignment="Stretch" Margin="2"/>
- <!-- Agrael -->
- <TextBlock ToolTip="御法者在boss战传送术躲避的延迟" Text="御法者在boss战传送术躲避的延迟 (毫秒)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider ToolTip="御法者在boss战传送术躲避的延迟" Template="{DynamicResource SliderEditable}"
- Interval="1" Maximum="8000" Minimum="0"
- SmallChange="100" LargeChange="500" TickFrequency="100"
- TickPlacement="BottomRight" IsSnapToTickEnabled="True"
- Value="{Binding Path=MyAddSets.ArchonBossShelterTeleportDelay}"
- HorizontalAlignment="Stretch" Margin="2"/>
- </StackPanel>
- </StackPanel>
- </GroupBox>
- <!-- Agrael -->
- <GroupBox>
- <GroupBox.Header>根据御法者增伤切换巅峰(#)</GroupBox.Header>
- <StackPanel>
- <TextBlock TextWrapping="Wrap">公式:"(1+1*(层数1+层数2)*6%)-1",需关闭原版巅峰自动加点</TextBlock>
- <CheckBox IsChecked="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}">根据御法者增伤切换巅峰</CheckBox>
- <Border BorderBrush="#ce9345" BorderThickness="1">
- <StackPanel >
- <TextBlock Text="第一组条件(御法者增伤百分比)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ParagonArchonIncreasedDamage1}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="御法者增伤百分比小于等于该值时,巅峰主属性根据第一组设置切换。" />
- <WrapPanel Margin="0,0,0,0">
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonStatus1}" ToolTip="勾选后需要是御法者状态才执行。">御法者状态</CheckBox>
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonBuff1}" ToolTip="是否存在(完整)的增减伤Buff,如塔拉夏4层,火鸟6特效等。">增/减伤Buff</CheckBox>
- </WrapPanel>
- <TextBlock Text="第一组主属性设置" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="0,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ArchonParagonPrimaryAttributes1}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="条件满足第一组时,主属性变为该值,剩余点数加到体能。" />
- </StackPanel>
- </Border>
- <StackPanel>
- <TextBlock Text=""/>
- </StackPanel>
- <Border BorderBrush="#ce9345" BorderThickness="1">
- <StackPanel >
- <TextBlock Text="第二组条件(御法者增伤百分比)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ParagonArchonIncreasedDamage2}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="御法者增伤百分比小于等于该值时,巅峰主属性根据第二组设置切换。" />
- <WrapPanel Margin="0,0,0,0">
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonStatus2}" ToolTip="勾选后需要是御法者状态才执行。">御法者状态</CheckBox>
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonBuff2}" ToolTip="是否存在(完整)的增减伤Buff,如塔拉夏4层,火鸟6特效等。">增/减伤Buff</CheckBox>
- </WrapPanel>
- <TextBlock Text="第二组主属性设置" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ArchonParagonPrimaryAttributes2}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="条件满足第二组时,主属性变为该值,剩余点数加到体能。" />
- </StackPanel>
- </Border>
- <StackPanel>
- <TextBlock Text=""/>
- </StackPanel>
- <Border BorderBrush="#ce9345" BorderThickness="1">
- <StackPanel >
- <TextBlock Text="第三组条件(御法者增伤百分比)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ParagonArchonIncreasedDamage3}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="御法者增伤百分比小于等于该值时,巅峰主属性根据第三组设置切换。" />
- <WrapPanel Margin="0,0,0,0">
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonStatus3}" ToolTip="勾选后需要是御法者状态才执行。">御法者状态</CheckBox>
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonBuff3}" ToolTip="是否存在(完整)的增减伤Buff,如塔拉夏4层,火鸟6特效等。">增/减伤Buff</CheckBox>
- </WrapPanel>
- <TextBlock Text="第三组主属性设置" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ArchonParagonPrimaryAttributes3}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="条件满足第三组时,主属性变为该值,剩余点数加到体能。" />
- </StackPanel>
- </Border>
- <StackPanel>
