# 最低推荐充能: 万叶:180%,香菱:230%, 班尼特:180% # 行秋:祭礼剑或西风剑,从精 5 到 1 从 170% 上升到 200%, # 其他单手剑 210%。非 6 命行秋在以上基础再加 30% 充能。 # 队里至少 1 人携带西风剑,无西风剑则每人往上加 20% 充能,反之每多 1 西风减 20%。 # 若不满足充能条件则模拟循环会花费大量时间切人打球导致结果骤降。 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 er=0.518 pyro%=0.466 cr=0.311; xiangling add stats atk%=0.2 er=0.11 em=120 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 4 6 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; let is_sacsword = 0; let sacsword_proc = 0; let kaz_q_pyro = 0; fn benn_skill() { bennett attack; while .bennett.skill.cd { bennett attack; } bennett skill; } fn benn_funnel() { if !.bennett.onfield { benn_skill(); } if .xiangling.energy < .xiangling.energymax { xiangling attack:3; } else if .xingqiu.energy < .xingqiu.energymax { xingqiu attack:3; } else { bennett attack:2; } } active xingqiu; while 1 { if !.xingqiu.onfield { # one more attack for swap cd xingqiu burst, attack:2; } else { xingqiu burst, attack; } if .kazuha.burst.ready { # 万叶大招水风双扩流程 # 对于单体, 水风比火风低得多, 已弃用 #kaz_q_pyro = 0; #kazuha burst, attack; # 水风, 扩水 #bennett burst, skill; # 班 qe 转火底 #kazuha dash; # 冲刺出雨帘剑范围避免挂水影响附着 #set_player_pos(0, -2); #kazuha skill[hold=1], high_plunge; # 长 e 消元素下落扩火 # 万叶大招火风双扩流程 kaz_q_pyro = 1; bennett burst, attack; while .bennett.skill.cd { bennett attack; } bennett skill, attack; # 穿插 a 避免进入火底 kazuha burst; # 扩水并大招染火 kazuha skill, high_plunge; # 下落扩火 } else { # 万叶无大招双扩流程 kaz_q_pyro = 1; bennett burst, attack, skill, attack; # 穿插 a 避免进入火底 bennett dash; # 冲刺出雨帘剑范围避免下落瞬间挂水影响附着 set_player_pos(0, -2); kazuha skill[hold=1], high_plunge; # 班圈万叶长 e 达成起跳扩水下落扩火 } xiangling attack; set_player_pos(0, 0); # 香菱大招自动位移靠近怪 xiangling burst; xiangling skill[a4_delay=rand() * 800 - 200], dash; # 假设玩家随机捡到辣椒 if !kaz_q_pyro { xiangling attack; } # 非火风流程可以偷个平 a if .xingqiu.weapon == .keys.weapon.sacrificialsword { is_sacsword = 1; xingqiu skill, dash; if .xingqiu.skill.ready { sacsword_proc = 1; if kaz_q_pyro { xingqiu attack; } # 行秋 q 慢于行秋 e 附着, 偷一个 a 无妨 xingqiu skill, dash, attack:3; } else { sacsword_proc = 0; xingqiu attack:3; # 平 a 3 下吃自己球 } } else { xingqiu skill, dash, attack:3; } benn_skill(); xiangling attack:3; kazuha skill, high_plunge; # 非祭礼剑, 或者祭礼剑触发, 需要这里多 a 两下浪费时间对轴, 顺便万叶吃自己球 if !is_sacsword || sacsword_proc { kazuha attack:2; } xingqiu attack:3; benn_skill(); # 充能阶段 # 上次打球过程中玩家能很明显看到香菱能量情况, 这里假设玩家能预判差点充满的情况, 少一次切人 while .xiangling.energy + 10 < .xiangling.energymax || .xingqiu.energy < .xingqiu.energymax || .bennett.energy < .bennett.energymax { benn_funnel(); } }