# 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(); } }