- <TextBlock Text=""/>
- </StackPanel>
- <Border BorderBrush="#ce9345" BorderThickness="1">
- <StackPanel >
- <TextBlock Text="第四组条件(御法者增伤百分比)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ParagonArchonIncreasedDamage4}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="御法者增伤百分比小于等于该值时,巅峰主属性根据第四组设置切换。" />
- <WrapPanel Margin="0,0,0,0">
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonStatus4}" ToolTip="勾选后需要是御法者状态才执行。">御法者状态</CheckBox>
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonBuff4}" ToolTip="是否存在(完整)的增减伤Buff,如塔拉夏4层,火鸟6特效等。">增/减伤Buff</CheckBox>
- </WrapPanel>
- <TextBlock Text="第四组主属性设置" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ArchonParagonPrimaryAttributes4}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="条件满足第四组时,主属性变为该值,剩余点数加到体能。" />
- </StackPanel>
- </Border>
- <StackPanel>
- <TextBlock Text=""/>
- </StackPanel>
- <Border BorderBrush="#ce9345" BorderThickness="1">
- <StackPanel>
- <TextBlock Text="第五组条件(御法者增伤百分比)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ParagonArchonIncreasedDamage5}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="御法者增伤百分比小于等于该值时,巅峰主属性根据第五组设置切换。" />
- <WrapPanel Margin="0,0,0,0">
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonStatus5}" ToolTip="勾选后需要是御法者状态才执行。">御法者状态</CheckBox>
- <CheckBox IsChecked="{Binding Path=MyAddSets.ArchonParagonBuff5}" ToolTip="是否存在(完整)的增减伤Buff,如塔拉夏4层,火鸟6特效等。">增/减伤Buff</CheckBox>
- </WrapPanel>
- <TextBlock Text="第五组主属性设置" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableArchonParagonPrimaryAttributes}"
- Interval="500" Maximum="999999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="5"
- Value="{Binding Path=MyAddSets.ArchonParagonPrimaryAttributes5}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="条件满足第五组时,主属性变为该值,剩余点数加到体能。" />
- </StackPanel>
- </Border>
- </StackPanel>
- </GroupBox>
- <!-- 死灵法师设置 -->
- <GroupBox>
- <GroupBox.Header>死灵法师设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <StackPanel>
- <TextBlock ToolTip="亡者领域中最小攻击怪群怪物数,如果小于等于0则该数量随主设置的攻击数量。" Text="亡者领域中最小攻击怪群怪物数,小于等于0为随主设置" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="100"
- Maximum="40"
- Minimum="-1"
- SmallChange="1"
- TickPlacement="BottomRight"
- Value="{Binding Path=MyAddSets.ClusterSizeForLandOfTheDeadOngoing}"
- HorizontalAlignment="Stretch" Margin="0,0,0,0"
- MinWidth="175"/>
- <!-- Agrael -->
- <TextBlock ToolTip="吞噬使用的频率,以毫秒为单位。不建议低于125,否则可能防掉线对攻击技能降频影响输出。" Text="吞噬使用频率(毫秒)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="2000" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.DevourFrequency}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <TextBlock ToolTip="亡者领域中支配骷髅的频率,以毫秒为单位。不建议低于30,否则可能防掉线对攻击技能降频影响输出。" Text="亡者领域中支配骷髅用于刷黄道的使用频率(毫秒)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="5000" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.LandOfTheDeadOngoingCommandSkeletonsFrequency}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <TextBlock ToolTip="领域外支配骷髅的频率,以毫秒为单位。" Text="领域外支配骷髅用于刷黄道的使用频率(毫秒)" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="5000" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.CommandSkeletonsFrequency}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <TextBlock ToolTip="召唤精魂灌注骷髅法师的最低精魂百分比。