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; }