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115 lines
4.2 KiB
Plaintext
115 lines
4.2 KiB
Plaintext
# 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:
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# 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;
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# 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;
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# 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。
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# 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:
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# 香菱:180%,行秋:170%,班尼特:170%
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kazuha char lvl=90/90 cons=0 talent=9,9,9;
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kazuha add weapon="favoniussword" refine=5 lvl=90/90;
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#kazuha add weapon="ironsting" refine=5 lvl=90/90;
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kazuha add set="viridescentvenerer" count=5;
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kazuha add stats hp=4780 atk=311 em=187 em=187 em=187;
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kazuha add stats er=0.44 em=160 cr=0.264 cd=0.132;
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xiangling char lvl=90/90 cons=6 talent=9,9,9;
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xiangling add weapon="thecatch" refine=5 lvl=90/90;
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xiangling add set="emblemofseveredfate" count=5;
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xiangling add stats hp=4780 atk=311 atk%=0.466 pyro%=0.466 cr=0.311 ;
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xiangling add stats atk%=0.1 er=0.11 em=160 cr=0.198 cd=0.792;
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xingqiu char lvl=90/90 cons=6 talent=9,9,9;
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#xingqiu add weapon="favoniussword" refine=5 lvl=90/90;
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xingqiu add weapon="sacrificialsword" refine=5 lvl=90/90;
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xingqiu add set="no" count=5;
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xingqiu add stats hp=4780 atk=311 atk%=0.466 hydro%=0.466 cr=0.311;
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xingqiu add stats atk%=0.2 er=0.11 em=120 cr=0.231 cd=0.726;
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bennett char lvl=90/90 cons=6 talent=9,9,9;
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bennett add weapon="thealleyflash" refine=1 lvl=90/90;
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bennett add set="instructor" count=4;
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bennett add stats hp=3571 atk=232 er=0.518 hp%=0.466 heal=0.359;
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bennett add stats er=0.77 cr=0.264 cd=0.132;
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#词条分布
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# atk% em er cr cd
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#kazuha 0 8 8 8 2
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#xiangling 2 8 2 6 12
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#xingqiu 4 6 2 7 11
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#bennett 0 0 14 8 2
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# 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
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target lvl=100 resist=0.1 radius=2 pos=0,2.4 hp=3050301 particle_threshold=1016767 particle_drop_count=1.5;
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options swap_delay=12 iteration=1000;
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fn benn_funnel() {
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if !.bennett.onfield { bennett attack; } # for swap cd
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while .bennett.skill.cd { bennett attack; }
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bennett skill;
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if .xiangling.energy < .xiangling.energymax {
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if .xiangling.skill.ready {
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xiangling skill[a4_delay=rand() * 800 - 200], dash, attack:2; # 假设玩家随机捡到辣椒
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} else {
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xiangling attack: 3;
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}
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} else if .xingqiu.energy < .xingqiu.energymax {
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xingqiu attack:3;
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} else if .bennett.energy < .bennett.energymax {
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bennett attack:3;
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}
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}
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active xingqiu;
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while 1 {
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if .xingqiu.burst.ready {
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if !.xingqiu.onfield {
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xingqiu burst, attack:2;
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} else {
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xingqiu burst, attack;
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}
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if .kazuha.burst.ready { kazuha burst, attack; }
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}
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else if .bennett.burst.ready {
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bennett attack, burst, attack;
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if .bennett.skill.ready { bennett skill; }
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while .bennett.swap.cd { bennett attack; }
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} else if .xiangling.burst.ready && .status.bennettburst {
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xiangling burst, attack;
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if .xiangling.skill.ready {
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xiangling skill[a4_delay=rand() * 800 - 200], dash, attack; # 假设玩家随机捡到辣椒
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}
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} else if .xingqiu.skill.ready {
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if .xingqiu.burst.ready { # 满能量 eqe 操作
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xingqiu skill, dash, burst;
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} else {
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xingqiu skill, dash, attack;
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}
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if .xingqiu.skill.ready { # 意味着触发了祭礼
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xingqiu skill, dash;
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# 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
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if .xingqiu.burst.ready {
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xingqiu burst, attack:2;
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} else {
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# 没充满就正常 a 3 下吃球
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xingqiu attack:3;
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}
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} else {
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# 没触发祭礼, 正常 a 3 下吃球
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xingqiu attack:3;
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}
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# 吃完球如果充满也应该开大
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if .xingqiu.burst.ready { xingqiu burst; }
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} else if .kazuha.skill.ready {
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kazuha skill, high_plunge;
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if .xingqiu.status.xingqiuburst { kazuha attack; }
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} else if .kazuha.burst.ready {
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kazuha burst;
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if .xingqiu.status.xingqiuburst { kazuha attack; }
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} else if .xiangling.skill.ready {
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xiangling skill, dash, attack:2;
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} else {
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benn_funnel();
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}
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}
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