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