如果拉斯玛6件效果存在,则骷髅法师低于4个时,精魂灌注法师会在精魂高于该值33%召唤。" Text="精魂灌注法师召唤精魂百分比" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="100" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.SingularityMageEssencePercentage}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <TextBlock ToolTip="如果带了夺魂者护腕,触发吃生命球回蓝的百分比。" Text="夺魂护腕吃球回蓝触发百分比" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="100" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.ReapersWrapsHGPercentage}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <TextBlock ToolTip="如果带了夺魂者护腕,触发吃生命球回蓝的人物距离球的范围。" Text="夺魂护腕吃球回蓝触发范围" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="60" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.ReapersWrapsHGRange}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NotInCombatSummonPets}" ToolTip="开启后,非战斗状态只要满足召唤宠物的条件,也会召唤宠物">非战斗状态也召唤宠物</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.PriorityOculusBuff}" ToolTip="开启后,某些流派会优先打出神目/核眼的圈再继续攻击">优先打出神目/核眼圈</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.IntelligenSimulacrumt}" ToolTip="开启后,会根据环境使用血魂双分,比如遇到精英才使用">智能使用血魂双分</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.IntelligentLandOfTheDead}" ToolTip="开启后,会根据环境使用亡者领域,比如遇到精英才使用">智能使用亡者领域</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.RecycleSimulacrumttLandOfTheDead}" ToolTip="开启后,会循环使用血魂双分和亡者领域,并可以和智能使用血魂双分/智能使用亡者领域共用">循环使用血魂双分/亡者领域</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.StationPileOutputMode}" ToolTip="开启后,不会进行任何躲避,且根据玩家人数会踩对应距离的神目圈">站桩输出模式</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NoCanCastLandOfTheDeadDoNotOutOfCombat}" ToolTip="开启后,如果亡者领域开起但在CD中且有黄道戒指,则虽然满足设置脱战条件,但是有怪可攻击的情况下不脱战(一个怪也打),先刷新好亡者领域CD再脱战">亡者领域未准备好不脱战</CheckBox>
- <!-- Agrael -->
- <CheckBox IsChecked="{Binding Path=MyAddSets.NoCanCastLandOfTheDeadDoNotHurry}" ToolTip="开启后,如果亡者领域在CD中且有黄道戒指,则会不赶路,先刷新好亡者领域CD再赶路">亡者领域未准备好不赶路</CheckBox>
- </StackPanel>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <!-- 巫医设置 -->
- <GroupBox>
- <GroupBox.Header>巫医设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.IntelligentWalk}" ToolTip="开启后在战斗时会智能走位">智能走位</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.PassiveWalk}" ToolTip="开启后在战斗时会根据被动技能,进行站位">根据被动技能范围站位</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.PetWalk}" ToolTip="开启后在战斗时会根据宠物位置,进行站位,防孤军奋战">战斗根据宠物站位</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.PetCombat}" ToolTip="开启后在战斗时会根据宠物位置使用技能">战斗根据宠物使用技能</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.CertainConditionsResummonPets}" ToolTip="开启后在战斗时会在一定条件下,重新召唤某些宠物">一定条件重新召唤宠物</CheckBox>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <!-- 野蛮人设置 -->
- <GroupBox>
- <GroupBox.Header>野蛮人设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.EliteTowing}" ToolTip="当周围的怪数量达到阀值的时候,会拖行精英">无怪拖行精英</CheckBox>
- </UniformGrid>
- <StackPanel>
- <!-- Agrael -->
- <TextBlock ToolTip="如果怪堆中的怪数量小于这个数,则忽略当前怪堆白怪" Text="屏蔽落单白怪数量" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center"/>
- <Slider Template="{DynamicResource SliderEditable}"
- Interval="500" Maximum="50" Minimum="1"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.ShieldSolitaryMonsterNumber}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"/>
- </StackPanel>
- </StackPanel>
- </GroupBox>
- <!-- 武僧设置 -->
- <GroupBox>
- <GroupBox.Header>武僧设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.CrazyHurry}" ToolTip="开启该选项后,会疯狂的用疾风击/黑人打拳赶路">疯狂赶路(*)</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.DisableMantraSpam}" ToolTip="禁用真言">禁用真言</CheckBox>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <!-- 圣教军设置 -->
