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Dragon Rider

Dragon Rider 是一款魔兽世界插件,主要用于伤害统计、输出循环或战斗表现分析。建议根据自己的版本和插件环境先测试兼容性。

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插件中文资料库

中文说明、玩家点评、适用场景和替代推荐,方便快速判断是否适合你。

玩家一句话点评
Dragon Rider 适合需要成就、界面增强或玩法辅助的玩家,建议结合自己的职业和版本先测试再长期使用。
适用场景
  • 界面布局、头像框、姓名板和动作条优化
  • 伤害、治疗、仇恨和战斗数据统计

Dragon Rider 插件下载与使用指南

本页整理了 Dragon Rider 的功能用途、适用人群、安装方法和常见问题,方便玩家快速判断是否需要安装。

适合谁用

Dragon Rider 是一款 角色扮演 / 成就 / HUD界面 / 界面美化 类插件,适合需要优化界面、提升操作效率或补充游戏信息提示的魔兽世界玩家。

基本信息

  • 插件作者:keyboardturner
  • 插件分类:角色扮演 / 成就 / HUD界面 / 界面美化
  • 适配版本:12.0.5,12.0.7
  • 累计下载:11,002

安装方法

  1. 点击上方下载按钮获取 Dragon Rider插件文件。
  2. 解压后将插件文件夹放入 World of Warcraft/_retail_/Interface/AddOns 目录。
  3. 重启游戏或在角色界面点击插件,确认 Dragon Rider 已启用。
  4. 如果插件不生效,请检查版本是否匹配,或关闭同类冲突插件后重试。

使用建议

Dragon Rider 安装后建议先在角色界面确认已启用,进入游戏后根据插件提供的命令、小地图按钮或设置面板进行调整。如遇到报错,可先单独启用该插件排查冲突。

Dragon Rider 常见问题

这个插件适合哪些玩家?

Dragon Rider 适合需要 角色扮演 / 成就 / HUD界面 / 界面美化 类功能的玩家,特别是希望提升游戏便利性、界面管理或战斗信息获取效率的用户。

下载后怎么安装?

下载后解压到 Interface/AddOns 目录,然后重启游戏并在角色界面启用插件。

为什么插件不显示或不生效?

常见原因是目录多套一层、游戏版本不匹配、依赖插件缺失或同类插件冲突。

有没有类似插件可以替代?

可以查看本页的替代插件推荐和相关插件区域,按下载量和分类选择同类工具。

插件 AI 问答

可以问:这个插件正式服能用吗、和 DBM 冲突吗、怎么设置、有没有替代插件。

Dragon Rider 是一款魔兽世界插件,主要用于伤害统计、输出循环或战斗表现分析。建议根据自己的版本和插件环境先测试兼容性。

插件用途

Dragon Rider 主要面向需要成就功能的玩家,用来改善游戏体验、减少重复操作或补充默认界面没有直接提供的信息。

适用场景

  • 伤害统计、输出循环或战斗表现分析

使用建议

安装后建议先在角色选择界面或插件管理器中确认已启用,再进入游戏测试是否与现有整合包、WA 和其他插件冲突。如遇报错,可以先禁用同类插件排查。

DragonRider

This project aims to bring more information to help maximize skyriding charge usage and speed without being burdensome and still matching the general game style.

Currently this addon includes:

  • Speedometer Bar
    • Speed tracking for Skyriding and D.R.I.V.E.
    • Unit options like yds/s, mph, m/s, km/h, %, or none
    • Dynamic color based on speed thresholds
    • Thematic options
  • Skyriding Charge "Vigor" tracking
    • Visual charge display for the 6 skyriding charges, previously known as "Vigor" before 11.2.7
    • Customizable layout
    • Optional 3d model effects
    • Thematic options
  • Skyriding Race score journal accessible with /dragonrider (for other languages see below)
    • Skyriding Race World Quest tracker
    • Multiplayer Dragonriding Race tracker (Dragon Isles only)
    • Map pins for each race location

Some of the planned features:

  • Cooldown timers for each major spell (Whirling Surge / Lightning Rush, Flap, Bronze Timelock, Second Wind)

A link to my discord for addon projects and other things can be found here.

Other Language Slash Commands:

🇪🇸🇲🇽: /dragonrider

🇩🇪: /drachenreiter

🇫🇷: /dragonrider

🇮🇹: /dragonrider

🇵🇹🇧🇷: /dragonrider

🇷🇺: /всадникдракона

🇰🇷: /드래곤라이더

🇨🇳: /龙骑士

🇹🇼: /龍騎士

Additional API:

A global variable can be accessed via DragonRider_API.

