Chevreuse
Practical config
Use chevreuse in configs. Aliases: chev
Code
chevreuse char lvl=90/90 cons=0 talent=9,9,9;
chevreuse add weapon="favoniussword" refine=5 lvl=90/90;
chevreuse add set="emblemofseveredfate" count=4;
chevreuse add stats hp=4780 atk=311 atk%=0.466 cr=0.311 cd=0.622 er=0.110;Combo recipes
Overcharged Ball spender
Hold the skill when she has an Overcharged Ball; otherwise use the normal skill route.
Code
if .chevreuse.overcharged-ball {
chevreuse skill[hold=1];
} else {
chevreuse skill;
}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 chevreuse_basic_loop() {
if .chevreuse.skill.ready {
chevreuse skill;
}
if .chevreuse.burst.ready {
chevreuse burst;
}
chevreuse attack:3;
}Wait while .chevreuse.overcharged-ball is active
Whether Chevreuse has an Overcharged Ball or not.
Live state
This is not a setup value. It is the current simulator state at that frame.
Timeout
The frame limit stops the config from freezing if the state never changes.
Code
let start = f();
while .chevreuse.overcharged-ball > 0 && f() - start < 300 {
chevreuse attack;
}Use skill[hold=...]
0 for Tap (default), value between 1 and 301 for Hold. The number determines the E duration in frames.
skill[hold=...]
Action params go inside brackets on the exact action you are casting.
Code
chevreuse skill[hold=1];Actions you can write
attack usable directly
Code
chevreuse attack:3;charge Need to use attack right before charge.
Code
chevreuse attack, charge;skill usable directly
Code
chevreuse skill;burst usable directly
Code
chevreuse burst;dash usable directly
Code
chevreuse dash;jump usable directly
Code
chevreuse jump;walk usable directly
Code
chevreuse walk;swap usable directly
Code
chevreuse swap;Special action params
skill[hold=...] - 0 for Tap (default), value between 1 and 301 for Hold. The number determines the E duration in frames.
Code
chevreuse skill[hold=1];Fields for conditions
.chevreuse.overcharged-ball - Whether Chevreuse has an Overcharged Ball or not.
Code
if .chevreuse.overcharged-ball > 0 {
# action here
}Frames
- Video #1
- Video #2
- Video #3
Hitlag Data
- Normal
- Charge Attack
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| N1 | 0.06 | 0.01 | true | false |
| N2 | 0.06 | 0.01 | true | false |
| N3-2 | 0.06 | 0.01 | true | false |
| N4 | 0.1 | 0.01 | true | false |
| Ability | Halt Time | Scale | Defense Halt | Deployable |
|---|---|---|---|---|
| CA | 0 | 0.01 | true | true |
AoE Data
- Normal
- Charge Attack
- Skill
- Burst
- Cons
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| N1 | Box | Player | - | - | - | - | 1.6 | 2 | - |
| N2 | Circle | Player | - | 0.4 | 1.6 | - | - | - | - |
| N3-1 | Box | Player | - | - | - | - | 1.6 | 2 | - |
| N3-2 | Circle | Player | - | 0.4 | 1.6 | - | - | - | - |
| N4 | Box | Player | - | 1 | - | - | 1.5 | 4 | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| CA | Circle | PrimaryTarget | - | - | 0.8 | - | - | - | - |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| E-Tap | Box | PrimaryTarget | - | -0.5 | - | - | 2 | 6 | - |
| E-Hold | Box | PrimaryTarget | - | -0.5 | - | - | 3 | 7 | - |
| E-Overcharged-Ball | Circle | PrimaryTarget | - | - | 5 | - | - | - | - |
| E-Surging-Blade | Circle | GlobalValue | - | - | 2 | - | - | - | Spawns on the first enemy hit by E. |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Q | Circle | PrimaryTarget | - | - | 6 | - | - | - | - |
| Q-Explosive-Shell | Circle | GlobalValue | - | - | 6 | 60 | - | - | There are 8 shells which split the 6m radius around the Q hit pos into 8 equal parts. Each shell attack extends to the edge of the radius. |
| Ability | Shape | Center | Offset X | Offset Y | Radius | Fan Angle | Box X | Box Y | Notes |
|---|---|---|---|---|---|---|---|---|---|
| C2 | Circle | GlobalValue | - | - | 3 | - | - | - | Spawns at X: -1.5/1.5m offset from the target that the C2 proc'd on. |
Known issues
Names
- chevreuse
- chev
Legal Actions
| Ability | Legal | Notes |
|---|---|---|
attack | ✔ | - |
charge | ⚠ | Need to use attack right before charge. |
aim | ❌ | - |
skill | ✔ | - |
burst | ✔ | - |
low_plunge | ❌ | - |
high_plunge | ❌ | - |
dash | ✔ | - |
jump | ✔ | - |
walk | ✔ | - |
swap | ✔ | - |
Params
| Ability | Param | Description |
|---|---|---|
skill | hold | 0 for Tap (default), value between 1 and 301 for Hold. The number determines the E duration in frames. |
Fields
| Field | Description |
|---|---|
.chevreuse.overcharged-ball | Whether Chevreuse has an Overcharged Ball or not. |