Kamisato Ayaka
Practical config
Use ayaka in configs. Aliases: kamisatoayaka
Code
ayaka char lvl=90/90 cons=0 talent=9,9,9;
ayaka add weapon="favoniussword" refine=5 lvl=90/90;
ayaka add set="emblemofseveredfate" count=4;
ayaka 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 ayaka_basic_loop() {
if .ayaka.skill.ready {
ayaka skill;
}
if .ayaka.burst.ready {
ayaka burst;
}
ayaka attack:3;
}Use dash[f=...]
Number of frames to add to minimum dash length. Default 0 frames.
dash[f=...]
Action params go inside brackets on the exact action you are casting.
Code
ayaka dash[f=1];Use low_plunge[collision=...]
0 for no collision dmg (default), 1 for collision dmg.
low_plunge[collision=...]
Action params go inside brackets on the exact action you are casting.
Code
ayaka low_plunge[collision=0];Actions you can write
attack usable directly
Code
ayaka attack:3;charge Need to use attack right before charge.
Code
ayaka attack, charge;skill usable directly
Code
ayaka skill;burst usable directly
Code
ayaka burst;low_plunge Previous action must be a jump buffed via Xianyun's burst for example.
Code
ayaka low_plunge[collision=0];high_plunge Previous action must be a jump buffed via Xianyun's burst for example.
Code
ayaka high_plunge[collision=0];dash usable directly
Code
ayaka dash;jump usable directly
Code
ayaka jump;walk No action followed by walk (except low_plunge and high_plunge) has proper frames.
Code
ayaka walk;swap usable directly
Code
ayaka swap;Special action params
dash[f=...] - Number of frames to add to minimum dash length. Default 0 frames.
Code
ayaka dash[f=1];low_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.
Code
ayaka low_plunge[collision=0];high_plunge[collision=...] - 0 for no collision dmg (default), 1 for collision dmg.
Code
ayaka high_plunge[collision=0];Fields for conditions
No special entries documented.
Frames
- Video #1
- Video #2
- Video #3
- Video #4
- Video #5
Hitlag Data
- Normal
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| N1 | 0.03 | 0.01 | true | false |
| N2 | 0.03 | 0.01 | true | false |
| N3 | 0.06 | 0.01 | true | false |
| N4-3 | 0.03 | 0.05 | true | false |
AoE Data
- Normal
- Charge Attack
- Plunge
- Skill
- Burst
- Cons
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Circle | Player | - | 0.8 | 1.6 | - | - | - | - |
| N2 | Circle | Player | - | 0.8 | 1.2 | - | - | - | - |
| N3 | Circle | Player | - | -0.5 | 2.8 | 60 | - | - | - |
| N4-1 | Circle | Player | - | 0.6 | 1.6 | - | - | - | - |
| N4-2 | Circle | Player | - | 0.6 | 1.6 | - | - | - | - |
| N4-3 | Circle | Player | - | 0.6 | 1.6 | - | - | - | - |
| N5-Target | Circle | PrimaryTarget | - | - | 0.8 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| CA-1 | Circle | Player | - | - | 1 | - | - | - | There are up to 5 possible instances of CA-1, CA-2, CA-3. It looks for an anchor enemy in 5m radius around player. If such an enemy exists, then it looks for additional enemies in 4m radius around the anchor enemy. If less than 5 enemies were targeted, then it checks for gadgets to target. |
| CA-2 | Circle | Player | - | - | 1 | - | - | - | - |
| CA-3 | Circle | Player | - | - | 1 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Plunge | Circle | Player | - | 1 | 1 | - | - | - | - |
| Low_Plunge | Circle | Player | - | 1 | 3 | - | - | - | - |
| High_Plunge | Circle | Player | - | 1 | 5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Skill | Circle | Player | - | - | 4.5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-ElementalBurst-Cutting | Circle | PrimaryTarget | - | 0.3 | 3 | - | - | - | - |
| Q-ElementalBurst-Bloom | Circle | PrimaryTarget | - | - | 5 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q-C2-Cutting | Circle | PrimaryTarget | - | 0.3 | 1.5 | - | - | - | - |
| Q-C2-Bloom | Circle | PrimaryTarget | - | - | 3 | - | - | - | - |
Known issues
Names
- ayaka
- kamisatoayaka
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ⚠ | Need to use attack right before charge. |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
high_plunge | ⚠ | Previous action must be a jump buffed via Xianyun's burst for example. |
dash | ✔ | - |
jump | ✔ | - |
walk | ⚠ | No action followed by walk (except low_plunge and high_plunge) has proper frames. |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
dash | f | Number of frames to add to minimum dash length. Default 0 frames. |
low_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |
high_plunge | collision | 0 for no collision dmg (default), 1 for collision dmg. |