<details>

 

<summary>Custom theme setup:</summary>

Other addons can additionally add in their own custom Vigor / Speedometer themes for their users to use with the RegisterVigorTheme API. A full example is listed below:

local function OnAddonLoaded()
    if DragonRider_API then
        --[[VIGOR THEME STRUCTURE
        Each vigor bar consists of multiple visual layers that can be customized
        with different textures, atlases, and effects. All fields are optional
        except where noted, and will fall back to default theme values
        --]]

        local myThemeData = {
            -- Full charge texture (displayed when vigor is at 100%)
            Full = {
                Atlas = "dragonriding_sgvigor_fillfull", -- Atlas name (mutually exclusive with Texture)
                -- Texture = "Interface\\Path\\To\\Texture", -- Direct texture path (use instead of Atlas)
                Desat = false, -- Whether to desaturate (grayscale) the texture
            },

            -- Empty fill texture (displayed when vigor is depleted but not recharging)
            Fill = {
                Atlas = "dragonriding_sgvigor_fillfull",
                Desat = true, -- Often desaturated to indicate "empty" state
            },

            -- Animated progress texture (displayed during vigor recharge)
            Progress = {
                Atlas = "dragonriding_sgvigor_fill_flipbook",
                Desat = false,
                -- Flipbook animation settings (optional - omit for static progress bar)
                Flipbook = {
                    Duration = 1.0,     -- Total animation duration in seconds
                    Rows = 5,           -- Number of rows in the flipbook texture
                    Columns = 4,        -- Number of columns in the flipbook texture
                    Frames = 20,        -- Total number of frames to animate through
                },
                -- For static progress (like minimalist theme), set Flipbook = nil
            },

            -- Background texture (the base layer behind all other elements)
            Background = {
                Atlas = "dragonriding_sgvigor_background",
                Desat = false,
            },

            -- Spark effect (animated glow at the leading edge during recharge)
            Spark = {
                Atlas = "dragonriding_sgvigor_spark",
                Desat = false,
            },

            -- Mask texture (used for clipping the spark effect to the bubble shape)
            Mask = {
                Atlas = "dragonriding_sgvigor_mask",
                -- Mask only supports Atlas, not Texture
            },

            -- Cover/frame texture (decorative border overlaid on top)
            Cover = {
                Atlas = "dragonriding_sgvigor_frame_bronze",
                Desat = false,
                -- Set Atlas = nil and Texture = nil for no cover (minimalist style)
            },

            -- Flash texture (used for "full charge" and "recharging" flash effects)
            Flash = {
                Atlas = "dragonriding_sgvigor_flash",
                Desat = false,
            },

            -- Overlay positioning (adjusts the cover and spark clipping frames)
            -- Values are multipliers of the bar width/height
            Overlay = {
                X = .2,     -- Horizontal padding (0 = no padding, 1 = full bar width)
                Y = .2,     -- Vertical padding (0 = no padding, 1 = full bar height)
            },
        };

        --[[SPEEDOMETER THEME STRUCTURE
        The speedometer consists of a progress bar with decorative borders,
        tick marks for speed thresholds, and optional topper/footer elements
        --]]

        local mySpeedometerData = {
            Cover = {
                -- Tick Marks (indicate speed thresholds for vigor regeneration)
                TickAtlas = "UI-Frame-Bar-BorderTick",          -- Atlas for tick texture (or use TickTexture)
                -- TickTexture = "Interface\\Path\\To\\Tick",   -- Direct texture path (use instead of TickAtlas)
                Width = 17,                                     -- Width of each tick mark
                TickHeightMult = 1.0,                           -- Multiplier for tick height (relative to bar height)
                TickYOffset = 0,                                -- Vertical offset for tick positioning
                TickTexCoords = {0,1,.19,.78},                  -- Texture coordinates for precise alignment
                TickDesat = false,                              -- Whether to desaturate tick marks

                -- Border Textures (decorative frame around the speedometer bar)
                -- You can use either Atlas or Texture for each element, not both
                LeftAtlas = "widgetstatusbar-borderleft",       -- Left border piece
                -- LeftTexture = "Interface\\Path\\To\\Left",   -- Alternative: direct texture path
                RightAtlas = "widgetstatusbar-borderright",     -- Right border piece
                MiddleAtlas = "widgetstatusbar-bordercenter",   -- Middle border piece (tiles)