- <GroupBox>
- <GroupBox.Header>圣教军设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.RidingPriorityAttack}" ToolTip="开启该选项后,骑马会优先冲撞目标,而不是需要的时候再冲撞">骑马优先攻击</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.BeltBombardmentAttack}" ToolTip="开启该选项后,非物理的腰带轰击阶段也会近身攻击">非物理腰带轰击也攻击</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.IndestructiblePotion}" ToolTip="开启后,出铁胆钢心被动以后才会吃药,否则会正常吃药">铁胆钢心触发以后才吃药</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.BossBattleAvoidFollowersBehind}" ToolTip="开启后,Boss阶段全能法戒元素非攻击元素,会躲避在随从身后防止被攻击">Boss躲避随从身后</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.IngeomPseudoBombardment}" ToolTip="CDR必须在67.5以上,且为十秒特效寅剑,开启后,会在寅剑Buff触发的时候,如果满足条件,会进行伪双炮/三炮攻击(算上卡腰带的一炮,就是三炮/四炮),该攻击可能稍微延后,可能有几个桶吃不到物理增伤,但是也可以看做是双/三炮(算上卡腰带的一炮,就是三炮/四炮),并不影响正常的双炮和正常的循环">10秒寅剑伪双/三炮(*)</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.IronSkinDeathPreventionTactics}" ToolTip="开启后,会在精英死后,如果有寅剑Buff,且条件满足则会开启钢铁之肤,防止怪物死后的招数干死">钢铁之肤防死后招(*)</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.ForcedBombardment}" ToolTip="开启后,在大秘境中,如果元素到位,即便周围没有目标也强制轰击">无怪强制轰击</CheckBox>
- </UniformGrid>
- </StackPanel>
- </GroupBox>
- <!-- 猎魔人设置 -->
- <GroupBox>
- <GroupBox.Header>猎魔人设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.AvoidPrecedenceOverOrb}" ToolTip="开启以后,在危机时刻,哪怕在神目/核眼Buff内,也进行躲避">躲避优先于神目/核眼</CheckBox>
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.UseConventionElementAddEnergy}" ToolTip="开启后,会根据全能法戒的元素,在输出技能正对元素之前,补充好能量">根据全能元素补充能量(*)</CheckBox>
- </UniformGrid>
- <StackPanel>
- <CheckBox IsChecked="{Binding Path=MyAddSets.StrengtheningAvoid}" ToolTip="开启后,会进行强化型的躲避保证安全">强化躲避(走A)(*)</CheckBox>
- <TextBlock Text="强化躲避触发范围" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.StrengtheningAvoid}"
- Interval="500" Maximum="100" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.StrengtheningAvoidTriggerRange}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="当目标近身于该值时,触发强化躲避(走A)。" />
- </StackPanel>
- <StackPanel>
- <CheckBox IsChecked="{Binding Path=MyAddSets.EnableGuaranteedLowestValueCommandments}" ToolTip="设置战斗时,保证最低的戒律值">启用保证最低戒律值(*)</CheckBox>
- <TextBlock Text="最低戒律值" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableGuaranteedLowestValueCommandments}"
- Interval="500" Maximum="999" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.GuaranteedLowestValueCommandments}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="设置战斗时,保证最低的戒律值,如果低于该值,会强制启用戒律值回复手段。" />
- </StackPanel>
- </StackPanel>
- </GroupBox>
- <!-- 组队队长设置 -->
- <GroupBox>
- <GroupBox.Header>组队队长设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.MustExistTeammates}" ToolTip="开启该选项后,如果指定的队友不在游戏中,则会会强制开小秘境。">队友不在游戏则开小秘境(*)</CheckBox>
- </UniformGrid>
- <StackPanel>
- <StackPanel>
- <TextBlock Text="必须存在队友英雄名1:" FontWeight="Normal"/>
- <TextBox Margin="2" IsEnabled="{Binding Path=MyAddSets.MustExistTeammates}" Text="{Binding Path=MyAddSets.MustExistTeammatesHeroName1}" ToolTip="队友英雄名1" />
- </StackPanel>
- <StackPanel>
- <TextBlock Text="必须存在队友英雄名2:" FontWeight="Normal"/>
- <TextBox Margin="2" IsEnabled="{Binding Path=MyAddSets.MustExistTeammates}" Text="{Binding Path=MyAddSets.MustExistTeammatesHeroName2}" ToolTip="队友英雄名2" />
- </StackPanel>
- <StackPanel>
- <TextBlock Text="必须存在队友英雄名3:" FontWeight="Normal"/>
