PaiGramMetadata/gcsim/scripts/提八纳钟-固定轴.txt

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2024-01-18 18:03:13 +00:00
tighnari char lvl=90/90 cons=0 talent=9,9,9;
tighnari add weapon="viridescenthunt" refine=1 lvl=90/90;
tighnari add set="wandererstroupe" count=4;
tighnari add stats hp=4780 atk=311 em=187 dendro%=0.466 cd=0.622;
tighnari add stats atk%=0.1 em=120 er=0.22 cr=0.396 cd=0.396;
yae char lvl=90/90 cons=0 talent=9,9,9;
yae add weapon="widsith" refine=5 lvl=90/90;
yae add set="goldentroupe" count=4;
yae add stats hp=4780 atk=311 atk%=0.466 electro%=0.466 cr=0.311;
yae add stats atk%=0.1 er=0.11 em=160 cr=0.297 cd=0.594;
nahida char lvl=90/90 cons=0 talent=9,9,9;
nahida add weapon="wanderingevenstar" refine=1 lvl=90/90;
nahida add set="deepwoodmemories" count=4;
nahida add stats hp=4780 atk=311 em=187 em=187 em=187 ;
nahida add stats atk%=0.3 em=160 er=0.33 cr=0.132 cd=0.396 ;
zhongli char lvl=90/90 cons=0 talent=9,9,9 ;
zhongli add weapon="favoniuslance" refine=5 lvl=90/90;
zhongli add set="tenacityofthemillelith" count=4;
zhongli add stats hp=4780 atk=311 hp%=0.466 geo%=0.466 cr=0.311;
zhongli add stats hp%=0.3 er=0.22 atk%=0.1 cr=0.231 cd=0.726;
#词条分布
# hp% atk% em er cr cd
#tighnari 0 2 6 4 12 6
#yae 0 2 8 2 9 9
#nahida 0 6 8 6 4 6
#zhongli 6 2 0 4 11 7
# 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 tighnari_aim() {
while .tighnari.status.vijnanasuffusion {
tighnari aim;
if .tighnari.burst.ready { tighnari burst; }
}
if .tighnari.burst.ready { tighnari burst; }
}
let tighnari_cd = 0;
fn tighnari_onfield() {
switch 1 {
# e 好了就直接打 ea(q)aa
case .tighnari.skill.ready:
tighnari skill;
tighnari_aim();
tighnari_cd = 1;
# e 没好, 开 q 看看能不能等到 e 冷却打一波
case !.tighnari.skill.ready && .tighnari.burst.ready:
tighnari burst;
if .tighnari.skill.ready {
tighnari skill;
tighnari_aim();
tighnari_cd = 1;
} else if .tighnari.skill.cd <= 90 {
while .tighnari.skill.cd { tighnari attack; }
tighnari skill;
tighnari_aim();
tighnari_cd = 1;
} else {
tighnari_cd = 0;
}
# 啥都没有, e 快好就 a 几下, e 没好就切神子重击
case !.tighnari.skill.ready && !.tighnari.burst.ready:
if .tighnari.skill.cd <= 90 {
while .tighnari.skill.cd { tighnari attack; }
tighnari skill;
tighnari_aim();
tighnari_cd = 1;
} else {
yae attack, charge;
tighnari_cd = 0;
}
}
}
active tighnari;
# 首轮存箭的固定循环
tighnari skill;
zhongli skill[hold=1], dash;
yae attack, skill:3;
nahida skill, attack, charge, burst;
tighnari aim:3, burst, skill, aim:3;
yae burst, attack, skill:3;
while 1 {
zhongli skill[hold=1], dash;
nahida skill;
if .nahida.burst.ready { nahida burst; } else { nahida attack, charge; }
tighnari_onfield();
if .yae.burst.ready {
yae burst;
} else if .nahida.burst.ready {
nahida burst;
} else if .tighnari.burst.ready {
tighnari burst;
} else if .zhongli.burst.ready {
zhongli burst;
} else {
yae attack, charge;
}
# 上轮如果输出过这轮就可以跳过了
if !tighnari_cd { tighnari_onfield(); }
yae attack, skill:3;
}