                -- Border sizing and positioning
                CoverLWidth = 35,               -- Width of left border piece
                CoverRWidth = 35,               -- Width of right border piece
                CoverLX = -7,                   -- X offset for left border
                CoverLYMult = 0.3,              -- Y offset multiplier for left border (relative to bar height)
                CoverRX = 7,                    -- X offset for right border
                CoverRYMult = 0.3,              -- Y offset multiplier for right border
                CoverLTexCoords = {0,1,0,1},    -- Texture coordinates for left border
                CoverRTexCoords = {0,1,0,1},    -- Texture coordinates for right border
                CoverMTexCoords = {0,1,0,1},    -- Texture coordinates for middle border
                CoverDesat = false,             -- Whether to desaturate border elements

                -- Background Textures (layer behind the progress bar)
                BackgroundLeftAtlas = "widgetstatusbar-bgleft",         -- Left background piece
                -- BackgroundLeftTexture = "Interface\\Path\\To\\BG",   -- Alternative: direct path
                BackgroundRightAtlas = "widgetstatusbar-bgright",       -- Right background piece
                BackgroundMiddleAtlas = "widgetstatusbar-bgcenter",     -- Middle background (tiles)

                -- Background sizing and positioning
                BackgroundLWidth = 35,              -- Width of left background piece
                BackgroundRWidth = 35,              -- Width of right background piece
                BackgroundLX = -2,                  -- X offset for left background
                BackgroundLYMult = 0,               -- Y offset multiplier for left background
                BackgroundRX = 2,                   -- X offset for right background
                BackgroundRYMult = 0,               -- Y offset multiplier for right background
                BackgroundLTexCoords = {0,1,0,1},   -- Texture coordinates for left background
                BackgroundRTexCoords = {0,1,0,1},   -- Texture coordinates for right background
                BackgroundMTexCoords = {0,1,0,1},   -- Texture coordinates for middle background
                BackgroundDesat = false,     -- Whether to desaturate background elements

                -- Decorative Textures (optional topper and footer)
                TopperAtlas = "dragonflight-score-topper",          -- Decoration above the bar
                -- TopperTexture = "Interface\\Path\\To\\Topper",   -- Alternative: direct path
                FooterAtlas = "dragonflight-score-footer",          -- Decoration below the bar
                -- FooterTexture = "Interface\\Path\\To\\Footer",   -- Alternative: direct path
                TopperXY = {0, 38},         -- Position offset {X, Y} for topper
                FooterXY = {0, -32},        -- Position offset {X, Y} for footer
                TopperSize = {350, 65},     -- Size {width, height} for topper
                FooterSize = {350, 65},     -- Size {width, height} for footer
                TopperDesat = false,        -- Whether to desaturate topper
                FooterDesat = false,        -- Whether to desaturate footer
                -- Set TopperAtlas = nil to hide topper, FooterAtlas = nil to hide footer
            },

            -- Progress Bar Texture (the moving fill that indicates current speed)
            Bar = {
                BarTexture = "Interface\\TARGETINGFRAME\\UI-StatusBar",
                -- This texture fills the bar based on current speed percentage
            },
        };

        --[[REGISTER YOUR THEME
        Register with unique keys that won't conflict with other addons
        The display name is what users will see in the dropdown menu
        --]]

        DragonRider_API.RegisterVigorTheme(
            "MyUniqueAddonKey",     -- Unique identifier (use your addon name)
            "My Cool Theme",        -- Display name shown to users - can be localized
            myThemeData         -- Theme data table
        )

        DragonRider_API.RegisterSpeedometerTheme(
            "MyUniqueSpeedometerKey",   -- Unique identifier
            "My Speedometer Theme",     -- Display name shown to users - can be localized
            mySpeedometerData           -- Theme data table
        )

        --[[NOTES
        All texture paths must be relative to WoW's root directory
        Atlas names refer to Blizzard's built-in texture atlas system
        Use either Atlas OR Texture for each element, not both
        Desaturation converts textures to grayscale while preserving alpha
        Color tinting is handled by DragonRider's color picker settings
        TexCoords format: {left, right, top, bottom} in 0-1 range
        Multipliers (like TickHeightMult) scale relative to bar dimensions
        Setting any Atlas/Texture to nil will hide that element
        For minimalist themes, use "Interface\\buttons\\white8x8" as a solid color base
        --]]
    end
end

EventUtil.ContinueOnAddOnLoaded("DragonRider", OnAddonLoaded);

 

</details>

 

CurseForge: https://www.curseforge.com/wow/addons/dragon-rider

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