Amber
Practical config
Use amber in configs. Aliases: None listed.
Code
amber char lvl=90/90 cons=0 talent=9,9,9;
amber add weapon="favoniussword" refine=5 lvl=90/90;
amber add set="emblemofseveredfate" count=4;
amber add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;Combo recipes
Safe basic loop
This is the safest starter pattern. It checks if skill/burst are ready before pressing them, then uses attacks as filler. Use it when you do not know a character combo yet.
if .character.skill.ready
This reads the cooldown. If it says ready, the action can be used now. If it is false, the sim skips that action.
attack:3
`attack:3` means three normal attacks in a row. Change the number while you test.
No infinite loop here
This helper runs once when you call it. Put the repeated rotation outside, in your main `for` loop.
Code
fn amber_basic_loop() {
if .amber.skill.ready {
amber skill;
}
if .amber.burst.ready {
amber burst;
}
amber attack:3;
}Use attack[travel=...]
Projectile travel time. Default 10 frames.
attack[travel=...]
Action params go inside brackets on the exact action you are casting.
Code
amber attack[travel=10];Use aim[hold=...]
0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default).
aim[hold=...]
Action params go inside brackets on the exact action you are casting.
Code
amber aim[hold=1];Actions you can write
attack usable directly
Code
amber attack:3;aim usable directly
Code
amber aim[weakspot=1,travel=10];skill usable directly
Code
amber skill;burst usable directly
Code
amber burst;dash usable directly
Code
amber dash;jump usable directly
Code
amber jump;walk Only burst and aim followed by walk have proper frames.
Code
amber walk;swap usable directly
Code
amber swap;Special action params
attack[travel=...] - Projectile travel time. Default 10 frames.
Code
amber attack[travel=10];aim[hold=...] - 0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default).
Code
amber aim[hold=1];aim[travel=...] - Projectile travel time. Default 10 frames.
Code
amber aim[travel=10];aim[weakspot=...] - Hit weakspot with aimed shot. Default 0 (false), 1 for true.
Code
amber aim[weakspot=1];aim[bunny=...] - Shoot the first bunny (for C2+ only). Default 0 (false). Arrow does no damage if 1 (true).
Code
amber aim[bunny=1];skill[hold=...] - Frames to hold bunny for (for throwing). Default 0 frames.
Code
amber skill[hold=1];Fields for conditions
No special entries documented.
Frames
- Video #1
- Video #2
- Video #3
Hitlag Data
AoE Data
- Normal
- Aimed Shot
- Skill
- Burst
- Cons
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N2 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N3 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N4 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| N5 | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Aim | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| Aim-Head | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-Head | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Explosion | Circle | Player | - | - | 3 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-ArrowRainLoop | Circle | GlobalValue | - | - | 2 | - | - | - | Burst center is at PrimaryTarget. 5 arrows spawn at a random position with radius distance from burst center, 3 arrows spawn at a random position with radius distance from burst center, 10 arrows spawn at a random position between 0.1m and radius distance from burst center. |
| Q-ArrowRainLoop-A1 | Circle | GlobalValue | - | - | 2.6 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Aim-C1-Arrow | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| Aim-Head-C1-Arrow | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-C1-Arrow | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
| FullAim-Head-C1-Arrow | Box | PrimaryTarget | - | -0.5 | - | - | 0.1 | 1 | - |
Known issues
Names
- amber
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ❌ | - |
aim | ✔ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ❌ | - |
high_plunge | ❌ | - |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | Only burst and aim followed by walk have proper frames. |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
attack | travel | Projectile travel time. Default 10 frames. |
aim | hold | 0 for Physical Aimed Shot, 1 for Fully-Charged Aimed Shot (default). |
aim | travel | Projectile travel time. Default 10 frames. |
aim | weakspot | Hit weakspot with aimed shot. Default 0 (false), 1 for true. |
aim | bunny | Shoot the first bunny (for C2+ only). Default 0 (false). Arrow does no damage if 1 (true). |
skill | hold | Frames to hold bunny for (for throwing). Default 0 frames. |