- <TextBox Margin="2" IsEnabled="{Binding Path=MyAddSets.MustExistTeammates}" Text="{Binding Path=MyAddSets.MustExistTeammatesHeroName3}" ToolTip="队友英雄名3" />
- </StackPanel>
- </StackPanel>
- </StackPanel>
- </GroupBox>
- <!-- 组队辅助设置 -->
- <GroupBox>
- <GroupBox.Header>组队辅助设置</GroupBox.Header>
- <StackPanel>
- <UniformGrid Margin="5">
- <!-- Agrael -->
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.PriorityTeammates}" ToolTip="开启该选项后,某些技能会优先对队友使用而不是对怪使用">优先对队友使用技能</CheckBox>
- </UniformGrid>
- <StackPanel>
- <StackPanel>
- <TextBlock Text="队友英雄名1:" FontWeight="Normal"/>
- <TextBox Margin="2" IsEnabled="{Binding Path=MyAddSets.PriorityTeammates}" Text="{Binding Path=MyAddSets.PriorityTeammatesHeroName1}" ToolTip="队友英雄名1" />
- </StackPanel>
- <StackPanel>
- <TextBlock Text="队友英雄名2:" FontWeight="Normal"/>
- <TextBox Margin="2" IsEnabled="{Binding Path=MyAddSets.PriorityTeammates}" Text="{Binding Path=MyAddSets.PriorityTeammatesHeroName2}" ToolTip="队友英雄名2" />
- </StackPanel>
- <StackPanel>
- <TextBlock Text="队友英雄名3:" FontWeight="Normal"/>
- <TextBox Margin="2" IsEnabled="{Binding Path=MyAddSets.PriorityTeammates}" Text="{Binding Path=MyAddSets.PriorityTeammatesHeroName3}" ToolTip="队友英雄名3" />
- </StackPanel>
- </StackPanel>
- <StackPanel>
- <CheckBox IsChecked="{Binding Path=MyAddSets.EnableForciblyCycloneStrike}" ToolTip="开启后,根据队友生命百分比强制使用飓风破治疗,武僧有效">根据队友生命百分比强制使用飓风破</CheckBox>
- <TextBlock Text="最低队友生命百分比" FontWeight="Normal" TextAlignment="Center" VerticalAlignment="Center" Margin="5,0,0,0"/>
- <Slider Template="{DynamicResource SliderEditable}" IsEnabled="{Binding Path=MyAddSets.EnableForciblyCycloneStrike}"
- Interval="500" Maximum="100" Minimum="0"
- SmallChange="1" LargeChange="5" IsSnapToTickEnabled="True"
- TickPlacement="BottomRight" TickFrequency="1"
- Value="{Binding Path=MyAddSets.ForciblyCycloneStrikeHealthPct}"
- HorizontalAlignment="Stretch" Margin="5,0,0,0"
- ToolTip="使用飓风破治疗队友的最低队友生命百分比。" />
- </StackPanel>
- </StackPanel>
- </GroupBox>
- <GroupBox>
- <GroupBox.Header>混刷增强选项(*#)</GroupBox.Header>
- <StackPanel>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.MixedbrushReplaceSkill}" ToolTip="开启后,混刷将自动更换选择的技能">混刷更换技能</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.MixedbrushReplaceEquipment}" ToolTip="开启后,混刷将自动更换选择的装备">混刷更换装备</CheckBox>
- <!--
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.FirebirdArchonGreaterRiftFirebird5VyrsAmazingArcana2NephalemRiftMixedbrush}" ToolTip="开启后,法师将使用黑火鸡策略刷大米,火鸟维尔5+2策略刷小米">法师-黑火鸡大米,5+2小米</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.TalRasha5VyrsAmazingArcana3ManaldHealGreaterRiftConventionalNephalemRiftMixedbrush}" ToolTip="开启后,法师将使用塔拉夏维尔5+3电疗策略刷大米,塔拉夏维尔5+3常规策略刷小米">法师-塔拉夏维尔5+3:电疗大米,常规小米</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.DragonTailGreaterRiftWaveLightNephalemRiftMixedbrush}" ToolTip="开启后,武僧将使用神龙摆尾策略刷大米,敲钟策略刷小米">武僧-神龙摆尾大米,敲钟小米</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.HellToothGargantuanGreaterRiftHellToothAngryChickenNephalemRiftMixedbrush}" ToolTip="开启后,巫医将使用魔牙大师兄策略刷大米,磨牙小鸡策略刷小米">巫医-魔牙大师兄大米,魔牙小鸡小米</CheckBox>
- <CheckBox Margin="2" IsChecked="{Binding Path=MyAddSets.RathmasSkeletalMageNecromancerGreaterRiftTragoulsSkeletalMageNecromancerNephalemRiftMixedbrush}" ToolTip="开启后,死灵将使用拉斯玛骷髅法师掌控者策略刷大米,塔格奥骷髅法师掌控者刷小米">死灵-拉斯玛骷髅法师掌控者大米,塔格奥骷髅法师掌控者大米小米</CheckBox>
- -->
- </StackPanel>
- </GroupBox>
- </StackPanel>
- </ScrollViewer>
- </UserControl>
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