PaiGramMetadata/gcsim/scripts/万点秋香-自由轴.txt

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# 这个轴的手法会按照一些常见的玩家操作去模拟,主要包括:
# 起手行秋开大同时万叶开大染水风,每个技能之间穿插平 a 触发行秋水剑;
# 班尼特 qe 切香菱 qe 吃球,行秋 eqe 吃球,香菱和行秋的 e 衔接闪避取消后摇;
# 然后在保证香菱站班圈开大的基础上,所有人有 eq 尽快施放。
# 即便如此,仍然推荐堆至少如下的充能,避免因切人打球阶段过长导致模拟结果骤降:
# 香菱180%行秋170%班尼特170%
kazuha char lvl=90/90 cons=0 talent=9,9,9;
kazuha add weapon="favoniussword" refine=5 lvl=90/90;
#kazuha add weapon="ironsting" refine=5 lvl=90/90;
kazuha add set="viridescentvenerer" count=5;
kazuha add stats hp=4780 atk=311 em=187 em=187 em=187;
kazuha add stats er=0.44 em=160 cr=0.264 cd=0.132;
xiangling char lvl=90/90 cons=6 talent=9,9,9;
xiangling add weapon="thecatch" refine=5 lvl=90/90;
xiangling add set="emblemofseveredfate" count=5;
xiangling add stats hp=4780 atk=311 atk%=0.466 pyro%=0.466 cr=0.311 ;
xiangling add stats atk%=0.1 er=0.11 em=160 cr=0.198 cd=0.792;
xingqiu char lvl=90/90 cons=6 talent=9,9,9;
#xingqiu add weapon="favoniussword" refine=5 lvl=90/90;
xingqiu add weapon="sacrificialsword" refine=5 lvl=90/90;
xingqiu add set="no" count=5;
xingqiu add stats hp=4780 atk=311 atk%=0.466 hydro%=0.466 cr=0.311;
xingqiu add stats atk%=0.2 er=0.11 em=120 cr=0.231 cd=0.726;
bennett char lvl=90/90 cons=6 talent=9,9,9;
bennett add weapon="thealleyflash" refine=1 lvl=90/90;
bennett add set="instructor" count=4;
bennett add stats hp=3571 atk=232 er=0.518 hp%=0.466 heal=0.359;
bennett add stats er=0.77 cr=0.264 cd=0.132;
#词条分布
# atk% em er cr cd
#kazuha 0 8 8 8 2
#xiangling 2 8 2 6 12
#xingqiu 4 6 2 7 11
#bennett 0 0 14 8 2
# 模拟当前充能最差环境, 12-3 水形幻人, 每 33% 血量掉 3 元素微粒, 对于非水系角色等于 1.5 微粒
target lvl=100 resist=0.1 radius=2 pos=0,2.4 hp=3050301 particle_threshold=1016767 particle_drop_count=1.5;
options swap_delay=12 iteration=1000;
fn benn_funnel() {
if !.bennett.onfield { bennett attack; } # for swap cd
while .bennett.skill.cd { bennett attack; }
bennett skill;
if .xiangling.energy < .xiangling.energymax {
if .xiangling.skill.ready {
xiangling skill[a4_delay=rand() * 800 - 200], dash, attack:2; # 假设玩家随机捡到辣椒
} else {
xiangling attack: 3;
}
} else if .xingqiu.energy < .xingqiu.energymax {
xingqiu attack:3;
} else if .bennett.energy < .bennett.energymax {
bennett attack:3;
}
}
active xingqiu;
while 1 {
if .xingqiu.burst.ready {
if !.xingqiu.onfield {
xingqiu burst, attack:2;
} else {
xingqiu burst, attack;
}
if .kazuha.burst.ready { kazuha burst, attack; }
}
else if .bennett.burst.ready {
bennett attack, burst, attack;
if .bennett.skill.ready { bennett skill; }
while .bennett.swap.cd { bennett attack; }
} else if .xiangling.burst.ready && .status.bennettburst {
xiangling burst, attack;
if .xiangling.skill.ready {
xiangling skill[a4_delay=rand() * 800 - 200], dash, attack; # 假设玩家随机捡到辣椒
}
} else if .xingqiu.skill.ready {
if .xingqiu.burst.ready { # 满能量 eqe 操作
xingqiu skill, dash, burst;
} else {
xingqiu skill, dash, attack;
}
if .xingqiu.skill.ready { # 意味着触发了祭礼
xingqiu skill, dash;
# 第一次 e 的球已经吃到, 如果充满就开大, 即非满能量 eqe 操作
if .xingqiu.burst.ready {
xingqiu burst, attack:2;
} else {
# 没充满就正常 a 3 下吃球
xingqiu attack:3;
}
} else {
# 没触发祭礼, 正常 a 3 下吃球
xingqiu attack:3;
}
# 吃完球如果充满也应该开大
if .xingqiu.burst.ready { xingqiu burst; }
} else if .kazuha.skill.ready {
kazuha skill, high_plunge;
if .xingqiu.status.xingqiuburst { kazuha attack; }
} else if .kazuha.burst.ready {
kazuha burst;
if .xingqiu.status.xingqiuburst { kazuha attack; }
} else if .xiangling.skill.ready {
xiangling skill, dash, attack:2;
} else {
benn_funnel();
}
}